Shattered Star

Game Master Zesdead

'Shattered Star' - Part 2, 'Curse of the Lady's Light'

...in which our adventurers explore the Thassilonian Chambers beneath the Lady's Light.

Party Health
Ziomarra Callinovo 46/46HP, 1 Hero Point, 1 Blessing of Desna
Josephina Annabella Whitehall 31/59HP, 1 Hero Point, 1 Blessing of Iomedae
Halli, 54/54HP
Teldon Moore 52/52HP, 3 Hero Points, 1 Blessing of Pharasma
Briana Kaddren 60/60HP, 1 Hero Point, 1 Blessing of Pharasma
Arsith D'Arabiane, 65/65HP, 3 Hero Points
Shadlah Broken-Earth, 63/63HP, 30NL, 2 Hero Points

Maps / Images
The Lady's Cape
Varisia


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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.

Silver Crusade

Interested!

Why does no one ever like third party...

Edit: What about stuff from the MCA wiki?


Hmm. Hmmmmmmmm!


Interested, thinknig of a warpriest, to see how it plays. :)
will work it up over the weekend and submit. :)


Interested. Have my Orc Titan Mauler statted up. Writing a backstory now.

Crunch:

Urtur
Male Orc Barbarian (Titan Mauler) 1
True Neutral
Strength 18(+4) Dexterity14(+2) Constitution14(+2)
Intelligence 8(-1) Wisdom 8(-1) Charisma8(-1)
Size: Medium Eyes:Red Hair:Black Skin:Gray
Total Hit Points: 15 Speed: 30 feet [barbarian]
Armor Class: 18 = 10 + 6 [breastplate] + 2 [dexterity] Touch AC: 12 Flat-footed: 16
Initiative modifier:+ 2= + 2 [dexterity]
Fortitude save:+ 4= 2 [base] + 2 [constitution]
Reflex save:+ 2= 0 [base] + 2 [dexterity]
Will save:-1= 0 [base] -1 [wisdom]
Attack (handheld):+ 5= 1 [base] + 4 [strength]
Attack (missile):+ 3= 1 [base] + 2 [dexterity]
Combat Maneuver Bonus:+ 5= 1 [base] + 4 [strength]
Combat Maneuver Defense:+ 17= 10 + 1 [base] + 4 [strength] + 2 [dexterity]
Gear:Greataxe 1d12+6, crit x3 two-handed slashing
Bone Breast plate [medium; + 6 AC; max dex + 3; check penalty -3, fragile]
Feats: Grudge Fighter
Traits: Serpent Runner[SS], Mindlessly Cruel[OoG], Brute[OoG]
Drawbacks: Xenophobic
Racial: Dayrunner, Darkvision 60 ft, Orc Ferocity, Weapon Familiarity
Class Features: Rage 6 rnds/day, Big Game Hunter
Skills: Climb +5, Perception +3, Survival +3

Silver Crusade

Leaning towards Ranger (Deep Walker/Holy Tracker) and eventually trying to get into Skyseeker.


Dot for interest.


Interested! Thinking about a Varisian cartomancer witch (from the Harrow Handbook.)

Liberty's Edge

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 :)


Dotting, Thinking about a rogue.


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. :)


Interest!


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....

Wardens of the Reborn Forge, Emerald Spire - Game 1 and Emerald Spire - Game 2

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..


Dotting for interest. A fair warning for you, I am a charter subscriber and have read this path and am running it for my tabletop group.

Some are put off by this, so before I submit a character, is that an issue for you?

I understand if it is and respect your decision either way.


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...

Silver Crusade

For GM:

True, although I would very much like to be the "victim" of the Prettiest Princess of all of Avistan Trap in book 2 :3


Me too Rysky! Me too.


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
--------------------
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
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d6+4) and
morningstar +4 (1d8+3)
Special Attacks bloodrage, claws
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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 :)


GM Zed wrote:
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...

Not an issue! Thank you!


Dotting for interest.


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.

RPG Superstar 2012 Top 32

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).

Silver Crusade

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!!!


Do you mind someone that's new to PbP games? I'm interested in trying them out, and an Adventure path seems like a good place to begin.


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...


Fair enough.... That's why I asked.


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.

The Exchange

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.


Now that I have had time to work on it.

Terrance Foehammer

basic info:

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.

Skills
Skills Acrobatics -6, Appraise 2 , Bluff -1, Climb -4, Diplomacy -1, Disguise -1, Escape Artist -6, Fly -6, Handle Animal -1, Heal 6, Intimidate -1, Knowledge (Religion) 6, Perception 3, Ride -6, Sense Motive 2, Stealth -6, Survival 2, Swim -4, Use Magic Device 0

Languages
Dwarven, Common, Undercommon, Giant

gear:

Scale Mail, Light Wooden Shield, Battleaxe, Warhammer, Morning Star, Dagger, Sling w 20 bullets, Warpriests Kit, Dungeoneering kit, Gear Maintenance kit, Grooming kit, Cooking Kit (AA), Grappling Hook, 2 Acid Flasks, Bandolier, 2 Blankets, Explorers outfit, Caltrops, Powder X 2 bags

Class Features:

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.

If selected, will create an alias.


"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.

Would you allow a worshipper of Hshurha?


GM Zed wrote:
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 :)


dot for later.


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).

Liberty's Edge

Dotting for interest.

Heavily considering a Sylph Arcanist(Blade Adept) + [Some Kind of Martial] into Eldritch Knight. Focusing on combat mobility and battlefield control.


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
--------------------
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
--------------------
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.


Pathfinder Adventure, Adventure Path Subscriber

Dotting, need to look at the players guide and then give it whizz...

Maybe inquisitor or bard ...


Background and details rounded out and ready to go! Long live the small folk!

Details from character sheet are pasted below. Rest of info is in my profile.

Crunchy Bits:

HP: 9 of 9
AC: 17 FF:14 Touch:14
Saves: F3 R5 W0
Init: +3
Perception: +6

Attacks:
Base: 0 CMB:-2 CMD:12
Bombs: 7/day +5 to hit 1d6+3 / 4 splash
Morning Star +1 1d6-1

Skills:
Craft Alchemy 11, Disable Device 7, Kn (Arcana) 7, Kn (Local) 4, Kn (History) 4, Kn (Nature) 7, Perception 6, Use Magic Device 6
Untrained: Stealth 7

Extracts:
Known: (1) Crafter's Fortune, Cure Light Wounds, Expeditious Retreat, True Strike, Comprehend Languages
Uses per day: (1) 2
Currently Prepared: none

Equipment:
studded leather armor
thieves tools
Travelers Outfit
Morningstar
Alchemists Kit

Favored Class: Alchemist

Remaining Funds: 16gp

Description:

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.


dotting

RPG Superstar 2012 Top 32

here's a fuller layout of Teldon Moore...

the basics:
Teldon Moore
Neutral, Human [chelaxian] (no racial alternatives); Alchemist [mindchemist] 1

Str 10; Dex 13; Con 12; Int 18; Wis 12; Cha 8
HP 9; AC 14; Fort +3, Ref +3, Will +1


feats, traits, and skills:
Feats:
Human- Additional Traits
1- Amateur Investigator

Traits:
Exchange Agent [linguistics] (campaign)
Pragmatic Activator (magic)
Scholar of the Great Beyond [history] (faith)
Scholar of Ruins [dungeoneering] (race)

Skills:
Craft [alchemy] +9
Knowledge [arcana] +8
Knowledge [dungeoneering] +9
Knowledge [geography](cc) +6
Knowledge [history] +9
Knowledge [nature] +8
Knowledge [planes](cc) +6
Linguistics +9
Spellcraft +8
Use Magic Device +8

Languages: Common, Osiriani, Varisian, Kellish, Draconic, Azlanti, Thassalonian


gear:
Explorer’s Outfit (free), Formulae Book (free), Silkweave* Studded Leather (40g), Longspear (5g), Backpack (2g), Compass (10g), Miner’s Lantern (15g), Tindertwig x5 (5g), Pint of Lantern Oil x2 (2s), Journal (10g), Ink (8g), Inkpen x2 (2s); 9 gold, 6 silver

*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'm definitely interested, and will most likely be applying as a support-based bard descending from the Alabaster Outcast trait.

RPG Superstar 2012 Top 32

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.

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