GM Greaek's Shattered Star (Inactive)

Game Master Greek Stronghammer

Loot



In gleeful anticipation for return of the Runelords, I'm looking for 4 players to play the sequel to Rise of the Runelord, the first game I ever ran and one I hold near and dear to my heart. The only problem about running the sequel to The game is it comes with an awkward prerequisite:
>You Must have played/ran rise of the Runelord before.
Character Creation Will start at first level, with
-25 point buy
-PHB races only
-All class
-Archetypes are allowed
-Hero points activated
-Background skills activated
-2 Traits, One must be a campaign trait from the shattered Star players guide (which I recommend you read)
-Applications are due on the 21st (possibly earlier), as I have the prerequisite and am not sure how many people will fulfil it.
Look forward to seeing your amazing apps


interesting. I have been through RotRl with my home group.


Dotting for interest. I've played RotRl all the way through with my live group.


Dotted. I have never played Shattered Star before, and am in the process of playing Rise of the Runelords now - would that be an issue?


@Ablon as long as your GM is ok with you possibly having spoilers


1) The player's guide says, we're supposed to be pathfinders. Do we?
2) With a lot of information on Magnimar, will it start as an urban setting? A nature themed class might be out-of-place in the beginning. I'm confused.
3) What are PHB races?


1) Yeah
2) Yeah
3) Elf, Dwarf, Human, Half Elf, Half Orc, Halfling, Gnome

Grand Lodge

There are two threads are there going to be two games? Should characters be move here or will you be checking both?


If you're referring to the Giant Slayer, there will be two different games, and I will be checking both


no, he's refering to two threads about Shattered Star

Grand Lodge

Elloti is correct.


I was not aware of the existence of multiple threads, I will put a link there to this the thread there.


Ah, ha! That explains my confusion about why it looked like my dot disappeared! It was in the other thread.

Anyway, to ask the same question I asked in the other thread, how are you handling starting wealth?


I answered it there, along with a whole bunch of questions
But since it needs to be said here, max per level

Dark Archive

Here is the young assistant to Shila Heidmarch and third child of a Noble family of Magnimar.

I like playing support characters so I'm hoping I can find a place for an evangelist cleric with strong ties to Magnamar and the history of the region.

I will update with equipment tonight. I'm pretty flexible with characters and backstory so if there is anything that needs to be changed I'm open to it.


Okay, thank you. I'm working on submitting a Wizard with the Runesage archetype. Seems particularly fitting for this campaign, and I found it quite interesting.


I'll get something worked up. I'm just about finished running RotRL on here (after many years to get to that point). Likely a fighter of one sort or another.


Ok, need to know what starting cash is.


Max for class


OK, thanks.


Okay, here is Phntm888's submission. I have run Rise of the Runelords face to face, and am currently running a Play-by-Post here on the forums.

If anything needs to be corrected, please let me know so I can do so.

Dark Archive

Moving over from the other thread. Considering a Human (Varisian) Sorcerer (Tattooed Sorcerer).


DM Greaek, Currently playing a Game of Runelords. We are deep into the second book.

I have bounced it off my GM for okay, but I doubt that he will have an issue.

Intention is for me to stat up a Dwarven Samurai or Warpriest and call him a knight.
(I really could care less about the Katana and Wakashashi
Currently got a computer issue that prevents me from posting at home.
(Hoping to change that in the near future)

Right now I can only post for 4 days, then I cannot for 4, then I can and so on.


OK, have a character worked up.

Marcus Stanec:

Hedia Stanec was born to a noble family of Taldor in decline. Her father, Gaius, was a bit too fond of drink and gambling, and rather less fond of business and so wasted away the wealth of the family without doing anything to maintain it.

This was completely obvious to his children Hedia and Vars. As they watched, estates were sold off, and the quantity and quality of servants slowly dwindled away.

Hedia, deciding she needed to get out while the getting was good took off with a dashing Keleshite caravan master named Zayid. He younger brother stayed in Taldor and eventually remade his fortune through service in the Pathfinder Society.

Hedia though, had a son with Zayid, who abandoned her shortly thereafter. She then made a living with the caravans however she could, providing for herself and her son Marcus.

While this may not sound like a great life, it was a life, and it allowed Marcus to grow up seeing Golarion and learning new languages. Marcus worked the caravans (though in a completely different way than his mother) from as soon as he was strong enough to help. He became proficient in managing the animals and translating. He was a bright boy and picked up languages quickly.

In due course his mother passed from disease while on a caravan trip. He continued with the caravan until it arrived in Oppara, Taldor, and looked up his Uncle Vars, now a Duke (albeit of a less than impressive holding). His uncle, still a bit shamed by his sister having become a harlot working for the Khelds, was cold to his nephew and gave him some advice. "Marcus, you're a sturdy lad with a good head on your shoulders, so do what I did to make my fortune. Join the Pathfinder Society. You can make or break yourself there, and it surely beats a handout or working for Khelds."

Marcus agreed and his uncle kitted him out with equipment and sent him off to Absalom for basic PFS training. There he excelled in the combat arts, though his preference for a whip over a sword like most threw off his instructors a bit. Eventually he completed his training and was sent off to the lodge in Magnimar as his first assignment.

crunch:

Marcus Stanic
Male human (Taldan) fighter 1
N Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee kukri +5 (1d4+4/18-20) or
. . whip +6 (1d3+4 nonlethal)
Ranged sling +3 (1d4+4)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 18 (19 vs. awesome blow, 19 vs. grapple)
Feats Dodge, Exotic Weapon Proficiency (whip), Weapon Focus (whip)
Traits exchange agent
Skills Acrobatics -4 (-8 to jump), Climb +2, Handle Animal +4, Intimidate +4, Linguistics +7, Ride +0, Survival +4, Swim +2
Languages Azlanti, Common, Kelish, Thassilonian, Varisian
Combat Gear alchemist's fire (2), oil (5); Other Gear breastplate, heavy wooden shield, kukri, sling, whip, backpack, candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern, piton (4), sack (2), tindertwig (4), torch (2), 27 gp
--------------------
Special Abilities
--------------------


Hi there, GM! I have put together a character for this campaign. Details are in the character profile, but here's an overview: Elendar is a half-elven arcanist/sorcerer specializing in Abjuration magic, and like any good Pathfinder he is very curious and adventurous. Having been raised in a temple to Nethys, he is surprisingly adept with divine magic as well as arcane, particularly scrolls and wands. He's a bit haughty and aloof, but he's devoted to the Society and he can let loose with a barrage of magical havoc when necessary.

Character Info:
Name: Elendar Nethysborn
Race: Half-Elf
Alignment: Neutral Good
Class(es): Arcanist (School Savant) 0 / Sorcerer (False Priest, Wildblooded) 1

Background:
Elendar was born in Magnimar, but his father was a important nobleman in the city and his mother was a young elf woman who was not his wife. Instead of asking the child's father to recognize his son, she fled to distant relatives in Kyonin and ultimately gave the boy to the temple of Nethys in Erages. There, young Elendar lived and trained as an acolyte to the god of magic, and his mother returned to Magnimar.

He showed early signs of being a sorcerer, and was obsessed with the archaeological ruins and inscriptions upon which the city was built. The priests thought Elendar would be an excellent student, and they decided to send the precocious child to the newly-founded Erages Academy, part of the first class of students. A bit haughty at first, Elendar struggled to make friends with the others and got an initially bad reputation as a know-it-all. That led him to get involved with the spell dueling club, initially to guard against bullying, and later to improve his name.

After he had settled in and begun to found his place at school, his studies were interrupted when a great shadow appeared in the sky over Riddleport and armies of drow from the Darklands attacked Kyonin. Elendar did his part in the battles, protecting both the school and the temple with his magic, and he discovered he enjoyed the thrill of combat, especially the opportunity to show his tactical cleverness. However, at the end of the fight, he and several of his fellow students were drugged and captured by a group of drow nobles and taken underground with them during their retreat.

Elendar's mother came to the rescue. She had become a member of the Pathfinder Society, and convinced the organization to mount an exploratory expedition into the Darklands. Elendar knew who she was the moment he saw her, and he was so proud and grateful that he went back to Magnimar and signed up for the Society as soon as he was free. Unfortunately, his mother's group had to return to the Darklands to finish their mission, and neither Elendar or the Pathfinder lodge have heard anything from them since.

Description:

Elendar is fair-skinned and dark-haired, with very elven ears and human facial features. He dresses in comfortable, loose-fitting clothes that are marked with various arcane runes and symbols, and he carries many papers and journals within which he is often scribbling. His voice is light and breathy, no matter how he tries to make it sound imperious and commanding. He is often looking this way and that, always alert for threats, though he tends to wait for his opponents to act before he responds. He is curious and adventurous, and fascinated with the many discoveries that being part of the Pathfinder Society has granted him.

Statblock:
Abilities: Str 9 (-1), Dex 16 (+3), Con 14 (+2), Int 17+2 (+4), Wis 12 (+1), Cha 7 (-2)

HP: 8/8 (1d6+2)

AC: 13 (+3 DEX)

Initiative: +3 (+3 DEX)

Speed: 30 (no armor)

Saves: Fort +2 (base 0, +2 Con) / Reflex +3 (base 0, +3 Dex) / Will +3 (base 2, +1 Wis)

BAB: +0

Weapons: ranged touch attack +2

Race Traits (Half-Elf): Adaptability (Use Magic Devices), Elf Blood, Keen Senses (+2 Perception), Low-Light Vision, Multidisciplined (+1 CL to each caster class, max character level), Sophisticate (+2 Knowledge History/Knowledge Local, can make checks untrained)

Favored Class Bonus: Arcanist

Background Traits: Clever Wordplay (use INT for Use Magic Device), Gifted Adept (dispel magic), Havoc of the Society (+1 force damage on spells), Seeker (+1 Perception, class skill), Spell Duel Prodigy (+2 Spellcraft to identify spells when cast, +2 CL on dispel checks to counterspell)

Drawbacks: Shadow-Scarred (in darkness or dim light, -1 to all saves)

Sorcerer Abilities (False Priest/Wildblooded): spellcasting (CL 1), bloodline (Arcane/Sage), bloodline arcana (use INT instead of CHA, +2 to Spellcraft/Knowledge Arcana), bloodline power (Arcane Bolt: 3+INT/day, 30' ranged touch attack, 1d4+half level force damage), false piety (half level to Use Magic Device vs divine effects)

Sorcerer Spells Known: dancing lights, disrupt undead, prestidigitation, spark (cantrips); heightened awareness, sure casting (1st, 4/4 remaining)

Feats: Additional Traits (1st), False Focus* (from Sorcerer 1), Skill Focus*: Use Magic Device (from Half-Elf)

Skills: Appraise 1+7, Knowledge (Arcana) 1+9, Knowledge (History) 1+9, Knowledge (Local) 1+9, Knowledge (Religion) 1+7, Perception 1+7, Spellcraft 1+9* (+2 identify cast spells), Use Magic Device 1+10* (+1 divine items)

Languages: Azlanti, Common, Elven, Thassilonian, Undercommon, Varisian

Equipment: arcanist's kit (19 gp), masterwork backpack (50 gp), scroll of mage armor x2 (50 gp), traveler's outfit (free), 1 gp remaining

Dark Archive

Here's a more fleshed out vision of my original application.

Falco:

Falco Dragomir
Male human (Varisian) sorcerer (crossblooded, tattooed sorcerer) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 69)
CG Medium humanoid (human)
Init +6; Senses Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+5)
Fort +2, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +0 (1d6) or
. . dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
. . 3/day—dancing lights
Sorcerer (Crossblooded, Tattooed Sorcerer) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—burning hands (DC 16)
. . 0 (at will)—daze (DC 14), detect magic, prestidigitation, read magic
. . Bloodline Arcane, Draconic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 12, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Spell Focus (evocation), Toughness, Varisian Tattoo[ISWG]
Traits empyreal cultist (magnimar), monument scholar
Skills Bluff +8, Knowledge (arcana) +5, Knowledge (history) +5, Linguistics +2, Perception +7, Sense Motive +3, Spellcraft +5
Languages Celestial, Common, Draconic, Thassilonian, Varisian
SQ bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline tattoos, familiar tattoo
Combat Gear scroll of comprehend languages, scroll of detect secret doors; Other Gear club, dagger, light crossbow, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], spell component pouch, trail rations (5), waterskin, 20 gp, 2 sp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

--------------------

Needleback CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +3, Will +2
Defensive Abilities improved evasion; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Ability Focus (poison), Weapon Finesse
[b]Tricks
Attack, Attack Any Target, Come, Feint, Seek, Sneak
Skills Bluff -3, Climb +7, Linguistics -1, Perception +8, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ attack any target, come, empathic link, feint, seek, sneak
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Feint [Trick] Can feint against opponents.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 12) (Ex) Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sneak [Trick] Creature stays hidden.

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


Im confused, do we have to have finished RotRL or be currently playing it? At first reading I get the former, but many of the posts are the latter. Just curious..


No more apps are being accepted, but I will not choose until the forums are stable

Dark Archive

I look forward to the site being stabilized and your decision. Thanks for the consideration.


I also hope everything has stabilized, and thank you for your consideration.


It seems like their good
Everyone makes it in!!!
Here is the link for the discord server where we will do pregame disccusion
Server

Dark Archive

Thanks!


Thanks for the selection.

However I'm a touch confused. Are we doing this in a PbP here or elsewhere? I did make my account over there as requested.

Will have this alias fully set up shortly.


PbP here, I just made a server in case they crash again


Now that is a good idea. Should have thought of that for my games.

Dark Archive

A few games I'm in have a back up Google doc as back up for game play.


Adamar:

Adamar Miraval
Male half-elf unchained rogue 1 (Pathfinder Unchained 20)
CG Medium humanoid (elf, human)
Hero Points 1
Init +6; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 13 (1d8+5)
Fort +1, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . elven curve blade +4 (1d10+1/18-20) or
. . light mace +4 (1d6+1)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 12, Int 14, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 15
Feats Toughness, Weapon Finesse
Traits elven reflexes, ruin raider
Skills Acrobatics +7, Appraise +3, Bluff +4, Climb +4, Disable Device +8, Escape Artist +7, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (local) +6, Linguistics +6, Perception +7, Sleight of Hand +7, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven, Shoanti, Thassilonian, Varisian
SQ elf blood, hero points, trapfinding +1
Combat Gear caltrops; Other Gear studded leather, dagger, elven curve blade, light mace, shortbow, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), soap, thieves' tools, torch (10), trail rations (5), waterskin, 48 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +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.

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

Grand Lodge

Some deadlines got moved and my thesis has to be submitted this weekend so please bot me until my return.

Grand Lodge

Gm are you waiting for the 4th pc to respond?

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