The Ninja DM's Shattered Star - we're back

Game Master Spiral_Ninja

A merry romp through the newest Paizo Adventure Path. Door floor; DUNGEON FLOOR 1, lower catacombs


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I'm looking for at least two players to fill in spots in this game.

We currently have a fighter and a wizard.

The cleric/divine channeler was my PC and will be DMPC'd if needed. I'd prefer a PC healer type, though.

The character creation is slightly updated. The major changes are in the hit points and funds.

Max starting funds.

For HP: Add your Con Score to the max HP at first level. After that, roll: if you get greater than or equal to PFS standard keep the roll, if not take PFS standard.


I have questions!

Where would one find the rest of the character creation rules? Have you gone past level one? EXPLOSIONS?


So, to clarify on the HP, add the Con score and not the Con modifier at first level, or add both? What is the PFS standard, half, or half+1?

Since I have a 12 Con, would I get 18 HP (12 Con plus max of d6), or do I get 19 HP (12 Con, max of d6, and Con mod of +1)?

For anyone else with Rokku's question, the other rules are in the campaign info tab, and no we are still first level.


I can answer some of these, at least, as a player in this campaign.

- 20 point buy for abilities, 3 traits (2 regular, 1 campaign). I can't say if Spiral wants to prohibit any class or race or feats.

- We have not yet progressed beyond level one, however we were getting close to level two when the campaign stalled a couple months back. Not sure how Spiral wants to address that.

- We have yet to make anything explode yet.


Oh? what's that? you need a healer? Weeeell now, after giving the shattered star guide a quick lookie, I find conditions are about right for a character I already have made. She'll need a tiny adjustment in stats, traits, background names and such, but I would like to propose this elven cleric for gametime. She's bold, she's saucy, she's snappy with a whip, and still carries all the standard clerical kit that every party loves so dearly. grant me your feedback, O Sage of the Star, and I shall endeavor to re-mold my charming healer for your party right away!


With a fighter and wizard it looks like you could do with some skills and ranged support. I'd like to submit Fletcher Woodward, halfling archer bard. He is primarily a buffer but can also offer solid secondary healing.

His backstory was for an age of worms campaigns but is easily adapted and aside from that and hp tweaks he is ready to go.


All - the character creation guidelines are available on the campaign tab.

That said, I submit Hralyk here to fill the position of melee healer/summoner. He'll spend some feats on increasing his summons' abilities, as well as his (2H) melee fighting power, and will of course be able to lay down some channeling and cure spells.

If you have any questions or suggestions, I'm more than willing to hear them.


For your consideration: Peotri. A cocky-with-no-justifiable-reason-to-be-such elven rogue. Comes complete with weapons and ninja-action-chop-actiony-chop-action (except for the ninja-action-chop-actiony-chop part).


Have a concept for a Lore Warden/Archaeologist bard that seems like a good fit based on a quick read of the Players Guide. Not much of a healer but a great Skill Monkey who dual wields hand axes in melee (and doesnt mind throwing them around).

Will get story and crunch together later today (Im in NY so Im digging out after the blizzard).


K'nyaz Dyetskovo wrote:

So, to clarify on the HP, add the Con score and not the Con modifier at first level, or add both? What is the PFS standard, half, or half+1?

Since I have a 12 Con, would I get 18 HP (12 Con plus max of d6), or do I get 19 HP (12 Con, max of d6, and Con mod of +1)?

For anyone else with Rokku's question, the other rules are in the campaign info tab, and no we are still first level.

18. As you level, you'll just add the bonus.


I'm intrested and will try to come up with something. Is there a deadline for submitting an application?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

What are your feelings regarding Gunslingers? I have an expatriate Alkenstar Gunslinger idea I have been tossing about that I would be interested in giving a try.

I also have a 1/2 Orc Chirurgeon,aiming for Master Chymist, that I have had fun with in the past as a kind of skill monkey.


Gunslingers are OK.

I'm fairly open on classes. All Pathfinder classes are acceptable, all Dreamscarred Press classes, and many 3pp and 3.x.

Ask if you're interested in a specific class.


playing with my concept I realized Lore Warden would need to be first. Definitely will end up with Archaeologist mixed in going forward, most likely at 2nd level.

Delkaneth

Thanks for the consideration!


Went ahead and updated Kelgeah, she should be a serviceable healer, able to take care of herself while staying out of the frontliners' way. Some knowledge, some first aid, and some playful whippin' should add a little juice to the party, eh? Would be my first chance to really get some cleric play in, so let me know what you think of her.


As for when I need submissions...hm. I was going to try to start Monday, but I'll give it a bit more time.

Get all submissions in by Monday evening and I'll notify my choices and how you'll join on Tuesday, trying for a Wednesday restart.

I think I may just keep where we are...I have a way of bringing in the new folks.

Also...for reasons based on the whole goal here, I'm tempted by 7 PCs. One for each shard.


Quick note on Hralyk: I slightly reworked things to the point where (I think) his goal is going to be Oracle 4/Barbarian 2/Rage Prophet X. That plan might change once we get going, though...

Regardless, good luck to everyone!


Bimbur was stranded in shattered star, barely got to open a box.

He can switch his trait to disable devices and function as party rogue if needed.


Ninja DM - What's your take on Varisian Gypsies?


I have a two-weapon fighter concept that is STR-based and can easily be ported over to a good-looking physical specimen who just isn't all that bright. He's a gypsy through and through, meaning that he'll try and bluff you out of anything you own. If he gets caught, he'll invoke protection of the tribe. That sort of thing.


I have a barbarian I have been meaning to try out and will adjust him to fit.

Lantern Lodge

I'm interested, I'll have a bard up by Monday evening.


Here's my submission if I made the deadline.


Wow, lots of bard submissions. I'm going to drop my original plan to submit an archivist bard, hope you go with seven PCs and will submit a deep walker dwarven ranger.


Here is Andreas.

If I make it in, It might be fun if Andreas already knows Talon, since we were both gladiators in the Serpent Run. Maybe we can be old rivals or something.

--
jlord


Would love to take part in this game! The_Ninja_DM - I sent you a PM about some character ideas, but for the group - considering playing a LE (he's really not evil!) aasimar monk or perhaps a synthesist summoner.

Aasimar monk is this alias, if there is interest I can stat up the other character as well.


Dreaming Warforged's Application for a human ranger (infiltrator).

Let me know if you have questions or comments.


I know I'm not the GM, just a current player in the campaign, but I've also been looking over all your character selections with anticipation. Slightly intimidated with how many of you are running dual weapon builds, but that's just my personal fear of Talon becoming overshadowed.

Really, only thing I want to point out is that I've noticed a few of you have neglected to pick a Campaign Feat for the Shattered Star adventure path. You can find a list in the free to download Player's Guide to the Shattered Star. I don't want any of your characters possibly passed over because of a sheet error (Though I'm sure Spiral would never do that).


I know that my sheet lacks a campaign related trait - I was going to leave that open for DM preference or see is maybe some shared history would suggest something. Thanks for looking out for us! :)

(And my character will either be an archer or summoner so please stand in front of me with two weapo


If it makes you feel any better, Edrukk is really going to be two-handed, with a limited ability to use the urgosh as a double weapon. I grabbed it more for flavor because I thought the urgosh would be an interesting weapon for Serpent's Run. I also really wanted him to specialize in a dwarven weapon and was also very tempted by the dorn-dergar, but that seemed like a little more traditional than I wanted him to come across.


Just FYI, here are the Shattered Star Campaign Traits:
Alabaster Outcast: You are a member of one of Magnimar’s wealthiest families... or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk—goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. Your last name is probably Derexhi, Kaddren, Mindurian, Niroden, Scarnetti, Valdemar, Vanderale, or Versade (but may be another of your choosing; see Pathfinder Campaign Setting: Magnimar, City of Monuments).

Ex-Sczarni: Though you were raised as a member of one of Magnimar’s various Sczarni gangs, you never f it in with the rest of your settled, metropolitan brethren. The Pathf inder Society in particular recognized your wanderlust and potential as an agent, and on more than one occasion you impressed or bamboozled their agents with your street smarts and f inesse. Over the years, you fell out of favor with the Sczarni, and eventually left to pursue interests outside of simple banditry, though you still remember the lessons your criminal relations taught you. You gain a +2 trait bonus on Bluff checks to pass hidden messages. Also, anytime you deliver a coup de grace, you deal an additional 1d6 points of damage.

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

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

Nontraditional Native: You are a member of the Shoanti or Varisian ethnicity who left your people to learn more about the mysteries of your strange homeland. Your travels have recently brought you to the Pathfinder lodge in Magnimar. Although none of your family members are present, you carry them and your family traditions with you.
If you are a Varisian, you gain a +1 trait bonus on Knowledge (geography) checks made relating to Varisia and gain a +1 trait bonus on damage rolls made during the surprise round when you’re wielding a bladed scarf or starknife.
If you are a Shoanti, you gain a +1 trait bonus on Survival checks made while in Varisia and gain a +1 trait bonus on rolls to confirm critical hits made using an earth breaker or a klar.

Ruin Raider: While the mercantile industries of Magnimar appeal to your keen eye for monetary gain, you know that the boldest route to true fortune lies in hunting down rare relics and selling them to the highest bidder. Becoming a Pathfinder seemed like an obvious decision, allowing you to travel throughout Varisia in your search for wealth, so you signed up right away. You brought with you a sharp eye and keen ability to distinguish fakes from the genuine article. 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.

Serpent Runner: You’ve participated in the mock gladiatorial battles and athletic feats at the Serpent’s Run, Magnimar’s grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you’ve pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent’s Run: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were –1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +2 trait bonus on Intimidate checks to demoralize opponents

Also, Pathfinder Society Traits:
Beast of the Society (magic): A druid at the Grand Lodge revealed to you secrets changing your form into that of an animal. Whenever you use your wild shape class ability to turn yourself into a Small or Medium animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.

Berserker of the Society (combat): Your time spent as a Pathfinder has taught you new truths about the origins of the your rage ability. You may use your rage ability for 3 additional rounds per day.

Blade of the Society (combat): The Society gave you access to charts detailing the weak spots of hundreds of humanoids and monsters. You gain a +1 trait bonus on damage rolls from sneak attacks.

Defender of the Society (combat): Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

Exalted of the Society (faith): The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.

Greater Adept of the Society (magic): Months of meditation and practice with the greatest spellcasters of the Society have given you an increased capacity for arcane knowledge. You gain one additional 0-level spell slot.

Havoc of the Society (magic): Through countless hours studying vast libraries of arcane power, you have learned how to cause greater damage to your foes. Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.

Honored Fist of the Society (combat): You have studied dozens of ancient texts on martial arts that only the Society possesses, and are more learned in these arts than most. You increase your ki pool by 1 point.

Maestro of the Society (social): The skills of Golarion’s greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults beneath the Grand Lodge in Absalom. Studying this knowledge gives you the ability to use your bardic performance an additional 3 rounds per day.

Stalwart of the Society (faith): The courageous powers of Golarion’s ancient paladin orders are open to you thanks to the Society’s records of heroic deeds. As a result, your aura of courage class ability grants an additional +1 trait bonus on saving throws against fear effects.

Tracker of the Society (combat): Thanks to your time as a Pathfinder, you’ve mastered the art of tracking. You gain a +1 trait bonus on initiative checks and a +2 trait bonus on Survival checks made while traveling through any of your favored terrains. This is in addition to any bonuses you receive from your favored terrain class ability.


I'm going to amend Fletcher to take the Alabaster Outcast trait, its pretty much perfect for his existing story and he already has maestro of the society.


OK, I've made my choices. I'll keep the rest of you on file as backups.

So many options, so few slots.

Thanks to all who applied, though.


Congrats to those who made it - sounds like it will be an awesome game!


Looking for a rogue or bard or even ninja to fill a slot.

I'd like to get going on Monday, there's been enough delays.

Note: issues on my end that have been resolved. We're back on track. I made a commitment and WILL keep it.


Pathfinder Adventure Path, Maps Subscriber

I am happy to make up a rogue to get in this path, which I have not played. How far into it are you? Where are the guidelines for creation? I didn't see them at top of thread.

***EDIT - ok nvm, found it in campaign tab. Still 1st level? What kind of backstory/hooks do I need to get slotted into the flow, ie, where does the action open for me, if I get taken?


To any new players:

We're just about to take a boat out to a piling in the Irespan. One shard has been recovered and we're on the way to the next one. You'll be joining the group there.

You are all pathfinders working for Pathfinder Sheila Heidmarch, Venture-Captain of the first and (so far) only Pathfinder lodge in Varisia.

Skim the game thread to get caught up and come up with a reason you missed the meeting.


Pathfinder Adventure Path, Maps Subscriber

Sorry to take so long to respond --that was a lot of back-reading, only to find out the game re-booted not that long ago.

My suggestion for entrance would be that Fletcher the Bard left the group during the research/crafting session before the trip to The Crow, and that the Heidmarchs shanghaied my PC (i'll link him in a moment) to come assist the group.

Could be he was thrown in with you before you left and has been sitting sulking in the boat until now?


Pathfinder Adventure Path, Maps Subscriber

Here is "Fingers" Mitchell - cutpurse and burglar. Not in this for the glory or the treasure, only for his freedom. He may not be a "hero" but he could save his own skin, and if you're clever enough to stay close and take advantage, then good for you.

Crunch:
"Fingers" Mitchell
Male Human (Chelaxian) Rogue (Burglar, Cutpurse) 1
CN Medium Humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +4 (1d6+2/18-20/x2)
Ranged Shortbow +4 (1d6/x3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 16
Feats Deft Hands, Weapon Finesse
Traits Child of the Streets, Ex-Sczarni
Skills Appraise +4, Bluff +6, Disable Device +12, Escape Artist +8, Knowledge (local) +4, Perception +3, Sense Motive +3, Sleight of Hand +13, Stealth +10, Survival -1 (+3 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth, measure the mark
Languages Common
SQ heart of the slums
Combat Gear Potion of cure light wounds, Caltrops, Sunrod (3); Other Gear Leather armor, Arrows (40), Rapier, Shortbow, Backpack (10 @ 9.5 lbs), Belt pouch (1 @ 0.56 lbs), Belt pouch (1 @ 2 lbs), Belt pouch (1 @ 2 lbs), Blanket, Sack (empty), Signal whistle, Thieves' tools, masterwork, Trail rations (5), Waterskin, Whetstone, 20 GP, 8 CP
--------------------
Special Abilities
--------------------
Ex-Sczarni +2 Bluff to pass messages, +1d6 damage on coup de grace.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
--------------------

Fluff:
He never knew anyting but life on the streets. Never knew his parents, or a home. Never even knew his name. All he had was that lion-head ring with a name scratched inside Mitchell.

Orphaned and alone since before he could remember, "Fingers" survived. If that meant mucking out stalls, it paid for bread. If it meant rolling a drunken nobleman in any alleyway, it was less work and paid better.

Staying alive by begging, trickery, and outright stealing had become second nature to him. Eventually, his wily ways attracted the notice of the Sczarni and they recruited him, teaching more about the ways of burglary and theft than he had figured out on his own. They even gave him a name - Fingers, for his skill with his hands.

Soon, he found the big score. Getting work inside a noble house, he found it contained priceless relics and objects of great value. Figuring out this one score could set him for life, he opted not to tell his Sczarni contacts and keep all the loot for himself.

Unbeknownst, the place was a holding site for the Pathfinder Society in Magnimar. The very relics he planned to steal were being investigaged by the Venture-Captain herself.

Fingers pulled the job and the Captain set Pathfinders to find him. Magnimar's only so big, and Fingers had never been outside it. Eventually running from the Sczarni (you don't just quit those guys) and the Pathfinders was too rough and he turned himself into Heidmarch.

The Venture-Captain, however, knew talent when she saw it, and rather than punishing the theif or turning him over to the watch, she agreed to make a deal with him. Help her agents find these crazy shards and she'd look the other way. He did have to return the relics also...

Not having much choice, Fingers agreed. He soon found himself, much to his chagrin, in the company of some strange companions on a mission that he didn't fully understand

Apologize for typos, but put it together quickly. If you like him, I'll get a profile set up and get him ready for the game.


Looks OK. You get 1 more trait; 2 regular, 1 campaign, though.


Oh, [disguised profanity]. I posted under my husband's account and didn't realize it. Too late to delete, too.

Sorry, I've been under the influence of allergy tabs all day. At least I'm semi-conscious right now.

Still, 'Fingers' looks good to me. Anyone else have a comment?

And you do get 1 more trait and are 2nd level. I don't like having to keep track of the different xp rates.


Works for me...


Pathfinder Adventure Path, Maps Subscriber

I will get him updated and uploaded later today, thanks!


Pathfinder Adventure Path, Maps Subscriber

My apologies, but I got accepted into a from the top Shattered Star game and will take that one on instead. I did encourage a couple of my really good players from my ROTRL campaigns to apply over here. Sorry to lead you on, and good luck finding the right person.


I'd like to jump in on this if possible, I have a loose concept for a kitsune who will be investing feats in the magical tail feats that I've been itching to play.

we'll go with a bard, an exchange agent from the lantern lodge.

I play in a Ruins of Winter game and also a Skulls&Shackles game.

check em out on my profile if you'd like.

If you're interested, I can work him up in more detail, thanks


Been trying to figure out a good place for a nine-tailed fox build, but it's kinda hard. the feat line is a little lacking, IMHO. Still, sub-optimal builds are my flavor anyway, so go for it!

*my opinion does not necessarily reflect that of the rest of the group.


Treasure-hunter Delkaneth Sargan ready to take on this challenge!

He's leveled up to 2nd, I think the only thing of note is taking Thassilonian for Linguistics (not sure if that needs pre-approval or not).

lvl 2 HP: 1d8 ⇒ 5 +1 CON so 6, grand total 17

Also, didnt know how much additional wealth to add for the additional level - standard by level or something else?


Standard by level. I'll even out the treasure for the rest of the group.

Given that this is a sequel to Rise of the Runelords, there's enough info out there for Thassilonian to be available, especially for Pathfinders.


got it...might not get the profile updated til morning, but I am catching up on reading right now


^ who am I kidding? of course I stayed up late (EST here) finishing reading the entire campaign AND updating my gear.

I meta'ed a bit and bought an alchemical silver weapon, hope thats OK

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