GM Dak - Shattered Star 2

Game Master Dakcenturi

Chapter 1: Shards of Sin
Part 3: In the Crow's Nest

Pics | Maps | Loot & Notes

Starting Day: Fireday, 2nd of Arodus 4712 AR
Curent Day: Starday, 3rd of Arodus 4712 AR


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For discussing!


Goblin CN Rogue 3 | HP 25/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Silverstream checking in. Working on my Goblin Rogue idea. Going with the idea that he was first taken in and trained by the Sczarni before being dropped and picked up by the Society.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Grr. I'd made some good progress on getting my character together -- and then lost it all when I hit enter while trying to add my languages and it decided I wanted to save. But I hadn't ctrl-c'd everything I'd been working on since I hadn't intended to actually try to save, and since I had been working on it for a while, of course, it just decided I'd backtracked too long and I lost everything. So frustrating, especially when I'm busy and was really happy to carve out half an hour to do this before work... :(


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@Gurk Haha, like I mentioned in my PM I was submitting a goblin rogue for another game, coincidentally enough, you picked the same avatar (though admittedly goblin ones are somewhat limited) but you also have the Sczarni as a background link. Great minds think alike :D

@Motteditor Oof that is the worst! I hate when that happens and it has happened to me plenty of times. I have become a habitual ctrl-c'er now though and 95% of the time remember to do it before hitting that submit button.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 13; Tch 12; FF 11 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

PatheticWretch, checking in! I'm very excited for this...thanks so much for running it and for the invite, Dak!

@Motteditor: That stinks big time! I also copy every time before submitting, but have also lost plenty of work.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6)

PDK, checking in! I think it's the first time I play a half-orc. In all those years of gaming I somehow avoided them. I'm amazed at the great alternate racial abilities available for them. This dude's got both low-light and darkvision, gets endurance as bonus feat, and +1 luck bonus to all saves in exchange for losing the orc stuff.

I plan to immerse myself in Hanspur lore from Inner Sea Faith in order to play this guy. The RP might come off a bit weird at first, but I plan to have him explain his faith to the party.

But the waterboarding will be interesting when he hits level 3. :P (i.e. needed to retain ability granted by deific obedience, which is required for my Evangelist PrC levels down the road)

@GM DAK: will the campaign feature a few rivers or take place near rivers? I know you said dungeon crawl mostly, but some river boating opportunities would rock. Also, would you allow abilities that work near rivers to work when at sea near the coastline (not in high seas mind you; just near the coast, which is usually full of rivers, streams, brooks emptying into the sea).


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Well I can say there is definitely some row boats involved at one point. Remember Magnimar, where the AP starts, is a coastal town and there is a large river that runs through the southern portion. As for the abilities I would have to see it in context, but probably not an issue.


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Female Aasimar Paladin 3 | HP 24/25 | Smite 1/1 | LoH 3/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

The group is looking pretty good! Preliminary build for Verris. I still have to finish out her gear and I might change traits going forward. Any critiques are welcome!

Stats:

Verrick “Eagle-Eye” Gerdin
Female azata-blooded aasimar (musetouched) paladin 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
. . longsword +3 (1d8+2/19-20)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 11, Cha 17
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot
Traits exchange agent, patient optimist, seeker
Skills Acrobatics +1 (-3 to jump), Craft (bows) +4, Diplomacy +9 (+11 to influence hostile or unfriendly creatures), Handle Animal +7, Perception +5, Perform (dance) +5, Perform (oratory) +5, Perform (sing) +5, Perform (wind instruments) +5, Survival +5; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (oratory), +2 Perform (sing), +2 Perform (wind instruments)
Languages Celestial, Common, Varisian
Other Gear studded leather, dagger, longsword, backpack, bedroll, belt pouch, bowyer tools, flint and steel, Flute, hemp rope (50 ft.), holy text (Book of Erastil)[UE], mess kit[UE], pot, soap, sunrod (2), trail rations (5), waterproof bag[UE], waterskin, wooden holy symbol of Necklace of Erastil, 227 gp, 46 sp, 34 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

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The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6)

Adding stuff under 'Special Attacks' entry as per Verris' post, to make GM job easier

Stats:
Davor operates in the River Kingdoms, at home on the rivers acting as a guard for ferrymen and boaters mostly, but occasionally for merchants and adventurers. A long-time local contact of the Pathfinder Society, Davor was recently approached by the local lodge with a strange request to assist in a mission for the Magnimar lodge. Davor eagerly took to the rivers and streams and began the long journey there, hopeful that he will make a lot of interesting friends along the way.

Davor Riverside
Male Half-orc Warpriest 1
CG medium humanoid
Alternate Racial Traits: Shaman's Apprentice, Sacred Tattoo, Dusksight (replaces Orc Ferocity, Weapon Familiarity, Intimidating)
Init +1 Senses Darkvision (60), Low-Light Vision; Perception +7
DEFENSE
AC 20, touch 12, flat-footed 19 (breastplate 6, heavy shield 2, dex 1, trait 1)
hp 9
Fort 5 Reflex 3 Will 6
OFFENSE [include effect of Divine Favor and Fate's Favored]
Speed 20 ft (agile feet: ignore difficult terrain, swift action, 3/day*)
Melee
Trident / Bite- +6 [+0] (1d8+5 [1d4+3] x2)
Ranged
Trident +4 (1d8+5 x2)
or Javelin +3 (1d6+5 x2)
Special Attacks ice strike 3/day* (+1d4 cold on weapon dmg, 1 min.)
Space 5 Reach 5
STATISTICS
STR 17 DEX 12 CON 12 INT 12 WIS 14 CHA 12
BAB 0 CMB 3 CMD 14
Feats: Additional Traits, Endurance, Weapon Focus (Trident)
Skills: Acrobatics -5, Appraise 1, Bluff 1, Climb 1, Diplomacy 5, Disguise 1, Escape Artist -5, Fly -5, Heal 2, Intimidate 1, Linguistics 6, Perception 7, Profession (sailor) 6, Ride -5, Sense Motive 2, Stealth -5, Survival 6, Swim -3
Languages Orc, Common, Giant, Goblin, Sylvan
Traits: Exchange Agent - Linguistics (Campaign - Shattered Star), Tusked (Race Half-orc), Fate's Favored (Faith), Defender of the Society (Combat), Seeker (Social)
Gear Breastplate, Heavy Steel Shield, Trident, Javelin (5), Kit - Warpriest (Medium Creature), 44 gp.
*Blessings can be used 3/day in whatever combination; see stats under alias for more details on class features.

Warpriest Spells (Caster Level 1st; Concentration +3)
Orisons (DC 12) - detect magic, enhanced diplomacy, guidance
1st (DC 13) - divine favor x2


Female Aasimar (musetouched) Bard (Archivist) 3 | hp 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 11/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | wand of CLW (47/50)

Here's a work-in-progress version of Lexi. She was an NPC I created for an old 3.5 game I ran...the daughter of my one my favorite PCs. Lanky, awkward, shy, quirky, brainy but not very wise...I always thought she'd be fun to play, so here goes!


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It's coming together nicely! Feel free to work out any character links you think might make sense as well to add to group cohesion.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Adistan is mostly done; with his back story and personality set. I just need to pick feats and traits and finish equipping him.

What I haven't decided for him is what to do in terms of fighting style. Gurk, are you thinking you're going to be expecting to flank most fights if possible? I could try to set up to join you, since I will also be getting some sneak attack damage eventually ... Of course that could hurt us a little when we come up against things that aren't going to be vulnerable to sneak attack.


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Goblin CN Rogue 3 | HP 25/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Gurk will be focusing on sneak attacks and dual wielding dogslicers, so having a steady flanking buddy will help.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 13; Tch 12; FF 11 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

I'll finish up my backstory and post it tomorrow.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

OK, I think Adistan's set. I still haven't quite figured out what I want his combat style to be, but I figure that can develop as we go.


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Alright, got the Roll20 link up, pictures file and loot sheet for you all to use if you want.

When you have a chance log into Roll20 and let me know what your name is there. You can either make a post here with your name or in the chat inside Roll20 itself.

Also, everyone who is 100% complete with your character and ready for me to review let me know so I can start going through that and then we should be about ready to get this thing started. If people still need time to finish things up that is fine too, just let me know.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6)

1x10^2 % ready


Female Aasimar Paladin 3 | HP 24/25 | Smite 1/1 | LoH 3/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Hey all, Verris is finally done. Everything is located in her profile...got carried away on the backstory :P

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 13; Tch 12; FF 11 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby Copperpot, not pretending to be unready to go!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I hope to be done by the end of the day.


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Alright looks like we've got everyone except Lexi on Roll20, for those of you there make sure you can move you tokens around. Feel free to add your HP in the green bar and AC in the blue bar or I will when I get a chance.

I will start reviewing characters probably tomorrow for those who said they are complete.


Goblin CN Rogue 3 | HP 25/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Alright. Pretty much finished Gurk up now before hitting the hay. Gurk does have an easy connection with whomever may have chased him while he was part of the Sczarni and then invited into the Society.

Character Background:
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History
----------
If there is one thing Gurk has learned, it is that shiny means good. Getting a bit too interested in the large longshank town, Gurk was captured and trained by a group of longshanks to find and collect shiny items. Gurk did not know what to think of these longshanks that dressed and acted like goblins a lot, but he knew they weren't very smart. Afterall, they would trade the shiny things for lots of food. Longshanks no know how to make a good deal.

During his escapades through the big village, Gurk would often have to outrun other longshanks that wanted the shiny items as well, but Gurk knew how to get away and hide better than all the others. By the time he had started to pick up the longshank tongue, though, he got thrown out after starting one too many fires. Gurk no understand, since big longshank village have many extra huts that burn so well.

After spending some time grabbing food instead of shiny stuff, a longshank that used to chase Gurk offered him a deal to find more shiny stuff for more food. Gurk still laugh at how no longshank know how to make a good deal.

----------
Personality
----------
While Gurk is intelligent and cunning, his lack of complete understanding of longshank culture and the common language has led to a lot of mishaps. He has a tendency to use fire as his first answer for problems, and makes food and prestige his priority. Is easy to manipulate if the person knows him well.

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Appearance
----------
Gurk does not have much when it comes to looks, at least for races outside of goblins. His skin is stretched, with several spots of blisters and dark fur. He wears a hacked up dogskin as a cloak, believing it as a sign of great prestige. Outside of his gear and several strange knives, he carries a small, caged, vision toad with shiny smooth skin.

Stat Block:
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Gurk the Goblin
-----------------------
Male Goblin Rogue 1
Age 13; Skin Green; Follower of Bark Breaker
NG Medium humanoid (goblinoid)
Init +4; Senses Darkvision 60ft, Scent 1/day; Perception +5 (+6 to find traps)

-----------------------
Defense
-----------------------
AC 17, touch 15, flat-footed 13 (+2 Armor, +4 Dex, +1 Size)
HP 11
Fort +2, Ref +6, Will +1
Additional - When rolling to save from being sickened, roll twice and take better result.

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Offense
-----------------------
Speed 30 ft
Melee dogslicer +5 (1d4/19-20) P/S, fragile
dogslicer/dogslicer +3 (1d4/19-20) P/S, fragile
Ranged shortbow +5 (1d4/x3) P

Special Options
Sneak Attack - 1d6

-----------------------
Statistics
-----------------------
Str 11 (+0), Dex 18 (+4), Con 14 (+2), Int +14 (+2), Wis 12 (+1), Cha 8 (-1)
Base Atk +0; CMB -1; CMD 13

Traits
Ex-Sczarni - Campaign - +2 on Bluff to pass hidden messages; +1d6 to Coup de Grace
Pustular - Race - When Sickened, roll save twice and take better
Wolf Cub - Religion - 1/day, take deep breath to gain Scent ability for 1 minute as a standard action.

Feats
Two-Weapon Fighting - Reduces penalty for fighting with two weapons
Weapon Finesse - Use Dex for light weapons.

Skills (12 ranks - 8 Class, 2 Int, 2 Background Skills)
Acrobatics +8 (1 rank, 3 class, 4 Dex)
Bluff +3 (1 rank, 3 class, -1 Cha)
Climb +4 (1 rank, 3 class)
Disable Device +11 (1 rank, 3 class skill, 1 class ability, 4 Dex, 2 tools)
Disguise +3 (1 rank, 3 class, -1 Cha)
Escape Artist +8 (1 rank, 3 class, 4 Dex)
Knowledge (Local) +6 (1 rank, 3 class, 2 Int)
Linguistics +6 (1 rank, 3 class, 2 Int)
Perception +5 (1 rank, 3 class, 1 Wis)
Perception (Traps) +6 (+1 class ability)
Sense Motive +5 (1 rank, 3 class, 1 Wis)
Sleight of Hand +8 (1 rank, 3 class, 4 Dex)
Stealth +12 (1 rank, 3 class, 4 Dex, 4 Size)

Favored Class Bonuses
Rogue - +1 hp (x1)

Languages
Goblin, Common (Speak)

Alternate Racial Traits
Weapon Familiarity - Has proficiency in goblin weapons; replaces Skilled.

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Class Abilities
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Finesse Training - Gain Weapon Finesse; deal damage with Dex at 3rd level with one chosen weapon, two at level 11, and three at level 19.

Sneak Attack - Whenever your target is flanked by you or is denied their dexterity bonus, deal an extra 1d6 plus 1d6 every two rogue levels past 1st. Is not multiplied on a critical.

Trapfinding - 1/2 of level is added to Disable Device and Perception checks to find traps (min +1); can disable magical traps.

-----------------------
Inventory
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dogslicer (x6), shortbow (20 arrows), leather armor, msk thieves' tools (+2 DisDev), goblin pickles (5 jars), pig grease (+2 EscArt), vision toad

Pathfinder Kit
backpack, bedroll, belt pouch, clay mug, dagger, two fishhooks, flint and steel, sewing needle, signal whistle, string (50ft), thread (50 ft), waterskin, rations (7 days), whetstone

Wealth
3 pp 4 gp 9 sp 0 cp


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Adistan:
Couple questions. First do you have any more details on the Bell of Shadows you mentioned in your background? Second, you said something about voices in his head can you elaborate?

Davor:
Just to clarify from the blurb I saw, so you aren't a Pathfinder but being a contact that has frequently worked with the Lodge in the River Kingdoms you were contacted for assistance?

Gurk/Bixby:
Any thoughts of possibly linking up backstories? With Gurk working for a gang, could see that easily being the Sczarni from Bixby's background. Could also see him being the one to maybe bring Gurk into the Pathfinders?

Davor/Verris:
Davor maybe in your trip to the Pathfinder Lodge in Magnimar you went through Nirmathas and met Verris along the way. With her quest to go to the go to Heidmarch Manor perhapds the two of you traveled the rest of the way to Magnimar together?

Have a few questions and ideas for folks above and then waiting for Lexi to check in on Roll20. After that, once everyone is ready, we can probably look to kick things off sooner than I anticipated.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 13; Tch 12; FF 11 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

GM/Gurk:
I love the idea of linking stories...let's do it! I think it would be much more FUN to have us semi-adversarial/distrusting than to have me be the one that recruited you. My story is basically that the gang was using my magic to create illusions while the thieves got away, so I'm sure Gurk could have been one of the thieves. Perhaps Gurk was one of the more obnoxious thieves to me? Once I turned sides and became an investigator, maybe Gurk was one of the primary targets? Let me know if you have any more thoughts on this, Gurk.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6)

Davor is a Pathfinder but spent more time so far as a River Kingdoms guide for Pathfinder teams than he did exploring dungeons with them. When he received his Magnimar assignment, it included a letter of instruction to pick up another agent in Nirmathas. (Great suggestion GM!)


Female Aasimar Paladin 3 | HP 24/25 | Smite 1/1 | LoH 3/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

GM/Davor:

I'd be up for the two meeting beforehand. Just to note, Verris isn't a Pathfinder agent yet. I'd planned for Verris to be from a small town/village. Kassen seems like a good choice for that. It's on the Northen border between Nirmathas and Lastwall and also happens to be along the Tourondel River. Maybe Davor left the River Kingdoms planning to cross Lake Encarthan and follow the Tourondel to the Bloodsworn Vale and cross the mountainous border between Nirmathas and Varisia there? You stopped to resupply in Kassen and met Verris there? If she hears you mention the Pathfinders that'd immediately catch her attention, as she knows she's supposed to join them in Magnimar. Maybe you could even be the one to recommend her when you reach Magnimar?


Goblin CN Rogue 3 | HP 25/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Bixby:
I'm good with linking. Bixby probably noticed that Gurk cared less about the crime and more about just filling his gullet, then chased Gurk a few times as an investigator after Gurk's antics left a few scorched homes, before finally finding Gurk kicked out after Bixby became a pathfinder. Gurk would probably just think of Bixby as the 'faking longshank' from your shortness and illusions.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 13; Tch 12; FF 11 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

GURK:
That sounds fine. I think a little mutual distrust will be great. Let's go with that, and I'm sure we can both make up details on different crimes/investigations on the fly to account for our history with each other.


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Gurk:
With what you mentioned in mind, any thoughts on why the Pathfinders took an interest in you?


Goblin CN Rogue 3 | HP 25/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

GM:
Since Gurk simply focused on shiny without really knowing the value, maybe he managed to sneak through the local lodge, through some tightly locked doors and managed to steal a few bits of silverware instead of the more valuable, less shiny objects nearby before escaping the people they sent after him. They may even see him as a partially disposable asset that can be sent out to find things in dangerous locations without requiring as much pay as others.


hp 22; AC 18*/touch 12*/flat-footed 16*/CMD 17*; +4 Fort, +3 Ref, +0 Will NG Female human cavalier (disciple of the pike)

GM, do you mind if I play Mithralline here instead of Adistan? I'm finding I'm just not feeling the latter quite as much, whereas I really want to play Mithralline. I'll tweak her backstory slightly to be that she joins the PFS in Magnimar instead of going to Roderic's Cove (she was pitched for a Return of the Runelords game, but that GM's fine with me pulling her submission) and would have to change her trait (probably to Serpent Runner).

(Sorry, realizing I wasn't feeling Adistan is why I was taking so long...)


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No problems here. I see it is a cavalier though, so not sure if you plan on going the mounted route or not, but mounts may prove problematic in a number of places in the AP.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6)
GM Dak wrote:
No problems here. I see it is a cavalier though, so not sure if you plan on going the mounted route or not, but mounts may prove problematic in a number of places in the AP.

Wheeling Charge + Narrow Frame + Charge Through + spider climb (or slipper of spider climb!) = WIN!

(takes about 10 levels to get there... or you can just skip this and get a flying mount! lol)


hp 22; AC 18*/touch 12*/flat-footed 16*/CMD 17*; +4 Fort, +3 Ref, +0 Will NG Female human cavalier (disciple of the pike)

No mount with her archetype. She'll be a mobile tank (if the concept works) -- getting some nice bonuses when she charges. My hope/thought is she'll charge all around the battlefield, hopefully with enough AC to avoid taking too many AoO. (Unless you think even her charging will be too difficult in this AP, in which case I'll probably come up with some other idea, since Adistan just isn't working for me.)


HR | MM | RotRL1 | RotRL2 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

As long as you are head of the marching order or plan to go down the Dragon Style feat chain, mostly charging shouldn’t be an issue.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

OK, having given it a little more though, I think I am going to stick with Adistan, who is now completed and ready to go. I've got his voice in my head now and I think he should be fun with this campaign and these other characters...

GM, sending you the answers to your question in a PM.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 11/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | wand of CLW (47/50)

Sorry for the delay. No internet on Sunday (as usual) followed by an unscheduled snow day yesterday.

Lexi's pretty much ready. The big 'cheat' on her character sheet is that I assumed a roll of 100 or whatever on the aasimar alternate physical traits table in Blood of Angels, choosing two flavorful bits that fit with her backstory while (IMO) not likely to come into play often (if at all, besides the stop aging bit). I can change it if necessary.


HR | MM | RotRL1 | RotRL2 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Alright everyone is checked in.

Guck/Lexi if you can update your headers to include important quick reference info like the others, that would be great!

I'll look at kicking things off in the morning with a little bit of pre-AP roleplaying.


HR | MM | RotRL1 | RotRL2 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Sorry for the delay on my end, should be back to normal tomorrow.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 11/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | wand of CLW (47/50)

It appears that Lexi and Verris are the party faces (Yay musetouched!). In her infinite wisdom (10, +0), Lexi's first suggestion to the group will likely be to split the party to gather information. Maybe Lexi, Adistan, and Bixby hunt down rumors of the slavers while Verris, Davor, and Gurk seek info on Natalya or Sczarni gangs. Thoughts?

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 13; Tch 12; FF 11 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

I like the idea of splitting into groups. Since Bixby used to investigate the Sczarni I think he'd probably be a natural fit for that group, though.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6)

Absolutely 100% against splitting. We should stick together. Always. The city is more than a mile long and there's no way to know what happens to the other group if things go sideways.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 13; Tch 12; FF 11 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

I think this is more for gather information/knowledge local checks, not anything sticky.


HR | MM | RotRL1 | RotRL2 | SD | SS1 | SS2 | WftC_1 | WftC_2 |
Bixby Copperpot wrote:
I think this is ... not anything sticky.

Famous last words :D

I don't have an issue with splitting the party if that is the preferred path, but definitely something you all need to decide *insert GM maniacal laughter*

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6)

We should gather info together. I don't know about this one for sure, but most city-based APs have random encounter tables. Davor will treat every street or alley like a dungeon corridor.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 11/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | wand of CLW (47/50)

Just for the record, I have no problem with this idea being voted down. In fact, it probably wouldn't be a bad thing for the other PCs to tell Lexi "No!" early and often. :)


The Rasping Rebirth (Maps & Slides)

lol I've noticed already she might need a lawful type intervention once in a while... Davor will just smile probably :)


Female Aasimar Paladin 3 | HP 24/25 | Smite 1/1 | LoH 3/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris has little knowledge of the city. She's used to her small town and the surrounding countryside, where there's not much risk of an alleyway robbery or stabbing. Bandits and wild animals maybe, but they're usually easier to spot, for her at least. She'd probably let the more city-savvy folk decide what's best and follow their lead. So she'll be happy to do either depending on the consensus.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6)

About loot: since we're doing the entire AP, I believe we should put all the loot in the spreadsheet created by the GM, or let the GM dump all the loot there before individual characters start appropriating various things for themselves. This way we track how many gooddies have been received by each character and keep the monetary awards more or less evenly split as we go along. There will be times some characters are way ahead than others based on type of treasure found (i.e. fighter needs a magic sword so it makes little sense to sell it, but the SELL value of said sword should be added to that character's column so we can keep track how much loot he'll skip next time we have a hoard to divvy up)

GM may have better system, but this is my 2 cp anyways! :)


Female Aasimar (musetouched) Bard (Archivist) 3 | hp 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 11/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | wand of CLW (47/50)

Agreed, for the most part, on loot. Lexi just grabbed the garnet because she wanted to prove to Adistan that she pays back her debts. (I'm still kinda shocked he gave her the loan in the first place.)

Just Lexi being Lexi. :)

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