Moonscar

Game Master mathpro18


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I've recently returned after a LONG hiatus and I've decided to offer some higher level games. The first will be Moonscar. Its a pathfinder module released for 16th level players. You will be traveling to one of the other moons in the galaxy to solve some abductions.

Those interested please post character concepts here. I don't need full sheets/alias's because putting that much time into a build to not be selected is something I can't ask you to do. But if you wish to build an alias feel free I won't stop you. I just need an outline of classes/abilities/feats/general direction your taking your character. I do want to see a fleshed out background so please read the background spoiler below. Character creation rules are in the spoiler below labeled character creation.

If you are new to play by post/pathfinder I would suggest this isn't the game for you as it requires someone with experience to navigate its twists and turns. I am currently recruiting for some first level modules(Crypt of the EverFlame and Hollows last Hope) that will be more suited for new players.

I would like my players to be able to post once a day during the week. I am going to be on and available to post while at work and I tend to work 3-8 hour shifts depending on the day but I won't be on on the weekends. Posting on the weekends is also fine just understand I will not be able to respond until Monday.

Character Creation:

-Level 16 characters
-4d6 drop low or 20 Point buy which ever is higher for stats
-Roll HP or take average which ever is higher
-Average starting gold for the level(315,000)
-Core races are preferred but other races may be considered but I will not allow custom races.
-NO ALIGNMENT RESTRICTION(yes you heard me right, this is an opportunity to play evil characters but you MUST work together)
-All classes are allowed except Psionic classes
-Any equipment found in Ultimate Equipment is allowed
-No Third party published material
-Any and all paizo 1E books are open and available for use
-Prestige classes are encouraged but not required. To make some of these more appatizing I will be allowing Variant Multi classing. The rules for which can be found here.
-Background skills will be allowed
-You will get two traits

Backgrounds:

I've seen this method used in the past with fabulous results and it really helps flesh out your characters. Though I haven't seen it used for a Module so I'm wanting to see if it has the same results. So please give me the following:
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
5) Three key memories that define your character as the person they are at the time of submission.

All that is to help you and me tell a compelling story not only you, but any who read our adventure, will enjoy. If this is asking too much, let me know.

Recruitment will close on Wednesday Feb 26th at 7 PM EST.


When you write "except Psionic classes", do you mean Occult classes? (ie no to psychics, occultists, kineticists, etc...)


pad300 wrote:
When you write "except Psionic classes", do you mean Occult classes? (ie no to psychics, occultists, kineticists, etc...)

Yes


4d6 - 1 ⇒ (6, 5, 1, 2) - 1 = 13
4d6 - 1 ⇒ (1, 3, 3, 4) - 1 = 10
4d6 - 2 ⇒ (2, 5, 6, 6) - 2 = 17
4d6 - 1 ⇒ (3, 4, 6, 1) - 1 = 13
4d6 - 1 ⇒ (6, 5, 1, 1) - 1 = 12
4d6 - 2 ⇒ (4, 5, 6, 2) - 2 = 15

Dotting as well. Glad you're back, Mathpro! I have a couple ideas for Moonscar and will take my time to write it down here.


Again, the module blurb

and dotting for interest


I rarely get a chance to play something this high in level. I'll give it a shot.

4d6 ⇒ (4, 4, 1, 5) = 14-1=13
4d6 ⇒ (2, 6, 5, 6) = 19-2=17
4d6 ⇒ (1, 3, 2, 6) = 12-1=11
4d6 ⇒ (5, 3, 6, 6) = 20-3=17
4d6 ⇒ (6, 2, 4, 3) = 15-2=13
4d6 ⇒ (4, 1, 2, 6) = 13-2=12

Nice. We'll see what I can come up with.


A set of dice rolls
Ability 1: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Ability 2: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Ability 3: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Ability 4: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Ability 5: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Ability 6: 2d6 + 6 ⇒ (5, 6) + 6 = 17


Ouachitonian wrote:

I rarely get a chance to play something this high in level. I'll give it a shot.

4d6-1=13
4d6-2=17
4d6-1=11
4d6-3=17
4d6-2=13
4d6-2=12

Nice. We'll see what I can come up with.

Thats exactly why I'm running it.


Let's see...

Ability: 4d6 ⇒ (1, 2, 1, 1) = 5-1 = 4!!!
Ability: 4d6 ⇒ (3, 2, 4, 3) = 12-2 = 10
Ability: 4d6 ⇒ (2, 2, 3, 2) = 9-2 = 7
Ability: 4d6 ⇒ (4, 1, 4, 5) = 14-1 = 13
Ability: 4d6 ⇒ (4, 6, 2, 3) = 15-2 = 13
Ability: 4d6 ⇒ (5, 6, 3, 2) = 16-2 = 14

Wow, I don't think I've ever seen an array that bad. That might even be negative points depending on how you get down to a 4!


pad300 wrote:

A set of dice rolls

Ability 1: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Ability 2: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Ability 3: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Ability 4: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Ability 5: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Ability 6: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Cancel that, I thought the terms were the same as the Academe thread... Sorry. Revised Rolls

Ability 1: 4d6 - 1 ⇒ (1, 5, 2, 1) - 1 = 8
Ability 2: 4d6 - 2 ⇒ (6, 5, 6, 2) - 2 = 17
Ability 3: 4d6 - 1 ⇒ (1, 6, 3, 6) - 1 = 15
Ability 4: 4d6 - 2 ⇒ (2, 4, 4, 4) - 2 = 12
Ability 5: 4d6 - 1 ⇒ (5, 2, 4, 1) - 1 = 11
Ability 6: 4d6 - 2 ⇒ (4, 3, 3, 2) - 2 = 10

Question: Why make the process so different?


Dotting for interest

Stat: 4d6 ⇒ (1, 3, 3, 5) = 12, 11
Stat: 4d6 ⇒ (6, 1, 3, 1) = 11, 10
Stat: 4d6 ⇒ (5, 4, 3, 6) = 18, 14
Stat: 4d6 ⇒ (2, 1, 1, 5) = 9, 8
Stat: 4d6 ⇒ (6, 1, 4, 5) = 16, 15
Stat: 4d6 ⇒ (3, 5, 1, 1) = 10, 8

Guess I will use 20PB


How do you feel about firearms?


pad300 wrote:
pad300 wrote:

A set of dice rolls

Ability 1: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Ability 2: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Ability 3: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Ability 4: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Ability 5: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Ability 6: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Cancel that, I thought the terms were the same as the Academe thread... Sorry. Revised Rolls

[dice=Ability 1]4d6-1
[dice=Ability 2]4d6-2
[dice=Ability 3]4d6-1
[dice=Ability 4]4d6-2
[dice=Ability 5]4d6-1
[dice=Ability 6]4d6-2

Question: Why make the process so different?

I figured with more gold and the added stat boost we didn't need the benefit of 2d6+6.


Ouachitonian wrote:
How do you feel about firearms?

Go for it


Dotting to look at tomorrow


I can't say no to high level play.

4d6 - 2 ⇒ (4, 2, 2, 4) - 2 = 10
4d6 - 3 ⇒ (3, 6, 6, 5) - 3 = 17
4d6 - 1 ⇒ (6, 1, 3, 6) - 1 = 15
4d6 - 3 ⇒ (4, 3, 4, 5) - 3 = 13
4d6 - 1 ⇒ (3, 4, 1, 5) - 1 = 12
4d6 - 1 ⇒ (6, 2, 1, 6) - 1 = 14


15d8 ⇒ (4, 8, 4, 8, 3, 1, 1, 6, 5, 6, 8, 7, 7, 4, 7) = 79
Taking the average where it's higher: 5, 8, 5, 8, 5, 5, 5, 6, 5, 6, 8, 7, 7, 5, 7

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

4d6 ⇒ (1, 6, 4, 6) = 17 16
4d6 ⇒ (1, 6, 3, 5) = 15 14
4d6 ⇒ (3, 3, 6, 3) = 15 12
4d6 ⇒ (4, 1, 6, 4) = 15 14
4d6 ⇒ (2, 5, 6, 1) = 14 13
4d6 ⇒ (1, 6, 3, 1) = 11 10

AN eminently usable 25 point buy. Working on an Ankou's Shadow Slayer/Shadowdancer with Fighter VMC


Quick question: Would you allow me to use the unerrata'ed version of consume spells (the version that isn't limited by cha mod times per day)?


Very interested, as I love playing high-level characters.
Hi DM MathPro. I hope you like my submission. Please let me know if you have any questions.

Telye Sin, Female Elf Cleric of Desna:
I would love to submit a Cleric of Desna, good and fair, trying to help rid space of evil and travel to beyond the stars, where no elf has gone before. To find that is beyond the sky. Full Support Cleric.
As for the background.
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
- Follower of Desna, the traveler. A long-lived elf, always trying to find new sights and vistas. Always looking for what is beyond the horizon.
- She has made a vow not to draw other creature's blood. She won't use weapons, nor she cast spells that cause hit point damage. Everything else is fair game. Buffing allies, debuffing, hindering or controlling enemies, summoning allies and let them attack, all of that is good. But most of her actions would be to help her allies.
- She once helped restore peace to the city of Korvosa, after an evil Queen tried to kill everyone in exchange for eternal life (yes, Curse of Crimson Throne). Her allies remained in the city, as their new rulers, but she decided to move on, and look for the new adventure.
- She is an anarchist at heart. Law is a trap made to trick people into losing their liberty and rights. The only good government is the destroyed one. Good People should be free to make their own choices and find their own organization. Evil creatures should be confronted, redeemed if possible, and banished or destroyed if not.
- She is very charismatic and wise. Dexterous and strong, but not especially intelligent or resistant (not that she is slow or frail).
2) Two goals that you'd like the character to accomplish in-game.
- Find something new and marvelous that no-one else has ever seen (at least that she knows of).
- Find an apprentice that she can teach and train. Life goes on.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
- She faced a group of young grey maidens once, and not having any other option, and as a last resort, she grabs a sword and killed them. She still feels very bad and guilty about it and has nightmares about the event.
- There is a group of surviving Grey Maidens tat want revenge for those dead, and are following her, looking for their chance to get revenge.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
- The new warrior King of Korvosa. They had a love relationship but she left him, as she doesn't want to become tied to one place.
- The rest of her party. They feel somewhat betrayed she left them behind. Wizard, Rogue, Bard.
- The grey maiden renegades, which had friends, family or even daughters in the young group she killed. They are looking for vengeance, even if cost them their own lives.
- Her father, a traveler, the same as her, which she hasn't seen for many years, but she is trying to contact by a spell.
- Her sister, living in Kyonin, a priestess of Desna.
5) Three key memories that define your character as the person they are at the time of submission.
- Her battle against the young grey maidens
- When she abandoned her party when they defeated the evil queen. It was not nice. She was dead set against her lover, and her party, taking the throne and would have preferred to "free" the people of Korvosa and let them choose their own political organization. That became an argument, and she stormed off Korvosa and them, moving into new adventures.
- When she was but a little girl she saw her father leave via a magical portal she has never seen before (or after). The last words of her father to her were "You will follow me when you are old enough". She is still, especially now she is somewhat "aimless" looking to follow and finding him.


Interested in this also.

4d6 ⇒ (1, 4, 1, 1) = 7 = 6
4d6 ⇒ (3, 1, 4, 6) = 14 = 13
4d6 ⇒ (6, 3, 4, 2) = 15 = 13
4d6 ⇒ (1, 1, 5, 2) = 9 = 8
4d6 ⇒ (5, 4, 4, 5) = 18 = 14
4d6 ⇒ (3, 4, 2, 2) = 11 = 9

Well that was kinda sad. Will be using the point buy then. I've been thinking that a cleric going into the Stargazer prestige class would be fun.


Working on an inquisitor :)


Here you go. Actual stat block will take a while probably. Mirhana is an Oracle|Stargazer of the Lore Mystery with the Shattered Psyche curse and the Spirit Guide archetype.

Concept:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

Mirhana is a young woman of Ossiriani background. She was born the daughter of a powerful merchant and developed her love of travel from the many trips she took with her father, criss-crossing the desert between Rahadoum, Thuvia and Ossirion.

Mirhana became lost in the ancient ruins surrounding an oasis on one such trip when she was 14. She stumbled into an ancient shrine where she attracted the attention of "something". She does not know what it is but her mind has never been right since then.

As Mirhana recovered from her experience she began to exhibit strange, divine abilities. Her parents did not know it but she was being granted powers as an Oracle of the creature she had unwittingly met. The contact however had broken her mind. Her parents tried to find a cure for her condition without success and eventually they sent her to be cared for in an isolated monastery. A cynical person might think that her father did so to avoid damaging his business in Rahadoum.

Mirhana enjoyed her time in the Monastery at Tar Kuata and got on well with the Irorian monks there. She learned much but would often wander off into the desert on her own. Somehow the various beasts of the desert would not harm her and she would sometimes return with an inconvenient friend such as a massive desert lion or pack of hyenas in tow.

Evntually Mirhana left the Monastery and returned to her family to find that they had moved on without her, there was no place for her. As such she left, heading into the desert and then south into the Mwangi Expanse. She has travelled far and wide throughout Golarion. She became certain that the entity which contacted her came from beyond the stars and has established several observatory's in the Ghol-Gan ruins of the Mwangi expanse. She very much wishes to meet the creature which has so dominated her fate to date.


Goals:

2) Two goals that you'd like the character to accomplish in-game.

Mirhana's primary goal is to uncover the identity of her mysterious divine patron. She is no fool, she recognises that it may have little interest in her or be some sort of sanity rending creature of madness but as her mind is already shattered that holds little fear for her.

Her second goal is to begin to explore the stars. She has travelled widely across Golarion and now she wants to go further. She sees a trip to the Moon as simply the first step in a longer Journey out into the vastness of space.

Secrets:

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

Mirhana did not take the abandonement of her by her family quite as well as she likes to tell herself. On returning to her family home in Sothis she demolished the building, killing her parents and badly injuring her siblings. She has largely blanked this incident from her memory.

The secret that she does not know is that the entity which contacted her is trapped. The ruins were an ancient temple through which it managed to exert a whisper of its power. It desperately wants to be released but requires mortal agents to do so. Mirhana is its most capable agent currently active on Golarion.

Connections:

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

Solomeda: Her sister, trained as a sorceress and badly injured in the attack by Mirhana. Solomeda is a Genie blooded sorceress whose bloodline calls back to the ancient Ossiriani pacts which geniekind. She knows Mirhana attacked their home and seeks revenge for the crazy sister that tried to kill her.

Zekia: Her brother. he was away from home when the attack occurred. He does not believe Mirhana intended to kill them and wants to try and help her. He is much older than Mirhana and used to take an overly protective role which she never liked, being an independant soul.

Anwar Ibn Jad: A young druid who was raised at the Monastery of Tar Kuata at the same time she was there. The two of them would often run off into the desert together to explore. She cares for him deeply but only as a friend, he might have wanted thee to be more to it.

Aeotsep: A monk at the Monastery who took on many of the duties of teaching her. Mirhana loves him dearly and would do almost anything for him. She returns to the Monastery on a regular basis to share the tales of her travels.

Caleban Gallonica: Also known as the floating fat man. A Magnimarian bloatmage and member of the Pathfinder Society. The two met when Mirhana was young and the society helped to provide provisions to the Monastery during a period of drought. Caleban is a scholar of the Great Beyond, the Stars and outsiders and aberrations of all kinds and the two often meet to swap lore, secrets and stories.

Memories:

5) Three key memories that define your character as the person they are at the time of submission.

The day that everything changed: The heat was oppresive but in the oasis thee was shade and cool water. I saw something up in a crack in one of the walls but as I tried to reach it the wall gave way and I tumbled into stifling darkness. There was dust and pain and silence in the gloom. As my eyes adjusted to the darkness I started to see carvings on the walls of an ancient temple. There were strange, tentacles, ruinc inscriptions, people writhing, then came the VOICE and everything went dark. When I awoke I was in the oasis with father and his guards standing over me.

The desert: I dont know what I have done wrong. Mother and Father told me that I must go away, to be looked after, to help deal with the "episodes". i didn't want to leave and this old Monastery is deathly dull. I escape when I can, travel the cool paths of the deset at night. Tonight was different, the air was so still, no animals called across the rolling dunes. I soon learned why, the hot breath or the great lion struck my neck from where it lurked on top of the rocks. I turned, slowly, and our eyes met. It prepared to pounce, my mind met its and we both stopped, transfixed. We stayed like that for a long time. Aeotsep was very panicked when I brought him home, I could not understand why.

Homecoming: Chaos and confusion, there is shouting, fires lick all around me, I see an arm poking out of the rubble. I don't know what has happened, someone has attacked us. Why would they do that. I must flee, quickly!


I have played this module years ago, I remember some of it but I can separate out that knowledge. Will that be an issue?

roll 1: 4d6 - 1 ⇒ (3, 2, 6, 1) - 1 = 11
roll 2: 4d6 - 3 ⇒ (5, 3, 6, 5) - 3 = 16
roll 3: 4d6 - 3 ⇒ (5, 4, 3, 3) - 3 = 12
roll 4: 4d6 - 2 ⇒ (5, 4, 2, 2) - 2 = 11
roll 5: 4d6 - 1 ⇒ (6, 1, 2, 2) - 1 = 10
roll 6: 4d6 - 2 ⇒ (4, 2, 6, 3) - 2 = 13

20 point buy it is!


4d6 ⇒ (1, 6, 6, 3) = 16[15]
4d6 ⇒ (3, 1, 2, 5) = 11[10]
4d6 ⇒ (1, 1, 5, 4) = 11[10]
4d6 ⇒ (6, 6, 1, 5) = 18[17]
4d6 ⇒ (2, 2, 4, 1) = 9[8]
4d6 ⇒ (5, 3, 2, 3) = 13[11]

Point Buy equivalent = 19. Guess I'll go for 20 point buy instead.

It's been a while since I've played a Magus. Might go Kensai + Bladebound for kicks. I'm also thinking of taking that Healer's Hands Conduit feat to be a party healer, too. Could be fun. I'll put a build together and see how it goes.


Do crafting feats have any impact on starting cash?


zefig wrote:

I have played this module years ago, I remember some of it but I can separate out that knowledge. Will that be an issue?

[dice=roll 1]4d6-1
[dice=roll 2]4d6-3
[dice=roll 3]4d6-3
[dice=roll 4]4d6-2
[dice=roll 5]4d6-1
[dice=roll 6]4d6-2

20 point buy it is!

I'm looking at building a Pharasmin warpriest focusing on throwing daggers. Should be fun in low gravity!

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

How would you have VMC interact with Feats that require a specific level of the class you're VMCing into (such as Weapon Specialization or Advanced Weapon Training)?


4d6 - 1 ⇒ (1, 6, 1, 6) - 1 = 13
4d6 - 1 ⇒ (1, 5, 6, 3) - 1 = 14
4d6 - 1 ⇒ (4, 6, 1, 3) - 1 = 13
4d6 - 1 ⇒ (2, 6, 2, 1) - 1 = 10
4d6 - 3 ⇒ (4, 6, 4, 3) - 3 = 14
4d6 - 4 ⇒ (5, 4, 4, 6) - 4 = 15

15/14/14/13/13/10

Greater chimeric aspect gives +6 enchantment bonus to Str and Dex, for up to 23 min/day, with FCB. So when including that..

Str: 15 + 2 (race) + 3 (lvls 4, 8, 12) +6 (CA) = 26
Dex: 14 + 6 (CA) = 20
Con: 14 + 6 (Belt) = 20
Int: 10
Wis: 13 + 1 (lvl 16) + 6 (Belt) = 20
Cha: 13

HP: 10 + 15d10 ⇒ 10 + (9, 6, 1, 5, 8, 8, 2, 4, 3, 5, 10, 4, 4, 9, 2) = 90 Average is 85, so will take 90.

23 point buy.

Broke down. Will submit a character from a previous campaign that ended prematurely. I enjoyed playing him and wanted to see how he’d do at higher level. Guess this is an opportunity.

Human Elementalist Shifter VMC Oracle. At lower levels shifting into elementals was fun. At higher levels it should work out well too.

——

315,000 Gold
* Belt of Con +6 (36k)
* Headband Wisdom +6 (36k)
* +2 mind buttressing armor and Comfort Enchantment (19k)
* Nimble Dragonhide Tatami-Do Armor (3k)
* +5 Weapon (50k)
* Ring of Protection +5 (50k)
* Amulet of Natural Armor +5 (50k)
* +4 Shield (16k)
* Wings of Flying (54k)
* Ring of Sustenance (2500)
315000 - 35000 - 35000 - 19000 - 50000 - 50000 - 50000 - 16000 - 2500 - 54000 - 3000 = 500

500 gold left over for mundane gear. But will end up with a fly speed, swim speed, immune to electricity, immune to Charm and Compulsion, and can sleep in armor. Should be good to go on that


Q's:
The module revolves around a portal from the Moon to Golarion. Do PC's need to be "close" to the Golarion end of the portal (geographically) to tie in? If so, where is the portal? (It will make writing background info much easier.)


Ani, Oracle (Stargazer) / Barbarian (Mooncursed) / Rage Prophet.
Would like to go Undine, but could work as human also.

Be aware of themes of domestic violence and abuse in Ani's backstory.

Backstory:

She gazed into the starry sky, stealing this early morning moment for herself. There would be a full day of work for them, but this time was hers.

He’d come home drunk again. His poor excuse for wife wouldn’t be back from the city for another few days. The hovel they lived in was even more of a disaster than normal. Her only reprieve was that he was so drunk that he was soundly asleep. She wouldn’t have to worry about him bothering her while she tended to the mess. The luxury of folding the laundry underneath the night sky was not lost on her. It was rare that she could do so without skulking off to the ledges that abutted their small seaside village. The local healer Ampha, a kind old woman told her that the water called to her. She was more interested in the stars – reflected almost perfectly in the waters – when they were calm.

The only reason this previous year of life was marked by anyone other than her was because of the change. He’d beaten quite harshly because of what it meant. She could bear children now. She couldn’t let that happen he yelled, no matter what he did. As far as she was concerned she already cared for two children, her father and his wife. They hadn’t cared for her for as long as she remembered. Ampha had gifted her with a telescope. Apparently the tinkerers in the city had crafted them from metal and fine glass lens made from the sand that seemed to be everywhere these days. The creation was a miracle as far as she was concerned. Ampha said Ani had earned it. She’d been helping the aging woman for years as a way to get away from home. And as long as her father kept getting more than his fair share of what she earned and kept the hovel clean he didn’t hit her too often for ‘neglecting her family.’

When she looked through the telescope for the first time it was almost like she could touch the stars. It went with her whenever she could steel moments within view of those glowing orbs.

Ani had kept impeccable care of the infernal contraption. He would have taken care of the thing sooner, but she had hidden it well. His third curse had found it when she was packing her things. Apparently she had had enough of him. Since the years of drinking had finally taken their toll on his manly abilities his wife had become more and more impatient with him. Even as old as she was, she was still a beauty. It was only a matter of time that she would find someone more capable than him in the city. And so Ani would suffer. He could no longer pleasure himself with her so she would take no pleasure in ogling the night sky with this silly metallic tube.

He took great pleasure in snapping the thing in half. Ani didn’t crumble the way he expected. The rage in her eyes was unexpected. And she was so much taller than he remembered. When she reached for what remained of the thing he was sure her nails seemed longer than he remembered. Maybe he should have spent a bit more on the drink he’d brought home.

The cursed moon was so bright. All the same he nearly tripped as he stumbled through the door. He never made it to his bed. The constable couldn’t figure out how a wolf had gotten into the village without anyone noticing. No one thought to ask Ani. Everyone assumed she left with her stepmother. That was how little this little village was. Ampha knew better. She’d read the portents and done what she could to steer Ani away from that path. The rage had been too strong.

It had been easy to give herself over to the rage. The old man hadn’t even seen her coming. The pleasure of feeling his neck snap between her teeth was almost enough to make up for the putrid taste of his blood. She ran free that night. Truly free for the first time in her life. Free beneath the brightest full moon she had ever seen. It was a shame he’d broken her telescope. She’d find a way to buy another. All the same, something nagged at her. As if there was something at the edge of her memory that just wouldn’t come to the surface.

Ampha followed her for years, thwarting Ani’s rage whenever she could. At times it cost Ani the lives of those she’d grown to trust. But mostly, it just seemed like bad luck. Until that morning. He’d been everything Ani’s father hadn’t been. Charming and intelligent. Patient and at times – even wise. Ani was naturally cautious, but Ampha watched powerless as he brought her daughter into his circle. He directed her carefully, making sure not to ask to much of her. Letting her see only what he wanted her to see. In time, Ani came to see his enemies as her enemies. It was then that Ampha had to intervene.

The small village was not all that different from where Ani had grown up. Instead of the shore of an ocean it was nestled under the shadow of a moment. The villagers had mined it’s riches for generations, careful to respect the natural balance of the area that had guarded by a druidic enclave that had remained unseen for even longer than that. But Triton had made sure Ani didn’t see any of those details. All she saw was the greedy leaders that were keeping the villagers impoverished. He taken the memories of her father and used them to turn her into a cruel weapon. By morning nearly all the elders of the village were gravely wounded. So too was Ani.

Her face was familiar somehow. The memory, along with the feeling of the burns were seared into Ani. Triton’s anger was nearly as harsh. She did everything she could to make him happy, but in the end she realized he was not unlike her father. Even in her rage he was too powerful. Her only choice was to run…

The lass was something else. Quite a task to track, even for a dwarf with his knack for tracking. He’d tried to warn her about Triton, but she’d been smitten. Alas, even after he found her he had too much heart to hand her over to Triton. Thankfully the man had the attention span of a goblin. As patient as he claimed to be the next young thing that came into town had him prancing about like a young buck out to stud. He’d met some frivolous humans over his many years, Triton was something else. But boy, he sure did pay well. That too didn’t lass. It was nearly unheard of that good ol’ Grimsby didn’t track down his quarry. Eventually Triton began to suspect that the dwarf hadn’t been completely honest with him. It was all the excuse Grimsby needed to look for work elsewhere. And he even had a chance to check in on Ani now and then.

Two goals:

1) To touch a star.
2) To defeat Triton

Two secrets:

1) That she killed her father.
2) That Ampha is her mother.

People tied to Ani:

1) Ampha, Ani’s mother and one time mentor. Now enemy.
2) Triton, one time leader. A reminder of how far afoot Ani went… (She considers him an enemy, but him she is nothing but a tool he tossed aside.)
3) Grimsby, dwarven ranger that Ani used to work with / still knows.

Ability 1: 4d6 ⇒ (6, 6, 5, 6) = 23
Ability 2: 4d6 ⇒ (2, 4, 5, 1) = 12
Ability 3: 4d6 ⇒ (1, 6, 4, 6) = 17
Ability 4: 4d6 ⇒ (6, 2, 5, 1) = 14
Ability 5: 4d6 ⇒ (1, 2, 1, 1) = 5
Ability 6: 4d6 ⇒ (6, 1, 1, 3) = 11


Here is Mirhana, I may edit but this gives you the main idea. Unfortunately avatar selection still seems to be broken.

She looks like THIS


Vrog Skyreaver wrote:
Quick question: Would you allow me to use the unerrata'ed version of consume spells (the version that isn't limited by cha mod times per day)?

Yeah that would work Vrog


zefig wrote:

I have played this module years ago, I remember some of it but I can separate out that knowledge. Will that be an issue?

[dice=roll 1]4d6-1
[dice=roll 2]4d6-3
[dice=roll 3]4d6-3
[dice=roll 4]4d6-2
[dice=roll 5]4d6-1
[dice=roll 6]4d6-2

20 point buy it is!

That is fine as long as you don't meta game.


andreww wrote:
Do crafting feats have any impact on starting cash?

Items crafted cost half price.


Reckless wrote:
How would you have VMC interact with Feats that require a specific level of the class you're VMCing into (such as Weapon Specialization or Advanced Weapon Training)?

I'll need to do some research on this, I'll get back to you probably tomorrow.


pad300 wrote:

Q's:

The module revolves around a portal from the Moon to Golarion. Do PC's need to be "close" to the Golarion end of the portal (geographically) to tie in? If so, where is the portal? (It will make writing background info much easier.)

I know its played out but I'm going to have all party members previously have worked together and they have been on a break from their adventures for the last month to take care of personal business and are just meeting up again.


DM Mathpro wrote:
Ouachitonian wrote:
How do you feel about firearms?
Go for it

That being the case, I do believe I’ll go for a pistol-wielding Eldritch Archer Magus.

Sczarni

Hey GM Mathpro!

I was in the last game for the Moonscar many... moons ago, and I'd love to take a shot at playing Ladim once again, if you're willing to have the same application as before! Pitch still the same, easy-going blasty arcane sorcerer that may or may not have a strong whiff of river bandit to him.

Rolls:

4d6 ⇒ (4, 1, 5, 4) = 14 13
4d6 ⇒ (3, 1, 6, 1) = 11 10
4d6 ⇒ (2, 1, 3, 4) = 10 9

4d6 ⇒ (3, 6, 6, 2) = 17 15
4d6 ⇒ (3, 5, 5, 4) = 17 14
4d6 ⇒ (4, 4, 6, 4) = 18 14

Decent stats for a monk, but a depressing ones for a sorcerer. I'll probably go for the PB.

Anyway, here's the pitch!

The 5+ Points!:

-Ladim is most easily described as a optimistic pragmatist. He keeps his level head at all times, is incredibly proficient with common sense and alwaysd tries to see what would be the best outcome for him and people around him. Always tries to lighten up the mood with an appropriate joke, regardless of whether they're exploring a long-lost dungeon, attacked in the night by assassins or simply someone drinking their sorrows in a pub.

-He has a personal code of honour, best described as 'Don't be an arse to people'. He attempts to understand the motives of everyone he meets. Same thing doesn't apply to ridiculous laws or regulations, or sometimes ever rules of ownership.

-He dislikes dwelling on the past just for the sake of it. It's a thing that one should learn from, but shouldn't keep his head in, unless one loses track of the present and the future.

-Ladim is surprisingly level headed for an all-powerful font of the arcane. A thing he'd never do is push someone or intimidate someone weaker than him.

-He tries to sway people away from combat whenever possible. A enemy chased away is an enemy just as defeated, especially nowadays... Despite this, he is no pacifist, and doesn't accept compromising his beliefs for the sake of avoiding a fight.

-Sometimes to a fault, he's a bit too familiar with people, which doesn't usually give the best results with people with massive egos.

-He often can't resist teasing people who are stuck with a stick up their bum, telling them to unwind or prodding around to see the person under.

The 2 Goals!:

-I'd love for Ladim to succeed on his mission to help the Worldwound problem by any means possible, be it negotiating for more troops, more supplies or sabotaging something higher up in the Demon structure.

-Stea... Liberating a relic or an artefact that does nothing laying around, and putting it to good use for a cause is a thing that drives him prodding around for nearly a decade.

The 2 Secrets!:

-A thing he doesn't admit to people is that he used to be a leader of a bandit gang in the past, preying on merchants and travellers. Despite believing he redeemed himself with his acts later in life, he doesn't like admitting it, and somewhat fears the backlash that would occur if his actions were discovered.

-A few years ago he retrieved a magical seal from an old Ustalavian tomb, gifting it to Lastwall. He took the precaution of wiping out the tomb's guardians, but what he doesn't know is that the seal kept in place a terrible shade lord that didn't awaken after he was long gone.

Won Friends and Influenced Enemies:

-Crusade Quartermaster Lorcen. An infinitely tired aging woman, responsible for the infinite requirements of constant frontline combat, she nevertheless relishes the arrival of Ladim's cargo, if not for the constant flirtation from the man himself.

-Cointoss. The alias of an unnecessarily rich dwarven information broker, Ladim often visits the man's lavish Absalomian mansion for leads on where to look next, for the cost of keeping the shiny, but useless trinkets he finds on his journeys.

-Swarmlord Nalbantis. The swarmlord was a charismatic and cunning leader of a Deskaran cult. Ladim worked to unravel the workings of the cult, said working terminating in the termination of the cult's high council with judicious use of fireballs, leaving nothing but charred remains. The Swarmlord, however, had the blessing of Deskari and was resurrected as a worm-that-walks, revenge burning in his maggot-ridden heart.

-Venture Captain Redoesti. A venture captain responsible for the Pathfinder Society's working in rural Numeria, she and Ladim have stumbled into each other's path on numerous occasions, as the latter has often requisitioned something from under the noses of the Pathfinders there. The relationship has been smoothed out, but the Venture-Captain still harbors a grudge not to be outdone again.

-LaRA. An android specialised in cataloguing and filing of information, LaRA is where Ladim goes to analyse and discuss any riddles that may have occured. The two share a strange, symbiotic relationship.

The Memories Three:

-The childhood memories are as vague as always, but he remembers the first time magic manifested, throwing away a much larger child to the other end of the room in a crackling while-blue flash. What he remembers clearly is his uncle's lectures on thinking first and acting second, filled with the smell of swampy river and cherry-scented tobacco.

-Ladim's mind still sometimes dwells on when he looks back at the camp, the bloodied swords left uncleaned by the camping fire, as he walks down the path towards Daggermark as the dawn rose. He also remembers tossing a massive pouch of gold in an urchin's hands, before walking in the nearest tavern. He remembers nothing for the next day.

-A more revisited memory is the smiles and grins on the crusaders' faces, unloading containers from his cart and breaking them open, stuffing pockets and bandoliers with small vials of blue liquid. It was the first time he heard the word 'good man' spoken about him.


Working on a Halfling Devoted Muse, coming off of a Virtuous Bravo Paladin.

1d10 HD: 15d10 ⇒ (8, 2, 1, 9, 3, 4, 7, 5, 9, 8, 10, 3, 5, 2, 1) = 77
Looks like that's:
10 (max 1st level)+5.5+5.5+9+5.5+5.5+7+5.5+9+8+10+5.5+5.5+5.5+5.5=102


eriktd wrote:

Working on a Halfling Devoted Muse, coming off of a Virtuous Bravo Paladin.

[dice=1d10 HD]15d10
Looks like that's:
10 (max 1st level)+5.5+5.5+9+5.5+5.5+7+5.5+9+8+10+5.5+5.5+5.5+5.5=102

Round up so those 5.5's would be 6's


hit points vs 75: 15d8 ⇒ (5, 7, 6, 5, 5, 1, 3, 6, 7, 7, 2, 6, 4, 2, 2) = 68


Still working on stating out my Arcanist. Should have it up tonight or tomorrow by the latest.


Hit Point Rolls:

1d6 ⇒ 6 6
1d6 ⇒ 2 4
1d6 ⇒ 5 5
1d6 ⇒ 1 4
1d6 ⇒ 6 6
1d6 ⇒ 6 6
1d6 ⇒ 1 4
1d6 ⇒ 3 4
1d6 ⇒ 5 5
1d6 ⇒ 2 4
1d6 ⇒ 4 4
1d6 ⇒ 1 4
1d6 ⇒ 6 6
1d6 ⇒ 3 4
1d6 ⇒ 4 4
1d10 ⇒ 10 10

Total HP from Dice: 80

Okay, here's my submission:

The Chosen of Nethys:

CG Elf Arcanist 15/Unchained Monk 1

str 10
dex 20/24
con 12/16
int 16/22
wis 12
cha 22/28

HP 144
AC: 32; T: 27; FF: 24 (10 base +4 armor +7 dex +9 cha +1 dodge +1 nat armor)
BAB 8; CMB: +21; CMD: 41
Init +9

Fort +15
Ref +19
Will +17

Speed 40'

Weapons:
1) Touch Spell: +16 to hit

2) Unarmed Strike: +16 to hit; 1d6+1b damage; 20/x2 crit

Skills:
Acrobatics r15 +25
Intimidate r5 +17
Knowledge (Arcana) r15 +24
Knowledge (Planes) r15 +24
Spellcraft r15 +24
UMD r15 +27

Perception r16 +31
Sense Motive r16 +24
Stealth r16 +26

Background Skills:
Knowledge (History) r16 +25
Linguistics r16 +25

Languages:
Abyssal
Aklo
Aquan
Azlanti
Auran
Celestial
Common
Draconic
Dwarven
Elven
Giant
Hallit
Infernal
Halfling
Sphinx
Sylvan
Terran
Thassilonian
Tianese
Ulfen
Undercommon

Alternate Racial Features:
Fey-Sighted (Constant Detect Magic; replaces Elven Magic)

Arcanist Class Features:
*Arcane Reservoir (33 max; 25 starting)
*Consume Spells

*Arcane Exploits: (DC: 27)
- Arcane Barrier
- Arcane Discovery (Knowledge is Power)
- Arcane Weapon
- Armored Mask
- Counterspell
- Dimensional Slide
- Energy Shield
- Familiar (Ioun Wyrd; +1 nat armor to ac)
- Force Strike
- Holy Water Jet
- Sonic Blast

*Greater Arcanist Exploits: (DC: 27)
- Greater Counterspell
- Counter Drain
- Spell Thief

Monk Class Features:
*Archetype (Scaled Fist)
- Draconic Might (use Cha instead of Wis for monk class features and Stunning Fist DC)

Traits:
*Reactionary (+2 to initiative Checks; Combat)

*Indomitible Faith (+1 to Will Saves; Faith)

Feats:
*Extra Arcanist Exploit x6
*Weapon Finesse
*Toughness
*Stunning Fist (4/day; DC 27 fort save)
*Dodge

*Alertness (From Familiar)

Spells:
*Spells Prepared/Day: 9/-/-/-/-/-/-/-/-
*Spell Slots/Day: -/4/4/4/4/4/4/4/2

*Cantrips:
- All

Equipment:
+2 Cha tome -55000 gp
+3 Dex Tome -82500 gp
+5 Cloak of Resistance -25000 gp
+6 Headband of Mental Might (Int/Cha; Perception, Sense Motive, Stealth) -90000 gp
+4 Belt of Physical Might (Dex/Con) -40000 gp
Amulet of Mighty Fists +1 -4000 gp
Boots of Striding and Springing -5500 gp
Goz Mask -8000 gp
Eyes of the Eagle -2500 gp

2500 gp

Backstory:

The Chosen of Nethys, or The Chosen, is the most elite agent the church of Nethys can send to investigate an issue. Chosen at birth and spirited away from their parents, Candidates for the position of Chosen are raised in the church, where they are taught to understand and value magic, and how to use magic to accomplish their missions. When the position becomes open, a tournament is held to determine who will next inherit the position, including a trial of combat.

Once a candidate is selected, the church uses a modified ritual, similar to the ritual used by the Magaambyan arcanists to give up their identity.

While the position of Chosen is an office, not a particular person, it is well known that the current holder, an Elven woman, is a particularly powerful in the magical energies she wields.

Now she has been sent by other heroes to determine what ominous events are occurring on the moon.


DM Mathpro wrote:
Round up so those 5.5's would be 6's

Oh yay! Thanks!

10 (max 1st level)+6+6+9+6+6+7+6+9+8+10+6+6+6+6=107


Rolling HP for the inquisitor.

15d8 ⇒ (4, 7, 7, 7, 7, 5, 8, 6, 2, 4, 3, 6, 6, 1, 1) = 74

Replacing the below average ones with 5s:

8 (Level 1) + 5,7,7,7,7,5,8,6,5,5,5,6,6,5,5 = 97

Do you guys (the party) have an issue with an evil bastard sticking around? I can reformat him to be good.


If you ask me Good is... Good. ;)


Telye Sin's Ability Rolls:
STR: 4d6 - 2 ⇒ (3, 2, 5, 2) - 2 = 10
DEX: 4d6 - 2 ⇒ (2, 3, 4, 2) - 2 = 9
CON: 4d6 - 2 ⇒ (2, 5, 1, 2) - 2 = 8
INT: 4d6 - 1 ⇒ (3, 6, 3, 1) - 1 = 12
WIS: 4d6 - 1 ⇒ (3, 3, 1, 5) - 1 = 11
CHA: 4d6 - 2 ⇒ (2, 4, 6, 2) - 2 = 12

20 point buy it is.
Telye Sin's HP Rolls:
HP: 15d8 ⇒ (8, 4, 3, 6, 8, 2, 5, 7, 3, 5, 4, 4, 4, 4, 5) = 72
Replacing below average with 5: 8+8+5+5+6+8+5+5+7+5+5+5+5+5+5+5=92


So here is a list of who we have so far. If I left you off let me know but I think I got everyone.

Undecided:

Pad300
Master Han Del of the Web

Casters:

The Archlich-Inquisitor
Ouachitonian-Eldrich Archer Magus
Andreww-Mirhana Oracle/Stargazer
Vrog Skyreaver-Arcanist
JohnnyBlack-Telye Sin-Female Clerifc of Desna
Swyrlyn-Cleric/Stargazer
Zefig-Pharasmin Warpriest
Kaouse-Magus
Sven Olaffson-Human Elementalist Shifter VMC Oracle
Ladim-Sorcerer

Non-Casters:

Eriktd-Devoted Muse Virtuous Bravo paladin
Reckless-Shadow Slayer/Shadow dancer with VMC fighter

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