Shattered Star: Broken Dreams (Inactive)

Game Master DancingShadow

Thassilon once represented the dreams of one man, but it was broken by the ambitions of his apprentices. Will adventurers be able to reforge his greatest creation to hold back the threat of his long-dead dream?


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(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Funny you should select a Magus, I was actually kicking one around for a new campaign earlyer today. They can be quite effective depending on your build.


I plan on working up a divine character tonight. Has anyone played around with the evangelist archetype for the cleric. The inspire courage looks like a really nice addition to a cleric's arsenal. We need to chip in and get Nadja a wand of infernal healing ASAP. My PFS witch has one. Guaranteed 10 HP is awesome! I am looking at a neutral character (positive channeling) since Nadja is evil.


Female Human (Elven heritage) Archer (Fighter )1

Also in campaign with Nadja, and Rorgrim. How would you feel about a ranged fighter. Capable in melee, deadly at range.

Can modify this character if you think it would work, switch a trait etc.


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

While wands of Infernal Healing are quite awesome mechanically, Raven would kind of shy away from that type of healing quite probably.


Male Half-elf HP: -4/9

Hi all, I am part of the group over here - just letting you know that I am playing a switch hitter Ranger.

Thank you for taking the time to join us :D


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Hey Rorgrim! I have used a evangelist cleric before. I have one who is a far too friendly Cleric of Asmodeus (LN). The ability is staggeringly good for only giving up one domain, combined with Bless and its really good early on. I also wrote up a Cleric Evangelist / Ranger (Freebooter) once. If you have never seen that Archetype its amazing. Rather then getting a favored enemey you can give all of your party memers half of your favored enemey bonus to whatever target you designate and its use is unlimited.

Edit:Raven, I am sure if you were bleeding out on the floor and that was all that Nadja was willing to give/or had, you might be willing to go that route. Btw, thats our only form of healing right now...


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

Oh in that case, Raven wouldn't exactly be able to argue ;p
And she would get over it.

You should still be able to use Cure wands though, if available. Don't get me wrong, Raven will make do with what's around, just not gonna like it much.


Raven, Crafter of Shadow wrote:

I love magi quite abit, second favorite class next to wizard. Can't wait to see what you come up with!

And added benefit, we can share spells too!

Sharing spells is awesome!

After I get the build up, please have a look and any suggestions are certainly welcome. I am going to be a Dexterity focused magus, I am fairly certain. I'm throwing together all the basic ideas right now.


Crunch:

Human Cleric 1
CN Medium Humanoid (human)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 14 (1d8+5)
Fort +4 (+5 circumstance bonus vs. cold weather), Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash -1 (1d4+3/x2) and
Rapier +3 (1d6+3/18-20/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Morningstar +3 (1d8+3/x2)
Special Attacks Agile Feet (6/day), Ferocious Strike (+1) (6/day)
Cleric Spells Prepared (CL 1, 3 melee touch, 1 ranged touch):
1 (2/day) Enlarge Person (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Create Water, Guidance, Light
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 7, Wis 16, Cha 14
Base Atk +0; CMB +3; CMD 14
Feats Selective Channeling, Toughness +3
Traits Serpent Runner (Armor), Exalted of the Society, Reactionary
Skills Acrobatics -3, Climb -1, Diplomacy +6, Escape Artist -3, Fly -3, Knowledge (religion) +2, Ride -3, Stealth -3, Swim -1
Languages Common
SQ Aura, Cleric Channel Positive Energy 1d6 (6/day) (DC 12), Cleric Domain: Ferocity, Cleric Domain: Travel, Cold weather outfit, Disease Variant Channeling (±1 Sacred), Earplugs, Spontaneous Casting, Weapon cord
Combat Gear Crossbow bolts (20), Heavy wooden shield, Light crossbow, Rapier, Scale mail; Other Gear Backpack (4 @ 19 lbs), Bedroll, Belt pouch (5 @ 2.8 lbs), Chalk, Cold weather outfit, Earplugs, Flint and steel, Holy symbol, wooden (Cayden Cailean), Rope, Signal whistle, Spell component pouch, Waterskin, Weapon cord
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Ferocity Associated Domain: Strength
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cold weather outfit +5 Fort save vs. cold weather.
Disease Variant Channeling (±1 Sacred) Heal ability damage/Sicken
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Exalted of the Society You may channel energy 1 additional time per day.
Ferocious Strike (+1) (6/day) (Su) +1 damage for an attack.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Weapon cord Attached weapon can be recovered as a swift action.

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

Ok guys. Here is what I have so far. Opinions? Advice?


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

I am thinking about this as an avatar for my cleric


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

Hey guys, this is Gerald's Magus. I think I've got everything in there.

One question, DM. Does the Serpent's Run campaign trait that I have chosen work with the Magus Spell Combat ability? It seems like it should, but if not, let me know and I will take a different campaign trait. Thanks.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Jotune-If they approve both of us, we could say we know each other from fighting together in the Serpent's run arena. I will put a background up soon. I am thinking a divine fighter who has a heart for adventure/excitement (Cayden Cailean) and led an undefeated group in the arena. Maybe you and I were in the group together and decided to seek tougher competition. Sound good?


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

Oooo, that sounds good. I like that alot, assuming we get the nod.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Great. We are traveling together now. Maybe we were summoned by the Pathfinders because of our success in the arena?


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

Yep, we could have been called in to add a little "oomph" to one of their existing squads....


Male Half-elf HP: -4/9

Guys, I think the submissions are looking really good - just as an heads up, I was planning eventually down the road to maybe share some teamwork feats with my animal companion (when I have one), since the switch hitter is mainly a melee character, kind of :D

You may want to factor that in on your planned fests. Or not :D Just to let you know.


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

One other question: is there a trap finder in the group? If not, I can move a couple traits around and get Disable Device as a class skill.


I may switch up a little and go more buffing since I see how much melee the group now has-magus, ranger, pet, rogue. I am going to rework with domains that allow me to touch the group and buff them while sitting on the second line. I am also going to change my stats.


Male Half-elf HP: -4/9

I don't have a pet yet ;) And I still can branch to be more archery inclined, but I do not really want to - I want to give the switch hitter a try. Or was even considering making him the party tank, even though not optimized, by going two weapon style but using sword + shield.

But now, we have a tank... right? Or..? :D If not, I may still equate it anyway, thou we lose ranged capability.

Yes, there is a trapfinder in the group - it is Omoro: Tengu Ninja.


If I switch to assimar and go the true support cleric, you will be able to tank easily. If you take boon companion, your pet will definitely be able to tank. I can drop some summon monster spells if needed too. I will still have high armor and HP though I will sit on the second line dropping luck and buff spells.


Male Half-elf HP: -4/9

I am definitely up for that if it does not gimp the group's ranged capability. I am already playing an archer ranger on another game, and was looking for some variation for Calendir. If the party thinks it a good option, I may well go "tank ranger" :D


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

So you are going to go Sword and Board afterall Calendir?

And Happy Thanksgiving!


Male Half-elf HP: -4/9

My plan is using sword+shield, striking with both so, actually Nadja, I think I am going with two weapon style, since it allows me to bypass dex requirements but using sword and shield ;)

And Happy Thanksgiving for all those who celebrate it :D


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

I have a longbow, so I can help with ranged attacks, but I'll be heading to the front most of the time.


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Good plan! Sounds like the replacements are all set! Really happy you could join us.


Female Human (Elven heritage) Archer (Fighter )1

Any feedback?


I will repost my new crunch tomorrow for approval. I am switching to straight heals and buffing cleric of Desna (Travel and Luck Domains). I am camping out tonight to duck hunt in the early morning. Happy Thanksgiving All!


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Hey Mark! Sorry I haven't replied, good to see you in here. Looks like a solid character. Why did you go with the Racial Heritage (elf) feat? Was it a thematic choice or for something planned for later? I only ask because I haven't seen someone use that feat before.


Shade Psion 18

Rorgrim, excellent deity for a Varisian campaign, although Desna is a really good pick for any just considering her available domains.

Gerald, the character looks good. I assume that you're going for the Dervish Dance feat, correct? I'd like you to add a bit to your background that focuses on how you are pursuing that technique (since it's a feat that cannot be taken at 1st). Also, yes, I'll let the Serpent Runner feat work for Spell Combat. It makes sense to me even if it isn't 100% technically RAW.

I'm good with accepting a 7th player, but is everyone else? I'd like everyone to chime in, if possible.

Mark, I have the same question as Nadja. Also, what path do you plan to take the character down in terms of advancement? The character seems solid. She'll need a connection to the Pathfinders, but otherwise she's good.


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

I do plan on taking the Dervish Dance feat at third level, DM.

I'll figure out a bit more about it for the background.

I am fine with as many players as the DM feels comfortable with. It's your game, I'm cool with your rules!


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

I am usually a quality over quantity type of guy, but in this case we have quality and quantity, so I am good. This is a great group of players.


Male Half-elf HP: -4/9

I have no issues with a 7th player, it will be up to you DM if you believe it to be acceptable - for me all the submissions seem quite solid and well thought out.

So if i am correct we have:

Female Human Fighter Archer - Aurora Silverbow
Male Dwarven Cleric of Desna - Rorgrim Stormbeard
Male Elf Magus - Jotune Aribell

Is this correct?

Just for fun, I will be posting an idea on Calendir's next levels progression to become the "ranger tank" :D (If DM Bound Shade has nothing against such posts in the Discussion Forum ofc)

RPG Superstar 2009 Top 16

Nadja Cazynsik wrote:

Hey Mark! Sorry I haven't replied, good to see you in here. Looks like a solid character. Why did you go with the Racial Heritage (elf) feat? Was it a thematic choice or for something planned for later? I only ask because I haven't seen someone use that feat before.

The combat style I envision for the character includes a feat that is only available to elves. It allows you to use an arrow as a melee weapon, knock the opponent back 5ft allowing you to follow up with a ranged attack using the same arrow with no AoO.

Also, given the fact that she has no memory of her past beyond the recent, it gives the DM something to play with if so inclined.


Female Human (Elven heritage) Archer (Fighter )1
DM Bound Shade wrote:


Mark, I have the same question as Nadja. Also, what path do you plan to take the character down in terms of advancement? The character seems solid. She'll need a connection to the Pathfinders, but otherwise she's good.

The connection to the Pathfinders can be that someone lost, with no real roots that she can remember would seek a group setting where she can put her skills to use just hoping to connect. I can switch a trait out to refect this, (not in fron of my campaign trait info right now.)

As for path, full on Archery phenom using trick shot combat maneuvers like disarm. She is the berson who stands inside a bubble of absolute calm in the chaos of the battlefield.

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

She's a leaf on the wind! [/impaled_by_lumber]


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

OK guys. How about this: Halfling Cleric (Evangelist) of Calistria.

1.) Inspire courage like a bard
2.) Luck Domain-Touch ally and give him 2d20 rolls and take the best roll
3.) Stand on second line and aid another with scorpion whip (+2 to attack or AC)
4.) Will not pick up channel heals until L3
5.) Will memorize healing spells until the group can chip in and afford a wand of CLW

Crunch:

Halfling Cleric (Evangelist) 1
CN Small Humanoid (halfling)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 11 (1d8+2)
Fort +5, Ref +4, Will +6; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +4 (1d3-1/19-20/x2) and
Scorpion whip +4 (1d3-1/x2)
Ranged Light crossbow +4 (1d6/19-20/x2)
Special Attacks Sermonic Performance (standard action) (8 rounds/d, Sermonic Performance: Counterspell, Sermonic Performance: Fascinate (DC 11), Sermonic Performance: Inspire Courage +1
Spell-Like Abilities Bit of Luck (6/day)
Cleric (Evangelist) Spells Prepared (CL 1, 0 melee touch, 4 ranged touch):
1 (2/day) True Strike, Cure Light Wounds (DC 14), Cure Light Wounds (DC 14)-Command
0 (at will) Create Water, Guidance, Light
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 12, Wis 17, Cha 12
Base Atk +0; CMB -2; CMD 11
Feats Weapon Finesse
Traits Alabaster Outcast, Maestro of the Society, Reactionary
Skills Acrobatics +3 (-1 jump), Diplomacy +5, Escape Artist +1, Heal +7, Knowledge (religion) +5, Perception +5, Perform (oratory) +5, Ride +1, Stealth +5, Swim -3
Languages Common, Halfling, Varisian
SQ Aura, Cleric (Evangelist) Domain: Luck, Fearless, Public Speaker (-2 DC to hear), Spontaneous Casting
Combat Gear Chain shirt, Dagger, Light crossbow, Scorpion whip; Other Gear Backpack, masterwork (11 @ 2.77 lbs), Blanket, winter, Chalk, Holy symbol, wooden (Calistria), Ink, black, Inkpen, Mug/tankard, Parchment (3), Scroll of Protection from Evil, Protection from Evil, Protection from Evil, Vial, Waterskin
--------------------
Special Abilities
--------------------
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric (Evangelist) Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Fearless +2 racial bonus vs Fear saves.
Maestro of the Society +3 rounds of Bardic Performance a day.
Public Speaker (-2 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action) (8 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 11) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I think this guy will make the perfect support character for the current group. Thoughts? Advice?


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Looks great! Something I learned from playing a evangelist in the past is that Feat: Lingering Performace is amazing! Basically it triples your rounds per day of Sermonic Performance. *shrug* You might want to think about it.


Female Human (Elven heritage) Archer (Fighter )1

Stabbing shot

Swapped Reactionary for Exchange agent. The Huntsma who found her was a Pathfinder. Sent her out to travel, hoping it might one day trigger some semblance of memory or find peace with having a clean slate at life.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Nadja Cazynsik wrote:
Looks great! Something I learned from playing a evangelist in the past is that Feat: Lingering Performace is amazing! Basically it triples your rounds per day of Sermonic Performance. *shrug* You might want to think about it.

I had Lingering Performance up until the last second and then switched to weapon finess to assure hits for aid another. I may switch back. Is it useful after a couple levels when your performance uses end up around ten? Encounters just do not seem to last long.


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

I'm fine with having 7 players. The only real issue I see is that sometimes the maps feel built for 4 players and having near double it gets crowded, particularly 5' hallways. Not a real issue, but just a possible concern to look out for.

On the lingering performance topic. I play with a 14th lvl bard (who started with us at level 8) in a table-top savage tide game who has lingering performance. Let's just say if the bard didn't have it, my rogue might've been upset a couple times when they started running low on uses per day even with the feat. My rogue needs that + to hit from it (and the damage bonus doesn't hurt).

I also play a bard (lvl 1) in another game, and with that feat I ALWAYS have Inspire Courage up (and still have ran out once).


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Raven, Crafter of Shadow wrote:

I'm fine with having 7 players. The only real issue I see is that sometimes the maps feel built for 4 players and having near double it gets crowded, particularly 5' hallways. Not a real issue, but just a possible concern to look out for.

On the lingering performance topic. I play with a 14th lvl bard (who started with us at level 8) in a table-top savage tide game who has lingering performance. Let's just say if the bard didn't have it, my rogue might've been upset a couple times when they started running low on uses per day even with the feat. My rogue needs that + to hit from it (and the damage bonus doesn't hurt).

I also play a bard (lvl 1) in another game, and with that feat I ALWAYS have Inspire Courage up (and still have ran out once).

Thanks for the advice. I'll switch back to lingering performance.


Shade Psion 18

Fights can end up running longer than you think and I've found the feat to be well worth it, especially at lower levels.

Plus, Aid Another's target number is sufficiently lower that you should still have a 50% chance of landing it with a -1 to hit.


Shade Psion 18

@Mark: Alright, excellent. It'll be interesting to find places to weave a story into the existing plot and place areas for flashbacks.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
DM Bound Shade wrote:

Fights can end up running longer than you think and I've found the feat to be well worth it, especially at lower levels.

Plus, Aid Another's target number is sufficiently lower that you should still have a 50% chance of landing it with a -1 to hit.

Roger. And BAB will help that anyway since the AC 10 doesn't scale.


Shade Psion 18

While I'm thinking about how to get the three new PCs in, I'd like the position of the current PCs to be better defined. Who's at the southern door? Who's at the guard room door?


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

We are all at the southern door, Calendir first, Nadja, Oromo and Raven in thr rear. The front door thing was all a miscommunication.


Male Half-elf HP: -4/9

As Nadja said :D


Shade Psion 18

Understood. Thank you.


Shade Psion 18

Alright, I hope everyone's got their stats constructed and their aliases up and ready to go.


Female Human (Elven heritage) Archer (Fighter )1

will post in a couple hours

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