CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9
"Before we leave, let me look at the shard's aura a bit more... It clearly has magical powers that I should be able to use, but I haven't quite figured those out yet..."
Zee casts a spell and draws a Harrow card, which glows faintly. She then holds it to one eye and looks through it like a lens. She holds the shard from its chain, still around her neck, and examines it closely.
male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)
I can’t imagine it’ll matter with that roll but I believe the -2 from being sickened stacks with your penalty from negative levels, Zee...
Also, I’m guessing the effect sickening her is a compulsion? sense motive (take 10):10 + 12 + 1d6 ⇒ 10 + 12 + (6) = 28
”She is not alright,” Teldon leans in and whispers to Briana and Jo, ”her whole body is tense, like someone driven by a compulsion- and with that being the lust shard I can venture a guess at at least part of what it’s driving her towards...”
"I don't think it's here," Briana whispers. "Miss Impostor must've had it with her when she fled. So we've got to track her down and get it back - and the other shard that Teldon had, too!"
Then, she frowns, glancing at Zee and then back at Teldon. "Are you sure? She's not, um...acting like Jo did when she picked it up," Briana whispers awkwardly.
"Maybe she is better at resisting it. I've just wound up a prisoner in my own head both times. I'm just glad that Zee took it before Lady Annabella could strip me."
male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)
”Pretty sure...” Teldon answers somberly (and quietly), ”look closely at her gait, or listen carefully to the cadence of her speech... her body is so twisted up it’s effecting everything she says and does...”
"Then at least she seems willing to leave - for now," Briana replies softly. "We should get going, so as not to press our luck that Miss Impostor gets away or that Zee gets...worse."
male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)
and thankfully her tastes are apparently diverse enough that I won’t be her only target when she does...
CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9
Zed: Does the sickened condition begin immediately, or does Ziomarra have 24 hours to slake the urges? Also: Was Zee able to glean anything from examining the shard of lust's magical aura?
Also, in case Zed is waiting on something more definitive from us, I believe the group is basically in agreement that it's time to start backtracking to try and hunt down the fake Sorshen.
Zed: Does the sickened condition begin immediately, or does Ziomarra have 24 hours to slake the urges? Also: Was Zee able to glean anything from examining the shard of lust's magical aura?
I think, given Ziomarra is already enduring the pain that is negative levels, that we can say - at least mechanically - that Ziomarra will only become Sickened after 24 hours... from an RP perspective, totally up to you...
The shard, Ziomarra is unsurprised to discover, exudes an overwhelming aura - pulsing with sensual colour, it is clear that the basis of the shard's power is in the school of enchantment... concentrating further, Ziomarra tries to understand more...
As long as the Shard of Lust is carried, its owner can use Suggestion as a spell-like ability once per day (Caster Level equal to caster's Hit Dice), gains a +2 insight bonus on saves versus enchantment spells, and gains a +4 insight bonus on Initiative checks.
CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9
Seemingly oblivious to her surroundings (including the corpse of the Gray Maiden still hanging from the wall) Zee concentrates her attention on studying the aura of the deep red shard of metal.
After a few minutes, the glow on her Harrow card fades, and she one-handed shuffles it back into her deck.
"Fascinating. The shard bolsters my mental strength, such that I will be immune to mind-affecting magic. I'll also be able to anticipate enemies' actions, and can act before they will. And, I will be able to compel someone to obey my orders." She smiles oddly at that comment. "That might be fun."
Sense Motive DC 10:
There is a hint of cruelty in Ziomarra's smile that you have not seen before.
"Yes... let's go hunting. It is time to put that imposter in her place!" She casually flicks a card face up from the deck.
Excellent... let's backtrack through the Lady's Light
With the rather primal urges from the shard borne by Ziomarra somehow remaining in check, the group gather what they desire from Sorshen's treasures and, once satisfied that it is safe to do so, use the various teleportation effects that have been woven into the Lady's Light to navigate back into the depths below the grand edifice...
Back through the chamber where Oriana was first found - and below that, in the grand chamber where Quenelle and the Grey Maidens were planning against Korvosa, the group retrace their steps... all is quiet, if the thing that thinks itself Sorshen was here she has gone now.
Perception DC15:
In the large chamber where the sinspawn was defeated, there is a spattering of blood... a trail that leads from the main chamber through to the antechamber with the teleportation alcoves.
...growing increasingly cautious and with Oriana and Joanna leading the way, the explorers finally arrive back in the long golden gallery with its black statues - the Grey Maidens who remain, and their numbers are much diminished now, should be near.
And then they hear it, the tell-tale sounds of violence - muffled by heavy doors leading to the west... the shouts, the ring of steel upon steel, the screams. Instantly Oriana's hand is at her blade, and muffled through her impassive steel visor, "My sisters will resist... but they will surely fall if we do not hurry!!!"
male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)
Even when I can't take 10, its impossible for me to fail a DC 15 perception check.
Teldon points out the blood splatters (see spoiler above) and is about to speculate on its likely meaning when the sound of battle reaches his ears. Quickly downing an extract from his belt, he follows close behind Jo towards its source.
How long has it been since we first fought the impostor? (More than 5 minutes?) I need to know if my minute/level buffs wore out so I can pick what I'm drinking now...
Directed to the blood spatters by Teldon's keen eye, Briana's eyes widen and she seems about to speak - but then is cut off by the sounds of battle from beyond the western doors.
"She's right, we have to hurry!"
Already trying to call her various magics to mind, Briana hurries after Jo and Teldon.
____________
Provided it hasn't been longer than an hour, Briana will activate her Heightened Awareness buff for the initiative boost once we actually enter combat.
We are on what is effectively the second level of the dungeon - 'Further beneath the Lady's Light'. I will move all of the other maps away so that it is clear where you are... plus, once we are done here, that will be the end of this exploration of the Lady's Light...
"Teldon wrote:
How long has it been since we first fought the impostor? (More than 5 minutes?) I need to know if my minute/level buffs wore out so I can pick what I'm drinking now...
With exploring Sorshen's lair and all of the shenanigans with the Shard, it has been more than five minutes since the thing that would be Sorshen fled... but less than an hour.
Pushing through the familiar rooms, the golden hall, the sauna pool and the barracks established by the Grey Maidens, the explorers discover a scene of growing devastation... apparently caught off guard, two of the Grey Maidens lie where they fell - blood pooling around their still warm bodies...
The sound of fighting is clear now - the struggle, violent and frenetic, must surely be just beyond the next door - at the beach of the underground lake.
Joanna slows just enough to send a burst of divine fire washing over the fallen. She didn't have time to stop and check to see if there was any hope as she continued to move towards the sounds of battle. Silver flames blaze in her eyes as nears the door then flings it open.
Going to wait for Zed to tell us what we see before I have Joanna smiting evil and taking names. :)
Before Briana can really even react, Jo's already delivered a burst of healing into the area; if the two fallen Maidens still lived then at least they'd now be stable. With little else for her to do, she continues on after Jo and the others.
male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)
Aware that someone must take the unenviable job of opening the door, Teldon walks quickly up to it and prepares to throw it open. When he realizes what Shadlah is doing, he pauses with his hand and the door to await her signal...
move to the door and ready an action to swing it open as soon as Shadlah is ready
What's worse than Paizo randomly eating your post? Closing the window that you had typed everything into... that's what!!!
The door, when Teldon opens it, leads onwards to a scene of chaos... the beach has been pockmarked and scorched by fire - and lying, not more than ten feet from the door, two more Grey Maidens have met their end here on the shores of the subterranean lake. There is hope though - three of Korvosa's warriors have taken shelter behind an upturned boat... firing arrows out into the lake when they see the chance, their foe is off to the west...
...and looking out, across the dark lake, a winged humanoid shape hovers some ten feet above the turbulent waters. It... she... turns when the door is opened, "YOU!!!! HAVE YOU COME TO MEET YOUR END? IMPOSTERS!!! THIEVES!!! TRAITORS!!!!" The leather wings, spanning at least fifteen feet, and large curved horns protruding angrily from her forehead do little to disguise that this thing, so obviously demonic in nature, was once 'Sorshen'...
Female Human (Shoanti) Geokineticist 7 | AC 22, T 16, FF 18 | DR 6/adamantine| Fortification 15% | hp 80/80 (21 nonlethal) | Fort +13, Ref +11, Will +5 | CMD 21 | Initiative +6 | Perception +13 | Burn 3/9 | 3 Hero Points
Shadlah makes a small grunt of annoyance at the difficulty associated with knocking a flying opponent out of the air. Still, she stomps, creating a rumble in the stone beneath her, draws a barrage of earth and stone from the point where the planar barriers are thin, and sends it whipping through the door towards the fiend.
Move action to gather power, standard action to use an empowered metakinesis earth blast and the extended range infusion, lengthening the range of my blast to 120 feet and multiplying damage by 1.5. Not using point-blank shot or deadly aim. Burn cost reduced to 1 from gather power and to 0 from infusion specialization. Empowered Earth Blast:1d20 + 10 ⇒ (12) + 10 = 22 damage:3d6 + 12 ⇒ (3, 1, 4) + 12 = 20*1.5 = 30 bludgeoning damage.
The winged creature that was never truly Sorshen swerves with a sensuous elegance past Shadlah's barrage of rock... and summoning her own elemental weapon, she shapes a white hot - almost painful to look at - ball of fire... and flings it at the Grey Maidens hidden behind the upturned boats.
The boats themselves erupt in flame - and with no cover left, the armoured warriors stagger towards the safety of the cave tunnels.
Fake Sorshen, Fireball vs clustered group of Grey Maidens: 7d6 ⇒ (5, 5, 3, 3, 6, 2, 3) = 27, Reflex Save DC18 for Half Damage
Grey Maiden 1, Reflex Save vs Fireball: 1d20 + 2 ⇒ (19) + 2 = 21, Saved for Half Damage Grey Maiden 2, Reflex Save vs Fireball: 1d20 + 2 ⇒ (13) + 2 = 15, Save Failed Grey Maiden 3, Reflex Save vs Fireball: 1d20 + 2 ⇒ (2) + 2 = 4, Save Failed
Laughing maniacally now, the demonic enchantress moves through the smoke and lands, barefoot, upon the sand... her weapon, a guisarme of red and black metals, already in her hands...
Briana narrows her eyes as the Fake Sorshen continues to fire on the scattered and fleeing Gray Maidens. Even though they're surely deep beneath the earth the faint sound of rolling thunder can be heard as she focuses her energy and begins casting, attempting to silence the imposter's magic...
SR:1d20 + 6 ⇒ (9) + 6 = 15
Spells & Powers:
3rd - Call Lightning, Dispel Magic, Magic Circle against Evil
2nd - Cure Moderate Wounds, Silence, Spiritual Weapon x2
1st - Bless, Heightened Awareness, Produce Flame, Unbreakable Heart
Orisons - Create Water, Dancing Lights, Guidance, Stabilize
Wandering Spirit - Life
Spirit Ability - Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier. (2/4)
Wandering Hex - Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.
Spirit Magic
1st - Charm Animal (N) or Detect Undead (Life)
2nd - Barkskin (N) or Lesser Restoration (Life)
3rd - Speak with Plants (N) or Neutralize Poison (Life)
Joanna rushes out, hoping to reach the demoness before she can cast again, but the armor proves too cumbersome for her to move quickly enough. She hears Halli growling and moving behind her, a sound she'd worried that she'd never hear again and is glad that a little bit of the madness that had been consuming her friend is gone for the moment.
"Halli, go around the other side. 'Ware her spear," she tells her companion who rushes around, just outside the demon-woman's reach before moving in close with a snarl and bared fangs.
"Now, you die here," Joanna promises as white holy fire begins to flicker around her head like a halo and runes glow silver down her sword as she takes it in both hands.
Actions:
Double moves for both Joanna and Halli.
Swift action to activate Smite Evil on !Sorshen
male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)
Channeling a spark of arcane energy into his longspear, Teldon advances on the impostor in an attempt to wrangle it between himself and the wolf.
CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9
With an oddly cruel smile, Zee addresses the hovering demon. "While is does seem a shame to have to slay a creature of your beauty, I cannot have you continue to impersonate me. Which is too bad. We could have had so much fun in that four-poster upstairs... Surrender now, and that could be a possibility." She winks at the demon.
With an arcane word and a gesture, Zee then rises five feet into the air.
Female Human Warpriest (7) Ini +5 HP 65/65 CA 20 T 12 FF 18 Fort+9 Ref+4 Will +9 Perc +10 Speed 20 PH 4/4 Fervor +2d6 HP, 2/4
Arsith doesnt rush into combat, and calls for her goddess favor in the fight to come.
Soon her weapon glows with a golden, pure radiance.
Then, with resolve, she goes to war
Your appearance is a lie. True beauty comes from the heart and soul, from what we do.
Holy Strike HS (minor, standard action): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
There is a distance, an expanse of scorched and blasted sand, between the group and the fake Sorshen... enough distance to ensure the group are exposed and vulnerable as they run to close the gap. But the blow, the anticipated explosions of fell magicks, never comes... instead 'Sorshen' smiles a cruel smile and waits with her guisarme ready...
Neither Shadlah, whose rocks fall short of their target, nor Briana with her attempts to nullify her foe's powers can turn the tide of battle... and then, Sorshen strikes. Unaffected by Ziomarra's threatening words, her guisarme cuts savagely at Teldon...
CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9
Rising into the air, Zee feels as if she is looking through a fog as that sliver of Sorshen within her asserts itself.
That's not how I would have handled this... It's almost like someone else has taken control... Sorshen?
A haughty voice in her mind replies:
***Why, of course, my pet. You didn't think I'd let you have this body to yourself, did you?**
Not good.
Sorshen, you are controlling my abilities in this body, not your own. I am not a wizard... and much of what I can do is by the grace of Desna. Please... be benevolent, lest the Starsong remove those powers.
***Ugh. You're a priestess? You should place your faith in yourself, not some aloof being who lives in the stars. The gods may be useful, but don't cast your lot with them.**
I beg to differ with you, but still: You are channeling holy power, and if you abuse it, you will lose it. Perhaps you should take off that pendant and give me back control?
**Careful, my pet, or I'll put you back into your own body... you know, the one that hasn't been breathing for days?**
My Lady, I...
**Just kidding. Fine. Have it your way. Not that I'm giving you this body back, but I can play nice. I was always generous with my affections...**
Zee flies over the subterranean lake and hovers about 15 feet above it, as the bat-winged woman brutally slashes Teldon. "Playing with your food? Not a good look. Why don't you pick on someone your own size. Like her!"
Zee then casts a spell at Joanna... who grows to ten feet in height!
Casts enlarge person on Joanna.
Joanna: You are now size Large. You have 10-foot reach. Your attack bonus is the same, and you longsword should do 2d6+6 damage. Your AC goes down to 23 (T 10, FF 23).
Though she knows it might cost some of her own blood, Briana hurries to Teldon's aid. As she steps up behind him, she lays her hand on his shoulder and channels healing energy through her fingertips.
Healing Hex (Teldon):2d8 + 6 ⇒ (4, 7) + 6 = 17
Spells & Powers:
3rd - Call Lightning, Dispel Magic, Magic Circle against Evil
2nd - Cure Moderate Wounds, Silence, Spiritual Weapon x2
1st - Bless, Heightened Awareness, Produce Flame, Unbreakable Heart
Orisons - Create Water, Dancing Lights, Guidance, Stabilize
Wandering Spirit - Life
Spirit Ability - Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier. (2/4)
Wandering Hex - Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.
Spirit Magic
1st - Charm Animal (N) or Detect Undead (Life)
2nd - Barkskin (N) or Lesser Restoration (Life)
3rd - Speak with Plants (N) or Neutralize Poison (Life)
Joanna grows with each step she takes around Teldon and blazing white fire shimmers over her as the runes over her armor and up her sword as she takes it in both hands. Her hair turns shining silver as she blocks the fiends escape over the water. Raw, righteous rage curls her lips into a snarl as she brings the sword down like a bolt of lightning from the stormy heavens.
Halli, needing no commands, lunges at the object of her companion's ire. Her teeth are unable to find much purchase, however, and she backs away a step as she growls with raised hackles at the fiend between her and Joanna.
male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)
Teldon gasps as the impostor Sorshen opens a series of increasingly painful gashes across his arms and shoulder. "Thank you," he practically whispers when Briana's healing warmth moves through him. Sizing up their foe, he stabs at his assailant with two quick thrusts- one to unbalance her polearm before she attacks Jo, and one to extract some small revenge...
Joanna, growing ever larger underneath the influences of Ziomarra's magics, lands a telling blow on her target... the thing that would be Sorshen reeling as steel bites into flesh - black blood, boiling to steam as it meets cold air, runs back along Joanna's blade... but it is Teldon, staying in the fight as Briana's healing energies wash over him, who provokes Sorshen's ire...
GM Only:
Sorshen / Alu-demon = 44 damage
As his spear strikes, her lips curl in rage, "I would have offered you such delights... yet you have settled for something so... bland"
Her blade spins savagely, "Enough!!! You bore me..."
male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)
hopefully it won’t come into play at all, but I think maybe I should only be at -2? It’s possible I missed something in my math somewhere?
With few options remaining to help Teldon as he collapses under 'Sorshen's onslaught - beyond hoping that his wounds would clot on their own - Briana is forced to turn her attention to keeping Joanna safe. She reaches out to her friend, giving the skin underneath the armor the toughness of bark.
Spells & Powers:
3rd - Call Lightning, Dispel Magic, Magic Circle against Evil
2nd - Cure Moderate Wounds, Silence, Spiritual Weapon x2
1st - Bless, Heightened Awareness, Produce Flame, Unbreakable Heart
Orisons - Create Water, Dancing Lights, Guidance, Stabilize
Wandering Spirit - Life
Spirit Ability - Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier. (2/4)
Wandering Hex - Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.
Spirit Magic
1st - Charm Animal (N) or Detect Undead (Life)
2nd - Barkskin (N) or Lesser Restoration (Life)
3rd - Speak with Plants (N) or Neutralize Poison (Life)
CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9
Seeing Teldon fall, Zorshen shakes hre head and says to the enraged imposter, "Dearie, you can't drop one of my best soldiers and expect him to stay down."
Still hovering 15 feet in the air, Zorshen flies over the beach, hovering an arm's reach from the cavern wall.
"Oh! You're a card-caster! How quaint!" she mutters, seemingly to herself, as she draws a card and casts a spell. The card glows with a blue-white radiance, and she throws it at the prone Teldon.
Sacrifices a prepared inflict moderate wounds to spontaneously cast cure moderate wounds. Uses Deadly Dealer to deliver touch spells; aiming at the prone Teldon. Point-Blank Shot, Precise Shot.
hopefully it won’t come into play at all, but I think maybe I should only be at -2? It’s possible I missed something in my math somewhere?
Who knows??? It seems like a veritable age since I last looked at the numbers... and hey!!! looks like it doesn't matter too much anyways... Teldon stabilises at -2
Joanna, grown large now, seems a clumsier fighter than moments before... and the furious arcs of her sword are easily avoided by the demonic entity... laughing at the paladin's efforts, 'Sorshen' starts to grow in confidence. Moving with grace now, she ducks the card flung at her by Ziomarra, "You... I will deal with you later" and simply steps around Arsith....
...and, imperious and standing tall, is caught in the torrent of stone summoned by Shadlah.
Critical not quite confirmed... but 37 damage!!!
GM Only:
Sorshen / Alu-demon = 81 damage
Dust wreathed and with her leather wings torn at the peripheries, Sorshen wields her glaive towards Arsith, "A priestess? You are a long way from your goddess' gaze here... Worship me instead!!!"
From the ashes of Thassilon, an ancient power shall rise again!
The ancient empire of the runelords may be long dead, yet the legacy of Thassilon continues to haunt the frontier realm of Varisia. With the rise of one runelord only narrowly thwarted, Korvosa reeling after the curse of the Crimson Throne nearly brought the city to its knees, and Riddleport rebuilding after a close call with a falling star, the people of Varisia fear that the greatest threat to their land has yet to play its hand.
When agents of the newest Pathfinder Society lodge in Magnimar learn of a fragmented artifact scattered throughout the lands of old Thassilon, it falls to a new band of heroes to step in and gather up the seven fragments of this Shattered Star. For if the greatest prize of Thassilon's first ruler cannot save Varisia... what can?
I am looking for 4 – 5 adventurers for, what is likely to be, a long exploration through the Shattered Star Adventure Path. I will make my selection based on interesting characters (background and/or character concept), party balance and what looks like fun to play.
Your character will start in the City of Magnimar and should be known to the Pathfinder Society for some reason – your Backstory should reflect this.
The ‘Crunch’
Characters start the adventure as Level 1
All classes are acceptable (including the much-maligned Gunslinger, Samurai, Ninja and Summoner). Classes from the Advanced Class Guide are also acceptable.
15-point ability buy (no stat lower than 8 / higher than 18 AFTER racial bonuses / penalties).
Maximum HP for your class (further level increases in HP shall be average for class rounded up)
Core races AND Featured races from the Advanced Race Guide are acceptable (Uncommon races and Custom races will not be considered).
Two traits maybe selected (or three traits with a drawback) – at least one of those traits must be from the Shattered Star Players Guide / the other(s) reflected in your backstory.
Average starting gold for your class.
Non-evil alignments only.
All character options must originate from Paizo published Pathfinder products; No 3rd Party Materials.
…and, shamelessly copied from someone else’s recruitment, the number one important rule…build a character that you care about…and have fun!!!
Recruitment will be open for a week, during which time I will try and answer any questions, with an expected close date of 13th September, Midnight GMT. I will make my selection over the following weekend and look to start the adventure around the 16th September. The selected persons must be able to commit to posting at least once per day during the week.
Very interested in this as well, I loved RotRL and know this AP is something of a spiritual sequel to it, but I don't know much else about it which feels like a perfect place to start from.
I had already built a swashbuckler who I was really liking the concept of, who would just need a little retooling to his backstory and stats to fit into this as an option, but I've also had an Oracle of Lore idea kicking around in my head for a while now and that guy is basically designed to be a pathfinder.
Are you looking to just have one entry, or can I submit both so if one fits better he can be in? Either way, I'll have one/both in sometime this weekend.
Dotting for tentative interest, pending the outcome of some other recruitment threads. Perhaps one of those characters if they don't make the cut elsewhere (I've got a summoner that could work for just about any campaign) or maybe an investigator or hunter or shaman. So many options :)
How are you planning to do the combat? Maps and heavy tactical stuff or more descriptive and free form?
Thinking of a character now, deciding between healing shaman who needs character and a tiefling bloodrager rescued by silver crusade pathfinders, who was formally a cultist of Baphomet but now is a worshiper of his savior Milani.
He uses maps on Google Drive, with icons for the characters. Pretty common around here. Zed does a pretty good job as a GM, and if he does make a mistake, corrects it promptly. Having a good time in his Alkenstar campaign, even if he did all but destroy my favorite weapon with a template on a monster. :)
Tychi - thanks...I am having fun GM'ing Wardens of the Reborn Forge with you guys...also note that I am also running two groups through the Emerald Spire on these boards...this will be my first attempted AP though....
If anyone is interested in my GM'ing style (remember, it is as much you choosing me as a GM as it is about me choosing your characters), feel free to have a look at my current games....
GM Viskous - as Tychi suggests, I will...mainly...use Google Drive and the Maps from the AP. However, if the map doesn't add anything...I am equally fine with the occasional hand-waving descriptive style of combat (sometimes it's just quicker that way)
Tarlane - I don't have a big problem with you submitting more than one character however, ask yourself...which one would you prefer to play?
Haladir - sounds good although the Harrow Handbook was the one Player's Companion I decided to skip in the last year...is everything I need on 'Archives of Nethys' or similar? Also, does it rely on Cards? How would you propose to replicate that in PBP?
Rysky - I guess it's that there is so much Paizo produced material now...it's got to the point where it's complicated enough for a GM without so e of the 'wackiness' or possible loss of balance 3PP can bring (in my opinion)...so probably avoid the MCA Wiki as well..
Game Master Scotty - not a big issue at all...I am also an AP subscriber and, on occasion, like to sit on the players side of the screen - normal rules about meta-gaming and player knowledge not being equal to character knowledge...
As much as I want to play the shaman as a class, my tiefling barbarian is where my inspiration is.
So introducing:
Gefus "Red" Nildana
Male Demon-Spawn Tiefling Bloodrager 1
Stat Block:
Gefus "Red" Nildana
Male Demon-Spawn Tiefling Bloodrager 1 (Pathfinder RPG Advanced Race Guide 0)
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (1d10+5)
Fort +4, Ref +2, Will -1
Resist cold 5, electricity 5, fire 5
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Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d6+4) and
morningstar +4 (1d8+3)
Special Attacks bloodrage, claws
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Statistics
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Str 16, Dex 14, Con 14, Int 8, Wis 9, Cha 13
Base Atk +1; CMB +4; CMD 16
Feats Toughness
Traits berserker of the society, exchange agent
Skills Acrobatics +6, Linguistics +4, Perception +5, Swim +7
Languages Abyssal, Common, Hallit, Thassilonian
SQ bloodlines (abyssal), fast movement
Other Gear morningstar, pathfinder's kit, 85 gp
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Special Abilities
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Berserker of the Society +3 rounds of Rage a day.
Bloodrage (9 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Quick Background:
As a young man, abandoned in the streets of Kenabres, Gefus's bright red skin and horns caused him a lot of trouble. He was a hard worker and immensely strong, but when he lost his temper someone would usually get hurt. With the inability to find work because of his growing reputation and his anger at this situation, he jumped at the chance when the cult of Baphomet offered him a home and brothers. He never really believed in the goals of Baphomet much, he just enjoyed fitting in somewhere and being important.
Severely wounded in a battle with Mendevian authorities, he was rescued by Silver Crusaders of the Pathfinder Society, worshipers of Milani, who taught him to channel his anger into productivity instead of destruction. He also took to the teachings of Milani, and endeavors to free others from demonic oppression. However, the lodge leadership in Nyrosian, having a problem with his demonic looks with the stirring of the Worldwound lately, have arranged for a transfer to the newly built lodge in Magnimar, Hiedmarch Manor.
Not quite done, but the main idea is here. Needs minor gear tweaking mostly.
Should meet all your prereqs. I look forward to exploring the new Brawler class - initially going damage, will branch into combat maneuvers; some combination of tripping/grappling/dirty trick/disarming.
Backstory:
Alimar and his brother Reggie grew up on the streets of Magnimar. Life was hard, and there were many times the brothers came close to starvation. They survived these times by feeding off the fringes of the city's criminal element; at times stealing from other waifs, from drunkards, or participating in back-room fights. The two brothers discovered a particular knack for the last venue, and gradually grew in fame to the point that they found a backer to enter the city's gladiatorial battles in the Serpent's Run. Then fate caught up to them. Favorites going into the match, their backer told them to throw their first few, so he could reap the high odds against them. Being rather headstrong the brothers refused. They won all their games that day, but at a price. Thugs jumped them on the way home that night, breaking the bones in Reggie's legs and arms to the point where he was crippled from that point onwards. Alimar managed to kill 2 of the assailants, but when the city guard intervened he was hauled off to jail. Slated for execution, his death was stayed only through the timely investigation of the Pathfinder Society (or whatever organization you're joining us around :P). Now a member himself, Alimar seeks out new magical items for the society in the hopes of fixing his broken sibling.
Okay, think I've got an idea for a shaman. Still trying to pick a spirit and I'm unsure on race but I should hopefully have things hammered out within the next day or two :)
Game Master Scotty - not a big issue at all...I am also an AP subscriber and, on occasion, like to sit on the players side of the screen - normal rules about meta-gaming and player knowledge not being equal to character knowledge...
Currently tossing up between a Druid or an Inquisitor. Not sure which one would suit the campaign better, as the Players Guide doesn't give much information, so currently leaning towards the Druid, since I think its versatile enough to handle whatever the AP wants to throw our way.
i won't have time to post a real build or backstory until at least tomorrow evening (and if you immediately know he's not what you're looking for please let me know before i put that time in), but here's the basic idea:
Loremaster Teldon Moore
son of Baldric Moore, an adventurer of some repute in the Magnimar Pathfinder Lodge; Teldon is known to many for both the expectations that he will follow in his father's footsteps and his incredible body of knowledge.
N, Human, Alchemist [mindchemist] 1
stats probably- Str 10; Dex 13; Con 12; Int 18 (16+2race); Wis 12; Cha 8
feats- amateur investigator, ???
he would have a bunch of knowledges that he's very good at and could supply some support in combat with bombs, infusions (starting at 2nd), and a longspear (which he has more in the hopes that it will dissuade attackers from closing than because he wants to use it).
let me know if there's enough interest to merit a fuller write up (please).
I'd like submit my LN human cleric of Lissala, created for Morphling's RotR campaign for this game after adjustment. I'm in progress of original backstory for him.
Thanks to everyone for their interest and for the early submissions...
Ginganinja - I think the Player's guide is pretty good at identifying good / bad options for this AP...the key thing to note is that, more than most other AP's, the adventure is quite dungeon heavy...so draw your own conclusions from that!!!
Nate Lange - no problems with your proposal... I enjoy seeing the alchemist class being played so, if you are interested, put a proposal together.
Hmmm, can see that I am going to need to get that PDF for Advanced Class Guide... There is an unsurprising trend towards those classes at the moment!!!
Can I be honest Blue Moose? I think you should try for a module / scenario rather than an entire AP? An Adventure Path represents a really big commitment from both the GM and the players...over many months (more likely years if you look at the successful AP's on these boards)...so, I am going to suggest trying your hand on something smaller before launching into an AP.
Absolutely no problem with GM'ing anyone to new to PBP (we were all new to PBP once...) but on a smaller game...
Please don't let me dampen your enthusiasm though...have a look at the recruitment threads, I am confident you will find something that will allow you to have a go...
If you'd rather not have the ACG, "Red" makes a fine normal Barbarian, though I'd probably lower his charisma a little, to shore up his int and wisdom a bit.
Also normally I wouldn't make a CN character, but since I was basically a Chaotic Evil until the redemption by the pathfinders, I'm in progress from Evil to Good. I will be striving to be a good person, but will of course have the challenge of dealing with my taint and rage which will of course create immense struggle.
Did you want some "gameplay" or RP post in the recruitment thread? Some people like it, some don't.
Putting myself down as interested, I have a character concept for this already worked up in my head and I just have to get it all down and ready to be posted here.
Name Terrance Foehammer
Male Dwarf Warpriest 1 (Torag)
LN medium humanoid
Senses Darkvision (60)
Background:
Terrance was born in a mixed warrior, religious family. When he was a young dwarf, he spent a lot of time wandering around the city, and learning the ways of the warrior. As he grew, he found that time at the forge at his mother’s behest, slowly made him realize that Torag, the father of the dwarves was the god to follow. However, as he was growing up, he constantly found himself in trouble, which was tempered when the local church of torag, inducted him into the temple guard. The guards were used to help clear some of the former dwarven holds, and he found himself guarding gains other had made he started to get frustrated. When he was asked to proceed to Magnimar and help protect a group of merchants, he gladly accepted.
A couple of months later, he found himself in Magnimar, he was left behind, when the delegation returned to the dwarven lands.
Racial Traits:
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Jump Modifier (Core 88): You gain a -4 to jump checks.
traits:
Glory of Old: In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Ruin Raider: You gain a +1 trait bonus on Appraise checks.
Additionally, you gain a +4 bonus on Perception checks made to distinguish statue-like creatures (like caryatid columns and gargoyles) from actual sculptures.
stats, offence and defence:
STATISTICS
STR 14, DEX 11, CON 14, INT 14, WIS 14, CHA 8
OFFENSE
Speed 20 ft
Space 5 Reach 5
Base Atk 0
BAB 0, CMB 3, CMD 13
Sling +0 (d4+3X2), Warhammer +1(D8+3X3), Battleaxe +0(D8+3X3), Morning Star +0(D8+3X2), Dagger +0(D4+3X2)
DEFENSE
AC 15, touch 10, flat-footed 15
hp 10
Fort 4 ,Ref 0,Will 4
feats, skills, and languages:
Feats
Sacred weapon Warhammer
Weapon Focus Warhammer,
Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.
Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment.
Blessings (Su): Each blessing grants a minor power at 1st level and a major power at 10th level.
A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Current Blessings 3/day
DC12
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day these spells are cast as any other spell, but aren’t expended when cast and can be used again.
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them.
Currently D6
The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage this must be declared before the attack roll is made. If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower.
Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
blessings:
Blessings
Earth Blessing
Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn’t stack with the additional damage from the corrosive weapon special ability.
Armor of Earth (major): At 10th level, you can touch an ally and harden its armor or clothing. For 1 minute, the ally gains DR 1/—. For every 2 levels beyond 10th, this DR increases by 1 (to a maximum of DR 5/— at 18th level). This doesn’t stack with any other damage resistance.
Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
"All characters must be known to the pathfinder Society"
I read that, and my first idea was to play a character under the close watch of the society who may or may not be a good person. I want to play an evil character who the Society is generally suspicious of, but isn't "Dangerously" evil, really. Just someone with an off personality known for their anger and surprising calm.
Hmmm, can see that I am going to need to get that PDF for Advanced Class Guide... There is an unsurprising trend towards those classes at the moment!!!
If you don't want to drop money on the book/PDF just yet, I believe d20PFSRD has the new class info on their website :)
So I had the backstory for this character all written out and was working on the crunch, thinking she would be SUPER fun, when I checked your build rules and realized you aren't allowing uncommon races. Needless to say, it made me very sad (she's a wayang).
That said, will you pleeeeeeease at least read what I've written out? If you do and still don't want her in the party, I understand. (The crunch isn't finished because I didn't want to do extra work if this character would be a no-go from the start.)
Okay, I think everything is finalized - submitting Aasimar Briana Kaddren, Lore Shaman and her spirit animal Rowenna. Let me know if there are any questions or if something needs to be changed! :)
Mechanics:
This is my first shaman build, but I'm envisioning a character who primarily acts as a buffer/utility caster in combat and a knowledge monkey and/or diplomat outside of combat. If she's chosen, I'm happy to rework her starting spells to accommodate other casters (especially divine/nature casters) and to fill other roles if necessary, such as a secondary healer.
Posting Frequency:
In the spirit of full disclosure, I want to mention that while meeting the 1 post/day requirement shouldn't be a problem for me, my work schedule is such that on the days that I'm working I may not be able to post until late in the evening CST (which is GMT -6 I believe).
I am interested. RikTikTik is an alchemist heading towards healer. Backstory is still just a cut and paste from another character, but will be updated tomorrow when I am more awake.
Presenting Piper Swift, a Bane to Evil-doers in training.
GM:
One of the things that annoys be about the current Assimar and Tiefling ages are that they both make no sense for them to be descended from anything other than an elf. Piper's parents were both human, and I'm assuming that makes her mature as fast as a human. If this is an issue I can change her age.
Stats:
Piper Swift
Azata-Blooded Aasimar (Musetouched) Rogue 1 (Pathfinder RPG Advanced Race Guide 0)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0; +2 trait bonus vs. fear
Resist acid 5, cold 5, electricity 5
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Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) and
. . rapier +3 (1d6+1/18-20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—glitterdust (DC 14)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 10, Int 12, Wis 11, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits good natured, ruin raider
Skills Acrobatics +6, Appraise +2, Climb +4, Diplomacy +8, Disable Device +7, Knowledge (local) +5, Perception +4, Perform (sing) +8, Perform (wind instruments) +8, Sense Motive +4, Stealth +6; Racial Modifiers +2 Diplomacy, +2 Perform (sing), +2 Perform (wind instruments)
Languages Celestial, Common, Elven
SQ trapfinding +1
Other Gear studded leather, dagger (6), rapier, backpack, masterwork, bedroll, blanket, thieves' tools, trail rations (2), waterskin, 4 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Good Natured You have an unusually sunny spirit, and it takes serious doing to dampen your mood. You gain a +2 trait bonus on all saving throws against fear effects.
Ruin Raider +4 Perception to distinguish statue-like creatures.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Background:
Piper was left at a rundown orphanage when she was only a newborn with no name and no sign of her parents. The matron, a bitter old woman that resented having an infant to care for, didn't bother giving her a name or even doing more than she had to in order to keep the young girl alive. As soon as she was able to care for herself, the matron put her to work, sending her out to earn coin to fill the matron's purse. Jealous, bitter, and more than a little sadisitic, the matron noticed the young beauty that the girl was turning into and took every opportunity to break her spirit while she slaved away to the matron's every whim. From the time the girl was six until she was twelve, the matron battered away with words, and sometimes even physically blows. The abuse almost worked, but the matron didn't count on what was happening while the girl was out filling her coffers.
The girl, as fate had it, was one of the Musetouched. She had a voice that was sweet and silky, and a talent for the pipe. She found that people would give her coins for her music, and she found that taverns often had people who enjoyed her songs and little ditties, and would even teach her a few of their own. One tavern in particular became a favorite haunt of hers. It was home to a shrine to Cayden Cailean, and one of the regulars was a bard devoted to the Lucky Drunk. He loved to her sing and play, and was often the best tipper when she came by. One say he asked her what her name was, hearing that she had no name, named her Piper for her skill with the flute. As she grew older, he noticed more and more how she looked half-starved and that she often had bruises or red-eyes from crying. Finally, after almost two years of trying to get the whole story out of her, Piper broke down and tearfully told him everything, from the matron's abuse to how she was left, unwanted, at the orphanage's doorstep.
The bard arrived in a furious state at the orphanage that night. At his back were some of the city guard, and they turned out to be very interested in the ways the orphans under the matron's care were exploited. A new matron was placed in charge of the orphanage, but Piper was not among the orphans that rejoiced when they learned that things were going to be better. The bard had adopted the young girl, and by extension, she was adopted into the larger family of Caydenites in Magnimar. As childhood gave way to adulthood, she learned some about Cayden's faith, but she truly excelled in the roguish arts. Piper bounced from mentor to mentor, learning and growing as she went. By the time she was fifteen, she was quite adept at being a rogue. Seeing the various gangs and thugs extorting good people in the lower class districts, she decided to do something about it and rob the first gang she could find the hideout for. She was successful in the first, second, and even third attempt. Eluding capture with a deftness that got others to call her Piper the Swift, which she eventually took as her surname, breaking with the tradition of most orphans that benefited from help from Cayden Cailean's church.
Unfortunately, her good luck ran out. She tried to steal back protection money from a fourth gang, only to learn almost too late that it was a trap. Barely able to get away, she fled to her hideout and noted, with some dismay, that most of her gear was missing. She noticed, with more than some alarm, that the gang was still looking for her over the next several days. Needing a quick way out of town, she found a Pathfinder in need of an assistant. Piper agreed and followed the man and the rest of his party out into the wilds and into an ancient ruin.
She found that she was fascinated by the treasures, however minor, that they found, and she soon went out with another group, then another. After a year, she finally took the plunge and joined the Pathfinder Society, hoping for more opportunities to see and help recover the wonders in those forgotten places.
Personality:
Like many Caydenites, Piper has a carefree approach to life. She despises bullies and doesn't back down from a fight she believes she can win. She can be a shameless flirt, but only so long as the object of her affections understands that things only go as far as she wants them to and that he only gets to see as much as she allows.
In an odd twist, she is very body conscious, an artifact from the abuse she endured as a child. Comments are one thing, if someone were to actually see the figure under the clothes, she'd be mortified, probably into shock.
Appearance:
Despite being an aasimar, Piper is still affected by the undernourishment she suffered through as a child. She's barely an inch above five feet, and weighs less than a hundred pounds. Her slight, pear-shaped frame is given to easy and fluid movements. She has coppery-red hair and blue eyes that sparkle like the sea. Her clothing is simple, a white blouse, a leather vest, a pair of comfortable breeches, and doeskin boots.
RikTikTik Keeps his visage shrouded in a cloak to conceal his snout and tail to casual inspection, knowing it makes most surface dwellers uncomfortable. When seen, his whiskers are often stained or singed due to his craft. The crossbow slung across his back and the bandoleer of alchemical flasks slung across his front gives away his combat readiness however.
Background:
RikTikTik was encouraged to follow the Craft from an early age when his warren noticed his keen mind and inquisitive nature. He excelled at it from an early age, but soon found his desire to see the world (especially above ground) made him chafe at the close knit community of his family. He spent more and more time exploring the city above, and ran into the Pathfinders there. He applied with the Hiedmarches for a position within the Society and was thrilled to be given a probationary post at the manor. He studied endlessly in the library and helped plan various expeditions for the more experienced Pathfinders. Both he and his Captains think it is time for the first mission of his own.
I will offer Yui the wayang shadow witch. Unfortunately I do not have access to a regular pc for 3 weeks but can use phone. Her background would have to be altered and set to a npc or other player that lives in the city as her drive to return from tien. Please look at her older posts as they have her background in there.
Traits:
Exchange Agent [linguistics] (campaign)
Pragmatic Activator (magic)
Scholar of the Great Beyond [history] (faith)
Scholar of Ruins [dungeoneering] (race)
*this is probably rare but i thought, since he was from Absalom, it might be reasonable for him to have come across it. i can switch it out if you object.
description:
At 6'2" and only 148 pounds Teldon Moore is quite trim. His long limbs give him a lanky appearance, but he carries himself with a grace that keeps him from seeming awkward. His pale face is framed by a mop of unkempt jet-black hair and his narrow chin only serves to accentuate his strong nose. His eyes are so dark a brown that its difficult tell where the iris ends and the pupil begins, but there is a depth to them that gives the sense that he is ever lost in thought. He is a quiet and typically restrained man but there is also an undeniable confidence in his demeanor.
He travels in a well maintained explorer's outfit and an unusual looking set of studded leather armor. He carries a longspear and wears a loaded backpack, both of which look to be brand new. The truly observant will notice that the butt of his palm is perpetually smudged with ink and the odor of alchemical reagents lingers about him.
background:
Baldric Moore was a hometown hero when he helped to eliminate the murderous cult of the Skinsaw Men. A descendant of the Chelaxian settlers, he was born and raised in Magnimar before getting swept up in the events that eventually lead to his standing, alongside a team of pathfinders, against the Runelord Karzoug the Claimer. After his grand adventure, Baldric settled in Absalom where he found a wife (the daughter of a successful merchant and, ironically, also a native of Varisia) and began a family, but his name lives on in the city of his birth where songs of his exploits can still sometimes be heard filling taverns or Heidmarch Manor.
Teldon Moore was born in Absalom. From a very young age he would accompany his father to the Grand Lodge and was always surprisingly enthusiastic to spend time pouring over old records and hearing accounts of sites discovered and ruins explored. Some of the old veterans even took to calling him "Loremaster Moore" because of his natural propensity for recounting these tales. His father was a clever man; recognizing his great potential, arrangements were made for him to be taken on as the apprentice of one of the Society's most accomplished Alchemists (who, it happens, was developing techniques for augmenting one's own mind). For years Teldon spent his days in the laboratory perfecting his craft and his nights in the archives studying history, geography, and all manner of esoterica. He officially joined the Pathfinder Society the day of his coming of age celebration and was quickly (and safely) put to work in the records department.
His time there afforded him a great deal of study, but his thirst for knowledge remained insatiable and the desire to enter the field and conduct first-hand research became overwhelming. When a post came up for a transfer to a new lodge in Magnimar he know his time had come. In his studies he had learned the Thassilonian language and was thrilled at the prospect of discovering forgotten lore to decipher; that added to his curiosity about the country from which both his parents originated (and the tales of his father's adventures there) was more than he could resist. He accepted the post, spent most of his saved coin on adventuring gear, bid his mother farewell (his father having passed several years earlier), and departed for Varisia to discover what secrets awaited him there.
It has only been a matter of days since he arrived in Magnimar but his name has been entered in the Society role there and he eagerly awaits the opportunity to put his expertise to work.
GM Viskous – I am fine with you selecting / developing an ACG character (as per Lady Ladile’s suggestion, I can go to the d20pfsrd in the first place). In terms of RP in the recruitment thread, I do like it but I wonder whether sometimes people find it a bit forced (and it does crowd the thread a little)…so I am going to rule no RP in thread this time around (I can get an idea of people’s posting / RP style from other games they have been in)
Duboris – I am going to stay with the ‘No Evil’ requirement; I want to try and keep a degree of party balance / avoid conflicting aspirations, motivations and goals – having said that, if you want to go with a worshipper of Hshurha, you could still do that with a Neutral Character…although that might not be the character you want to play…
Nathali Estrid / Yui Hirasawa – Okay, given that the AP does wander through Kaer Maga, I will relax the requirement so….
Uncommon Races ARE allowed…BUT I will, almost certainly, have a maximum of One such character in the party
Thanks to all for submissions so far… I will shortly collate and post a list so that people can see what roles are crowded / empty…
i have no shortage of ideas for characters i would really enjoy playing, so if there are any roles that you (GM) would like to see covered that nobody submits (and you're willing to entertain multiple applications from an individual) i'd be glad to put something different together for consideration.