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)
Making Craft Work 2010

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

Puffy Pelican (Abandon Tavern) MAP

Puffy Pelican


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Silver Crusade

5d6 ⇒ (5, 3, 1, 4, 2) = 15x10

Well, below average, but at least it’s the same amount as PFS, which I’m pretty used to


Skow Ku wrote:

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...

Let me take a look at it and I will make a ruling on it. We can always amend it if we find something more definitive on it latter.


hustonj wrote:

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.

I am right there with you. I feel with all the additional classes they more or less watered down the one class that should stand out in combat. I am tinkering around with the team feats and critical feats on this iteration to see if there is real value in making them more a core feature to the fighter. To me the classic fighter (really a fighter/barbarian/rogue) is Conan. But through and through Conan was a fighter. He understood battle in both small and large scale as he gained experience. He adapted to his environments easily and understood his strengths. So when I think fighter my first thought is Conan and a few of his cohorts. I like the Elephant in the Room Feat Taxes doc. I need to really sit down and codify my take on feat tax reduction...


Well, if we can retroactively apply anything to Naia or before she hits 2nd level that might be good...


Oceanshieldwolf wrote:
Well, if we can retroactively apply anything to Naia or before she hits 2nd level that might be good...

We are using the EinTR Feat tax doc. The variation on feat tax we are using is actually a little more giving in regards to combining certain feat groups and allowing for progression into those feats (improved/greater).

I think we had discussed when you hit 2nd we would revisit your feats to see if you wanted to adjust them. I think that is fair and not far off from happening.


Okay, it said additional resources in the folder, but I guess I was wondering what are the allowed resources? (Specifically considering Herald Caller cleric, and wanted to be sure that was allowed before I set my heart on it and write it up.)


ScorchedOne wrote:
Okay, it said additional resources in the folder, but I guess I was wondering what are the allowed resources? (Specifically considering Herald Caller cleric, and wanted to be sure that was allowed before I set my heart on it and write it up.)

Those resources are for the PF AP itself. If it is PF Paizo I am fine with it as long as it follows the class/alignment guidelines in the Creation Doc.

I am willing to discuss third party but no Spheres of Power. I find a lot of PBP don't consider third party and there is a lot of very solid resources. As long as it is reasonably balanced and we can discuss it and possibly tweak it (now or in the future if we find an issue).


ScorchedOne wrote:
Okay, it said additional resources in the folder, but I guess I was wondering what are the allowed resources? (Specifically considering Herald Caller cleric, and wanted to be sure that was allowed before I set my heart on it and write it up.)

I am fine with a Herald Caller Cleric. Just make sure you state out the creatures you like to summon or will be common. That helps me a great deal :)


Interested Players & Concepts List

Oceanshieldwolf & Skow Ku Unchained Summoner half-Shoanti/half-Kellid
Grankless & Quintessentialist Spiritualits (Fractured Mind)
Sha'ir & (Slayer/Spiritualist/Kineticist - multiple concepts)
Hrothdane & Cavalier (Sister-in-Arms/Grey Maiden Initiate)
Ouachitonian &
Danial Stewart &
ToxicStar & Arrtur - Fighter (Half orc)
Grandlounge &
robothedino & (multple concepts)
Black Thom &
ElbowtotheFace & Rogue (half-elf)
hustonj &
Ellion Hesoni & divine caster (cleric/druid/shaman - utility/healing)
ScorchedOne - Herald Caller Cleric


Absolutely. I have to do that simply for myself because otherwise I have to search the summon monster statblocks EVERY SINGLE TIME.


It looks to me like there's quite a bit of competition for the arcane slot, and little to none for the skills-based slot, so I'm shifting gears, but want to check in on the viability of a concept.

I was thinking of playing a Hoaxer bard, who used to sell counterfeit religious relics before having a vision of a divine being- possibly Abadar, Zohls, Desna, or something unidentifiable- and repenting his deceitful ways became a faithful seeker and guardian of holy relics.

My concern is that the hoaxer's class feature's are very much dependent on social interaction with intelligent, non-hostile beings, so I'm not sure if they'd be useful in this campaign- while I don't mind being less-than-optimized, I'd also rather not have half my character sheet be meaningless, so I'd appreciate some input on this!


robothedino wrote:

It looks to me like there's quite a bit of competition for the arcane slot, and little to none for the skills-based slot, so I'm shifting gears, but want to check in on the viability of a concept.

I was thinking of playing a Hoaxer bard, who used to sell counterfeit religious relics before having a vision of a divine being- possibly Abadar, Zohls, Desna, or something unidentifiable- and repenting his deceitful ways became a faithful seeker and guardian of holy relics.

My concern is that the hoaxer's class feature's are very much dependent on social interaction with intelligent, non-hostile beings, so I'm not sure if they'd be useful in this campaign- while I don't mind being less-than-optimized, I'd also rather not have half my character sheet be meaningless, so I'd appreciate some input on this!

The AP has a lot of interaction and I tend to like to RP a lot...so there shouldn't be a limitation on your concept.


All,

I was just updating the creation doc with the additional questions people asked and I forgot to put in the doc. I noticed I didn't complete the Fighter Mod...I was pulling some info from Tactician on the Cavalier and modifying it for the Fighter.

Here is the complete Fighter Mod break down. Sorry about that...I will have an amended copy up tonight.

Fighter Modification:

Fighters are modified as below (I am not a fan of the core class fighter and I use my own variant fighter but have elected to just make these additions to the fighter to make things simpler):

Battle Maneuver Expert: Fighters at second level gain a +1 on CMB and CMD. Every four levels (6th, 10th, 14th, and 18th) they gain additional +1 to each. Max bonus of +5 to CMB and CMD. They also gain the benefit to elect to utilize that bonus during combat off adding that bonus to AID ANOTHER when working with an ally instead of using it for their CMB/CMD. This bonus is applied to the attack roll against AC10 to confirm and then the ATTACK ROLL bonus or the AC bonus. This bonus stacks on top of the +2 bonus already granted for
AID ANOTHER.

Combat Expert: Fighters at third level receive the Combat Expertise feat and Combat Reflexes feat. No prerequisite is required to be meet. These are gained from the special training and experience the fighter receives in his martial and tactical training.

Battle Team Leader: Fighters receive a Teamwork Feat for free at 3rd, 7th, 11th, and 15th level. He must meet the prerequisites for this feat. At 3rd level as a standard action, the fighter can grant this feat to a number of allies equal to half his level within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the fighter possesses. Allies do not need to meet the prerequisites of these bonus feats. The fighter can use this ability once per day at 3rd, plus one additional time per day at 7th level, 11th, and 15th (max of 4 times per day).

Fighter’s Resolve: Fighters at 5th level gain either Fighter's Will (+1 to Will saves) or Fighter's Reflex (+1 to reflex saves) or Fighter's Fortitude (+1 Fort save). Once selected it cannot be changed. At 9th, 13th, and 17th you gain an additional +1 bonus. Max bonus is +4.

Martial Master: Fighter at 9th level you gain the Critical Focus feat. At 14th level the fighter gains Critical Mastery. At 12th, 15th, and 18th level you can take one additional critical feat off the Critical Feat List ( Critical Feat List ).

I am playing around with the teamwork and critical feats to see if they could be a core part of the fighter class... Also I gave fighters an option to enhance one of their saves with Fighter's Resolve.


Question for the DM: The Bloodrager's Blood Conduit archetype has the following class feature:

Quote:


Spell Conduit (Su): At 5th level, as long as a blood conduit is wearing light or no armor, he can deliver bloodrager spells with a range of touch through bodily contact. When he succeeds at a combat maneuver check to bull rush, grapple, pin, reposition, or trip an opponent, or makes an unarmed strike against an enemy, he can as a swift action cast a touch spell on the creature that he affected with the combat maneuver, requiring no further touch attack roll. If this spell would usually require a successful touch attack, his successful combat maneuver check counts as this attack. This ability replaces uncanny dodge and improved uncanny dodge.

Emphasis mine.

Would you consider a natural attack to be an unarmed strike for these purposes? I'm thinking about a natural attack focused build (perhaps the Draconic bloodline) and want to know that I can get off shocking grasps or chill touches or whatever via claw attack before I add the archetype.

Also, Gold roll: 3d6 ⇒ (2, 3, 2) = 7x10=70. Hmm. Not what I'd hoped for.


Ouachitonian wrote:

Question for the DM: The Bloodrager's Blood Conduit archetype has the following class feature:

Quote:


Spell Conduit (Su): At 5th level, as long as a blood conduit is wearing light or no armor, he can deliver bloodrager spells with a range of touch through bodily contact. When he succeeds at a combat maneuver check to bull rush, grapple, pin, reposition, or trip an opponent, or makes an unarmed strike against an enemy, he can as a swift action cast a touch spell on the creature that he affected with the combat maneuver, requiring no further touch attack roll. If this spell would usually require a successful touch attack, his successful combat maneuver check counts as this attack. This ability replaces uncanny dodge and improved uncanny dodge.

Emphasis mine.

Would you consider a natural attack to be an unarmed strike for these purposes? I'm thinking about a natural attack focused build (perhaps the Draconic bloodline) and want to know that I can get off shocking grasps or chill touches or whatever via claw attack before I add the archetype.

Also, Gold roll: 3d6x10=70. Hmm. Not what I'd hoped for.

I would.

Grand Lodge

I think I'm going to bring an alchemist. It will be built for melee and bombing, but it is an INT based class so it should not be a slouch and skills so I guess I will be aiming for the Utility/skill slot and front liner slot or the elusive 6th slot. I also like the alchemist because it is really easy to see how they would develop their skills outside of adventuring.


Hmm... You make fighters so enticing. So, how about...

A Transmuter battlefield control Wizard, VMC Impossible Bloodline Sorcerer... as he comes in contact/proximity with/of the artifacts, it unlocks his dormant Impossible Bloodline.

Was thinking of an Elf, multicasting into Urban Ranger or Unchained Rogue... You every just have a concept and it comes so close, then needs to burn a feat?! Arrgh!!

A well-meaning, good natured and adventurous, if not dangerously curious, tomb raider academic.

Interested in artifacts, how the came into bring and ultimately how to create items of power that may become the artifacts of the future.

"It just... seems impossible, because we haven't thought of a way to pull it off."


ALLENDM wrote:
Sha'ir & (Slayer/Spiritualist/Kineticist - multiple concepts)

I'm leaning towards a half-orc Slayer. He will be trying to pass as human so I would like to play that hypervigillance/anxiety.

Here is what I have so far :Brus Stinea.


Also, to warn you: I'll be taking a couple levels in Fighter to get enough Feats on the Quint phantom to make it mostly functional thanks to this feat. https://aonprd.com/FeatDisplay.aspx?ItemName=Phantom%20Ally Just be aware that Quint is more of a like... fighter-y spiritualist, given it's all about making the phantom a kickass punchmaster. I'll still have all the spiritualist spells, just not as many at first. If this will be an issue for spiritualist's "divine" roll in the party then I can easily play something else!


Grankless wrote:
If this will be an issue for spiritualist's "divine" roll in the party then I can easily play something else!

If it's at all helpful to mention- my Hoaxer build is sort of a pseudo-divine caster in certain respects. I'm giving him the Healing hex to start, meaning he'll be able to CLW each person once per day, plus his actual spells, and later on (depending on how far the game takes us) he'll start being able to lift curses and stuff, so perhaps it's feasible to sort of spread out the divine role over more than one character.

(Also planning to take the Evangelist of Sarenrae prestige class later on, should we make it to the mid-level tier, so that'll shore up his healing abilities even further at that point)

The Exchange

I am going to be making a small sized gnome skinwalker wear boar Hunter who will be picking up a level of wild child brawler and riding a mantis.


<evil grin>

Glancing over your updated Fighter mods, I can't resist pointing out that you give the Fighter a Feat you eliminate by using the EitR Feat Tax document - Combat Expertise.

But you do KEEP ON GIVING. You are piling on benefits this time for your experiment.

And your summary shows an interesting mixture of submissions. I was taught during my first experience with a summoner to count them as a melee build and not an arcane build, unless the player identifies specific plans pointing at another role, because people love to build combat Eidolons.


Ouachitonian wrote:

Question for the DM: The Bloodrager's Blood Conduit archetype has the following class feature:

Quote:


Spell Conduit (Su): At 5th level, as long as a blood conduit is wearing light or no armor, he can deliver bloodrager spells with a range of touch through bodily contact. When he succeeds at a combat maneuver check to bull rush, grapple, pin, reposition, or trip an opponent, or makes an unarmed strike against an enemy, he can as a swift action cast a touch spell on the creature that he affected with the combat maneuver, requiring no further touch attack roll. If this spell would usually require a successful touch attack, his successful combat maneuver check counts as this attack. This ability replaces uncanny dodge and improved uncanny dodge.

Emphasis mine.

Would you consider a natural attack to be an unarmed strike for these purposes? I'm thinking about a natural attack focused build (perhaps the Draconic bloodline) and want to know that I can get off shocking grasps or chill touches or whatever via claw attack before I add the archetype.

Also, Gold roll: 3d6x10=70. Hmm. Not what I'd hoped for.

I'm thinking about going a different direction, so I'm going to roll another 2d6 in case I go with a 5d6 gold class.

2d6 ⇒ (4, 1) = 5x10=50


I am intrigued. Very few GMs I have met use a comparable number of house rules in campaigns and I believe this will be interesting from the other side of the GM screen.

I have GM'd Shattered Star before. Will this prevent me from being accepted? I know I could have easily kept my mouth shut about it, but I prefer to be upfront and honest. I can keep in-character and out-of-character knowledge separate if that is the issue.


hustonj wrote:

<evil grin>

Glancing over your updated Fighter mods, I can't resist pointing out that you give the Fighter a Feat you eliminate by using the EitR Feat Tax document - Combat Expertise.

But you do KEEP ON GIVING. You are piling on benefits this time for your experiment.

Still won't make Fighters good. They are still feat starved and abilityless. ;)

hustonj wrote:
And your summary shows an interesting mixture of submissions. I was taught during my first experience with a summoner to count them as a melee build and not an arcane build, unless the player identifies specific plans pointing at another role, because people love to build combat Eidolons.

Yep, I was going to point out that Skow is not really an "arcane". He has like, two spells, and they aren't really blasty or showy. Enlarge person and rejuvenate eidolon, lesser. So he's more a buffer and uber-specific healer.

As for the eidolon, the shortchanging of evolution points the Unchained Summoner receives nowhere near makes up for the hokey "Sub Types" you get to "choose" from as "builds". They are s%!~e. With hardly any abilities or bonuses. I'd much rather the Chained Summoner's Eidolon.


Looking for character growth ideas, I find several Prestige Classes that seem to fit this AP unusually well.

Champion of Irori
Cyphermage
Loremaster
Pathfinder Chronicler
Pathfinder Delver
Pathfinder Field Agent
Pathfinder Savant
Tattooed Mystic

I'm not sure a Champion of Irori would blend very well with all of the ideas presented so far, though.


Ash Raven wrote:
I have GM'd Shattered Star before. Will this prevent me from being accepted?

I believe this came up before, and the DM was OK with it, in case you wanted to get the juices flowing before his official answer!


hustonj wrote:

<evil grin>

Glancing over your updated Fighter mods, I can't resist pointing out that you give the Fighter a Feat you eliminate by using the EitR Feat Tax document - Combat Expertise.

But you do KEEP ON GIVING. You are piling on benefits this time for your experiment.

And your summary shows an interesting mixture of submissions. I was taught during my first experience with a summoner to count them as a melee build and not an arcane build, unless the player identifies specific plans pointing at another role, because people love to build combat Eidolons.

There is some intent behind this. Yes, Combat Expertise is no longer a feat. Deft Maneuvers replaces it but doesn't actually give you the benefits of Combat Expertise. The intent is to give fighters this specific benefit. Along with Combat Reflexes it gives the Fighter some additional benefits to boost his AC and gain additional attacks of opportunity.

I had a write up on the Battle Team Leader but I wanted it to work sort of in concert with the Cavalier's Tactician ability so I rewrote it. I forgot to correct the doc before I posted it. The benefit is that he is receiving teamwork feats as he progresses and he can use in concert with his party. Cavaliers get their ability at 1st and fighters at 3rd.


Ash Raven wrote:

I am intrigued. Very few GMs I have met use a comparable number of house rules in campaigns and I believe this will be interesting from the other side of the GM screen.

I have GM'd Shattered Star before. Will this prevent me from being accepted? I know I could have easily kept my mouth shut about it, but I prefer to be upfront and honest. I can keep in-character and out-of-character knowledge separate if that is the issue.

I am ok with you having ran the game.


Skow Ku wrote:
hustonj wrote:

<evil grin>

Glancing over your updated Fighter mods, I can't resist pointing out that you give the Fighter a Feat you eliminate by using the EitR Feat Tax document - Combat Expertise.

But you do KEEP ON GIVING. You are piling on benefits this time for your experiment.

Still won't make Fighters good. They are still feat starved and abilityless. ;)

hustonj wrote:
And your summary shows an interesting mixture of submissions. I was taught during my first experience with a summoner to count them as a melee build and not an arcane build, unless the player identifies specific plans pointing at another role, because people love to build combat Eidolons.

Yep, I was going to point out that Skow is not really an "arcane". He has like, two spells, and they aren't really blasty or showy. Enlarge person and rejuvenate eidolon, lesser. So he's more a buffer and uber-specific healer.

As for the eidolon, the shortchanging of evolution points the Unchained Summoner receives nowhere near makes up for the hokey "Sub Types" you get to "choose" from as "builds". They are s~&%e. With hardly any abilities or bonuses. I'd much rather the Chained Summoner's Eidolon.

I have always viewed the summoner a mix of arcane/martial. Not really an arcane caster as OSW pointed out.


Did something happen to the character creation document?
Wealth: 4d6 ⇒ (2, 5, 3, 2) = 12x10=120


Here you go.

I updated it with Money, Race, and fixed the Battle Team Leader under the Fighter Modification.

Shattered Star AP 2019 Character Creation


Seems cool. are the people who play going to be chosen by lottery?
Also, is it OK if I play, having read the first book, and I will read the other books later, having a RL game with my friends?
Any Archetypes allowed? I feel like using swarm monger, a druid archetype.


excoman wrote:

Seems cool. are the people who play going to be chosen by lottery?

Also, is it OK if I play, having read the first book, and I will read the other books later, having a RL game with my friends?
Any Archetypes allowed?

I pick who I want to be in the party. No lottery.

As long as you can keep your out of game knowledge out of the in game I am fine. Yes archetypes are allowed.


The archetype I want gives a bonus feat at level 2, but that feat is not in the elephant doc. What should I do? Ignore the bonus feat? Replace the Bonus feat with a different feat?

In cast you're wondering, the bonus feat granted is https://aonprd.com/FeatDisplay.aspx?ItemName=Vermin%20Heart

Seems harmless. Lets me use wild empathy on vermin without penalties or stuff like that, but I'll leave the decision to you.


robothedino here tryna get that MoneymoneyMONEY
3d6 ⇒ (6, 2, 2) = 10 x10 = 100


excoman wrote:

The archetype I want gives a bonus feat at level 2, but that feat is not in the elephant doc. What should I do? Ignore the bonus feat? Replace the Bonus feat with a different feat?

In cast you're wondering, the bonus feat granted is https://aonprd.com/FeatDisplay.aspx?ItemName=Vermin%20Heart

Seems harmless. Lets me use wild empathy on vermin without penalties or stuff like that, but I'll leave the decision to you.

I have no issue with Vermin Heart.


I'm eyeballing Anger focus for the exemplar/phantom and it's funny this is probably the only thing that gives free Power Attack to something, and here I am using it in EitR. My ghost is going to be punching extremely hard anyway so I'm not annoyed or anything, it's just funny that it's come up.

In other news, I'm sorry for how much punching this ghost is about to do while my character is puking in a corner.


Oh, followup on the Fighter changes - do these wholly modify the chassis, ie, Armor Training is gone? What does that do to archetypes? Or is this all in addition to the normal bonuses?


Grankless wrote:
Oh, followup on the Fighter changes - do these wholly modify the chassis, ie, Armor Training is gone? What does that do to archetypes? Or is this all in addition to the normal bonuses?

This is in addition to...so it should not interfere with an Archetype.


Gotcha, thanks.

Wealth: 2d6 ⇒ (1, 1) = 2 x 10 so 20 gold. oh boy


I am interested, there is a lot to read, I'll see if I can find something interesting. I lean towards Arcane but I still have not Played a monk.

EDIT

Actually, if someone had a noble concept in mind I'd be interested in the Majordomo Investigator.


wealth: 2d6 ⇒ (6, 5) = 11 x 10 = 110


Antas Di Santos wrote:
I am going to be making a small sized gnome skinwalker wear boar Hunter who will be picking up a level of wild child brawler and riding a mantis.

A skinwalker gnome on a mantis....fun stuff right there :)

If he ever gets drunk it will be wild times for everyone involved. ...Wild times...hopefully it's a male mantis...and not found of you.


Grankless here with Abigail the archetypal mess. There's a Mythweavers sheet on the profile, I'll fill out what needs filled out on the profile proper and make an alias for her Exemplar later.


Interested Players & Concepts List 10312019

Oceanshieldwolf & Skow Ku Unchained Summoner half-Shoanti/half-Kellid
Grankless & Abigail Navis Human Spiritualist (Quintessentialist/Haunted/Fractured Mind)
Sha'ir & Brus Stinea Half Orc Slayer
Hrothdane & Cavalier (Sister-in-Arms/Grey Maiden Initiate)
Ouachitonian & ???
Danial Stewart & ???
ToxicStar & Arrtur - Fighter (Half orc)
Grandlounge & Alchemist
robothedino & Himarek Voskiyani Shaman Halfling
Black Thom & (not sure?)
ElbowtotheFace & Rogue (half-elf)
hustonj & ???
Ellion Hesoni & divine caster (cleric/druid/shaman - utility/healing)
ScorchedOne - Herald Caller Cleric
Ash Raven & ???
MrStr4ng3 & Arcane or Monk
excoman & Druid (swarm monger)

17 submissions - most are still in the works.
I am going to nail down a deadline on Friday.

I will start reviewing completed submissions over the weekend.

Jack

Silver Crusade

I’ll be withdrawing my proposed application. Good luck and have fun.


Hrothdane wrote:
I’ll be withdrawing my proposed application. Good luck and have fun.

Thanks for the heads up Hrothdane. I was looking forward to your submission but I totally understand.

Jack

The Exchange

cash: 4d6 ⇒ (5, 5, 6, 4) = 20

200 not bad


Actually, I think I'll go with this instead: A human Chaokineticist Ex- Scazrni, you know, just to make things extra awkward with any Varisians we encounter.

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