Ironperenti's Shattered Star AP

Game Master Ironperenti

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The Shattered Star Adventure Path draws near, and bold heroes are needed to track down the scattered parts of an ancient magical relic in order to save the land of Varisia from disaster. Will you succeed in reforging the Shattered Star, or is the shadow of a lost empire long enough to cast the world into darkness once more?

I have some friends of mine who are putting together the initial part of the team targeting a start date of late March. We will be selecting a group of 2-3 others to assist in their endeavors. Thus far we have a rogue, a magus, and a warpriest. If I missed anything, let me know. If you have questions, please ask. I hope to do selections from here on 1 March but depending on where my busy compatriots are on their character builds this may extend to March 15th.

Setup: you are all members of the Pathfinder Society and have been gathered into the lodge in Magnimar. In addition to your purchased gear you each get a wayfinder with a dun ioun stone. Backgrounds should not be extensive but should touch on how you were initiated into the society and sent to Magnimar if not from there.

18 point buy
Classes: Core, Base, Hybrid, Alternate (would likely need explanation), Unchained (Paizo only)
Alignment: GOOD
Races: Elf, Human, Halfling, Dwarf, Half-elf, Half-dwarf, Oread, Sylph, Dhampir, Fetchling, Aasimar (base ability bonus only), Tiefling (base ability bonus only), Gnome, Vanara, Rat folk, Cat folk, Lizard folk, other tbd
Background skills in play
Feats: Weapon Finesse is free, Improved Critical only improves the Crit threat range by 1 (keen will only increase Crit range by 1 but will stack with the feat), Shapeshifting Hunter only allows 4 levels of crossover, Not used: Unhindering shield, Shikigami style or associated
Modified Automatic Bonus Progression ABP Here
HPs: Max class HP at first level; you get racial hit points: base is 8 for a medium creature, -2 for a racial CON penalty, -2 for small size, +2 for a racial CON bonus (examples Human 8, Elf 6, Dwarf 10, Halfling 6); every level thereafter is half HD+1 (examples Fighter 6, Rogue 5, Barbarian 7)
Skills: Classes with only 2 Skill points get +1 skill point per level
Starting money: average for class
Traits: One campaign or Pathfinder Society trait; one trait of your choice; no drawbacks
Emerging guns

I'll try to get a character together within the next week. It seems like your group could use a full arcane or divine caster, correct?

There is no one with full BAB either. I will be letting them pick and I'm not sure what direction they will lean at the moment.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Will this be play-by-post?
Is psychic allowed?


If this is PbP I'm interested and have a Shoanti full bab character I'd like to play.

Dot. Had a half-orc somewhere for this campaign, but looks like that's a no-go. Haven't made a sylph before, so will probably go with that.

Icould do full-BAB, like as an Elementalist Shifter if thats okay

Hmmm, cultivating a few ideas as the Shattered Star campaign I joined a little while back seems to have entirely stalled at the third encounter. What's the faith of the warpriest?

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No occult, not a fan.

It is pbp, two of the fellows do not have accounts so we are going through the setup of that and learning how to make aliases. It's a bit of a learning curve.

The warpriest is going with Bulwark archetype so he is a follower of the General of Vengeance.

I take more of a middle earth view of orcs and goblins. They are a creation of evil and cannot interbreed with the fair races. At the same time, I have often wondered why there is not a half-dwarf option as a standard race since there are half-elves. Possibly a throwback to LOTR in which there are half-elves but no mention of half-dwarves.

Shifter is good.


Races: Elf, Human, Halfling, Dwarf, Half-elf, Half-dwarf, Oread, Sylph, Dhampir, Fetchling, Aasimar (base ability bonus only), Tiefling (base ability bonus only), Gnome, Vanara, Rat folk, Cat folk, Lizard folk, other tbd

Half-Dwarf? You mean half-orc?
Tiefling/Aasimar (base ability bonus only)? Explain what you mean by this. I get +2 wis/+2 cha without any of the other bonuses like celestial resistance, darkvision, etc. Or do you mean I can't be any of the subraces.


Will put together a bodyguard the pathfinder society uses to keep the squishy society members insides where they belong.

No, half-dwarf. Alas a 3pp had to do the honors but it's hanging out on d20pfsrd

For the tiefling/aasimar I just mean you can't use the variant aasimar heritages

I have always wanted to play a gun toting PC that shoots magic bullets a la Gene Starwind's Caster gun from Outlaw Star manga/anime.

Out of the two choices Spellslinger Wizard and Gun Chemist Alchemist, GCA seems to be the better choice.

Would you be willing to entertain an Android race? I'm envisioning an Android discovered by the PFS in some unexplainable pod that apparently crashed deep into some tomb or dungeon suddenly activating and spitting out my PC who awakens with an urge to codify the arcane arts as a science (formulae) and reproduce their effects (simulated by the alchemical ordinance ability and general alchemical cartridges).

If the race is a no go, can still do the same concept for a living and breathing race, but without the mysterious origins.

There's a setting called Arcanis: Shattered Empires.

Dwarves build as big as Tolkein had them build, but because they are cursed by the gods for failing an important assignment, and are actually giants, hoping someday to please the gods and restore their race.

Half-dwarves exist, but are known as GNOMES, whose twisted forms are an expression of the Dwarven curse.

On the other hand, there are no half-elves.

Elves are a created race, with a specific, finite number of spirits. When one elf dies, another can be born. Death doesn't matter to them, but the destruction of a spirit . . ..

But that's just an interesting side-note about the race questions.

As far as this game goes, I'll have to look through the player's guide and see what inspiration strikes.

Full BAB is easy, with several stock variants to choose from.

Dedicated healer, blaster, buffer are all also options.

Again, have to see what inspiration provides.

Because of Iron Gods I can do Android

Woot! I’ll get on top of the full submission soon.

Based on the restriction to the base Aasimar/Tiefling, I am suspicious that you do not want us choosing alternate racial traits?

Confirming/denying the assumption, not challenging the call.

BTW: Looking at an Elven Battlefield Control Fighter build. Also trying to decide if either of the archetypes I am looking at are worth losing that 2nd level Feat . . ..

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I have a character concept I wanted to run past you before I finalized my submission - a human abjurer who would be the group's dedicated arcane caster and historian. I plan on taking the Intrigued by Thassilon campaign trait for him and putting several skill points into Knowledge (arcane), Knowledge (history), and Linguistics. Would this character work, or should I come up with a different concept?

Alternate racial traits are fine. My issue with the Aasimar/Tiefling variant heritages is there is really no reason to be anything other than an Aasimar really. They have bonuses for most anything and no negatives with darkvision. So, alternate racial traits good, variant heritages not so much.

@Mokmurian: sounds workable to me, why would it not be?

I think I've got a concept for a heavy spellcasting cleric, going to work on that this weekend!

Ironperenti wrote:
@Mokmurian: sounds workable to me, why would it not be?

Sorry, I just wanted to check and make sure nobody else planned to be the primary "Thassilon expert" in the party, since you stated your friends had already created characters. I'm just trying not to step on anybody's toes.

I think they are mostly combat focused except the rogue and he's more roguish.

Quick question before I finalize my character - would the Thassilonian Specialist archetype be available for use? I saw it and thought it might fit my character concept.

Looks good. That's like old school opposition schools isn't it? AD&D 2e style? I didn't play wizards.

Ironperenti wrote:
Looks good. That's like old school opposition schools isn't it? AD&D 2e style? I didn't play wizards.

Yes, it's similar to the opposition school system from the older AD&D editions. While wizards preparing from Pathfinder opposition schools merely have to burn extra spell slots for an opposition spell, the opposition school system from AD&D 2E through 3.5E (I believe they replaced it in 4E) meant that a wizard could not prepare spells from either opposition school at all. I feel the archetype fits well with my character concept, but as someone who exclusively played wizards in 3.5E, it also has a degree of nostalgia value.

Rouge Magus and warpriest means (at a glance):

--Good to excellent DPR
--Need a face
--Could use a lore monkey
--Could use a tank.

Swashbuckler (tanky, but at an 18 point buy its hard to actually draw aggro).
Spell warrior (giga charge the damage, is a lore monkey and a face, is also the one skald that doesnt mess with allied spell casting)
Urban Bloodrager Pretty reasonable face, moar dps, not tanky (but actually draws aggro on account of hitting like a freight train).
Paladin woul be the first time I play a serious one.
Ranger with a pet

The warpriest is of the Bulwark archetype and is using a tower shield in heavy armor. I don't see him hitting very well at lower levels but he is a walking wall.

No archer either.

I am playing a switch hitter (Urban BloodragerX Mysterious stranger 1) in another game, although he entered at a very high level. I could give this a go here.

If we get weapon finesse from a class feature, can we take a combat feat instead?

Just can't come up with a feat progression I like for the battelfield controller I was trying to build. The one feat delay from Lore Warden just kept poking me in the eye.

Putting together a human vanilla fighter archer instead.

The story is the important part, though. Need to consider what I want to do there . . ..

If a class feature gives weapon finesse then you go straight to Dex for dmg for that class feature.

Oh, that opens some things up for sure!

Build plan sword and gun:

Level 1 Urban Bloorager (needed because otherwise I cant select magical knack trait), two weapon fighting, combat reflexes
Level 2 Falcata swashbuckler
Level 3-5 Urban bloorager, picking Deadly aim at 3, arcane strike at 5
Level 6: Mysterious stranger,
Level 7-X Urban Bloodrager, spell catridges at 7, blooded arcane strike at 9.

--Urban Bloorager with dex to damage at level 2, thus fairly high ac, and reasonable DPR, opportune parry and riposte
--Picks up reasonable ranged option, eventually, which will become a really good ranged option at level 10, but that will take a bit.
--Between Swashbuckler and Urban bloodrager has all the face skills
--Not a lore monkey
--Should be really good blender buddy with the rouge, do we know what weapons the rouge uses so I can pick something else? My build is far less locked into a weapon type.

IIRC varisia was falcata central, but I could go noble fencer to be a better face. Doesnt lose all that much, just rapier instead of falcata.

@GM there are a lot of bloodlines that would work mechanically.
Out of the following ones, which one do you think has possible tie ins with the plot?
--Black blood

The description is well short of where I want it, but there's enough of the background in place to help explain how he is what he is mechanically. I can expand the description later. Wanted to get this "in your hands," though.


Description: The thin young man has a deep, ruddy tan. He is lightly armed and armored, looking as though he plans to avoid conflict if possible, but is prepared in case.

Born in Magnimar to a well-settled family of Shoanti, Yahto grew up with a more calm and sedate outlook than Shoanti children in most of Varisia. But he had the stories. One thing he was short on though, was size. Yahto was just small, and looked like he would never fill out into a typical Shoanti man. He was far smarter than his parents, or siblings, so they looked to help him improve his lot by finding him a solid apprenticeship that would lead to a comfortable, productive life. The kind of life most civilized people want for their children. But he had the stories. As the family was trying to help him find an appropriate master, he was looking elsewhere.
Yahto found Rodika Blers, and managed to get her to accept him as a squire, or apprentice, or servant. The title changed often, though the duties didn't. Thing is, the Rodika didn't charge a fee for accepting the youth into her service, so Yahto managed to run away into the life of an adventurer. As might be expected, his parents are far less than thrilled.
After several years of relatively peaceful exploration, the group of Pathfinders had a trip go bad. The group's muscle, a traditional Shoanti man named Iozif, held the line for the others to escape. The group decided to retire rather than work to find a replacement for their team member. Ivantiu recognized the yearning in Yahto's eyes, and sponsored him as a new member to the Heidmarchs. He's taken the things the old team taught him to heart, and hopes to contribute as well as they did, without finding himself choosing the path taken by Iozif.

Other Core Info:

Patron Deity: Erastil, with nods to his son, Cernunnos

Type: Humanoid (Human)

Favored Class: Fighter

Age: 16

** Family **
Father - Wana - 44
Mother - Unega - 42
Sister - Adsila - 22
Brother - Tsoai -21
Sister -Hantuh - 18
Sister -Ooljee - 18
Younger brother - Gomda - 14

** Pathfinders **
Patron - Rodika Blers - female Varisian Archer
Associate - Ceolmund - male Gnomish Sorcerer
Associate - Plauctore Cuncus - male Chelaxian Cleric of Elion
Associate - Ivantiu Blers - male Varisian Relic Raider

Init +4 (Dex +4)
Speed 30'

Melee +2. Ranged/Finesse +5, CMB+2/+5 (BAB+1, Str+1, Dex+4)

Standard Attacks
Longbow +5 for 1d8 over 100' @ x3. P
Machete +5 for 1d6+1 @ 19+, S
Light Hammer +5 for 1d4+1 over 20' @ x2, B

Full Attacks
Longbow +3/+3 for 1d8 each over 100' @ x3, P
[Ranged, Rapid Shot]

Point-Blank Shot: +1 Attack/+1 Damage on Ranged atacks when target w/i 30'
Precise Shot: No penalty for ranged attacks into melee

AC 19, T13, FF16, CMD16 (Armor+5, Defender of the Society+1, Deflection+0, Dex+4 (+3 limited), Dodge+0, Natural+0, Shield+0, BAB+1, Str+1)

HP 12 (10 + 1xCon+1 + 1xFavoredClass+1)

Fort +3 (Base+2, Con+1)
Ref +4 (Base+0, Dex+4)
Will +0 (Base+0, Wis+0)

Skills & Languages:
2 + Campaign 1 + Int 2 + Skilled 1 = 6 Adventuring & 2 Background per Fighter Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 4-Acrobatics (Dex) 4+0+0+ACP
+ 3 Appraise (Int) 2+1+0 {Background}
- 1 Bluff (Cha) -1+0+0
+ 5-Climb (Str) 1+1+3+ACP
+ 6 Craft (Bowyer/Fletcher) (Int) 2+1+3
- 1 Diplomacy (Cha) -1+0+0
- 1 Disguise (Cha) -1+0+0
+ 4-Escape Artist (Dex) 4+0+0+ACP
+ 4-Fly (Dex) 4+0+0+ACP
+ 0 Heal (Wis) 0+0+0
+ 6 Intimidate (Int) 2+1+3
+ 6 Knowledge (dungeoneering) (Int) 2+1+3
+ 6 Knowledge (engineering) (Int) 2+1+3 {Background}
+ 0 Perception (Wis) 0+0+0
- 1 Perform (any) (Cha) -1+0+0
+ 4-Ride (Dex) 4+0+0+ACP
+ 0 Sense Motive (Wis) 0+0+0
+ 4-Stealth (Dex) 4+0+0+ACP
+ 4 Survival (Wis) 0+1+3
+ 5-Swim (Str) 1+1+3+ACP

ACP: -0

Languages Known: Taldane (Common), Shoanti, Varisian, Varisian Sign Language

Feats & Traits:
** Feats **
* "Freeby" *

* Character Selection Feats *
H Point Blank Shot
F1 Precise Shot
1 Rapid Shot
F2 <Weapon Focus (Longbow)>
3 <Deadly Aim>
F4 <Weapon Specialization (Longbow)>
5 <Point-Blank Master>
F6 <Clustered Shots>
7 <Manyshot>
F8 <Greater Weapon Focus (Longbow)>
9 <Exceptional Pull>
F10 <Improved Critical>
11 <Improved Precise Shot>
F12 <Greater Weapon Specialization (Longbow)>
13 <Penetrating Shot>
F14 <Critical Focus>
15 <Bleeding Critical>
F16 <Pinpoint Targeting?>
17 <Impact Critical Shot?>
F18 <Snap Shot?>
19 <Improved Snap Shot?>
F20 <Greater Snap Shot?>

** Traits **
Basic: Combat: Defender of the Society: Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Basic: Social: Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier

175 GP budget
FREExx Explorer's Outfit (8#, sturdy boots, leather breeches, belt, shirt, vest, gloves, and cloak)
75.0.0 Longbow (3#, 1d8/x3/100'/P)
10.0.0 Machete (2#, 1d6/19+/S)
x1.0.0 Light Hammer (2#, 1d4/x2/20'/B)
x3.0.0 Arrows, 60 (9# - 40 "in" pack))
50.0.0 Scale Mail (30#, +5/+3/-4/25%/20')
x9.0.0 Fighter's Kit (29#, backpack, bedroll, belt pouch*, flint and steel*, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin)

148.0.0 Spent for 83# (48.5# w/o pack)
27.0.0 coin on hand

Light <= 43# (By armor)
Medium <= 86# (+3/-3/20'/x4)
Heavy <= 130# (+1/-6/20'/x3)

Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery +1
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, bravery +2
7th +7/+2 +5 +2 +2 Armor training 2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Armor training 3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+5 +9 +5 +5 Armor training 4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Human (Shoanti):
ARG variance rules
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

18 Point Buy
Points Race Level Gear Current
x2 12 +0 12 +0 12 +0 S 12 +1
10 16 +2 18 +0 18 +0 D 18 +4
x2 12 +0 12 +0 12 +0 C 12 +1
x5 14 +0 14 +0 14 +0 I 14 +2
xx 10 +0 10 +0 10 +0 W 10 +0
-1 x9 +0 x9 +0 x9 +0 H x9 -1

Here's Mokmurian's submission. I'll work on filling out the backstory and the associated role-playing information over the next few weeks, but I think I should have enough in the profile to communicate the overall character concept.

Hello, thanks for GMing Ironperenti!

I am definitely interested!

I think I would like to apply with a Paladin archer.

One question GM: You list Oread and Sylph but not Ifrits or Undines, is there a reason? If that works for the group I would like to play a Paladin of Sarenrae and Ifrit as a race would fit well. ;-)

Fighting versus evil in a rising evil in the campaign would be great for a Paladin.


Ifrits and Undines are in that TBD. I built the list from memory. They should have been on the list.

To everyone, if you want a race, just ask. However, none of the classically evil races.

Dashka: NG Female Sylph Oracle of Wind, with the Deaf curse.

Would be taking Non-Traditional Native (Shoanti) campaign trait.

Still working on crunch. Half considering multiclassing into Barbarian & Rage Prophet, stats be damned :)


Dashka is tall and slender, with pale skin and delicate features. Her hair is long and black and seems to flow by itself when it's not tied back. She has the swirling blue marks common to most Sylph, but hers have been accentuated and expanded by Shoanti tattoos.
She tends to wear simple but durable clothing, adorned with feathers that catch the faintest breeze.


Dashka is a tempestuous and impulsive woman, driven by her desire to explore the world and uncover its secrets. She has a strong sense of curiosity and a tendency to act first and think later, which often leads her into dangerous situations. Despite her wild and unpredictable nature, Dashka has a kind heart and a deep respect for the natural world and all living things.


Dashka was the product of a dalliance between her Shoanti mother and a djinni father. Despite her unusual heritage, she was raised in the traditional ways of her Shoanti tribe and grew up in the midst of the tribe's nomadic way of life. At the age of 15, whilst out hunting, she was caught in the middle of a freak thunderstorm. There was a giant crack of thunder that seemed to be centred on her - one that left her permanently deaf, but also seemed to grant her a spark of magic. After examining her, the tribe's shaman concluded it was a blessing from Gozreh, and helped her to develop her emerging powers.
When she came of age, she left her tribe in order to learn more about the world. She soon came across a member of the Pathfinder Society, and after travelling with him for a time, ended up in Magnimar where she decided to join up.

Mightypion submission, just needs background.

Guess I need to start building a tracking list.

Arieth - Urban Bloodrager
Dashka - Sylph Oracle
Kondru Saangod - Wizard
Yahto - Fighter

Alright, who did I miss?

About the Bloodrager bloodlines. I am still reading book 1 and will have it done by the time we start but projecting on which would be more beneficial over the longhaul I cannot say. I'd recommend play what you want.

Rogue, Magus, and a Warpriest is it? Interesting. How do you feel about kobolds?

No on kobolds

I think I am going for Phoenix then, change the name a bit and make her a Galtese emigre.
Personality will be pretty upbeat and mischevious, with a slight vengefull streak.
If its ok she would worship Desna and Callistria about equally, and pay a fair bit of attention to these deities anathemas in terms of plot hooks. Not that she gets anything out of it mechanically.

Sounds good.

Rheagar Stonewarden:
Rheagar Stonewarden
Dwarf cleric of Iomedae 1
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield)
hp 20 (1d8+12)
Fort +3, Ref +0, Will +6; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee longsword +2 (1d8+2/19-20)
Special Attacks channel positive energy 3/day (DC 12, 1d6), hatred
Cleric Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, command (DC 15), shield of faith[D]
. . 0 (at will)—create water, detect magic, stabilize
. . D Domain spell; Domains Glory (Honor[APG] subdomain), War (Tactics[APG] subdomain)
Str 14, Dex 10, Con 12, Int 10, Wis 18, Cha 11
Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Steel Soul[APG]
Traits exchange agent, fate's favored
Skills Acrobatics -5 (-9 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (armor) +2, Heal +8, Knowledge (religion) +4, Linguistics +5, Perception +4 (+6 to notice unusual stonework), Survival +4 (+6 to avoid becoming lost); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon, Varisian
SQ honor bound, seize the initiative
Other Gear scale mail, light wooden shield, longsword, dull grey ioun stone, wayfinder[ISWG], bedroll, belt pouch, candle (10), chalk (2), fishhook (2), flint and steel, hemp rope (50 ft.), holy text[UE], masterwork backpack[APG], mess kit[UE], pot, sewing needle, soap, spell component pouch, thread (50 ft.), tindertwig, trail rations (5), twine (50')[APG], waterskin, wooden holy symbol, 6 gp, 3 sp, 6 cp
Special Abilities
Cleric Channel Positive Energy 1d6 (3/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Honor)
Cleric Domain (Tactics)
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Honor Bound (7/day) (Su) Allow target to re-attempt a save vs. Compulsion or Charm.
Seize the Initiative (7/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Rheagar, unlike many of his kin in the Five Kings Mountains, was drawn to the worship of Iomedae when his friends and peers leaned more thoroughly toward the worship of Torag. His immediate family serve as constables and lawkeepers in Highhelm, although he, like his cousin Markus, were drawn to life in the Pathfinders. Strangely for Dwarves, they felt a need to explore the world further, and Rheagar was drawn by the travelling the world preaching the virtues of Iomedae.
Rheagar is a skilled combatant, as well as a powerfully blessed preist. He traveled to Absalom with his cousin Markus, and joined the Pathfinder Society there. He was hopeful he'd be sent toward the Worldwound, but opportunity in Magnimar came up for him, and he was asked to go there instead. Travelling to Hiedmarch Manor in Magnimar, he's been there a few months and has traveled beyond the city some and done some exploring in Varisia. He's hopeful to set up a small smithy to begin working on crafting armor for the Society and himself to earn some coin on the side.

Android Gun Chemist pretty much complete. Assuming may make some gear and/or spell choices based on party discussion, etc. if selected.

I look forward to your feedback!

Rex Trulian

For lack of any better term, R3X-TRµΓ1A∩ was discovered when a party of Pathfinder Society agents were dispatched to investigate what appeared to be a lost tomb whose entrance had been uncovered in the Mindspin Mountains. Much to the surprise of the dwarven explorers, the tomb appeared to be for some kind of human hero rather than dwarf, so the Pathfinders were notified.

After a harrowing adventure through the tomb's traps and denizens (some of unexplainable technological origin very similar to things and creatures attributed to Numeria, the final chamber was found to be...completely destroyed by what could only be described as a colossal collision from untold centuries in the past. A strange metal container had collided with the mountain and penetrated all the way to the tomb, the tunneling path to which had been carved upwards towards the peak.

While greatly dismayed the historic value of the tomb had been ruined as the cost of excavating this remote site in its dangerous environ was beyond the reach of the closest Pathfinder Society lodge, the agents were to be surprised when their presence suddenly activated some type of mechanism which hummed with power and glowed with magic(?) to suddenly eject a humanoid being along with bizarre liquids which quickly began to evaporate or be absorbed by the rocky ground.

While clearly not human, the creature shared the same shape and limbs, but upon opening its eyes, they suddenly lit with illumination while precise and geometric lines punctuated here and there with circles appeared on it skin. And so R3X-TRµΓ1A∩ was born. Of his past or reason for existing, he had no knowledge. The only thing he appeared to know was how to speak and write his designation: R3X-TRµΓ1A∩.

Initially wary, the Pathfinder Society lodge soon discovered R3X-TRµΓ1A∩ willingly absorbed any knowledge they provided. They dubbed the artificial person Rex Trulian given how it looked when Rex wrote it out in whatever language it originated. He showed an unusual interest in magic, but seemed incapable of producing it himself in the usual manner. Instead he began producing strange recipes or formulae which appeared to replicate spells which could target oneself, but no one else ever seemed to get the same results from the formulae when they used them. This did not seem to deter his unfailing desire to produce formulaic code for all spells he encountered.

After another Pathfinder member visiting the lodge where Rex had been learning displayed what he called a firearm, Rex replicated it using small cast-off pieces of his own form. Using this device, Rex was finally able to produce effects similar to offensive magic using the same alchemical origins.

After some years with them, Rex's almost uncanny skill in understanding language and the engineering fields, the Pathfinder Society sent him to Magnimar to learn the languages of old Thassilonia and Azlant in order to to assist with expeditions in this region.

What fate awaits our curious android? Only the gods may know.

Male android gun chemist alchemist
NG Medium humanoid (constructed)
Init +2; Senses Perception +5 (LL, DV 60ft)
AC 15, touch 12, flat-footed 13
Hit Points 9hp (1d8+1)
Fort +3, Ref +4, Will +1
Speed 30 ft.
Melee :
  • unarmed strike: +2 (1d3+2 nonlethal)
  • heavy mace: +2 (1d8+2B[x2])
  • short spear=3: +2 (1d6+2P[x2])


  • Battered Pistol: (1d8[x4]B&P, Misfire 1[5ft])
  • short spear=3: +2 (1d6+2P[x2])

    Supernatural Abilities Alchemy, Alchemical Ordnance, Mutagen
    Special Attacks Alchemical Ordnance=4/day: 1d6+Int (+3), fire
    Alchemist Abilities (CL 1st; concentration +5)
    . .
    Alchemist Extracts Known (CL 1st; concentration +4)
    . . 1st Blurred Movement, Crafter's Fortune, Cure Light Wounds, Expeditious Retreat, Shield
    . . 2nd
    . . 3rd
    Str 14, Dex 14, Con 12, Int 16, Wis 12, Cha 10
    Base Atk +2; CMB +2; CMD 12
    Feats: Gunsmithing, Weapon Finesse
    Traits: Clever Wordplay (Use Magic Device), Alchemical Adept
    Adventuring Skills:
    -Acrobatics (Dex) +1 (+2M-1ACP)
    -Bluff (Cha) +0
    -Climb (Str) +2
    -Diplomacy (Cha) -0
    -Disable Device (Dex) +6 (+2M+1R+3T)
    -Disguise (Cha) +0
    -Escape Artist (Dex) +2
    -Fly (Dex) N/A
    -Heal (Wis) +1
    -Intimidate (Cha) +0
    -Knowledge (arcana) (Int) +7 (+3M+1R+3T)
    -Knowledge (dungeoneering) (Int) +4 (+3M+1R)
    -Knowledge (local) (Int) N/A
    -Knowledge (nature) (Int) N/A
    -Knowledge (planes) (Int) N/A
    -Knowledge (religion) (Int) N/A
    -Perception (Wis) +5 (+1M+1R+3T)
    -Ride (Dex) +2
    -Sense Motive (Wis) -3 (+1M-4[race])
    -Spellcraft (Int) +7 (+3M+1R+3T)
    -Stealth (Dex) +2 (+2+1R-1ACP)
    -Survival (Wis) +5 (+1M+1R+3T)
    -Swim (Str) +2
    -Use Magic Device (Cha, Int) +7 (+3M+1R+3T)

    Background Skills
    -Appraise (Int) +3
    -Artistry (Int) +3
    -Craft (Alchemy) (Int) +7 (+3M+1R+3T)
    -Handle Animal (Cha) N/A
    -Knowledge (engineering) (Int) +4 (+3+1R)
    -Knowledge (geography) (Int) N/A
    -Knowledge (history) (Int) N/A
    -Knowledge (nobility) (Int) N/A
    -Linguistics (Int) +4
    -Lore (Int) +4
    -Perform (Cha) +0
    -Profession: Any (Wis) +1
    -Sleight of Hand (Dex) +2
    Languages Common, Azlant, Thassilonian, Varisian
    Other Gear
    alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, and a waterskin.

  • studded leather
    Tracked Resources
    torches (10)
    trail rations (5 days)

  • ZetaGilgamesh wrote:


    Will put together a bodyguard the pathfinder society uses to keep the squishy society members insides where they belong.

    Going to pass. Thank you.

    2 people marked this as a favorite.

    No hurry, working some newbies through character building. Still targeting 15 March for final selections. Looking like we may need three. One fellow is just too busy.

    List thus far:
    Aurie de Valois - Human Urban Bloodrager
    Dashka - Sylph Oracle
    Kondru Saangod - Human Wizard
    Yahto - Human Fighter
    Rheagar Stonewarden - Dwarf Cleric
    Rex Trulian - Android Gun Chemist Alchemist

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