PFE1 Shattered Star AP Campaign 2019

Game Master ALLENDM

Links and Folders for the Campaign

Shattered Star AP 2019 Folder.
Campaign Character Creation Document
Simple Magic Item Creation Rules
Elephant in the Room (Feat Tax Rule)

Images of the Venture-Captain Sheila Heidmarch & Pathfinder Koriah Azmeren

Pathfinder Koriah Azmeren
Venture-Captain Sheila Heidmarch
Pictures of Contacts and Names
Scenes and Pictures of Magnimar

Party Information

Party XP and Treasure TXT


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I have some time on my hand and my RL group is again delaying us spinning up a new campaign due to many of them having RL issues going on and is completely understandable but I would like to get another game going outside of my PBP Greyhawk campaign.

I am kicking off my first PBP PFE1 AP. I have decided on Shattered Star because the AP has an interesting premise and it follows ROTRL, CotCT, and Second Darkness. Second Darkness was really on my list but I decided on going with Shattered Star as it is already a PFE1 AP.

My current PBP campaign is a Greyhawk homebrew of PFE1 and a conversion of the old AD&D 1st edition modules. So it keeps me busy and on my toes. I also enjoy it a great deal as we have a very solid group of players. If you are interested here it is Old School Greyhawk - Saltmarsh Campaign PFRPG (570CY - Southern Keoland). I like the Role Playing aspect of it and I like to set the mood and the scene of PBP.

I will use some house rules that I am comfortable using in my campaigns. Please see the document Campaign Character Creation Document.

I am using WOUND THRESHOLDS so you will need to make sure you understand how that Unchained Rule works. It speeds up combat and it will alter your need for a healer and those skilled in healing.

Please review the document for all requirements on character creation.

Additional resources can be found at Shattered Star AP 2019. Look under Campaign Resources. I have the Player's Guide and a few other documents that you will need to know.

I am using the The-Elephant in the Room Feat Taxes for Pathfinder document.
I am also using the Simple Magic Item Creation Rules 2018.
I am using a variant fighter (see the Character Creation doc above - as the current PFE1 fighter is underpowered and this just gives him a bit of a boost on the martial side of things).

All of these can be found in the Campaign Resource folder.

I will be selecting a balanced party of 5 to 6 characters. I am looking for at least two martial characters, a skill player, an arcane player, and a divine player. If I select a sixth player they would need to compliment the roles above in some manner. I like fleshed out background/description/demeanor (All I need at first is a concept (see the Campaign Character Creation Guide for more details)). I tend to incorporate background into gameplay. Good backgrounds get my attention and a fleshed-out description and demeanor with notes tend to pique my interest.

Any questions please feel free to ask away for you can PM me.

Regards,
Jack

EDIT: I have not decided on a deadline. I first want to get a feel for interest and then will get a deadline out on submissions. Nothing long or extended.


Hey DM. Will look at SS Player's Guide and get a character together.


So to be clear, the allowed classes are:

CRB classes,
Cavalier,
Alchemist,
Magus,
Bolt Ace Gunslinger,
Hybrid Classes,
Unchained Summoner/Monk/Barbarian and
Occult Classes?

No Witches, Inquisitors or Oracles.

What roles do the various Occult classes fill, i.e. Kineticist or Psychic or Mesmerist? Do they take up the arcane/divine slots in your preferred party plan?


*EDIT to add*

Unchained Rogue.


If Unchained Summoner is allowed I'll submit one.


Damn, keep missing the edit window...

Going to go with the Non-traditional Native Campaign trait, a half-Shoanti/half-Kellid Human.


Oceanshieldwolf wrote:

So to be clear, the allowed classes are:

CRB classes,
Cavalier,
Alchemist,
Magus,
Bolt Ace Gunslinger,
Hybrid Classes,
Unchained Summoner/Monk/Barbarian and
Occult Classes?

No Witches, Inquisitors or Oracles.

What roles do the various Occult classes fill, i.e. Kineticist or Psychic or Mesmerist? Do they take up the arcane/divine slots in your preferred party plan?

Plus the UC Rogue.

Yes, the occult class would fill the divine roll. Thanks for pointing that out.

Jack


And is the Unchained Summoner allowed?


I noticed K: Anatomy in your knowledge list. Was Heal split in to two skills for this?

I'll try and finally bust out the Quintessentialist I've been bumping around. GM, do you follow archetype ability modifying RAW? I ask because the Quintessentialist archetype for Spiritualist modifies "Spellcasting" by making all your spells take a full round to cast, while Fractured Mind modifies the same class feature by making it Charisma based. They alter the same ability but don't interfere with one another, but RAW can't be stacked. Do you follow RAW for this stuff?

If you do it just tweaks the build a bit, so it 100% isn't an issue.


Yes the unchained version is allowed for summoner. The chained summoner is not allowed.


Grankless wrote:

I noticed K: Anatomy in your knowledge list. Was Heal split in to two skills for this?

I'll try and finally bust out the Quintessentialist I've been bumping around. GM, do you follow archetype ability modifying RAW? I ask because the Quintessentialist archetype for Spiritualist modifies "Spellcasting" by making all your spells take a full round to cast, while Fractured Mind modifies the same class feature by making it Charisma based. They alter the same ability but don't interfere with one another, but RAW can't be stacked. Do you follow RAW for this stuff?

If you do it just tweaks the build a bit, so it 100% isn't an issue.

Know (Anatomy) is exactly that; it is from a scientific point of view. You understand how a body works, what goes where, what it belongs to. A Necromancer might not have a clue about Healing someone but they understand how the body, organs, and body parts would work and where they need to go. How to dissect a body, how to put it back together, and identify the creature by examining parts of a body all fall into this category. Same for an Investigator or a Alchemist or any class that would have a need for the that specific knowledge. If a healer had HEAL and KNOW(Anat) would give them a +2 synergy bonus due to the additional knowledge.

To me they work the same way that Spellcraft and Know (Aracana) work together.

I have no issue with either archetype for the Spiritualist.


I totally forgot to add Races Allowed.

Races Allowed:

Core Races. ( I prefer core races)

I am willing to do take a look at Gnoll, Hobgoblin, Orc, and Skinwalker as well but these will need a solid background, description, and demeanor. Also you will need comply to the Alignment rules.

Sorry about the oversight.

Jack


There are certain classes I want to play from Pathfinder 1st edition:

  • The Slayer (martial/skilled)
  • The Spiritualist (divine)
  • The Kineticist (martial ranged?)

An unchained summoner as an arcane character might be fun and while I like the Cavalier, I don't think this is a good campaign to lug around a mount (I don't feel like playing small atm).

How would you categorize a kineticist? As a martial or as a divine character. To me they're ranged combatants more than anything.


Sha'ir wrote:

There are certain classes I want to play from Pathfinder 1st edition:

  • The Slayer (martial/skilled)
  • The Spiritualist (divine)
  • The Kineticist (martial ranged?)

An unchained summoner as an arcane character might be fun and while I like the Cavalier, I don't think this is a good campaign to lug around a mount (I don't feel like playing small atm).

How would you categorize a kineticist? As a martial or as a divine character. To me they're ranged combatants more than anything.

I would agree with you on all points.

Spiritualist (Divine)
Medium (Divine)
Kineticist (Martial)
Mesmerist (Arcane)
Occultist (Arcane)
Psychic (Arcane)

That was a good question and I had to ponder it as I read over the descriptions of each. Here is my take and obviously psychic magic falls outside of arcane and divine but I think the classes fall sort of in these roles.


I'd like to specify - RAW those archetypes don't stack because they both alter spellcasting, albeit not in a way that interacts. Are you fine if I were to take both and stack them?

Silver Crusade

I am intrigued, always appreciating a well-prepared GM!

I’m thinking Sister-in-Arms cavalier. I’m quite a fan of the archetype, having played one in PFS, though she is a GM baby with a full AP credit so I didn’t have much of a chance to play her at low level and would love to take that opportunity.

She would have Gray Maiden Initiate so she’d still be young and inexperienced, as per your stipulation on character age in the document.


I’m certainly interested. Going to read your linked stuff now.


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Grankless wrote:
I'd like to specify - RAW those archetypes don't stack because they both alter spellcasting, albeit not in a way that interacts. Are you fine if I were to take both and stack them?

Sorry Grankless I didn't fully answer question. I don't see an issue with your plan and I am fine with your approach.


Hrothdane wrote:

I am intrigued, always appreciating a well-prepared GM!

I’m thinking Sister-in-Arms cavalier. I’m quite a fan of the archetype, having played one in PFS, though she is a GM baby with a full AP credit so I didn’t have much of a chance to play her at low level and would love to take that opportunity.

She would have Gray Maiden Initiate so she’d still be young and inexperienced, as per your stipulation on character age in the document.

Sounds good! I like the already developing background as well.

Liberty's Edge

Wow..just saw you post this in our Saltmarsh game and already lots of interest...well I will throw my hat in again as I have always wanted to give this AP a try.


Is there a difference between the Lore and KHistory Skill?

EDIT. Also is the Feat Tax book the only source allowed for feats then?


ToxicStar wrote:

Is there a difference between the Lore and KHistory Skill?

EDIT. Also is the Feat Tax book the only source allowed for feats then?

Sorry, I should have expounded on that since many don't use these skills.

We are using two additional skills - Artistry and Lore.

Details can be found here: Artistry and Lore

Lore:

Lore (Int; Trained Only)

You possess a specialized area of knowledge, generally narrower than that of a full-fledged scholar. Lore acts as a catchall skill for information, similar to how Craft handles artisanal skills and Profession handles professional skills.

The category of a Lore skill can vary widely from that of another Lore skill. It could be regional (such as a city or country), about a discipline (such as cryptography), or related to a narrow set of people (such as famous musicians). The scope of region-based Lore skills can also refer to specific subcategories, such as taverns in a particular region.

A Lore skill must be narrow—far narrower than the most relevant Knowledge skill. The broader the scope of a given category of Lore, the shallower your knowledge is on that topic. If you know about taverns in a wide region, you know less about each of them than you would if you had Lore in taverns of a specific city. Lore skills normally can’t be used to identify monsters the way Knowledge skills can, unless they refer to a specific type of monster (such as owlbears or vampires). If Lore involves a common, broad category of race or monster, it needs to be more specific. Lore (elves) would be too broad, as would Lore (dragons).

Check: Lore skills use the same DC scale as Knowledge skills: DC 10 to answer easy questions, DC 15 for basic questions, and DC 20 to 30 for really tough questions. In many cases, Lore can substitute for a Knowledge skill, such as Lore (elven history) filling in for Knowledge (history) in a check involving elves. At the GM’s discretion, a player might be able to apply a Lore skill that’s only partially related to a subject with a –5 penalty, such as using a Lore skill about a region to recall information about a particular city in that region or applying knowledge of distilling to winemaking.

See the table in the link I provided under Lore to give you some additional examples.

Lore is simply more specific in nature.

No, you can use other feats. That document just sets the baseline for feats.

Jack

Grand Lodge

Hey GM. I'm running this AP. Do you have an issue if I apply? I have no issue separating player and character knowledge but I know many gms don't like gm for people who know the material.


Thanks for answering, another quick one, starting wealth? by class, PFS?

-TS

I'm making a half orc fighter, stoked to try the modded class stuff.


ToxicStar wrote:

Thanks for answering, another quick one, starting wealth? by class, PFS?

-TS

I'm making a half orc fighter, stoked to try the modded class stuff.

By class.

Cool!


Grandlounge wrote:

Hey GM. I'm running this AP. Do you have an issue if I apply? I have no issue separating player and character knowledge but I know many gms don't like gm for people who know the material.

I don't mind.


Here is the nuts and bolts for Arrtur, my half orc fighter follower of Myr.

Background will be fleshed out over the next day or two.

-ToxicStar


Looks super cool! Going to pitch a couple of concepts here for feedback from any who want to offer some, in the interests of settling on one to flesh out that meets the needs of the group as a whole:

* A half-orc half-Shoanti bloodrager (bloodrider) who believe he's destined to unite the Shoanti and the orcish hordes into a hybrid empire, crush Korvosa and the other Chelish colonies in Varisia, and most likely take over the entire world.

* A Molthuni ex-spy (Snoop Rogue) who lost everything when he went too deep into his cover story and forgot where his loyalties lay. Left in bitterness to make a living in Daggermark as a "house detective", but looking for something worth risking his life for again, and redemption for his past failures.

* A rebellious arcanist who was thrown out of Korvosa's Arcanaeum for his unorthodox magical theories and inability to keep his mouth shut when his betters had the floor. Has every intention of coming back to Korvosa when he's powerful and experienced enough to make the bastards admit that he was right all along.


These all look pretty cool robothedino, I would warn that this campaign isn't well suited to a non small mounted class.

Also, its good alignments only :)


Hi, do we know anything about character creation, point buy, etc...

Helps when choosing a single or multi attribute dependent concept.


ToxicStar wrote:

These all look pretty cool robothedino, I would warn that this campaign isn't well suited to a non small mounted class.

Also, its good alignments only :)

Thanks for the heads up on the mounted issue- it tempts me to rework my half-orc barbarian warlord as a halfling or gnome, which is equal parts scary and hilarious.

To be honest, I've never really grokked D&D's alignment system. The first and third very much think of themselves as "doing good", although the people whose toes they step on would tend to disagree- on the other hand, the second very much does not think of himself as good, but an outside observer would probably classify him as a "good man". None of them are psychopaths, or amorally pragmatic; hope that qualifies as "good"...

Edit: Just caught the bit under "Age and experience"- that nixes the second concept, so I'm zeroing in on the third, pending any intense competition for the arcane slot. A brash, know-it-all wunderkind sounds right for that milieu anyway.


Black Thom wrote:

Hi, do we know anything about character creation, point buy, etc...

Helps when choosing a single or multi attribute dependent concept.

You can find it in the Character Creation Document in the first post.

Jack


On the topic of the "age and experience stipulation":

I like the idea generally speaking, but have difficulty squaring it with the basic premise of PC classes. While it's not too hard to imagine an arcane caster who hasn't done much interesting except study in an arcane academy, it's a bit tougher to imagine a full-fledged Fighter who's led a "mundane, normal life"- where'd he get all that fighting experience?

Or a Bard, for instance- the basic premise of the class is that you've already been a bit of a world traveller and managed to pick up a handful of magical secrets here and there. Hard to conceptualize such a character who's not done or seen much interesting ever.

Would you be willing to expand a little bit on this topic so I can make sure my concepts are within the frame you're setting for the game?


Speaking for my own Character, Arrtur has the serpent run campaign trait. He is sixteen and spent the last 5 years fighting in the gladiatorial arena in the slums.


Working on a Half-elf rogue on the outs with her family, is there anymore info on the noble families listed under Alabaster Outcast?


robothedino wrote:
ToxicStar wrote:

These all look pretty cool robothedino, I would warn that this campaign isn't well suited to a non small mounted class.

Also, its good alignments only :)

Thanks for the heads up on the mounted issue- it tempts me to rework my half-orc barbarian warlord as a halfling or gnome, which is equal parts scary and hilarious.

To be honest, I've never really grokked D&D's alignment system. The first and third very much think of themselves as "doing good", although the people whose toes they step on would tend to disagree- on the other hand, the second very much does not think of himself as good, but an outside observer would probably classify him as a "good man". None of them are psychopaths, or amorally pragmatic; hope that qualifies as "good"...

Edit: Just caught the bit under "Age and experience"- that nixes the second concept, so I'm zeroing in on the third, pending any intense competition for the arcane slot. A brash, know-it-all wunderkind sounds right for that milieu anyway.

My opinion...For a normal character alignment, it is nothing more than a guide on the character's moral compass and belief system. That is really it in the nutshell. The alignment argument has been hashed and rehashed since the late 70's. I recall during a GENCON back in the 80's a lively discussion that lasted nearly five hours on the subject. I like to set the table and alignment helps me do that by setting expectations of the basic premise of how the character thinks about himself and the world around him. For outsiders and strongly aligned creatures alignment is part of their ego and makeup... Angels and Demons are good examples of that. Which is why there is a caveat in the Alignment Requirement. A paladin is tied to their alignment...as are a few other classes when it is stated they project an aura...


robothedino wrote:

On the topic of the "age and experience stipulation":

I like the idea generally speaking, but have difficulty squaring it with the basic premise of PC classes. While it's not too hard to imagine an arcane caster who hasn't done much interesting except study in an arcane academy, it's a bit tougher to imagine a full-fledged Fighter who's led a "mundane, normal life"- where'd he get all that fighting experience?

Or a Bard, for instance- the basic premise of the class is that you've already been a bit of a world traveller and managed to pick up a handful of magical secrets here and there. Hard to conceptualize such a character who's not done or seen much interesting ever.

Would you be willing to expand a little bit on this topic so I can make sure my concepts are within the frame you're setting for the game?

It is a first level character. They are young, inexperienced, and have lived mundane, reasonably normal lives Their life experience and view of the world is limited. Doesn't mean they haven't experienced trauma, or something otherworldly but it is in the scope of a teen/young twenty something. Here is my take on it for what it's worth:

Human (adjust to your race accordingly) -
Teen (15 to 19) 1st to 3rd
Twenty (20 to 29) 2nd to 5th
Thirty (30 to 39) 3rd to 6th
Forty (40 to 49) 4th to 7th
Fifty (50 to 59) 6th to 8th

9th to 15th level is an exceptional PC/NPC
16th to 20th level they are iconic figures.

NPC classes are the norm and PC classes are outside the norm with Fighters and Rogues being more common than the rest. NPC classes make up 80% of the world...

From another point of view...a warrior is a common everyday soldier. A man trained to fight and operate in formation. Modern-day equivalent is an infantryman, mortor man, machine gunner. Trained to get a job done and that is it. A fighter is specially trained and taught to adapt to the environment and battlefield...ops guys. Dynamic and adaptive professional warriors who not only know how to fight but like to fight.

My point is you don't have a lot of experience with adventuring (because you are first level) and you have a limited amount of life experience and it is limited in scope.

I will use Toxicstar's concept. A gladiator since the age of 11...probably pushed into street fighting for money against other kids at an early age and that escalated as he grew older and survived those encounters. Turning into a full-blown gladiator in the arenas as he was recruited by people wanting to make money. He has a great deal of experience fighting in a semi-controlled environment and dealing with the politics around street and arena fighting but that is it. That is what is world view and life experience are wrapped around. That is what got him to 1st level in his class.

I hope that helps since you asked :) I like to put the game world into context so that everyone knows how it operates... And I don't mind all the questions so please keep at it if you have them.

Jack


ElbowtotheFace wrote:
Working on a Half-elf rogue on the outs with her family, is there anymore info on the noble families listed under Alabaster Outcast?

I believe these are listed: House Darvengian · House Derexhi · House Deverin · House Feste · House Foxglove · House Indros · House Kaddren · House Kaijitsu · House Mindurian · House Nirodin · House Scarnetti · House Valdemar · House Vanderale · House Versade · House Vetillus

Since I believe there are like 120 noble families you could easily make up a minor noble house for your background. If you go to the Pathfinderwiki and put in one of the noble houses they will give details on those families. You could always be a minor family of one of the major ones...


Always interested, but I won't have the time to consider things properly until the weekend, at best.

Let's see . . .. Playing a Ranger with you. Played a Fighter with you. So . . ..

For the record, I've never considered Fighters underpowered. Their purpose is not to be the beatstick, which is how so many people want to play them. That's a barbarian, or a combat-based rogue who manages to keep using his sneak attack dice.

Fighters are supposed to own and dominate the field of battle. The Feat Tax rules combined with the CMB/CMD bonuses you give Fighters make building a character that does that, and does it well, easy. But that same character might well never do any meaningful damage. He doesn't allow the bad guys to do any, either, though. Which gives your beatsticks PLENTY of time to finish off the opposition that isn't smart enough to surrender.

I HAVE considered Fighters betrayed, as the push to publish new material kept watering down the reach of their existing feats and creating many, many, more feats that are enough to prevent them from ever being capable of learning half of the skills they should.

The Elephant in the Room Feat Taxes merges enough together to give everyone the ability to learn the majority of those skills, but also enough to let Fighters learn most of them and still get really good at a couple.


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ToxicStar wrote:
Also, its good alignments only :)

Keep in mind, the objective measure of alignments in the system makes this mean that the PCs involved are all the sorts of people who will put themselves at risk for the benefit of people they don't really know.


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Most of those were pretty sparse but found one that inspired me


ElbowtotheFace wrote:
Most of those were pretty sparse but found one that inspired me

Cool. Glad you found something.


If I may, I'd like to throw my hat into the ring as a divine caster - probably one with a penchant for uncovering mysteries and having his nose where it doesn't belong!

Though I'm not mechanically-settled yet, the focus would be utility/healing in either cleric, druid, or shaman. Since druid/shaman are on the more natural side, are there any animals that should be avoided for shifting/companions/familiars?

Silver Crusade

Pardon me if I missed it in the document, but how do you want us to handle starting money?


Here is OSW's half-Shoanti/half Kellid Unchained Summoner. Still need to choose feats, traits, skills, spells and gear. Oh, and pick an Eidolon form.

Skow's Tale:
Skow's father was a Shoanti, a Shundar-Quah (Spire Clan) trader moving between the quahs. His travels brought him into contact with many tribal folk on the Storval Plateau and beyond. And beyond his travels took him, to Nidal, Brevoy and the edges of the Stolen Lands. There, Skow's father met and fell in love with a Kellid woman, and though his responsibilities to his own people caused him great pain, and ultimately led him to leave again, he left her a son...

For himself, Skow believes little in predictions, prophecies and statements of coming greatness. For Skow's mother's clan, Skow is a reborn Sarkorian god-caller, and is fated to bring about a new rising of Sarkoris, with Skow's clan front and centre of this new powerful force. For his birth was foretold, and portents hung pregnant and heavy in the stars, clouds and sky when he was conceived. Should he be reunited with a zoic fetish his innate god-calling abilities will manifest, and the clan will sweep across all lands as arbiters of pain and final masters of a broken world. Or so the clan shaman said.

As far as Skow is concerned, his mother, uncles and aunts, grandparents and the rest are all barmy. And he is as far as he could possibly get from them right now. Within reason. Because, truth to tell, if his own people are mad, these foreign folk are crazier still. Skow prides himself on being a man of the world (though he isn't) and open-minded (he is not) but the vagaries of the Brevoy-folk and parts further outward from the hamlet in Dunsward (just on the border with Iobaria) where Skow grew up have him confused, and if he were honest about it (again, not likely) he might admit to being just a little frightened.

Skow's mother's folk are a lost remnant of Kellids, fractured from their kin but holding strong to ways and modes bygone amongst most of their contemporaries. They trade a little with the Nomen centaurs (an equally xenophobic lot) and eke a bare subsistence from the frontier they find themselves in. Skow disparages them publically, but in his heart he misses his backward clan, and hopes one day to return to them, if not a portended champion, at least a successful warlord or, possibly, rich. Furs, cows, skins - real wealth, not the shiny coins the civilised folk kill each other for.

One thing does remain in Skow's mind - if he does attain a zoic fetish, he could return to his people with it, and show them - it may be magical, but it is not the portal to a new beginning for the clan. They must look outward, and learn of the world outside, the world that everyday threatens to envelop them, and destroy their ways. If they do not learn, and adapt, as Skow has been, their heritage will not survive.

Travelling to the Storval Plateau, Skow lived for a time with the Shundar Quah, but their strictures and clan moieties were too similar to those he left behind, only esoteric and arcane - a culture he had little or no connection to or affinity for. His father taught him how to use an earthbreaker, how to speak the tongue of the Shoanti, and how to navigate their ways. In time, Skow moved on again, floating here and there in central Varisia until gravitating to the cities, first Korvosa, and now Magnimar...

Skow earns his "coinstuff" by tracking, guiding and hunting - sometimes even finding lost fugitives for pay. He likes the wilds and disdains the comforts of civilisation - he particularly avoids over-processed food and alcohol. He is superstitious, but not overly, and enjoys a good joke. He dwells on the darker side where the light casts a dim shadow, but does not brood. Life is too short, and there are adventures to be had...


Hrothdane wrote:
Pardon me if I missed it in the document, but how do you want us to handle starting money?

By class.


Starting Coinage: 2d6 ⇒ (1, 6) = 7 x 10. Yep, on the average. And my earthbreaker costs 40!

@ALLENDM - took the Godcaller Archetype. Is that ok? Kellid's used to roam in Sarkoris, now the Worldwound, and some of them were "God Callers".

* Also, the Radiant unchained eidolon subtype lists its evolutions as:

quadruped (claws, limbs [legs, 2]).

but Quadruped itself states:

Attack: bite (1d6)

I'm confused what I get. I'm using THIS to work it out...


Skow Ku wrote:

[dice=Starting Coinage]2d6 x 10. Yep, on the average. And my earthbreaker costs 40!

@ALLENDM - took the Godcaller Archetype. Is that ok? Kellid's used to roam in Sarkoris, now the Worldwound, and some of them were "God Callers".

* Also, the Radiant unchained eidolon subtype lists its evolutions as:

quadruped (claws, limbs [legs, 2]).

but Quadruped itself states:

Attack: bite (1d6)

I'm confused what I get. I'm using THIS to work it out...

This discussion on the unchained eidolon should help.

Unchained Eidolon attack thread


Ellion Hesoni wrote:

If I may, I'd like to throw my hat into the ring as a divine caster - probably one with a penchant for uncovering mysteries and having his nose where it doesn't belong!

Though I'm not mechanically-settled yet, the focus would be utility/healing in either cleric, druid, or shaman. Since druid/shaman are on the more natural side, are there any animals that should be avoided for shifting/companions/familiars?

Sounds good. I don’t have any problem with any particular animals. My recommendation is read the player’s guide so that you better understand the environment/s you will be playing in.

Jack


Heh, let me be clearer: I understand the number of attacks stuff, it's trying to work out what evolutions I get that is confusing.

The problem is that the quadruped version of the Radiant Eidolon specifies "claws, limbs [legs, 2]" HOWEVER Quadruped Base Form says "Attack: bite (1d6)".

So if I'm a quadruped Radiant Eidolon, does it get Claws, Limbs [legs, 2] AND Bite as free evolutions, or does the Radiant Subtype countermand the Quadruped Base Form and I don't get Bite for free?

Unchained Summoners suck! They get 1 Evo point at first level for their Eidolon instead of the Chained version's 3 - I'm going to take Bite anyway if I don't get it for free just to make the Eidolon....halfway decent...

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