GM GuardYourPrivates' Shards of Golarion

Game Master SqueezeMeNow


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Three years past the world was sundered by a wizard's attempt to recreate Nethy's feat of godhood. Shattered into countless demi-planes with no seeming hope for a future. In one of these shards the party has lived a quiet life in the small village of Passbog, until the survivors of the local goblin tribe attempted to snuff out the people who remained. The party fought them off, tracked the survivors into the swamp, and discovered a sentient gem residing with a goblin elder. This gem, the heart of their "shard", was created to help merge it's shard with another. Piecing together two parts of the broken world.

Greetings applicants, I am GM GuardYourPrivates and this is the recruitment thread for Shards of Golarion. I am currently recruiting two players at second level. One of our players left the campaign, and another is going through a period of inactivity due to personal issues. My hope is to recruit two new members to bring the current party of three back to five. I have no issues with a party running at six strong, so have no fear that our player on hiatus might take your spot. Recruitment will operate until Friday the 15th of December, but I might move that date up if I receive enough applicants. I will not close recruitment without still giving those interested a few days to finish their application.

The current group of active players is as follow:

Jaxom Buhr- A dour human finesse brawler archetype.

Rabbit- A craven halfling witch with a soft, sensitive personality.

Alden Cooperson- Son of Cooper is an earnest paladin of Erastil a true warrior of the holy light.

Our inactive player is Siegfried Molgrade a talented crafter who serves Torag as a warpriest.

Clearly the group is lacking an arcane caster after losing their sorcerer. I would strongly suggest any submissions to be a full caster of some kind.

Character Creation Rules:

CC to start at level two with rolled stats (4d6, reroll 1s, drop lowest), max hp at first level, roll for hit dice at second with half hit dice if rolling lower, background skills, Elephant in the Room, max gold at first level, and two traits. Most campaign traits are no longer applicable, but one has been included below for new players.
If it's not occult or third party it should be fine. Not planning for unchained classes. Recommended to have some kind of crafting or item generation skill given the potential to craft with special materials or make use of downtime rules.

Campaign Traits:

Craft All - You've always been a crafter. You have a deep passion for your profession. Supplies in your shard may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

Note on Crafting:

The campaign will be using downtime rules for crafting. It will be important to have a craft or profession to be able to create what the world cannot provide. Beyond that though, there will be a special material that will eventually be available for the party to craft with. Crafting skills that will prove useful for working this material are craft glass, stonemasonry, and cloth.

The party is currently in the process of merging their shard with another, and as such where your character will be introduced is not yet set. This obviously creates a few problems when crafting a backstory. I do ask that you have some formative experience and general concept for your character though.

I look forward to seeing what everyone submits!


Lets give this a try!

stat1: 4d6 ⇒ (2, 1, 6, 4) = 13 reroll 1s: 1d6 ⇒ 4 =14

stat2: 4d6 ⇒ (2, 5, 5, 6) = 18 =16

stat3: 4d6 ⇒ (2, 1, 1, 3) = 7 reroll 1s: 2d6 ⇒ (6, 4) = 10 = 13

stat4: 4d6 ⇒ (2, 6, 4, 4) = 16 =14

stat5: 4d6 ⇒ (6, 6, 6, 3) = 21 =18

stat6: 4d6 ⇒ (3, 6, 2, 3) = 14 =12

WOW

18/16/14/14/13/12

I was initially thinking Skald, because of Spell kenning (which is very flexible) and scribe scroll (at level 1). We have 2 melee fighters who would likely accept rage.


That sounds like a very cool concept--kind of a riff on Michael Reaves' Shattered World, although in that there's a lot of inter-shard travel. Let's see what I get for stats:

4d6 ⇒ (1, 4, 1, 6) = 12 =11* After reroll becomes (2,4,6,6)=16
4d6 ⇒ (3, 6, 6, 4) = 19 =16
4d6 ⇒ (6, 4, 4, 2) = 16 =13** After reroll becomes (5,3,5,3)=13
4d6 ⇒ (5, 1, 5, 3) = 14 =14
4d6 ⇒ (6, 3, 5, 5) = 19 =16
4d6 ⇒ (3, 6, 4, 6) = 19 =16

Reroll 1s*: 2d6 ⇒ (2, 6) = 8
Reroll 1s**: 1d6 ⇒ 3

That's pretty good for a lot of things. I'll make him an elf universalist wizard with the Arcanamirium Crafter archetype.
S 13
D 18 (16+2)
C 14 (16-2)
I 18 (16+2)
W 16
C 13

Elendyr is actually a native of Absalom, the City at the Center of the World. His extended family has lived there for several centuries. When Elendyr's keen mind and deft hands became apparent, his family encouraged him to study wizardry with an eye towards crafting magical items. After completing his initial studies at the Arcanamirium, he traveled to Kyonin for further instruction. He was returning home to Absalom when the world shattered around him, and he found himself in <location TBD, depending>. The first two years were not kind ones for him, as there were some who blamed all arcane magicians for the destruction meted out on Golarion. He had his mundane crafting and engineering skills to fall back on, though, and his utility barely outweighed the suspicions of his more insular neighbors. He's spent the time since the Sundering making and repairing all sorts of items and constructions.

I'll update his profile shortly--I'm reusing the alias.


Those are definately some good rolls.


Fire in the hole!

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

reroll 1's
1. 1d6 ⇒ 1
2. 1d6 ⇒ 3
3. 1d6 ⇒ 6
4. 1d6 ⇒ 2
5. 1d6 ⇒ 6

In case there is a reroll of the reroll for 1's
1. 1d6 ⇒ 1

It would appear that it is meant to be.

Looking at a rogue, likely halfling.


Rogue talents say you can take ninja tricks, are ninja tricks available?

What races are available? Looking at a halfling but I may get a crazy desire to do something different.

You say max cash for 1st level but we will start at 2nd level. Is that standard 2nd level cash or a little lower?

Silver Crusade

What max level are you looking at for the PCs to achieve?


Aeric shall be a grumpy Kellid Barbarian, a refugee from the worldwound, who is absolutely certain that evil Demons are behind all of this!


First party ninja tricks are available. Third party are not.

Open races are core with others subject DM approval. If you have something fancy in mind. I'm particularly fond of kobolds. Less so of higher RP races.

You will start with max gold for first level even though you start at second level. Given the nature of the campaign and using the downtime rules WBL is going to be a bit up and down.

Maximum level is likely in the high teens if the campaign runs to completion. If that is completed I will likely work on a second campaign in the same setting.


Rolling stats

stats: 4d6 ⇒ (4, 3, 5, 2) = 14 so 12.

stats: 4d6 ⇒ (4, 5, 2, 1) = 12 reroll the 1. reroll: 1d6 ⇒ 1 does that reroll reroll: 1d6 ⇒ 6 11 or 15, depending if the second 1 gets rerolled.

stats: 4d6 ⇒ (1, 4, 4, 1) = 10 reroll reroll: 2d6 ⇒ (1, 2) = 3 ten if no reroll, else reroll: 1d6 ⇒ 3 11.

stats: 4d6 ⇒ (2, 5, 5, 5) = 17 15

stats: 4d6 ⇒ (5, 3, 2, 1) = 11 reroll reroll: 1d6 ⇒ 3 11

stats: 4d6 ⇒ (6, 1, 2, 1) = 10 reroll reroll: 2d6 ⇒ (4, 1) = 5 12 or reroll: 1d6 ⇒ 4

So

15 15 12 12 11 11

or

15 12 12 11 11 11


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Mightypions work in progress submission here, several questions GM:

1: At level 5 I gain access to spell kenning:
Spell Kenning (Su)

At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.

At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day.

Can I use this to have certain spells for crafting as known (provided I did not use the spell kenning feature on this day?)?

If yes, I can grab craft woundrous item at level 3, and craft magic arms and armor at level 5, together with getting scribe scroll for free at level 1 and then have some cunning tricks to improve crafting.

It does mean that there wont be many extra rage powers to boost the raging song further, but I think that will be a popular tradeoff.


Spin the spinner, roll the dice:

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

Massively mediocre, ah well. Good gaming all!


Quote:
rolled stats (4d6, reroll 1s, drop lowest)

Does reroll 1s mean reroll once and take that result, even if it is another 1, or does it mean reroll 1s until you no longer have any 1s, and then drop the lowest result? Just wondering which stat block I should be using.


The latter when it comes to dice rolling.

On item creation spells: wrote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

So having the spell on your spell list isn't required. You just need the ability to cast it as part of creation. Be it a spell swap, another caster casting it, or a charge from another magical item.


Quote:


The latter when it comes to dice rolling.

Ok cool, thanks!


The profile for Ironperenti's character.

Silver Crusade

4d6: 4d6 ⇒ (4, 1, 3, 5) = 13
4d6: 4d6 ⇒ (2, 5, 4, 1) = 12
4d6: 4d6 ⇒ (1, 1, 6, 3) = 11
4d6: 4d6 ⇒ (2, 5, 5, 6) = 18
4d6: 4d6 ⇒ (5, 5, 5, 6) = 21
4d6: 4d6 ⇒ (6, 1, 4, 6) = 17

Rerolling 1s

1st Stat:
Reroll 1s: 1d6 ⇒ 6

2nd Stat:
Reroll 1s: 1d6 ⇒ 6

3rd Stat:
Reroll 1s: 1d6 ⇒ 3
Reroll 1s: 1d6 ⇒ 5

6th Stat:
Reroll 1s: 1d6 ⇒ 4

Looks like:
16
16
15
15
14

I'd like to make a druid but since I haven't made one since waaaaaay back in the 3.5 days I'll need some time.


Committing for the crafting build then!

I dont have any rage powers yet, but my current idea is:

level 3: Spirit totem lesser.
Everyone gets an extra attack that deals negative energy, based of my BAB and Charisma mod. Unless the campaign is full of undead, its pretty nice to have in general

Level 6:
Thats were our martials get their iterative.
If they have the slot to grab deft maneuvers, then savage dirty trick is an option.

while the effects are removable with a move action, it still stops enemies from full attacking, and inflicing blind as one of your melee attacks is a great way to have the snakebite brawler seriously go to town with them sneak attacks.

Another good but enemy dependent option is celestial blood lesser. All of our melee attacks count as good, and there are extra boni vs evil outsiders. In a gear light campaign, getting access to good aligned is probably going to be tough, and thats it going to help much!

If Aeric is chosen, much of the damage will come from 2.5 (including Aeric) melee combatant (aeric is a reach guy though), so grabbing rage powers that make sure our melee stuff keeps working, or that we can hit things with negative energy by just existing, seems pretty gud.

Singing style:
Hmmm, he is probably gonna pretend he is Vitor Tsoi.

Silver Crusade

Couldn't edit my earlier post but I forgot one stat so it's three 16s, two 15s, and a 14.


I've got Elendyr's profile set up except for equipment purchases.


Keliad Ventarin, human oracle of heavens

Character sheet


4d6 ⇒ (3, 1, 6, 6) = 16
4d6 ⇒ (2, 5, 3, 6) = 16
4d6 ⇒ (2, 3, 4, 4) = 13
4d6 ⇒ (2, 4, 5, 4) = 15
4d6 ⇒ (1, 2, 3, 6) = 12
4d6 ⇒ (1, 5, 1, 5) = 12
Rerolls
1d6 ⇒ 6
1d6 ⇒ 2
2d6 ⇒ (6, 5) = 11
Noice.


4d6 ⇒ (4, 3, 5, 6) = 18
4d6 ⇒ (1, 1, 5, 2) = 9
4d6 ⇒ (1, 4, 4, 2) = 11
4d6 ⇒ (3, 4, 3, 5) = 15
4d6 ⇒ (4, 5, 1, 5) = 15
4d6 ⇒ (5, 5, 6, 3) = 19

Rerolls:
2d6 ⇒ (6, 6) = 12
1d6 ⇒ 3
1d6 ⇒ 5

15, 17, 11, 12, 14, 16.

Will probably draft up either an Arcanist or an Evoker Wizard for this.


2nd level HP 1d6 ⇒ 5


hp: 1d8 ⇒ 4 perfectly average, i mean, not quite but you get the idea.


Do you allow use of the variant multiclassing rules?


Veegees wrote:
Do you allow use of the variant multiclassing rules?

I'm going to have to turn that down.


I am looking at alternative racial traits to improve crafting and found this:

Innovative: Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled. Source PZO9280

It could be very characterful, but what does "magic items they have never encountered before" mean? I get to use this +2 bonus once when I craft something, and then never again for that exact item?

Ill probably jsut stick with skilled most likely.


Assuming an Arcanist/Wizard: 2nd level HP: 1d6 ⇒ 2 ack

Grand Lodge

Might do an Arcanist

Grand Lodge

4d6 ⇒ (1, 5, 4, 6) = 16
4d6 ⇒ (6, 2, 3, 3) = 14
4d6 ⇒ (2, 2, 4, 3) = 11
4d6 ⇒ (5, 5, 3, 4) = 17
4d6 ⇒ (4, 1, 2, 6) = 13
4d6 ⇒ (2, 3, 2, 2) = 9

1d6 ⇒ 2
1d6 ⇒ 1
1d6 ⇒ 2

Grand Lodge

16,11,9,14,12,7


stats: 4d6 ⇒ (2, 5, 2, 3) = 12
stats: 4d6 ⇒ (1, 4, 4, 2) = 11
stats: 4d6 ⇒ (2, 6, 5, 3) = 16
stats: 4d6 ⇒ (2, 1, 4, 4) = 11
stats: 4d6 ⇒ (2, 4, 6, 5) = 17
stats: 4d6 ⇒ (6, 4, 4, 4) = 18

Rerolls
1st: 1d6 ⇒ 6
2nd: 1d6 ⇒ 6

Totals
12
14
14
14
15
14

Hmmm gotta think


Introducing Kyki the goblin sorcerer "cleric" of Sarenrae. I'll try and work on her background over the next couple of days.


Aeric "Screamer" Thorleifson wrote:

I am looking at alternative racial traits to improve crafting and found this:

Innovative: Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled. Source PZO9280

It could be very characterful, but what does "magic items they have never encountered before" mean? I get to use this +2 bonus once when I craft something, and then never again for that exact item?

Ill probably jsut stick with skilled most likely.

I was not aware of this alternate racial trait off the top of my head, but it would certainly apply in the campaign. I assume the sentence means exactly what it says. Items they haven't encountered before. Be it from knowledge or personally.

I mentioned previously that there will be special materials present in the campaign. That trait would directly interact with some of them when crafting magical items.


Violant wrote:
Assuming an Arcanist/Wizard: [dice=2nd level HP]d6 ack

Looks like half hit dice instead given that roll. :P


stats: 4d6 ⇒ (4, 4, 6, 6) = 20 16
stats: 4d6 ⇒ (3, 3, 4, 6) = 16 13
stats: 4d6 ⇒ (3, 3, 3, 1) = 10 6 12
stats: 4d6 ⇒ (4, 4, 4, 2) = 14 12
stats: 4d6 ⇒ (2, 5, 6, 4) = 17 15
stats: 4d6 ⇒ (1, 6, 1, 1) = 9 6 6 2 18

1s: 4d6 ⇒ (6, 6, 1, 2) = 15
1: 1d6 ⇒ 6

Probably a wizard crafter.


looking at a sorcerer. Probably a fetchling is what I lean towards.

lets roll hp while here
1d6 ⇒ 6


4d6 ⇒ (6, 1, 6, 5) = 18
4d6 ⇒ (1, 6, 5, 4) = 16
4d6 ⇒ (2, 6, 1, 6) = 15
4d6 ⇒ (4, 6, 1, 6) = 17
4d6 ⇒ (2, 4, 1, 3) = 10
4d6 ⇒ (3, 3, 1, 3) = 10

rerolls:

#1: 1d6 ⇒ 2
#2: 1d6 ⇒ 5
#3: 1d6 ⇒ 1
#4: 1d6 ⇒ 2
#5: 1d6 ⇒ 5
#6: 1d6 ⇒ 1

#3a: 1d6 ⇒ 6
#6a: 1d6 ⇒ 1

#6b: 1d6 ⇒ 3

Final set: 17, 16, 18, 16, 12, 9
Damn, that is solid.

At first glance I thought the party needed a roguish type, but you also said the inactive player was your priest, so perhaps a healer would be better?

Time to see what I can put together.


Post-Apocalyptic Golarion? Sounds wild! Seems like a lot of applicants for the arcane role already, maybe a ranger-type?

ability scores:

7d6 ⇒ (1, 1, 1, 6, 3, 5, 5) = 22 = 16
4d6 ⇒ (3, 5, 4, 6) = 18 = 15
5d6 ⇒ (1, 4, 6, 6, 5) = 22 = 17
4d6 ⇒ (3, 3, 4, 3) = 13 = 10
4d6 ⇒ (6, 6, 4, 6) = 22 = 18
5d6 ⇒ (5, 6, 1, 2, 5) = 19 = 16


GuardYourPrivates wrote:
Violant wrote:
Assuming an Arcanist/Wizard: [dice=2nd level HP]d6 ack
Looks like half hit dice instead given that roll. :P

Still "ack" nonetheless


I might ask if you know what "shard" will be merged, as in, rough location? Or is that dependent on character background? I know I'm probably going to go for an arcane caster, or perhaps aim for mystic theurge if your priest will be gone for an extended period of time.


Hmm, can't resist a roll or several.

While I'm at it, do you think you'd allow an Ioun Angel? Its a 3PP prestige class which is all about crafting Ioun Stones. I'm very keen on this whole crafting malarky you've got going on for this game and this particular class is one I've always wanted to try. (Although I should note it was written back when Pathfinder 1 was just starting out so the UMD requirements should be 5 ranks, not 8).

Stats: 4d6 ⇒ (2, 5, 2, 5) = 14
Stats: 4d6 ⇒ (5, 1, 3, 4) = 13 Reroll: 1d6 ⇒ 2
Stats: 4d6 ⇒ (5, 1, 4, 1) = 11 Rerolls: 2d6 ⇒ (2, 2) = 4
Stats: 4d6 ⇒ (6, 5, 6, 3) = 20
Stats: 4d6 ⇒ (1, 4, 1, 4) = 10 Rerolls: 2d6 ⇒ (5, 3) = 8
Stats: 4d6 ⇒ (5, 3, 1, 2) = 11 Reroll: 1d6 ⇒ 5

So 12, 12, 11, 17, 13, 13, well that doesn't compete with the '4 16's' being thrown around but who cares? Probably have to commit entirely to an arcane caster with that one good stat. I'll wait for an answer on Ioun Angel before I dive in too deep! ;)


@ Nikolaus de'Shade- Just to reiterate. No third party.

@Violant- I do not know what shard will be merged yet or it's rough location. The party receives a number of options rolled from a table and they ultimately choose. The two joining the campaign will be located in that shard.

@Tara Ravenheart- The only thing I would caution against is rolling a pure melee as the group already has two (Three if our inactive comes back.) characters of that type. The only pure caster is the witch.

wanderer82- The inactive player is the warpriest. The bulk of the healing is looking to be handled by the paladin and the witch, so do not feel obligated to make a pure healer.


GuardYourPrivates wrote:

@ Nikolaus de'Shade- Just to reiterate. No third party.

@Violant- I do not know what shard will be merged yet or it's rough location. The party receives a number of options rolled from a table and they ultimately choose. The two joining the campaign will be located in that shard.

@Tara Ravenheart- The only thing I would caution against is rolling a pure melee as the group already has two (Three if our inactive comes back.) characters of that type. The only pure caster is the witch.

wanderer82- The inactive player is the warpriest. The bulk of the healing is looking to be handled by the paladin and the witch, so do not feel obligated to make a pure healer.

I mostly meant, is there a rough idea of where you want the characters to be from? I don't have much on a backstory to write for the characters.


I guess the question would be is everyone in a certain shard from the same part of golarion? Like could one person in a shard be from Varisia while another is from Minkai?

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