Shards of Golarian Re-recruitment Thread


Recruitment


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 re-recruitment thread for Shards of Golarion. I am currently trying to recruit one player for BOTH of my active tables, and as such have decided to make a new thread rather than updating both old threads.

I currently need a 4th level arcane caster for the first group. The second group is well set for primary casters but could use a fifth body to refill numbers.

Character Creation Rules:

CC to start at level 4/2 with rolled stats (4d6, reroll 1s, drop lowest), max hp at first level, roll for hit dice after that 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Most campaign traits are no longer applicable, but one has been included below for new players.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.

Re-recruitment will be for three weeks, ending the 17th of May. I look forward to seeing what everyone submits!

Dark Archive

4d6 ⇒ (1, 5, 2, 5) = 13
4d6 ⇒ (2, 3, 3, 6) = 14
4d6 ⇒ (1, 6, 1, 4) = 12
4d6 ⇒ (5, 1, 2, 6) = 14
4d6 ⇒ (6, 1, 3, 2) = 12
4d6 ⇒ (6, 6, 4, 6) = 22

Rerolls: 5d6 ⇒ (1, 2, 5, 5, 6) = 19
Extra Rerolls: 1d6 ⇒ 3

3 5 2 5 = 13
2 3 3 6 = 12
2 6 5 4 = 15
5 5 2 6 = 16
6 6 3 2 = 15
6 6 4 6 = 18


Can you clarify this:

GuardYourPrivates wrote:
Greetings applicants, I am GM GuardYourPrivates and this is the re-recruitment thread for Shards of Golarion. I am currently trying to recruit one player for BOTH of my active tables, and as such have decided to make a new thread rather than updating both old threads.

Does this mean you are looking for one person to be recruited to play in two games?

GuardYourPrivates wrote:
I currently need a 4th level arcane caster for the first group. The second group is well set for primary casters but could use a fifth body to refill numbers….CC to start at level 4/2..

What does 4/2 mean? And what level is the second group, or is it the same?


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He is looking for one for each table. Table 2 is currently 1st level but it sounds like we may be 2 when the new person joins.

Table 2 has a cleric, arcanist, bard and shifter.


For the record, the Arcanist is going for Arcane Trickster -- local cobbler [Craft (shoes)] and former father.

Grand Lodge

stat: 4d6 ⇒ (2, 4, 1, 5) = 12 1d6 ⇒ 615
stat: 4d6 ⇒ (4, 4, 6, 4) = 1814
stat: 4d6 ⇒ (5, 4, 6, 4) = 1915
stat: 4d6 ⇒ (6, 2, 6, 3) = 1716
stat: 4d6 ⇒ (5, 5, 5, 3) = 1815
stat: 4d6 ⇒ (6, 2, 1, 4) = 131d6 ⇒ 11d6 ⇒ 11d6 ⇒ 2

so stats are
15,14,15,15,15,12

Thinking a 1st level Human Fighter who is more a Stevedor/Human Pack Mule. Might Make him a Hunter or something like that.

Basically he hauls alot of gear, sets up camp, cooks, breaks camp ect.


4d6 ⇒ (5, 4, 4, 3) = 16-3=13
4d6 ⇒ (6, 1, 1, 2) = 1017 after rerolls-2=15
4d6 ⇒ (3, 3, 6, 3) = 15-3=12
4d6 ⇒ (1, 5, 1, 5) = 1214 after rerolls-2=12
4d6 ⇒ (3, 1, 4, 5) = 1316 after rerolls-3=13
4d6 ⇒ (5, 2, 1, 4) = 1216 after rerols-2=14
Rerolls:
2d6 ⇒ (4, 3) = 7
2d6 ⇒ (1, 2) = 3
1d6 ⇒ 4
1d6 ⇒ 5
rereroll
1d6 ⇒ 2

So: 15, 14, 13, 13, 12, 12

Not great, Bob. But also no negatives. Might or might not figure something out for those, probably going with the the second group, I'm not big on full casters.

Thinking maybe Magus. Hit dice roll to follow:
1d8 ⇒ 1 So...5 then.


First rolls

4d6 ⇒ (2, 4, 3, 4) = 13 = 11
4d6 ⇒ (1, 3, 5, 2) = 11 = 12 (used reroll)
4d6 ⇒ (1, 2, 2, 3) = 8 = 10 (used reroll)
4d6 ⇒ (2, 4, 1, 6) = 13 = 13 (used reroll)
4d6 ⇒ (1, 1, 5, 5) = 12 = 15 (used 2 retools)
4d6 ⇒ (4, 1, 5, 5) = 15 = 14 (used reroll)

Retools if needed
reroll: 1d6 ⇒ 41d6 ⇒ 51d6 ⇒ 31d6 ⇒ 51d6 ⇒ 31d6 ⇒ 11d6 ⇒ 3

re-reroll for 1: 1d6 ⇒ 1
re-re-reroll for 1: 1d6 ⇒ 4

Good enough. 11/14/13/15/12/10

Thinking on a Level 4 Witch whose patron is from a different shard; it's been unable to contact her before now but has "awakened," if that's the word, as the original party merges the first two shards.

From the PCs perspective, their pet cat (or whatever) is suddenly making far stranger demands than usual. Will think some more.


stats: 4d6 ⇒ (1, 2, 6, 2) = 11 = 10
stats: 4d6 ⇒ (4, 3, 1, 2) = 10 = 9
stats: 4d6 ⇒ (6, 1, 6, 5) = 18 =17
stats: 4d6 ⇒ (5, 1, 1, 1) = 8 =14
stats: 4d6 ⇒ (1, 6, 1, 6) = 14 = 17
stats: 4d6 ⇒ (1, 5, 6, 2) = 14 =16

reroll: 1d6 ⇒ 1 stays 1/2/6/2

reroll: 1d6 ⇒ 1 stays 4/3/1/2

reroll: 1d6 ⇒ 4 becomes a 6/4/6/5

reroll: 3d6 ⇒ (4, 5, 4) = 13 becomes 5/4/5/4
reroll: 2d6 ⇒ (2, 5) = 7 becomes 2/6/5/6

reroll: 1d6 ⇒ 5 becomes 5/5/6/2

These are some pretty nifty stats that could credibly do nearly anything.


Quick concept for level 4:
Skald. Innately starts with scribe scrolls, will get spell kenning in one more level, which then should be able to scribe scrolls useing it, can heal in a pinch.

Skalds only need combat reflexes and power attack, and since elephant in the room is on, actually only combat reflexes and lingering performance, remaining feats can go to item creation.

Quick draft:
Aethelgeir
NG Human Fated Champion
Feats: Lingering performance; Combat Reflexes; Craft Magic Item; Scribe Scroll
Traits: Irrepressible; Craft All;
Rage power (level 3) TBD;

STR 17 +1+2 =20
Dex 16
Con 14
Int 10
Wis 9
CHA 17

Plot hooks:
--Gets visions from whatever powers his "destiny" to unite with other shards
--Blames Demons for everything because he is from the old worldwound


Right, should probably specify that when I said 4th level arcane caster I meant full caster.

Trawets has the right of it. They should be second level assuming there isn't a TPK in what is to come.

So a person to play a fourth level (full) arcane caster for group one, and another person to play a second level character for group two that isn't a full caster.

Grand Lodge

Switching up as a 2nd level Halfling Unchained Rogue/Fighter


What’s the rest of group 1 like?


infomatic wrote:
What’s the rest of group 1 like?

Group one at present consists of a Paladin (Front line.), Brawler (Ditto), Rogue, Witch (Healer/Support), and Druid.

The current plan is for the druid to retire their character after the party completes their current shard, and has been kind enough to continue to play through despite their schedule being as it is.

My request for a full arcane caster to fill that slot may seem a bit meta, but it would be the most direct route to fill gaps in the role of magical blaster.


Oh, so maybe another witch isn't the right idea, then. (They can do blasting but largely doubling up on the same abilities seems redundant.) I did like the concept of linking the PC's ability to a different shard, but there are other ways to get the same feeling; Spirit Whisperer Wizard; probably some type of Sorcerer, will think a bit.

Scarab Sages

Pathfinder Starfinder Society Subscriber

4d6 ⇒ (4, 6, 4, 4) = 18 15
4d6 ⇒ (6, 4, 3, 3) = 16 13
4d6 ⇒ (5, 6, 5, 3) = 19 16
4d6 ⇒ (2, 6, 1, 2) = 11 13
4d6 ⇒ (3, 1, 4, 1) = 9 13
4d6 ⇒ (1, 4, 2, 2) = 9 9

4d6 ⇒ (5, 6, 3, 3) = 17


Been very quiet in here. I hope those who have expressed interest are still hard at work. If you have any questions for me please feel free to ask.

Scarab Sages

Pathfinder Starfinder Society Subscriber

For clarity, you are looking for an arcane blaster caster, right? Any other roles? Crafter? Knowledge monkey?


All of those things are good. Missing crafting or knowledge won't get the party killed for the most part. They do have a distinct lack of arcane casting outside the helpful witch.

The other party is solid on most roles and I am just trying to get an additional body.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Wizard hp rolls
3d6 ⇒ (4, 6, 1) = 11

Scarab Sages

Pathfinder Starfinder Society Subscriber

Elf Wizard:

Str 9
Dex 18
Con 11
Int 20
Wis 13
Cha 13

HP: 23

Alt racial trait: overwhelming magic (spell focus)

Traits
Magical Lineage (Force Punch)
Craft All

Feats
R Spell Focus (evocation)
C Scribe Scroll
1 Spell Specialization
3 Reach Spell

School: Aether (elemental school)

Skills (ranks)
Acrobatics (3)
Appraise (1)
Craft (cloth) (1)
Craft(glass) (1)
Escape Artist (4)
Knowledge (All) (1)
Linguistics (2)
Perception (4)
Sleight Of Hand (3)
Spellcraft (4)
Stealth (3)

Equipment
Headband of Int (+2) 4k
Cloak of Resist (+1) 1k


So Saashaa did me a bit of a favor and reminded me to clarify one of the CC rules and to bring up another.

You get maximum starting gold, but you do not get WBL for being above first level. Though you may be awarded some items depending on where you end up. Just to clear that up.

Also, no stat will start higher than an 18. Some characters end up more powerful than others and I prefer it not get too out of hand.

Silver Crusade

Let's roll some stats
4d6: 4d6 ⇒ (3, 4, 2, 6) = 15 = 13
4d6: 4d6 ⇒ (4, 3, 4, 1) = 12 = 12
4d6: 4d6 ⇒ (1, 4, 3, 4) = 12 = 14
4d6: 4d6 ⇒ (6, 6, 4, 5) = 21 = 17
4d6: 4d6 ⇒ (2, 5, 5, 4) = 16 = 14
4d6: 4d6 ⇒ (1, 6, 3, 2) = 12 = 15

Reroll
3d6: 3d6 ⇒ (4, 1, 6) = 11

Reroll 1d6: 1d6 ⇒ 6

Scarab Sages

Pathfinder Starfinder Society Subscriber

Elf Wizard (revised):
Str 9
Dex 18
Con 11
Int 18
Wis 13
Cha 13
HP: 23

Alt racial trait: overwhelming magic (spell focus)

Traits
Magical Lineage (Force Punch)
Craft All

Feats
R Spell Focus (evocation)
C Scribe Scroll
1 Spell Specialization
3 Reach Spell

School: Evocation (admixture)
Opposed School: Enchantment, Illusion

Skills (ranks)
Acrobatics (3)
Appraise (1)
Craft (cloth) (1)
Craft(glass) (1)
Knowledge (All) (1)
Linguistics (2)
Perception (4)
Sleight Of Hand (3)
Spellcraft (4)
Stealth (3)

Equipment


Less than a week left and not a single complete character. That is concerning.


im hoping not to get accepted in both but would submitting to both be acceptable

sorry about missing your other recruitment man life got in the way hard

Grand Archive

Alright time to roll
Stat: 4d6 ⇒ (4, 5, 6, 4) = 19
Stat: 4d6 ⇒ (6, 6, 2, 6) = 20
Stat: 4d6 ⇒ (2, 2, 3, 4) = 11
Stat: 4d6 ⇒ (5, 2, 1, 5) = 13
Stat: 4d6 ⇒ (3, 3, 3, 1) = 10
Stat: 4d6 ⇒ (2, 4, 3, 3) = 12

Okay rerolling the 1s on Stat 4 and 5
Stat: 2d6 ⇒ (6, 1) = 7

Yet another 1, given their position I'll reroll that 1 on the fifth Stat
Stat: 1d6 ⇒ 6

1s turned into 6s, now that's a good omen, stats are:
4+5+6=15
6+6+6=18
2+3+4=9
5+5+6=16
3+3+6=12
4+3+3=10

Very interesting, 3 solid ones and 3 lowly ones, looks like my character is going to be an specialist, I'll be back with a build, still not quite sure but what I'll make but will keep in mind what the party needs, I however am not feeling too into playing a full caster at low levels, but who knows, I'll thinker a bit


4d6 ⇒ (6, 5, 2, 2) = 15
4d6 ⇒ (5, 5, 4, 5) = 19
4d6 ⇒ (6, 2, 3, 1) = 12
4d6 ⇒ (5, 6, 4, 6) = 21
4d6 ⇒ (3, 6, 2, 4) = 15
4d6 ⇒ (1, 2, 4, 4) = 11

Reroll: 2d6 ⇒ (3, 3) = 6

So, 13, 15, 12, 17, 13, 11. Decent. I'll see what comes from this.


Twilight Hunter wrote:

im hoping not to get accepted in both but would submitting to both be acceptable

sorry about missing your other recruitment man life got in the way hard

Submitting to both is acceptable. Getting accepted to both would be a hard no. I specifically didn't allow my first table to apply to join the second table when I started it later on.


I'm going to extend recruitment to the 25th to give those who have expressed interest time to finish character submissions.


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Just popping in as one of the players. It’s a fun campaign. <Gives Grumbaki seal of approval>


I'm working on a magus for the "extra body" position.


Say GM, would you allow Estoc to work with either Slashing Grace or Fencing Grace?


I'm a big RAR guy, so I will have to say no.


I'm probably withdrawing my hat, I still might have the time to create a character but... life has gotten in the way sadly :(


Another question. I'm thinking of a Dex magus. For the Slashing Grace feat, it specifically requires your other hand to be free or unoccupied. Do you consider that spell combat/spellstrike occupies the hand in this sense?

Scarab Sages

Pathfinder Starfinder Society Subscriber

I've got the mechanics, but I just can't get a personality.


Veniir wrote:
Another question. I'm thinking of a Dex magus. For the Slashing Grace feat, it specifically requires your other hand to be free or unoccupied. Do you consider that spell combat/spellstrike occupies the hand in this sense?

Unless the spell specifically states otherwise it shouldn't be an issue. IE- The spell says you ring a bell in your hand.


Saashaa wrote:
I've got the mechanics, but I just can't get a personality.

Could always go with something crazy. The world did break after all.

Scarab Sages

Pathfinder Starfinder Society Subscriber

It's the combination of blaster and crafter that is throwing me for a loop.


Stat1: 4d6 ⇒ (2, 5, 2, 6) = 15
Stat2: 4d6 ⇒ (1, 6, 5, 3) = 15
Stat3: 4d6 ⇒ (1, 5, 4, 1) = 11
Stat4: 4d6 ⇒ (4, 2, 3, 2) = 11
Stat5: 4d6 ⇒ (5, 1, 4, 4) = 14
Stat6: 4d6 ⇒ (1, 4, 3, 3) = 11

5 rerolls: 5d6 ⇒ (5, 2, 2, 5, 2) = 16

Stat1 - 13
Stat2 - 16
Stat3 - 11
Stat4 - 9
Stat5 - 14
Stat6 - 10


All right, here is my submission. This is a Kensai Magus. He abandons armor and diminishes spellcasting to focus on the weapon.

He can reach decent AC over time, especially if there's mage armor in the group. He can also dish out decent damage over time. Right now, he's just average, though. He just scales really well.

Character sheet:

STR 11, DEX 19, CON 11, INT 17, WIS 12, CHA 13

Male Elf
Medium Size
CG Magus (Kensai) 2
BaB +1
Init +4; Senses: Perception +9, Sense Motive +0, Low-light vision
CMB +1 (1BaB+1str)
CMD 15 (1BaB +1dstr +4dex)
Favored Class Magus
FC bonus +2 HP

Defense
AC 16, touch 16 flat-footed 10 (+4 Dex +2 dodge (Int)) (Consider Shield spell)
HP 15 (8 + 5 (5*1Magus) + 2 (2*FC))
Fort +3 (+3 base)
Ref +4 (+0 base +4 Dex)
Will +4 (+3 base +1 Wis) (immune to sleep) (add 2 vs enchantment)

Offense
Speed 30 ft
Melee Rapier +5 (1d6+4/18-20x2)
Melee Rapier, power attack +4 (1d6+6/18-20x2)
Melee Rapier, spell combat +3 (1d6+4/18-20x2)
Melee Rapier, power attack, spell combat +2 (1d6+6/18-20x2)
Ranged Longbow +5 (1d8/20x3)
Space 5 ft, Reach 5 ft

Arcane magic
CL 2
Concentration (CL + Int + trait): +7 (add 2 against spell resistance) (add 2 to cast defensively)

DC: 13+spell level

Prepared (slots):
Cantrips (4): Arcane Mark, Dancing Lights, Detect Magic, Mage Hand
1 (1+1): Shield, Shocking Grasp

Spellbook
Cantrips: All
1: Burning Hands, Corrosive Touch, Feather Fall, Hide Weapon, Jump, Reduce Person, Shield, Shocking Grasp

Other SQ
Spell combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Arcane Pool (current pool: 4)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Diminished Spellcasting
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex) - Rapier
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Spellstrike
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Alternate racial trait: Arcane Focus

Traits:
Seeker
Focused Mind

Feats:
Lvl 1 - Fencing Grace
Kensai - Weapon Focus (Rapier)

Skills:
Intimidate +6 (2 Ranks +1 Cha +3 CS)
Knowledge (arcana) +8 (2 Ranks +3 Int +3 CS)
Knowledge (planes) +8 (2 Ranks +3 Int +3 CS)
Perception +9 (2 Ranks +1 Wis +3 CS +2 racial +1 trait)
Spellcraft +8 (2 Ranks +3 Int +3 CS) (add 2 to identify properties of magical item)
Use Magic Device +6 (2 Ranks +1 Cha +3 CS)

Background skills:
Craft (Weapons) +8 (2 Ranks +3 Int +3 CS)
Knowledge (nobility) +5 (2 Ranks +3 Int)

Languages: Common, Elven, Celestial, Draconic, Sylvan

Equipment:
Wealth: 50gp 2sp
Common items
Rapier, Longbow
Dagger x2, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Artisan's tools
Alchemical items
Alchemist's fire x2, Acid flask x2

Background:

Finniel Leafblow was born in Kyonin. The rigorous magical training did imprint on him 2 things: The importance of magic and how to stay focused. It also taught him that a life of obedience and close-mindedness was not for him. As soon as he found a way out, he took the opportunity and started to travel the world.

Finniel's traveling years were his happiest ones. He met so many people and learned so many new things that he thought he would spend his entire life travelling. That was until the sundering. The elf saw friends die and many other horrors. Angry, he decided to do something about it. He learned the sacred art of fighting with his trusted rapier and magic, forgoing armor entirely. He learned that Passbog had clues about the sundering and set out to travel there.


Saashaa wrote:
It's the combination of blaster and crafter that is throwing me for a loop.

Mad scientist.

Scarab Sages

1 person marked this as a favorite.
Pathfinder Starfinder Society Subscriber

Okay, I think I've got a personality, inspired by your solid advice. That said, is it okay if the character is socially odd? Maybe a little aloof or stand offish?


You mean a wizard? I put player comfort as most important. So long as everyone else isn't put off by it I don't otherwise constrain RP.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Aside from a full character sheet, what else are you looking for in a complete submission?


1 person marked this as a favorite.

A formative backstory so I can get an idea where they are from and who they are. We can work on how they got where after being selected.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Here's what I have so far...

Eremith:
(air•ehm•ith)
Age: 37

Eremith has always been a bit of a recluse. Studying magic immediately appealed to him and he began digging in. He quickly understood aspects of magic to a level that allowed him to make slight alterations in standard spells. He is currently on a tangent that would lead to being able to interweave magic into objects. This fits with his crafting hobbies he engages in between deep dives into study. He is particularly adept at glass blowing/ shaping and the various methods of weaving cloth. Due to the independent nature of study and his hobbies, the shattering event occupy his attention for a bit of time.

There are a number of aspects missing due to their unimportance to my character concept. I am happy to make alterations to better fit the story.


I think the fact I can't get my head into making a character is a sign I'm not in the right headspace for a new game. If non-players can follow, I'd love to read along, though.


I will be going over the submitted characters more closely now that recruitment is over and contacting the players via PM further.

I have no issue with people following the two game threads if they so desire. Both are maintained under this alias.

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