GM Starspanner's Space Campaign Recruitment Thread


Recruitment


Greetings everyone! This is a recruitment thread for a space campaign where, unfortunately, there was a miscommunication between players and GM, which resulted in half the group dropping. The remaining players will be playing with NPC recruits until 2 or 3 positions are filled. Here are some specifics about the campaign.

- Starting level 1.

- Any official Pathfinder race allowed; 3rd party races subject to GM's approval.

- Any official Pathfinder class; 3rd party classes subject to GM's approval.

- Any official Pathfinder feats, spells, skills, ect.; 3rd party material subject to GM's approval.

- 25 point, no scale ability score buy.

- 1 trait, plus 1 campaign trait listed in the original recruitment thread.

- Max HP per HD.

- Starting gold will be the class' maximum starting amount.

- Campaign will take place in Golarion's solar system, starting on the planet of Castrovel.

- The story starts in media reis with the adventurers arriving on Castrovel to explore an alien ruin in the Ocean of Mist, competing against a rival group to reach them first.

Any players that are interested in participating, simply post a character here, give a bit of RP background, tell me a bit of your playing style, and let me know what you would like incorporated into the game. There will already be alien technology, Aethership customization, the option for cybernetic implants, and various other space opera style bits of homebrew material, which I will have compiled into a PDF for players within a week or so.

If you have any questions about the characters or the campaign, simply post them on this thread and I will reply as expediently as possible.

Dark Archive

Can you provide a link to the original recruitment thread?

What characters are currently in the campaign?

Do you have any interest in allowing a Soulknife (Psionics Unleashed) with the Soulbolt (Psionics Expanded) archetype?


Sounds interesting, color me in, have to think of a toon to fit in with twilsemail's answers.


Link to campaign traits within the original recruitment thread.


twilsemail wrote:

Can you provide a link to the original recruitment thread?

What characters are currently in the campaign?

Do you have any interest in allowing a Soulknife (Psionics Unleashed) with the Soulbolt (Psionics Expanded) archetype?

I am one of two current party members in said campaign. I can't speak for the GM but my charater is a Psion(Telepath) the other is a gunslinger so I don't think a soulknife would be out of place considering the planet were on is inhabited by a psioninc race and one party member is of a pisonic class.


My apologies guys, here is the link! http://paizo.com/campaigns/GMStarspannersPlanetHoppingCampaign/recruiting&a mp;page=last

Current characters are a human gunslinger from Alkenstar and Nebari, who has posted here.

Twilsemail, yes a Soulknife with Soulbolt will definitely be a fine player character. And good to see you! You get in WotW?

Silver Crusade

I'd be happy to roll up a Halfling Bard(archaeologist) if there's still an opening in the group. let me know. If so, I think I can have him in by tonight.

Scarab Sages

Is there room for a dwarf staff magus?


As far as I know we still need 2 people.


Of course there's room for you guys! Roll them stats on out and I'll put you in the game quicker than a Brethedan getting squicky with a gumball machine!

Shadow Lodge

Not sure if Wyvaran counts as as official pathfinder race (they are one of the examples of what you can make with the ARG race builder - Pg 238), but I would like to submit one if possible. I'm not entirely sold on class yet, but I'm considering possibly being a cleric of one of the dragon gods.


I made my own race for the game as well so as long as the DM approves go for it.


'Dotting' for interest, though I don't think I shall have time to generate a character.

Shadow Lodge

Nebari Freyr wrote:
I made my own race for the game as well so as long as the DM approves go for it.

Whats the RP value of your custom race, cause I'm thinking a custom race might work better then Wyvaran.

Edit: NVM, I see it now, you are an RP 10 race.


sounds interesting any room left?


There is room, so send in those submissions, I am eager to have more players!

Also, Dylos, were you planning on being from Triaxus, since they have the dragon riders and dragon cults? Just curious.

Shadow Lodge

GM Starspanner wrote:

There is room, so send in those submissions, I am eager to have more players!

Also, Dylos, were you planning on being from Triaxus, since they have the dragon riders and dragon cults? Just curious.

That or Golarian would likely be the best choice for a Wyvaran, though it seems that Triaxus is mostly cromatic dragons, and I was actually leaning towards a paladin of Apsu. Which I suppose still could work on Triaxus, since a Wyvaran Paladin of Apsu would be part of the war between the metallic and chromatic dragons, and most of that war would take place on Triaxus.

I also found the "maraquoi" of Marata interesting, but I wouldn't begin to know how to make them since all the information I can find is that they have seven genders, they are intelligent, and they are mammals, not even if they are humanoid or not.

The Wyvaran could be from a tribe of metallic kobolds on Triaxus, and the Kobolds could believe him to be a chosen of Apsu, maybe even Apsu's chosen - kobolds are a simple folk after all. They could believe the Wyvaran as being a sign of some sort, and this would ultimately lead the Wyvaran to becoming a paladin of Apsu.

I was considering a Hospitaler Paladin, but the thing is, Wyvaran's stats don't seem like they would make great Paladins, and Apsu's favored weapons are breath weapon or quarterstaff, and the only way I see of getting a breath weapon on a Paladin is the Eldritch Heritage (Draconic) line of feats. Of course, not having a breath weapon could also be rectified by being able to take the Draconic feats that the Kobold has access to from the ARG.

The main issue is with Wyvaran being a +2 dex/-2 int/+2 wis race, I end up getting boosts to stats that a paladin doesn't need and end up as something like STR 16 DEX 12 CON 14 INT 8 WIS 12 CHA 16 as a paladin, the stats are acceptable, but at the same time they leave something to be desired from a 25 point build, like um, skill points.

Plus I'm not entirely sure what bonus languages the Wyvaran would have access to, naturally they would start with Draconic, much like the kobold, but they might be missing common entirely, meaning I'd need intelligence to get either Elven, Common, or the Lashunta language, or I would need to spend the 1 skill point I'd get in linguistics to get one of those languages.

Basically I'm having issues with minute aspects of the Wyvaran.

Shadow Lodge

Also, is common still assumed to be taldane out of curiosity?

Scarab Sages

Does the space diplomat trait also add knowledge local to the character skill list?

Scarab Sages

So I decided to go with an warped aberrant sorcerer instead of a magus simply because i wanted something weird and otherworldy. I chose the Aasimar race for lack of a better fit. I wanted something that woud stand out of the norm but there are no aberrant races per say. I gave him the space diplomat traits because i felt the knowledge local would help in his archeologist/ancient ruin explorer side

Nodeozox:

Nodeozox
Male Aasimar Sorcerer (Wildblooded) 1
NG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +2, Ref +3, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Cestus -1 (1d4-1/19-20/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Spell-Like Abilities Daylight (1/day)
Sorcerer (Wildblooded) Spells Known (CL 1):
1 (4/day) Shield, Ear-Piercing Scream (DC 15)
0 (at will) Message, Flare (DC 14), Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 13, Int 12, Wis 13, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Merciful Spell
Traits Resilient, Space diplomat
Skills Acrobatics +0 (-4 jump), Climb -4, Diplomacy +6, Escape Artist +0, Fly +0, Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (local) +2, Perception +3, Ride +0, Spellcraft +5, Stealth +0, Swim -4
Languages Celestial, Common, Draconic, Lashunta
SQ mutated bloodlines (warped), warp touch (7/day) (dc 14)
Combat Gear Scroll of Identify, Comprehend Languages; Other Gear Cestus, Crossbow bolts (20), Light crossbow, Backpack (Everything but the belt pouch and spell component pouch), Bedroll, Belt pouch (moneys), Blanket, winter, Candle (5), Grappling hook, Ink, black, Inkpen, Pot, Rope,Scroll case (Identify, Comprehend language) Spell component pouch, Waterskin (2), 7 GP, 4 SP, 9 CP
--------------------
Special Abilities
--------------------
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Merciful Spell You can cast a spell that deals non-lethal damage instead of lethal damage.
Scroll of Identify, Comprehend Languages Add this item to create a scroll with spells on it.
Space diplomat You grew up exposed various space cultures and learned much about the cultures residing within the galaxy. You gain a +2 bonus to all charisma based checks and you must choose a particular planet whose culture you have studied more than the others, i
Warp Touch (7/day) (DC 14) (Sp) Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). Y
Warped The alien taint in your blood causes malformations and mutations in others.

Associated Bloodline: Aberrant.

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, one target of your choice may receive one random e
--------------------
The individual that you see has a strange appearance to say the least. For instance, it seems that all of his body hair have been repalace by short downy feathers. The skin of his arms has a rigid look like the yellowed scales that birds have, His nails themselves are short black and seemingly pointy. His eyes are purple, pupil-less and very round and close together, his strongest feature though, the one that seems to create the most fixation upon those he meets would be his beak. Nodeozox is lucky to be blessed with parrot like vocal cords, else his dictation might suffer.

Nod does not know his own origins, he knows he was born like most people and not of an egg. He knows where he grew up, whom influenced him and where he was learnt. By origins he of course means his parentage. In effect Nod knows not whom his father is and if his mother is to be believed he was a virgin birth. In his quest for origin Nod decides to turn to the stars themselves. His appearance most aberrant makes him believe that there just might be a link between him and the void creatures.

Nod will begin his search in ancient ruins. After many years of studies of the planet Aballo, he feels confident that he might find a clue there. But first he must find allies for such an endeavour will be most assuredly perilous.


How does one pronounce Nodeozox?


Dylos, common is just common. For the sake of what it is, it is spacespeak so similar in structure and wording to Taldane that it is identical. Just trying to keep the linguistics simplified since there are going to be around 25 different alien species, each with their own languages.

Dylos, also, if you are interested in a Wyvaran, we can have you be a 'sub-race' with different bonuses. And if you want stats for the Maraquoi, I have made stats for all 7 genders! Each of the 7 genders has minute differences in ability scores and skill bonuses. Just to give you an idea, Maraquoi have a bonus to CON, a climb speed, a racial bonus to initiative and have an extra ability score bonus/penalty and skill bonus based on which of the 7 genders it belongs to. If you want those stats, just ask. If you want to modify the Wyvaran, just tweak the stuff you don't like and come up with a descriptive word beforehand, such as a Triaxan Wyvaran or a High Wyvaran and show me the racial stats.

Cymric, Aasimars are fine but if you want an aberrant race, just tell me what you would like and I'll create you a race. And I thought I had included Knowledge:Local in Space Diplomat but if I have not, then consider it added.

Shadow Lodge

Alright I will see about modifing the wyvaran to make a subrace. expect a character from me by the end of the day pst.


That's fine.

Scarab Sages

Daylight is really the only thing that dosnt really fit do i think i'll stick with it.


Posting as Xane to show some of the crazy I cant get up to when allowed. (^_^)

Otherwise know previously as " , "

Very much cheers to all.


Nebari Freyr wrote:
How does one pronounce Nodeozox?

Very carefully?

Hi guys. I'm the other guy in the game at the moment. I like what you guys are comin up with and look forward to traveling the galaxy, meeting new and interesting life forms, and killing them with you.


Ok, so here's what I'm looking at for the modified Wyvaran.

Regal Wyvaran:
Type
Dragon 10 RP
Size
Medium 0 RP
Base Speed
Normal 0 RP
Ability Score Modifiers
Standard (+2 Con, –2 Wis, +2 Cha) 0 RP
Languages
Standard 0 RP - Draconic, Common - Bonus Languages: Elven, Dwarf, Celestial, Infernal, Abyssal
Racial Traits
Movement Racial Traits
Flight (30 ft., clumsy) 4 RP
Offense Racial Traits
Bite 2 RP 1d4
Senses Racial Traits
Darkvision 60 ft. — RP
Low-light vision — RP
Other Racial Traits
Prehensile Tail 2 RP
Total 18 RP

Here's what I actually changed, the ability modifiers, the natural attack (was tail, now tail is prehensile only and there's a bite attack instead). These changes made the race cost 1 RP more, mainly because I spent 2 RP on the bite attack so that it is 1d4 rather then 1d3. I didn't add a breath weapon because Wyverns don't have breath weapons, so I feel I should gain it the same way a Kobold would, through feats, though I decided to go the Eldritch Heritage route for the breath weapon since that one is stronger then the Kobold feats Breath.

And here is the character, the link directs to the character sheet on myth-weavers, hope that is ok.

Valam Gos:
Valam Gos
Male LG Regal Wyvaran Paladin (Hospitaler), Level 1, Init +1, HP 14/14, Speed 30 ft Base / 30 ft Fly
AC 16, Touch 11, Flat-footed 15, Fort +5, Ref +1, Will +1, Base Attack Bonus 1
Longspear +4 (1d8+4, 20/x3)
Bite +4 (1d4+3, 20/x2)
Masterwork Scalemail (+5 Armor, +1 Dex)
Abilities Str 16, Dex 13, Con 16, Int 12, Wis 8, Cha 16
Condition None

I'll put the information into this profile later.

Scarab Sages

Nebari Freyr wrote:
How does one pronounce Nodeozox?

Most people refer him as "that thing" or Nod as to the proper enonciation, i would imagine No-day-oh-zox


Cymric, that's fine, I was just wondering.

Xane, we can always use more players. Any ideas in mind for a character?

Valam Gos, the race is fine, since it does not go over 20 points.

Everyone who plans on playing, when can you have your characters done by? I am posting from my phone and will not be posting in gameplay today because of that fact, and am also going to hold off on posting in the space campaign until either when you have your characters ready to add to the party or Sunday, whichever comes first. You don't have to worry about having all your fluff together to start, you can always detail that later.

Shadow Lodge

Well, as detailed in the spoiler above, and more so by viewing the character sheet in the spoiler, you can see that I have Valam done aside from fluff, I should fill out his profile Sunday and start adding fluff then.


Was just posting to show my potential.

As for what I might play for you? No real ideas. I've looked through the character generation and such but Real Life is hitting me hard.

Two days off over the past two weeks. Not sure if I can keep up with the game/thread etc. Given your request of having a character ready for Sunday...upon which I shall be working another twelve hour shift. I don't think I can make the game. Sorry.

Wishing every one all the very best.


Dylos, that's fine. I'm looking forward to having you on the team!

Xane, unfortunate that you can't participate. If you want to perhaps join the game at a later date, just PM me and I can see what I can do in adding you to the game.


*Salutes* Thank you GM Starspanner.

Wishing every one all the very best. Best of luck/good will on your adventures.


Everyone else working on a character? I see Valem Gos, but no others. I am extending the deadline to Wednesday on submissions, just to give everyone interested in playing a chance to submit their characters.

Also, Comma, *Salutes you back, space marine style*.


VERY interested. Lemme get a 1st level character together and I'll post it prior to tomorrow's deadline. I'd like to submit a rogue/pilot of a race to be determined. I only have the Pathfinder Core Rulebook and Advanced Race Guide, so will reach out with any questions.

Scarab Sages

I got accepted in another campaign, im retiring Nodeozox from the roster. Thanks you and have fun y'all.


How does this look? He's a Ifrit Rogue (pilot). I used the Pathguy.com JavaScript character generator. Not knowing about weapons, armor, & ships, I created him as if he were a normal Fantasy character, but can update as needed.

Ip-Thek Quaj:
Ip-Thek Quaj
Male Ifrit Rogue 1
Chaotic Good

Strength 14 (+2)
Dexterity 20 (+5)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 15 (+2)
Size: Medium
Height: 5' 11"
Weight: 155 lb
Eyes: Amber
Hair: Fire
Skin: Red
Total Hit Points: 11
Speed: 30 feet
Armor Class: 17 = 10 + 2 [leather] + 5 [dexterity]
Touch AC: 15
Flat-footed: 12
Initiative modifier: + 5 = + 5 [dexterity]
Fortitude save: + 2 = 0 [base] + 2 [constitution]
Reflex save: + 7 = 2 [base] + 5 [dexterity]
Will save: + 0 = 0 [base]
Attack (handheld): + 2 = 0 [base] + 2 [strength]
Attack (missile): + 5 = 0 [base] + 5 [dexterity]
Combat Maneuver Bonus: + 2 = 0 [base] + 2 [strength]
Combat Maneuver Defense: + 17 = 10 + 0 [base] + 2 [strength] + 5 [dexterity]
Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.
Languages: Common, Halfling, Ignan
Weapons:

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
Leather armor [light; + 2 AC; max dex + 6; check penalty 0 15 lb.]

Feats:

Throw Anything No penalty on improvised ranged weapons

Trait: Aethership Ace: You have spent years training to pilot the Aetherships used in interplanetary travel. As a result, you gain a +2 bonus to all rolls made in regards to piloting, maintaining, or modifying an aethership, as well as on ship cannon attack rolls and hull AC checks. Your training also included personal firearms training, and thus you gain a +1 to attack and damage rolls when using a one-handed firearm or energy weapon.

Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 9 = +5 + 1 + 3 [class skill]
Appraise Int 1 = +1
Bluff Cha 2 = +2
Climb Str* 6 = +2 + 1 + 3 [class skill]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 2 = +2
Disable Device Dex 6 = +5 + 1 + 3 [class skill]
Disguise Cha 2 = +2
Escape Artist Dex* 9 = +5 + 1 + 3 [class skill]
Fly Dex* 5 = +5
Heal Wis 0 = +0
Intimidate Cha 2 = +2
Knowledge (local) Int 5 = +1 + 1 + 3 [class skill]
Perception Wis 0 = +0
Perform: Lute Cha 2 = +2
Perform: Sing Cha 2 = +2
Perform: Dance Cha 2 = +2
Ride Dex* 9 = +5 + 1 + 3 [class skill]
Sense Motive Wis 0 = +0
Sleight of Hand Dex* 9 = +5 + 1 + 3 [class skill]
Stealth Dex* 9 = +5 + 1 + 3 [class skill]
Survival Wis 0 = +0
Swim Str** 2 = +2
Pilot Dex 6 = 5 + 1
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Ifrit
•Ifrits are people with elemental fire heredity and count as native outsiders.
•This ifrit was allowed to choose one ability to raise by +2 (already included). Ifrits conventionally get +2 dexterity, +2 charisma, -2 wisdom. Hand-edit if needed.
•Darkvision to sixty feet

•Ifrits can use a swift action to make an unarmed attack do 1d6 points of extra fire damage for one round. Usable once daily.
•+5 resistance to fire
•Burning hands spell once daily

Rogue:
•Sneak Attack +1d6
•Trapfinding -- add half of rogue level to find traps, minimum +1
•Evasion (level 2) -- no damage on a successful reflex save
•Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available. Add by hand.
•Trap sense (level 3) -- armor class and reflex bonuses against traps
•Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
•Improved Uncanny Dodge (level 8) -- cannot be flanked
•Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.

Class HP rolled
Level 1: Rogue 8

Chojfoffer's Equipment:

62 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x1
Backpack
Bedroll
Flint and steel
Grappling hook
Ink vial
Ink pen
Lantern (hooded)
Rope (50', hempen) x1
Sacks x2
Sealing wax
Sewing needle
Soap
Torches x4
Musical instrument: Lute
Thieves' tools


Dylos, since you are ready, go ahead and add your character to the roster. You will either be one of the unnamed comrades that were debriefing or the lucky sod having fun with the Lashunta. I doubt it's the latter given that you're a paladin, but at least you would have divine protection so to speak lol.

Gideon's Crumpet, your character looks sound and we finally have a pilot for when the group gets a ship! Go ahead and add your character to the roster. Also, see my comment to Dylos to see which option you would prefer regarding your character's whereabouts during the first portion of the game. Oh, and as for your character, if you want the bonus from Aethership Ace to go to a one handed weapon or a bow/crossbow instead of firearm, you can. It all depends on your personal preference.

Dylos and Gideon's Crumpet, if you want another way to be introduced, just tell me before tomorrow afternoon, because that is when we proceed with the game.


Though it seems you have your new players, just curious.... what does "25 point buy no scale" mean... specifically the "no scale" part?


No scale on point buys means that you put points in stats on a 1-for-1 basis. For example, taking a stat of 8 and raising it to 18 would cost 10 stat points. Many people use a scale system, but I make my campaigns more difficult on PCs, so it helps to counterbalance things. Plus, I just don't like scaling buys anyway, as they are mildly confusing and encourage extreme min/maxing or all around mediocrity. Just my ever so humble opinion.

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