
| Heiek Windrider | 
 
	
 
                
                
              
            
            Hi DBH! Anything you want. I'm never of the opinion that a party needs any particular role filled. Gaps in one area just require creative solutions in another.
What I told our other friend who's going to play is that I think a 9-level or a 6-level caster would be worthwhile, but anything is fine.

| GM Kevin O'Rourke | 
 
	
 
                
                
              
            
            Welcome aboard.
I've done Ruins before with my live group last year and enjoyed it a great deal. It is a good AP all the way through, unlike some with that have a bad book or two.
I for one am glad after experimenting with it in Starfinder they're going to be not sticking too rigidly to the six book structure. There's two adventure paths that are going to be just three books! I've often felt like there's a filler book just to fatten the PCs up with XP and gear before getting back to the proper stuff in most adventure paths. It's all for 2e so not everyones cup of tea but me and my players are really enjoying it now we are getting properly stuck in.
The highlight from last session was the party's rather swole wizard cutting a swath through brawlers with a chair during a bar room brawl. All PCs being trained in unarmed combat really has made fisticuffs fun for all the party rather than the one person who has a suitable class.

| GM_DBH | 
 
	
 
                
                
              
            
            My live group has played together for over 20 years now, and we play regularly. So we have done a lot of the AP's.
Currently we are doing Shattered star after doing a speed run of Rise of the Runelords. This is to get us ready for Return of the Runelords.
As is sadly common for me I had problems with my Arcane caster. Started with a Psychic and found them lacking in the blast abilities. Plus their main attack spell doesn't effect undead or vermin?
Tried a Sorcerer, but no one in the party had knowledge skills, which you need in Shattered star. So I changed to an Arcanist and am finding it a versatile and effective class. Having lots of spells and the ability to cast them more than once is wonderful.
With an Investigator you have the knowledge's covered so I will look at a few classes and see what I can come up with.
Any idea of what the other new player is thinking of as their character?

| Zanbabe | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Hi. I'm the other new person. Sorry for not popping in here earlier--I didn't know you were asking about me. :)
I am doing a bow-wielding Erastil-worshipping Locathah Cleric (might go Hinterlander prestige class later).
I don't have her done yet though, so could swivel to something else if that steps on anything you were planning.

| Zloorp | 
 
	
 
                
                
              
            
            I did see that we are using background skills.
Bows aren't great underwater, but as soon as I can afford it I'll get the Cyclonic enchantment on it, which should solve that problem.
(Also, posting this under my Cleric's profile, but still finishing it up.)

| Amari Silverskin | 
 
	
 
                
                
              
            
            GM_DBH here with my prospective character.
AMARI SILVERSKIN
Female Elf (Aquatic) arcanist 5, CG medium humanoid (elf, aquatic)
Init +2; Senses Low-Light Vision, Perception +9,
Languages Aklo, Aquan, Azlanti, Common, Draconic, Elven, Sylvan
AC 13, touch 12, flat-footed 11, hp 32 (5HD)
Fort +2, Ref +3, Will +5, +2 vs. enchantment spells and effects
Speed 30 ft. (6 squares) Swim 30 ft.
Ranged +1 underwater crossbow (light) +5 (1d8+1/19-20), within 30 ft. +6 (1d8+2)
Base Atk +2; CMB +2; CMD 14
Special Actions Arcane Reservoir (5/8), Arcanist Exploits, Consume Spells (1/day),
Prepared Spells Prepared Spell List 
Arcanist (CL 5th):        
2nd - darkvision (DC 16) , mirror image (DC ) 
1st - comprehend languages (DC ) , mage armor (DC 15) , magic missile , touch of the sea (DC 15) 
0th - acid splash , dancing lights , detect magic , disrupt undead , mage hand , read magic (DC )         
Abilities Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 13
Special Qualities Arcanist Spells Prepared, Cantrips, Dimensional Slide, Elven Immunities, Elven Magic, Ice Missile, Keen Senses, Low-Light Vision, Sonic Blast, Weapon and Armor Proficiency, Weapon Familiarity,
Feats Point-Blank Shot, Precise Shot, Spell Penetration
Skills  
Acrobatics +2, 
Appraise +8, 
Fly +6, 
Knowledge (Arcana) +11, 
Knowledge (Dungeoneering) +8, 
Knowledge (Engineering) +8, 
Knowledge (Geography) +8, 
Knowledge (History) +10, 
Knowledge (Local) +8, 
Knowledge (Nature) +9, 
Knowledge (Nobility) +8, 
Knowledge (Planes) +8, 
Knowledge (Religion) +8, 
Linguistics(Draconic) +8, 
Perception +9, 
Spellcraft +12, Spellcraft (Identify magic item) +14, 
Survival +7, 
Swim +13, 
Use Magic Device +5, 
Possessions  amulet of natural armor +1;  +1 underwater crossbow (light);  spellbook;  Handy Haversack ; Spellbook                        
Arcane Reservoir (Su)  You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 8 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 5. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way. 
Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 13
Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 4, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0
Cantrips You can prepare 6 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 50 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Expert Explorer - Survival (Knowledge (History)) Adventurous scholars raised you, or perhaps you were born during an expedition and haven't known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you've visited in your life and selected you because of your skills in maneuvering uncharted territory. Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon.
Ice Missile (Su) You can unleash a freezing projectile by expending one point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 3d6+1 points of cold damage. In addition, the target is staggered for 1 round. The target can attempt a DC 13 Fortitude saving throw to negate the staggered condition.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Sonic Blast (Su) The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals 3d6+1 sonic damage. The target is also deafened for 1 minute. The target can attempt a Fortitude save (DC 13) to halve the damage and negate the deafness.
Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail
Weapon Familiarity (Ex)  Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. 
Still have a little gold to spend, and some equipment.
Rather than the second ship we can say she came on the third and was sent to reinforce you.

| Zloorp | 
 
	
 
                
                
              
            
            I think Zloorp is done. Probably need to expand the background a little, but I can work on that while we get moving if you like.
Since she is a native of this area, I didn't take a campaign trait, but let me know if that is not okay.

| Uzziah | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Hi DBH and Zanbabe!
I've been wiped with a cold... then felt rough today. Now I'm awaiting a covid-19 test. I hope to catch up again soon.

| Heiek Windrider | 
 
	
 
                
                
              
            
            So the party has a Gillman, an Undine, a Locathah, an Aquatic elf and a dirty surfacer. :)
Also, when I use alter self when we have to go underwater, it's been a locathah. Smell and all.
So that won't make things awkward at all, maybe.

| Zloorp | 
 
	
 
                
                
              
            
            Hey now, don't be attacking us Locathahs with your "Smell and all" generalizations. :)
"Powerful smell" is an alternate racial trait I didn't happen to inherit, so you know, I smell fishy since I am one, but it doesn't sicken anyone, and humans smell pretty bad too, especially the adventurer type that seem to believe that one set of clothing and never taking a bath is normal. At least I have prestidigitation so I can stay clean. :)

| Zloorp | 
 
	
 
                
                
              
            
            I just realized I *don't* have prestidigitation, since I am a cleric (still getting used to the character, obviously).
Okay, so maybe I smell.

| Heiek Windrider | 
| 2 people marked this as a favorite. | 
 
	
 
                
                
              
            
            Don't be afraid to embrace who you are, Zloorp. And I wasn't attacking your smell. I was just awkwardly commenting on it. The first of many times, I'm sure.
I was going to ask about the water breathing. Given your limitations.
At first I was using a touch of the sea and just holding my breath, which wasn't that difficult. Later we found a Bottle of Air, but I don't think we've been in a situation where breathing has become critical. Since I've levelled, alter self has been how I don't get left behind on shore with Uzziah's camel.

| Heiek Windrider | 
 
	
 
                
                
              
            
            Heiek and Uzziah's camel both have low-light vision. That's it.
EDIT: Oh, you're talking about spells/abilities. My sentence above was just looking at racial traits. I could probably strum up darkvision via alter self, but I don't know if I could find a humanoid with both darkvision and a swim speed. But I haven't really looked.

| Valera Waverunner | 
 
	
 
                
                
              
            
            Heiek and Uzziah's camel both have low-light vision. That's it.
EDIT: Oh, you're talking about spells/abilities. My sentence above was just looking at racial traits. I could probably strum up darkvision via alter self, but I don't know if I could find a humanoid with both darkvision and a swim speed. But I haven't really looked.
Undine has both.

| Zloorp | 
 
	
 
                
                
              
            
            No darkvision here, but I have an ioun torch (which I assume works underwater as well?)

| Heiek Windrider | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Heiek Windrider wrote:Undine has both.Heiek and Uzziah's camel both have low-light vision. That's it.
EDIT: Oh, you're talking about spells/abilities. My sentence above was just looking at racial traits. I could probably strum up darkvision via alter self, but I don't know if I could find a humanoid with both darkvision and a swim speed. But I haven't really looked.
Sure do. I don't know how I missed that. I must have been distracted by a strange smell or something.

| GM Kevin O'Rourke | 
| 2 people marked this as a favorite. | 
 
	
 
                
                
              
            
            @ Zloorp. Glad to see you are eyeing up the boots of striding and springing.
@ Amari you can consider yourself as having access to any of the spells that Valto knows through trading etc. You'll still need to scribe them but it should help some. Also since you are an aquatic elf I'd think it reasonable to switch out the bow proficiency for an underwater crossbow?
@Zloorp and Mari. The players are operating out of the settlement of Talmandor's bounty. It's not too big yet though there is a blacksmith and alchemist. Zloorp, some of your tribe has recently struck up an agreement to trade with these surface worlders once they've dealt with some marauding Sahuagin. Ye can see a man including the locations they've discovered and Talmandor's Bounty itself.

| Zloorp | 
 
	
 
                
                
              
            
            @GM Yeah... and the prestige class will give me another 10 feet of movement as well if I can pull it off. It's just going to take money and time to get a little bit more maneuverability on land.

| Amari Silverskin | 
 
	
 
                
                
              
            
            Transferred the spells, finished equipping her.
Ready to go.
As I said. Amari has just arrived on the latest ship and has worked for the Bountiful venture company in the past. An Aquatic Elf with a touch of wanderlust and an interest in Azlanti history.
She is used to working with the lesser races. No ranks in Diplomacy?

| Heiek Windrider | 
 
	
 
                
                
              
            
            Kevin, how many days of Downtime are we getting? I think I've finally got a direction for all of these Downtime resources Heiek has been earning. Since he's now a (secret) Pathfinder, he's going to start working on a building that could serve as a lodge near Talmandor's Bounty. In the meantime, he'll tell people he's building it for him to retire in (but maybe to sell), eventually.

| Uzziah | 
 
	
 
                
                
              
            
            Hello folks! No covid but a bad sinus infection.
A hearty welcome to the new party members. :)

| Uzziah | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            For reference:
Brachiosaurus
Starting Statistics
Size Medium; Speed 30 ft.; AC +3 natural armor; Attack tail (2d4); Ability Scores Str 13, Dex 14, Con 11, Int 2, Wis 13, Cha 10; Special Qualities low-light vision, scent.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack tail (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities trample (1d8).

| Heiek Windrider | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            For reference:
Brachiosaurus
Starting Statistics
Size Medium; Speed 30 ft.; AC +3 natural armor; Attack tail (2d4); Ability Scores Str 13, Dex 14, Con 11, Int 2, Wis 13, Cha 10; Special Qualities low-light vision, scent.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack tail (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities trample (1d8).
He's adorable. I love him.

| Valera Waverunner | 
 
	
 
                
                
              
            
            I think that exploring makes the most sense. But Valera is currently chaotic lazy enough to play around until fate gives her a kick in the arse. Please, nobody ever elect her leader to anything.
OOC though I think that we should probably spend some time exploring the island, or at least mapping out the coast.

| Heiek Windrider | 
 
	
 
                
                
              
            
            Heiek Windrider wrote:Updated to-do list:
Abandoned Ulfen settlement named “Joskadalr” - (Carver)
- east coast of Ancorato
Waterfall cave (archaeological excavation) - (Carver)
- northeastern side of Ancorato in the foothillsSunken Laboratory - (Carver)
- southern side of the island.Crystal Monument - (Carver)
- island off Ancorato’s northwest coastAncient Observatory - (Carver)
- somewhere in the mountains of Ancorato (central part of island)City on Ancorato/kill sea hag named Helekhterie - (Locathah)
- "several days" southeast from Locathah campAdditional goals from Ramona:
quarries, precious metals, lumber,friendly native inhabitantsI've crossed out what we've completed.
The tablet shows "a land route along ariver from the east coast of Ancorato into the mountains," which might lead to the observatory.
I think that next we should head back to the naga for the reward and promised information of the island. After that, we have options:
1. We can circle around the north part of the island to the Crystal Monument.
2. We could take the trail marked on the stone tablet and see where it leads, possibly finding the Observatory.
3. We're well in the other direction by now, but we could still head south and tackle the sea hag.
I don't think we actually accomplished any of the goals we had when we last reviewed the list. Other than finding a source of lumber, I believe. But I completely recognize that I could be forgetting something.
I think it makes sense for us to tackle the sea hag or the Ancient Observatory. Unless we already did that and I'm forgetting....

| Zloorp | 
 
	
 
                
                
              
            
            Heads Up -- I will be traveling/visiting with family starting November 18th through December 2.
Traveling days I won't be able to post (driving cross-country), and I am not sure whether I will have time while visiting with family, so please feel free to either bot my character or put her on ice in the meantime.
Apologies for the extended absence. I'll be on mostly normally till Wednesday, so if you have questions/requests before I go, let me know.

| Heiek Windrider | 
 
	
 
                
                
              
            
            Updated to-do list:
Abandoned Ulfen settlement named “Joskadalr” - (Carver)
- east coast of Ancorato
Waterfall cave (archaeological excavation) - (Carver)
- northeastern side of Ancorato in the foothills
Sunken Laboratory - (Carver)
- southern side of the island.
Crystal Monument - (Carver)
- island off Ancorato’s northwest coast
Ancient Observatory - (Carver)
- somewhere in the mountains of Ancorato (central part of island)
City on Ancorato/kill sea hag named Helekhterie - (Locathah)
- "several days" southeast from Locathah camp
Grove of crimson trees
- On the east side of the island; "worth exploring" 
Additional goals from Ramona: quarries, precious metals, lumber, friendly native inhabitants  
I've crossed out what we've completed.
*********
Let's head to the center of the island and search for the Ancient Observatory. There's been some interest in this target in the past, and we can disguise its search as continuing to map the island and search for the resources Ramona has asked for.
One note to Zloorp and Amari: Heiek, Valera, and Uzziah are secret Pathfinders. For some reason, the expedition to Azlant hasn't welcomed the Pathfinders' involvement, so everything on the list attributed to Carver aren't anything we're advertising that we're searching for. We can work towards a reasonable way to let Zloorp and Amari in on that secret.

| Heiek Windrider | 
 
	
 
                
                
              
            
            Yeah, Valera doesn't seem like a "keeps secret" kind of person.
And no worries. I hadn't thought of it until I started talking about the different sources of our list's objectives.

| Uzziah | 
 
	
 
                
                
              
            
            Merry Christmas, everyone!
Still not clear here. I'm hoping to catch up in the new year.

| Zloorp | 
 
	
 
                
                
              
            
            Merry Christmas. :)
 
	
 
     
     
    