Well, that’s it! Today’s the day! The Starfinder Character Operations Manual Playtest officially comes to a close. It’s time to put down the dice and wave goodbye to the biohacker, the vanguard, and the witchwarper.
I don’t know about you, but my family had a blast testing out these classes. My husband created a brakim vanguard that he really enjoyed, I fell in love with the biohacker class, and both of my kids adored the witchwarper! Sure, the classes had some flaws. Vanguard, for example, had no abilities it could use with its ‘entropy points’ at first level, and I personally found the witchwarper’s ‘infinite worlds’ ability underpowered. But all of those things we discovered, complained about, praised, and gave feedback for will now be used by the folks over at Paizo to shake up these classes, and make some improvements. I can’t wait to see what they become!
The Starfinder Character Operations Manual will release in late 2019 and will contain not only these three new classes, but new character options of all kinds! That’s right! Abilities, feats, spells, and everything in between. It’s going to be awesome!
Got any stories to share about your experience with the Starfinder Playtest? I’d love to hear it!
Wednesday night on Starfinder Wednesday Dan and the gang over at Paizo talked about the Character Operations Manual Playtest, where you can take three new Starfinder classes for a test drive. This week was the final of three episodes streaming over the past month that took an in depth look at these three classes: the biohacker, the witchwarper, and the vanguard. So which was up last?
The vanguard!
Host Dan Tharp welcomed special guests Owen K.C. Stephens and Joe Pasini to the show. Joe wrote the vanguard. Although this was his first time on the show he seemed comfortable and did a great job! Really enjoyable to watch!
To kick things off Dan asked Owen and Joe about the Starfinder Operations Manual Playtest. How has it been going? What sort of feedback have they been getting? What’s good and bad and so on. Owen admitted that it is both productive and frustrating. Obviously when you put creative content out there that you think is great and ask people to find it’s flaws and problem areas, they’re going to do that. And find flaws the playtesters have! Haha. But, in a good way. All these problems that have been identified are areas the team is excited to tackle and improve upon. Most exciting, Owen said that even the negative feedback has still been positive. Turns out fans really like the concepts of the three character classes — the biohacker, the witchwarper, and the vanguard — and are excited to see them in play. All in all, the folks at Paizo appreciate the time everyone has spent on this playtest and look forward to hearing more from us.
As an outsider, it sounds like they have some polishing and tweaking to do, but nothing too major.
For those of you who haven’t provided feedback to Paizo’s messageboards or surveys yet, you’ve still got time. The Starfinder Operations Manual Playtest closes on January 16th. Be sure to get your responses in by then!
From there the conversation shifted onto the vanguard. This was Joe Pasini’s first time developing a class, and I think he did a really great job. But, when asked his thoughts on writing classes he laughed and replied “Can’t say I recommend it.”
Hahaha! Awesome.
The gang clarified that writing classes is among the hardest things you can do in a d20 game, as this is the primary way in which the players are going to interact with your game. They have to be great, so your game can shine. Writing and developing them can be stressful.
The vanguard is mechanically different than anything they’ve done before, so they want it to play differently. It should feel different than a soldier and a solarian (which are the two nearest comparable classes), but it should still be as effective. Vanguard’s don’t do as much damage as those other full BAB combatants, but they target EAC, so they nearly always hit their enemies. But, at its core, its the vanguards resilience that makes them special.
Joe explained that when they were creating ideas for new classes, very early on they decided they wanted a constitution based tank type of character. It was Joe who suggested tying that to the idea of entropy. Further meetings helped focus the class down to its inspirations and final concept. And that’s when Joe got to step in, stare at some blank paper, and try to make it work.
In the end, vanguards became a class that stand strong on the front lines, protect their companions, take hits and become empowered because of them. They don’t mind getting hit, because it lets them use their abilities more effectively. They’re a class that’s just really cool and different. Both tactically and mechanically.
During the interview, Joe explained that one of the things he’s most excited for about the vanguard is how it can create a lot of different kinds of characters. It’s inspiration was very broad — including Captain America, the Juggernaut, the Terminator, David Dunn (from the film Unbreakable), and many more. All these kinds of characters and more can be expressed as vanguards. Later in the episode, spurred on by viewer questions, they even chatted about barathu and contemplative vanguards. (Which are awesome!)
Now, like the other playtest classes, vanguard is not without its flaws. Owen has pointed out that from playtest feedback they’ve discovered that vanguards sometimes have trouble getting into combat and could use a method to speed themselves up. In addition, they have nothing to spend their entropy points on at first level. Owen and Joe mused about creating a way to use entropy points to gain a speed burst (either short or long term) in order to fill both design gaps.
Yes, please!
Much to my surprise and excitement, a creation of my daughter’s was mentioned in the episode, as well as her desire for animal companions. While we were watching she squealed in glee so loud we had to rewatch the mention just to hear what they said about her. And then she asked us to rewatch it some more. Haha. It made her night! Scratch that. It made her month. Probably longer.
“I was reading through [Starfinder Wednesday Fan Club message board] and saw someone posted that their daughter has a rabbit companion that they have strapped to their hoverdrone that follows them around. I thought that was so cool,” said Joe Pasini.
“That’s so awesome,” Dan Tharp agreed.
“And they’re asking about animal companion rules and I think that that would be cool. Some kind of alien companion rules.”
Surprisingly, Owen lavished praise on the idea in a way that insinuated they might already have such a thing in the works — or at least planned for the future. Here’s hoping it comes out with the Player Operations Manual! Haha. But, alas! Owen would offer no further spoilers!
Right near the end Joe brought up my daughter’s drone-wearing rabbit again, saying he’d like to hear more about it. Not just the rabbit, but cool concepts and ideas that are different. He explained that he loves that all the new classes are Starfinder classes. They’re not Pathfinder classes ported over to the new game. They’re different and unique, and they allow players to tell new kinds of stories.
And he’s right.
They’re varied and wonderful, and adaptable. They allow us to make something cool, while forcing us to think a little deeper. Not just the new classes. All of the Starfinder classes.
I really enjoyed last night’s episode. If you haven’t watched it yet, I highly recommend you do. Joe and Owen were great guests, and they offered wonderful insight into making not only the vanguard, but classes as a whole. Just wonderful stuff! Starfinder Wednesday streams live on Paizo’s twitch channel every Wednesday at 4 p.m. PST. You can also watch already aired episodes on their Twitch stream, or watch partial episodes on their youtube channel. For more information on the Character Operations Manual Playest and to download the new classes check out StarfinderPlaytest.com.
Skittermanders are a delightful race that love to help! You can find statistics for playing skittermanders in Starfinder: Alien Archive, play as a crew of skittermanders in the free adventure Skitter Shot, and see plenty of skittermander artwork in the new Starfinder Critical Hit Deck, featuring art by Taylor Fischer.
Before we sign off, my seven year old daughter would like to share some information about her now famous (at least in her opinion) drone-wearing rabbit.
“Hugs is a skittermander with fluffy pink and brown fur and a happy smile. She loves people and animals, even if they are ugly or maybe mean bad guys. And she loves making friends. She’s a mechanic, and an ace pilot, and she has a pet rabbit named Bun-Bun. To keep Bun-Bun safe Hugs made a hoverdrone which Bun-Bun wears like a backpack! It looks like Bun-Bun is a tiny pilot flying the hoverdrone and firing its weapons! Haha! But, Hugs controls the hover drone with her own AI, like all drones, and Bun-Bun is just along for the ride. Luckily, Bun-Bun really likes flying. Right now Hugs is teaching Bun-Bun to be her co-pilot! She has trained her to click a button on command. Hugs shouts:
“Bun-Bun! Do the thing!”
And Bun-Bun clicks a button. But, Bun-Bun can’t tell the buttons apart or anything, so he never clicks the right one! He always messes it up and its always very funny! But, Hugs thinks he is a great co-pilot. He just needs some more practise!”
Exciting news around here today… Sunburst Games first book was just released! That’s right! Realms of Atrothia: Legacy Races Revisited is available for purchase! Currently, you can order it on amazon, and in the coming days you’ll be able to purchase it from the OpenGamingStore as well!
Not sure what Sunburst Games is? In short, Sunburst Games is an independent Tabletop RPG company focused on Pathfinder Compatible content for the next generation. We’re continuing the legacy of First Edition Pathfinder into the future! The Sunburst Games team consists of my brother, Kris Leonard, and myself. Our products also showcase the wonderful artwork of Rigrena. Sunburst Games will be launching a Kickstarter for our first major release Realms of Atrothia: Primary Expansion this coming February! To find out more about Sunburst Games check out my previous blog post on the topic, visit our website: sunburstgames.com, or support us on Patreon!
Building upon the legacy of the Pathfinder Roleplaying Game, and the existing d20 game system which is over 35 years in the making, Realms of Atrothia: Legacy Races Revisited includes a new look at 56 races suitable for play at 1st character level. Each race has been rebuilt using our own adaptation of the Race Point system first outlined in the Pathfinder Roleplaying Game: Advanced Race Guide, aligning each to the same power level. From the kasatha to the kobold, all races are created equal, so no matter what your character concept, you will be sure to make your mark on the world!
Although the races you’ll find in Legacy Races Revisited are familiar, nearly all of them have received additional racial traits to bring them in line with the same power level. All races also feature two alternative racial traits, so you can get the most out of your character concept. Some races also list new character options beyond racial traits, such as proficiency with brand new weapons like the acrobat spear.
My personal favourite race options? Changeling, and Halfling! My children are a huge fan of the changes to the elemental races (Ifrit, Oread, Sylph, and Undine) and Goblins.
Keep in mind, all of these races are suitable for play at 1st character level, so some races which are usually considered to be one or more levels higher than normal, such as the drow noble, svirfneblin, or trox are not included. In their place, races which are in line with other revisited races appear, such as gnoll and lizardfolk. Want more races to choose from? Don’t worry, all your favorite races which pack a little more punch will make an appearance in Realms of Atrothia: Primary Expansion, alongside other monstrous races including gargoyle, medusa, moon-beast, oni, pixie, and treant, just to name a few. These normally off-limits races will take advantage of the new Exemplar Primary Class, so you can play all your favorites right from 1st character level!
Pick up a copy of Realms of Atrothia: Legacy Races Revisited today, available from these fine sources:
Like Realms of Atrothia: Legacy Races Revisited? Watch for our Kickstarter coming in February 2019, and get ready for a whole new world of adventure, with limitless imagination!
Today on d20 diaries we’re taking a look at the lost.
You know the lost.
The abandoned, the deceased, the forgotten, the retired. The characters whose stories were over before they even started. Who began a journey that would never come to a close. Who died in action.
Them.
Not all of them, of course. Just one.
A character of mine who recently died in action. An inglorious end for an ambitious, (possibly deranged) woman with way too many voices in her head.
Today we meet Lara.
Lara Belfast had always had strange dreams. They were vivid, immersive… lasting, and always featured other people. She would wake, and for hours after have the feelings of these others inside her. Their hopes and fears and memories. It was like she had really been there. Lived through it. As other people.
It was normal, her parents told her. Dreams were just dreams, and they would pass. But they didn’t pass. They got worse. When they started to occur during the day, her parents finally began to worry. But when she woke up one day from a dream where she was a shipwright and immediately set to work building a fully-functioning wooden sailboat,she realized the truth. They weren’t dreams. They were people.
Real people.
Lara was reliving her past lives. Not only that, she could learn from them.Her family moved after that. Got a fresh start. Her parents didn’t want their neighbours realizing she was odd.
As she grew older, Lara’s connection with her past lives grew. She learned new skills, saw new places, took up new professions, and felt things she had never felt before. She was wise and experienced beyond her years. And when one night she threw a chair across the room with her mind, or answered a question her parents had only thought — not spoken — they weren’t even surprised. Nothing surprised them anymore. Not when it came to Lara.
Lara Belfast is a character for the Pathfinder Roleplaying Game! I recommend picking up a new hardcover of the Pathfinder Roleplaying Game: Core Rulebook while you can (with the launch of Pathfinder 2 next year, only the pocket edition will remain in print).
Lara always loved her Dreamers — as she liked to call her previous incarnations. She was an echo of them — all of them — and that’s what she started to call herself. Sure, they made it hard to have friends, and boyfriends, but her connection with them was so real, so… intimate, that she never regretted her powers. Not once.
Well, maybe once.
There were many dreamers, but one of them in particular had always come to her strongest. He was a shipwright, young, strong, and handsome. He had a sister named Gilly, and a girlfriend who he stole kisses from under the dock at night. Sara, was her name. And one night everything went horribly wrong.
A few men found them. They were drunk and rough. Her dreamer was punched right in the face. She could feel the pain, and hear the crack of her nose breaking. She could taste the blood. But that wasn’t the worst part… The worst was the screams of his beloved. That’s what got to Lara the most. That’s what made her cry. And the way her dreamer had felt… Helpless. Broken. Scared.
When the dreamer awoke, things were worse. Her dreamer and his beloved had been sold to slavers. Life on the ship was hard for her dreamer, but for Sara it was hardest. Her dreamer struggled, and planned, and when he could take no more he fought back. She Her dreamer had to save Sara. He loved her, and she was in so much pain.
But, suddenly it’s not sorrow her dreamer feels, but agony. Her dreamer’s dying — his arm is broken, and as the first mate of the ship stomps his way across the deck…
STOMP, STOMP, STOMP…
Her dreamer hears another sound. His name: Benjamin.
Sara’s here… She can see him. Her dreamer looks up at the first mate — he’s tall, and strong, in nobleman’s clothes, with slicked back hair and a waxed moustache, not much older than her dreamer. The first mate smiles as he brings the blade down across her dreamer’s neck. Then everything spins and for a moment — a crazy, painful, terrifying moment — she can see her dreamer’s body.
He would be handsome if he still had his head.
There were plenty of other dreamers — the lumberjack, the warchief, the chef, the sickly child, even an old dame — but it was Benjamin who stuck with her most. Benjamin whose memories haunted her. He was the last, she knew. The person she had been before she was herself. Gilly, Sara, his killer… They might all still be alive. She had to find out. She had to know.
So she left home — barely a grown woman — to do research, and to find them. Sara especially. But it was the first mate she found first. Still alive, aged 46, and still working on slave ships. And Lara (Echo, she went by now) did the craziest thing she had ever done (which was saying a lot). She used her psychic powers to get hired as a sailor on his ship. She used them again to get close to him, and to make others ignore her when she snuck into his quarters. She had finally found his old ledgers when he caught her in his quarters. She tried to talk her way out of it, but it was useless. She would soon be joining Benjamin…
He drew his blade, stalked towards her…
And then the storm struck.
It tossed the ship so hard the both of them went flying. She struck her head against something hard — the bunk maybe, perhaps the floor — and when she awoke she was alone, shivering with cold, dripping wet, on a strange beach. The ledger was gone.
She would never know what happened to Sara.
Never get revenge against her beloved dreamer’s murderer.
But then another dreamer reared her head: the lumberjack. Echo was shipwrecked on an unknown island. She would need food, and shelter, and warmth. It would be a struggle just to survive. The lumberjack always was the practical one. But she was right. So Echo let go of her disappointment, and shame, and let the lumberjacks skills come to the forefront. There was work to do, and she didn’t plan on dying yet.
She wasn’t ready to be the next dreamer.
Echo was created for an online play-by-post campaign run by GM Fuzzfoot called Castaways. The premise?
“Slavery in parts of Golarion is legal, but there are plenty who still abhor it. Working undercover – some as slaves, some as slavers – you are on a slave ship trying to discover the key players and document the slave routes in order to disrupt the business. Unfortunately, fate has another plan for you. A terrible storm strikes while the ship is deep at sea. You remember rain and lightning, and terrible thunder! The ship broke into two, and you were tossed into the sea. You were sure you drowned, and yet you find yourself washed up on a shore. Which shore? You have no idea.”
Applicants had to create third level characters, and wow were there a lot of good ones! Happily, of the twenty-one submissions, Echo was one of those chosen to play. Along with five other lucky unfortunates, she washed up on the shores of an unknown island. Wounded, confused, lost, but not broken!
Echo was joined by Pharithstillis Euduethistle, a chipper gnomish sorcerer who enjoyed making jewelry; Nathan Bensson, a kineticist with control over water; Celebeth Quinciel, a free-spirited elven unchained rogue (arcane scoundrel) who grew up on the frontier with her parents; Aki Mori, a multiclass ninja arcanist who spent most of her time in human form, but made excellent use of her ability to transform into a small fox; and Molothor the Bloodhound, a hobgoblin druid who had long ago become accustomed to his life as a slave.
Echo was a human woman in her early twenties with a lean body, pale skin, and blond hair. She’s attractive, intelligent and wise beyond her years. Her eyes are gray, and fathomless, the only feature she bears which belies her soul’s unknowable age. Her effect on people is varied, sometimes hypnotic and sometimes disconcerting.
Echo herself is kind and self-sacrificing. She’s obsessed with her past lives — most especially that of Benjamin — and not only learns from them, but lives for them. Her dreamers still visit her every night, but she is in control of her mind, and no longer loses herself to their memories.
Mechanically, Echo was a psychic with the rebirth discipline. Her discipline powers were past-life memories, which allowed her to make all knowledge checks untrained, and add half her psychic level as a bonus on all knowledge checks. Her second was mnemonic esoterica, which allowed her to choose a spell from another spell list she could cast each day (which she most often used for create water).
Her phrenic amplifications included defensive prognostication, which allowed her to see a glimpse of her future whenever she cast a divination spell (which could increase her AC for a round), and intense focus, which allowed her to gain a bonus on concentration checks.
For traits she chose dangerously curious, to allow her to make better use of magical devices, and self-reliant, which prevented her from taking penalties on craft checks made without the proper tools, and even make craft checks without tools at all. For feats she chose skill focus (sense motive), and magical aptitude, both of which played well to her backstory, particularly when coupled with her ability to detect thoughts.
Her spells were great fun to select, as Echo was the first (and only) psychic I ever made. Her starting knacks were detect magic, light, mage hand, prestidigitation, and telekinetic projectile, while her first level spells were burst of insight, mage armour, mind thrust, and true strike. She made the most use of burst of insight, which was incredibly helpful for both survival, and creating shelter.
Together the castaways struggled for survival, facing the elements, exhaustion, dangerous beasts, and ominous portents. They explored the beach and sunken wrecks for their gear and supplies. In time some of them met a young child, who spoke strange words and led them to his people — who unfortunately turned out to be cannibals. Echo and Aki were captured, but managed to escape without too much difficulty. Echo spent her time tossing telekinetic projectiles at her captors, while Aki simply transformed into a fox and slipped through the bars.
Eventually Aki returned to free Echo and they fled, but the cannibals were soon on their trail. They escaped, eventually running into the rest of their companions. Together they abandoned their camp and headed further into the jungle. But the cannibals knew these jungles far better than our heroes. They woke up one night to find themselves surrounded and vastly outnumbered. Captured again they were led back through the jungles — until a tribe of grippli attacked! The grippli ended up the victors, and brought the castaways back to their village. Echo and her friends spent quite a bit of time there. They learned the grippli’s language and what they could of the island. Eventually, they decided to help the grippli defeat the cannibals. The group made a plan, and the castaways set out to begin phase one. Unfortunately, fate intervened. While exploring a cave they came under attack by a massive lobster. Echo was slain within moments of the battle beginning, with Aki following suit soon afterwards. Nathan fell unconscious next and, with Malothor lost long before this battle, that left only Celebeth and Pharithstillis still fighting. Deciding to beat a hasty retreat they grabbed the bodies they could — Echo and Nathan — and fled back to the grippli village. The grippli gave up hopes of changing their fate, and Celebeth and Pharithstillis spent the remainder of their days among the grippli village.
We started our campaign at third level, and it came to an end at fourth. Echo was burnt and given a burial at sea.
Just another of the Dreamers.
As to who she became next…?
That’s a mystery for another time.
So ends the tale of Lara Belfast.
Thanks for joining us for our first ‘Ode to the Lost.’ I hope you enjoyed it!
Got an abandoned, forgotten, or deceased character whose tale you want to share? Let us know in the comments! I’d love to read all about them.
May you have better luck than Lara! (And your ghosts never come back to haunt you!)
Big news for the Starfinder Society today, as the Starfinder Guild Guide has a new update. Now that’s a Halloween treat! There’s some pretty awesome changes this update will be bringing to Starfinder Society Organized Play, but first, lets start small…
There’s changes to the rebuilding rules for characters and personal boons. There are new, expanded, and edited faction boons. The Wayfinders new capstone boon allows you to play as a ghibrani (YAY!), while the Exo-Guardians new capstone boon allows you to use a whole new starship: the Gorgon. The instructions for filling out chronicle sheets have been updated, vehicle tags and vanity boons have been mentioned, UPBs can be bought in any quantity, the Drake’s been edited. And… well there’s plenty of other minute changes you probably won’t notice on a read through. In fact, some of the small changes we named you probably won’t notice either.
But, you know what you will notice?
A new faction! Second Seekers (Jadnura) is now a faction you can join! First Seeker Jadnura was previous lost in the Scoured Stars Trinary system and was recently freed by the Starfinders, led by First Seeker Luwazi Elsebo. Oh, the drama! Be sure to check out this faction’s boons, as some are pretty nifty!
And, my favourite change? All legacy races have been included as playable races available to everyone! Yes! Dwarves, elves, gnomes, halflings, half-elves, and half-orcs, can now be played by all! *happy dance*
But wait?! What about those boons you may have earned which let you play as a specific legacy race? Never fear! Those boons can be used to increase a single ability score under fourteen by +2 on your existing characters with that race. For special GM boons this will not take up a personal boon slot, while with boons earned through a scenario (such as halfling admittance or dwarf admittance boons) it will take up the personal boon slot.
Hello and welcome to d20 diaries! Today we’re taking a look at Starfinder: Armory! This is one of the few Starfinder sourcebooks that’s available for purchase. It’s a hardcover book that focuses on new gear and equipment for use in the Starfinder Roleplaying Game.
This article isn’t meant to be a thorough review or critique of Starfinder: Armory. It won’t replace the book (nor would I want it to!). It’s a quick breakdown of what’s found inside, and what I liked best in each chapter. It’s a collection of my favourites parts of the book, and some highlights. It’s here so that fellow gamers and fans can take a look and get a real a feel for what they’ll get out of the book. Hopefully it helps you decide whether this product is right for you.
Starfinder: Armory is a hardcover sourcebook 159 pages in length. Nearly all of that is dedicated to gear, with the remaining pages offering new character options for each of the seven Starfinder core classes. It features delightful cover art by Remko Troost which depicts Obozaya (the iconic vesk soldier) and Quig (the iconic ysoki mechanic) shopping. The inside covers feature a nice image of the Pact World System (which is not to scale). Following that is the table of contents and the ‘Overview.’ Basically, the two page introduction just lets you know what kinds of gear you’ll find in this book, and explains the difference between the different types of equipment categories. Perhaps the most useful tidbit? A tiny sidebar about minor equipment. Basically, any random technological item you want to invest in that’s not a weapon — things like cameras, clocks, headphones, so on and so on. Each of those items is available if GM approval for a price of 5 credits. Easy. Done. Love it. My daughter tends to try to purchase a lot of frivolous gear like this, so it’s nice to have a proper baseline for it.
After this its on to Chapter 1: Equipment. At a whopping 130 pages long, this chapter is by far the bulk of the book. These pages are filled with all new gear (not reprints) sorted by category. Equipment categories include: weapons, weapon accessories, weapon fusions, special materials, armour, powered armour, armour upgrades, augmentations, technological items, magic items, hybrid items, personal items, drugs, medicinals, poisons, other purchases, and vehicles.
Up first? Weapons. In general this book provides a wider array of weapons for each damage type at various levels, and some new abilities. And the number of choices? Huge! Just looking at the weapon charts there are six pages of melee weapons, four pages of small arms, three of long arms, three of heavy weapons, one of sniper weapons, a quarter page of untyped weapons, a quarter page of ammunition, a half page of solarian crystals, and a half page of grenades. That’s hundreds of new weapons up for sale — not even counting the new modifications and weapon fusions. There’s some awesome artwork in this section, with the art for the Bravado Handcannon (a small arm projectile with critical knockdown), the Exhorter Shout Projector (a sonic heavy weapon with critical demoralize), the Grave-Class Void Rifle (a cryo longarm with critical suffocate), the Matrix Resonant Pistol (a sonic small arm with critical deafen), the traditional battle ribbon (an uncategorized advanced melee weapon), and the warfan (and uncategorized advanced melee weapon), all numbering among my favourites. There are 46 new weapon special properties (breach, drain charge, free hands, and gravitation are my favourites), and sixteen new critical hit effects (blind and stifle are my favourites). There’s also an array of weapons manufacturers, each of which can add special abilities to your gun (for an extra fee, of course!). I’d be sure to buy from AbadarCorp and Ringworks Arsenal Group’s lovely weapon selection.
Some of the many weapons available in Starfinder Armory. Illustrated by Kent Hamilton.
But that’s not all! There’s also new weapon accessories, weapon fusions, and special materials up for offer. For accessories be sure to check out the bayonet bracket and collapsing weapon. I like a lot of the new weapon fusions, but my favourites probably turned out to be accurate, conserving, guarded, obscuring, rebounding, and soulfire. For special materials I was surprised to find I enjoyed horacalcum and inubrix the most.
After leaving behind sixty pages of weapons and weapon-related products we’re heading out into the wide world of armour. There’s six pages dedicated to light and heavy armour (with two of those being full-page art), followed by six pages dedicated to powered armour (with two of those being full-page art), and finally six more pages of armour upgrades. The upgrades are a lot of fun. I particularly enjoyed adaptive energy shield, agility enhancer, auto injector, easy access kit, glamour projector, long strider module, medical interface, stabilizer springs (a nice low-level option), and (my personal favourite) the computer interface, which essentially lets you make a ‘Jarvis’ for your ‘Iron Man’ suit.
Up next? Augmentations. Biotech has two pages dedicated to it (be sure to check out the mighty vocal chords and regenerative blood), Cybernetics has two pages (I like the optical laser), Magitech has four pages of options (check out antimagic skin and arcane lenses), and finally Necrografts fill the last four pages (I like the bore blade and the healing larynx).
Some of the Powered Armour found in Starfinder Armory. Illustrated by Leonardo Borazio.
Then we move right on to Technological items. This section fills up a whopping twelve pages! Some of it is new, while others are pleasantly familiar, either because you can find them in our world, or because they were introduced in Pathfinder’s Technology Guide (such as ion tape and zipsticks). I particularly enjoyed the auto cartographer, datapad, domestic drive, emergency raft, evenfire unit, holographic sashimono, hoverskates, ion tape, nanite hypopen, and the many new tool kits. There’s lots of useful stuff!
Magic Items are up next, where you’ll find ten more pages of new equipment to spend your credits on. To start with there’s some cool aeon stones, my favourite of which is the kaleidoscopic icosahedron. The very expensive containment tesseract is also pretty nifty. I also enjoyed the cover seed, darksight goggles, dented kasa, diffraction cloak, figurine of wondrous power (which summon creatures to fight for you), ofuscated journal, plasma beads (pretty much a necklace of fireballs), Starfinder backpack, and the tangle burst seed. This is followed by three new artifacts: Atrocite Sphere, Trafodi Paradox, and, my personal favourite, the Book of Unwritten Truths.
Fusing Technological Items and Magic Items are the delightful Hybrid Items, which take up eight pages. I enjoyed the captive-star amulet and various vital seeds most, although I’m sure there’ll be lots of fans of the new hybrid grenades (of which there are many). I got a great laugh out of computer idols, and the software imp! Be sure to give them a read.
After this is four pages of Personal Items. Although not the most exciting category of items, it’s certainly useful. My favourites are staples! The gear maintenance kit, mess kit, and books. (I know, I know. I’m really stepping out of my comfort zone there! Haha!).
Drugs, Medicinals, and Poisons all share the next two pages (which aren’t really my cup of tea), followed by two pages of ‘Other Purchases.’ This section is mostly flavour, but I found I really enjoyed reading about the types of cuisine created and favoured by the core races of the Pact Worlds. The ysoki were hilarious! (Don’t eat their food. In fact, I’d stay away from Shirren cuisine, as well!).
Finally, there’s two pages of new vehicles, the cheapest of which is the level two motorcycle for 1,900 credits. And that brings us to the end of the new equipment. 140 pages have flown by just like *snaps* that! But, that’s not the end of the book. That simply brings us to the next chapter.
Android Envoy by Alexander Nanitchkov.
Chapter 2: Character Options. Here you’ll find one new archetype, plus two pages of new class options for each of the core classes. All of these options are focused on equipment —- typically using your equipment to the best of its ability (or beyond its normal capabilities). The archetype comes first and is called Augmented. These guys are great with — you guessed it — augmentations! They get more, pay less for them, and can make their augmentations do more than they’re built to. The Augmented grants alternate class features at 2nd, 4th, 6th, and 9th levels. I really enjoyed it (and know at least one character created by my family who’ll be using it!).
The Envoy’s class options include four new low level improvisations, two sixth level improvisations, and two eighth level improvisations, followed by seven new expertise talents. Be sure to check out fire support, brace yourselves, improved brace yourselves, terrifying blast, and improved terrifying blast for improvisations, and expert advice for talents.
The Mechanic’s class options include four new level two tricks, three more level eight tricks, two more level fourteen tricks, and four new drone modifications. My favourite tricks were provisional repair and recalibrate engine, both of which are available at level two. My favourite drone mods were barricade, and grease.
The Mystic class options were both the least adaptable, and my favourite! They introduced a new mystic connection, and two new spells granted by that connection. So what is it? The Geneturge! These guys are capable of altering their genetic code (and even those of others). In application their abilities mostly involve biotech, and sudden evolution. I particularly enjoyed their Personal Modification third level ability, their Warping Strain ninth level ability, and their Instant Evolution fifteenth level ability. The two new spells are detect augmentation, and reject augmentation (which sounds awesome! Haha).
Human Mystic Genethurge by Alexander Nanitchkov.
The Operative class options include sixteen new exploits (six at level 2, five at level six, four at level ten, and one at level fourteen). and one new operative specialization. Of the exploits, I particularly enjoyed armour optimization, fast aim, pistol whip, trap spotter, and ricochet shot. The new Specialization is the Gadgeteer, a very cool inventor which makes use of two new exploits: utility belt, and quick deployment. His trick attacks involve using a custom device to distract the enemy. Such fun!
The Solarian class options include one new stellar revelation and one new graviton revelation for each level (level two, six, ten, and fourteen), and for zenith revelations. That makes for ten cool new options total. I had a hard time picking my favourites, but in the end I decided I liked constructive interference, stellar equilibrium, attractive force, debris field, particle field, and particle wave, which turned out to be an even split between stellar and graviton powers. Awesome!
The Soldier class options include ten new gear boosts and a new fighting style called ‘Shock and Awe.’ The fighting style is supposed to focus on making a real spectacle of yourself. I like it in theory, but in execution I wasn’t that impressed. Still, it’s different. Fighters who take this style will want to make use of sonic weapons and weapons with the bright special quality. As for gear boosts, there’s a ton of useful options. My favourites were steady sniper, twinned threat, and unstoppable strike.
Finally we come to the Technomancer’s class options which include five new magic hacks of varying levels, and three new spells. My favourite magic hacks were recode gem (which is available at level two), and enchanted fusion (which is available at fifth level). As for spells, I rather enjoyed animate armour, and incompetence. The third spell, electroplating, is also quite useful.
And that’s it! All that’s left is the index and the end. 160 pages of awesome.
Honestly, I think that Starfinder: Armory is one of those books you’ve got to invest in. It’s not a frivolous extra purchase. You’ll reference it ALL the time. Every time you need to spend your credits you’ll crack out the Starfinder Core Rulebook and the Armory. For players, I’d say its more important than the Alien Archive (and Alien Archive 2) and Pact Worlds. For GMs? Well, hard to say. If you only GM it’s going to be less useful for you than the Alien Archives and Pact Worlds. But you’ll still get your use out of it. I adore this book and think it’s well worth the money.
Yup! That’s right. Our weird and kooky crew of eccentric Pathfinders have completed their first mission! We played, we laughed, we triumphed. Oh, yeah, and WE RODE A DRAGON!
Who? What? Why?
Read on and be enlightened!
A while ago my family and I were gifted some boons as part of a delightful contest run by the overly generous Hmm. With them we made a team of goofy eccentrics! (Cause what ELSE should we have done with them?). An exiled aquatic elf magus struggling to adapt to life on the surface, a hyperactive grippli ranger who always looks on the bright side of life, a wise stump-tailed vanara shaman with hair growth issues and a pet pig, and a ratfolk shifter who gnaws on everything he can get his hands on. For more detailed information on our characters and their creation you can check out my previous blog post: Character Focus: Wacky and Weird.
Not long after creating these delightfully fun characters we were offered the chance to play an adventure all together via play-by-post: the incredibly hard to find Heroes for Highdelve! Our kooky characters took the time to think of a reason they were in Highdelve, and then we got cracking! They arrived just in time for the annual Brightbloom Festival. In addition to exploring the festival, stuffing our faces (and our pigs) with carnival food, riding barrels, competing in sack races, and assisting a puppet show, we each had specific goals we were trying to achieve.
My daughter’s grippli Croak was on the hunt for some stuffed rabbits she had recently purchased and misplaced on a wagon. My son’s vanara Pinesong Rippleroot was looking for some pet pigs he had accidentally sold to a merchant instead of a loving home. My husband’s ratfolk Lomo was in the market for a crafter to repair his father’s magical necklace that Lomo had chewed on. And my aquatic elf Sereia who was trying to track down a coral idol sold by an antiquities smuggler. Their efforts were hampered by the festival, but they had fun and found some promising leads.
Suddenly, the festival was interrupted by screams! The teenaged flower collectors for the festival (known as the Bloomgivers) came back to town wounded! They had been attacked by a pair of young troublemakers. In addition to being beaten up, they were robbed of their protective amulet, and their wagon of Brightbloom flowers was broken. The people gasped. Some called for the village’s legendary draconic protector Aurelliax to bring justice to the wayward youths, but she strode out of the crowd in human form and declined. She had promised the founders of the village long ago that she would protect them, but not interfere in village politics and citizenry. If someone was going to retrieve the protective amulets, gather the brightblooms, capture the teens, and save the festival, it was going to have to be someone else.
Obviously my kids hopped at the chance to volunteer! Their characters announced rather boldly that we would handle it, and once again my aquatic elf was roped into some spontaneous adventure. My daughter’s character Croak assured everyone that this would be the perfect grand adventure! Sereia was unsure.
Still, they were nothing if not true to their word, so the band of outcasts set out from Highdelve, through the hills and wilds until they reached the brightbloom meadow. There they found a field of flowers as far as the eye could see (along with the Bloomgivers’ broken flower wagon). They also found an old cabin, a recently used campsite, and a cave. The group split up, with Lomo and Pinsong checking out the cabin, Croak hopping right into the flower field to pick some brightblooms, and Sereia examining the campsite. But after only a moment the two teenaged hooligans hopped out from behind a rock and started attacking Croak!
What kind of dastardly villains would attack an innocent grippli who was plucking flowers?
Angsty ones!
Ahhh! The horror!
Croak leapt into action, tossing a net at the girl. Much to my daughter’s glee the enemy was stuck in the net the entire fight. (She laughed about this endlessly!). Everyone else rushed over to the meadow while Croak battled the remaining teenager with her blowgun. Pinesong arrived on the scene next, alongside his pig Cutie Pie. While Cutie Pie hid behind a rock, Pinesong clambered up on top of it and formed magical stormclouds around the enemy, making it difficult for them to see. Lomo arrived next and tore into the guy with his claws — dealing less damage than you might imagine since he’s a Dexterity based combatant. But before Sereia could arrive another enemy showed up on the scene! A tiefling who had hired the teenagers to steal the protective amulet from the Bloomgivers. Why? It was a mystery!
The trident wielding Sereia was the last to arrive, but as the character with the highest damage potential she turned the tide of battle pretty quickly. With the tiefling dead, and the two teenagers prisoner (but conscious) the quartet set about questioning the kids.
They learned that it was the tiefling who had something horrible planned for the town. Apparently he was keeping a monster in the cave, which he was going to unleash upon Highdelve! And the amulet? It would keep the monster protected from Highdelve’s gold dragon defender!
Knowing that they had a monster to defeat but unwilling to risk their prisoners escaping, the group transported the two teens and the tiefling back to Highdelve. After turning them in to the guard’s custody they headed back out to the cave and went right in. It was time to go monster hunting!
The caves were dark, but they could hear strange bellows echoing down the tunnels. In time they found the source — a massive ettin with strange markings carved into its flesh! Tangled in its fingers was the amulet!
When my kids looked at the battle map and the picture of the creature my kids both stopped and said: “Uh oh… That looks strong!”
Despite their fears we waded into battle with enthusiasm.
Now… When you’ve got four players who make characters always intended to play alongside one another, chances are good they’ll make a balanced team. And we did. But… we also aren’t exactly based around damage. We’re more like… a swarm of gnats that flits around the enemy poking it and causing it minor hinderances. Lomo is a melee guy, but his claws do 1d3 damage. No strength bonus. Pinesong is our healer but for damage? Well, he usually uses his storm burst ability to make the enemy treat Pinesong and his pals as if they had concealment. He’s got a crossbow but he’s not a very good shot. My daughter’s little grippli Croak? She fights with nets and poisoned blowgun darts. Considering the ettin beat every single saving throw against her poisons she dealt a whopping 1 damage per shot! Oh, yeah! And Sereia? She’s a magus, so she can deal some solid damage, but she also has to wear a lot of hats in the party. She’s the spellcaster, she’s the second melee character, she’s the academic, and she’s the trap finder. That’s a lot! As a result her attack rolls are good, but not amazing. They’re fair at best if she’s using her spell combat ability. So when she hits she hits hard. But she wasn’t hitting all the time. Meanwhile, Lomo and Croak hit practically every round! (My daughter was very proud of her consistent one damage darts. Haha.
Anyway, the battle was great fun! It lasted quite a few rounds without dragging on too long, we hindered him enough that we rarely got hit, and we bottlenecked him in a tunnel so he couldn’t reach our squishier team members (Pinesong and Croak) with his massive, skull-crushing flail.
We spent a little time gloating when we finally defeated the ettin — okay, mostly it was Croak mocking the dead ettin for looking like a giant plucked chicken with all those darts sticking out of him. Then we looked around, collected the amulet, and left.
Outside we found a dragon.
Not just any dragon.
A freaking HUGE dragon. Thankfully it was gold.
Pinesong and Cutie Pie hid, Croak gave it a chipper hello, and Lomo froze like a character in a Jurassic Park movie who’s squaring off against T-Rex. Cause a dragon can’t see you if you stay still, right? RIGHT?
….Yeah, not how it works Lomo. But hilarious!
Sereia made the connection between the gold dragon and Aurelliax, guardian of Highdelve, and soon they spoke. The dragon thanked them for their aid and offered them a ride back to town.
My kids were flabbergasted. Literally amazed. My daughter squealed in delight (“UH, YEAH! OF COURSE!”). My son started singing a song from Teen Titans Go! all about riding a dragon (literally).
“We’re gonna ride that dragon! THAT DRAGON! We’re gonna ride that dragon! THAT DRAGON!”
He was so excited he insisted on sending our wonderful GM a link to the exact song and episode. You’re welcome! Haha.
Anyway, we rode that dragon all the way back to Highdelve and learned that the townsfolk had banded together to help us wrap up our tasks! Lomo’s necklace was being repaired, Pinesong’s piglets were being given new homes, Croak’s missing rabbit stuffed animals had been found, and the name of the client that the antiquities smuggler had sold the coral idol to had been found. Soon Sereia could track it down and return it to her people.
My kids were amazed! Big smiles all around. And then they settled in for a feast and dance as the guests of honour. Aurelliax gifted them a magical statuette which turned out to be a super cool boon! Both of my kids transformed the statuette into a magical creature: Pinesong used it to make Cutie Pie covered in golden scales, and my daughter used it to create a pet flying squirrel with giant golden bulging eyes called Roadkill. My husband and I are going to hang onto it to use one of it’s other cool benefits.
We got our chronicles just the other day and the adventure came to an end. And what a good one! Particularly for kids! It had such a nice feel-good ending. Both of my kids said it was among their very favourite adventures they’ve ever played! (My son said he had two favourites: this run of Heroes for Highdelve, and his play through of Signs in Senghor, which was written by my brother and I wrote about in a previous blog post: Signs in Senghor: Part One, and Signs in Senghor: Part Two).
In short, we had a blast!
And if our wonderful GM happens to be reading this: a thousand thanks!
I’m not sure what’s next for our weird and wacky crew. Finding a game all four of us can get into can be tricky, but I do know that whatever we play, we’re going to have fun.
I’ve already mentioned that Starfinder has launched their new Adventure Path: Against the Aeon Throne. I’ve talked about it, geeked out about it, watched Paizo’s twitch stream, and generally wished I owned it. It looks like a ton of fun. My husband nodded his head and gave me a ‘that’s nice’ sort of look. Clearly not as excited as I am, haha. And my kids? Excited, but not obsessively so.
Until they saw the preview.
Preview?
Yeah! Preview! The trailer! Like a movie trailer for an adventure path. It explains the premise and basics of the campaign clearly, quickly, and concisely. It sounds awesome, it’s got great art. And it generally made me start salivating all over again.
As soon as it started my kids wandered over to see what I was watching. They sat still…. and stared….
And when it ended my kids literally started shrieking all at once.
“THIS LOOKS SO MUCH FUN!”
“I WANT TO PLAY!”
“YOU NEED TO BUY THAT FOR ME! NO! I will tell DAD to buy it for YOU for YOUR birthday!”
“THAT’S TOO LONG! AN EARLY BIRTHDAY!”
“A… thanks for going to school gift? Can I have one of those? I am in grade one now, Mom.”
So on and so on. We laughed, and I figured they’d soon wander off.
Instead they pulled out the Starfinder books and started making characters for Against the Aeon Throne. They didn’t have time to finish before bed, but the next day on the walk to school it was all they talked about. And the day after, on the weekend, we spent our time at the laundromat creating their characters together.
My son made a contemplative technomancer who is a scholar with a focus on the fields of ecology and alien ecosystems. He dabbles in illusions, mind magic, and technology, but takes special care to use magic that doesn’t harm the environment, and to create clean, sustainable technologies. His contemplative travels to Nakondis to help his friend study the starship drive on the mysterious crashed ship she is studying there. In addition, he’s going to ensure that the new colony of Madelon’s Landing treats the planet of Nakondis with the respect it deserves.
Contemplatives can be found in Starfinder: Alien Archive, along with a ton of other fun monsters and playable races.
And my daughter? She has a character image she discovered ages ago on Pinterest that she’s been saving for something special. She’s making a ysoki ninja! White furred, with pale pink attire, a dagger and a stun gun. She’s going to be an operative, although she’s torn between selecting the ‘daredevil’ and the ‘ghost’ specializations. She plans to focus on both acrobatics and stealth, so she’s undecided. Either way she’s going to be a nimble, tricky combatant comfortable in close range and melee combat.
Then they got to work asking what I would play, and badgering my husband for his character concept.
The only problem? I still don’t own it. Haha. Guess I’m investing in Against the Aeon Throne sooner than expected!
Grumpy over our inability to begin playing, my kids settled in with my husband to watch the finale of Voltron: Legendary Defender. They loved it, and when they end came they headed right over to the block bucket and got building.
Last time they built starships they did so with LEGO, but this time they used Duplo. Duplo is like bigger sized LEGO. It’s kind of marketed for toddlers, while LEGO is for kids, but my kids ADORE their Duplo (yes, even more than their LEGO). With LEGO they build things, but locking in the blocks sometimes hurts their fingers, and for some reason they feel compelled to find and follow instructions when they use it. They don’t often just build something grand from their imagination with LEGO. But with Duplo? It’s different. They never look at instructions. The blocks don’t hurt. They just come up with the craziest things, and build. Usually it’s full cities and markets with multiple buildings and roads and things. Trains and other vehicles are popular. Sometimes amusement park rides (that move). Once in a while they build mazes multiple layers deep. A while back my husband and I were watching ‘In The Heart Of The Sea‘ on Netflix and although my husband and I liked it my kids were bored out of their minds. Instead of watching my son sat down with blocks and built his own massive whaling ship. It was the right ship, had masts and sails, and even miniature rowboats on it. It was literally a massive, awesome ship. It even had a removable top deck so you could look inside. It was, hands-down, cooler than anything I’ve ever built.
So, I wasn’t surprised when they started building something together. They had a plan, and they chatted and got to work. When it was done they called me over. They had made a big starship, a few feet long and almost a foot wide. They stacked it on stilts that they attached to wheels, so it could drive around the house while the ship itself was still hovering off the ground.
“Awesome starship, guys!” I said
They shook their heads.
“This is not just ANY starship, Mom. THIS is a Galra battle cruiser! The really big ones. See!”
I looked at it again and nodded. It looked like the right shape and everything. I could see it.
They showed me the bridge. If you’ve got little hands (which I do not, haha) you can slip a hand inside and put figures inside. There’s even chairs and computer consoles in there. Impressive. They showed my the really big gun turret they built on top, which really does spin. They named what kind of gun it was, but in all fairness, I’ve forgotten it’s name (shame on me, I know). It was the big one. Haha. They showed me the thrusters and the engine bay. They showed my the medical bay and the prison cells. They pointed out that the prison cells had toy lions in them because in the finale they had just watched the villain captures the hero’s lions (they’re sentient lion-shaped starships, in case you have no idea what I’m talking about) and locks them up. Cool!
Anyways, I was so impressed we took a bunch of photos I thought I’d share below. My kids are very proud. They’re still waiting for Against the Aeon Throne. And they’re still excited. But, for now, they’re happy their creation is getting shared with the world.
The Return of the Runelord’s Player’s Guide has recently been released by Paizo. Meant to go with the Return of the Runelord’s Adventure Path, which takes place in the nation of Varisia, this player’s guide is a free download on their website. The Return of the Runelords Adventure Path is already underway, with volume one, Secrets of Roderic’s Cove, released at the start of this month, and volume two, It Came from Hollow Mountain, released at the end of this month. The other four volumes have yet to be released (but are available for pre-order).
Now, I’m not sure about all of you, but I’ve been supremely excited for the Return of the Runelords Adventure Path. I have loved every adventure path set in Varisia, and played through or GMed quite a few of them. It’s a place of adventure, history, mystery, and — for me — fond memories. It’s right up there with my favourite nations of Golarion.
Like the Adventure Path Player’s Guides before it, this one is filled with all the information you need to create a character well-suited to the (Return of the Runelords) Adventure Path, and invested in its major plots and purpose. It contains advice and short compiled lists of which classes and archetypes are best suited to the campaign. It briefly describes the region that the Adventure Path will be taking place in (Varisia, in this instance), as well as the races found there. It gives advice on which religions are common — including information on some obscure faiths. It also contains suggestions for animal companions and familiars that are appropriate to the region. However, these lists (excluding the animals) are very brief. This is because the Return of the Runelords is very broad in scope. There is no one class that is better suited to it than others, and no classes that are unheard of. Characters of any race are more than welcome to play. This is a great time to pull out the wacky, weird, obscure, and eccentric character options you’ve been mulling over and give them a try.
There was plenty of interesting information in this little guide, including six new traits specific to the Adventure Path (called Campaign Traits), of which each character is expected to have one. I particularly enjoy ‘accidental clone,’ and ‘scion of legend.’ The player’s guide left me happily inspired. Although there’s lots of neat tidbits we could discuss here, I’m not going to go into details. It’s free! You might as well download it yourselves. What I will say is that all of your PCs must play people who have been in Roderic’s Cove for at least a month, and that you all are acquainted with one another. Not friends, or anything. That’s not required. But you know of each other and would be willing to work alongside one another for this adventure. Furthermore, your characters should be ambitious, and curious. They need to be willing to seek out answers and adventure for themselves. This adventure path does not rely on NPCs hiring you to complete a task or ordering you around. The drive to continue needs to come from your player’s characters. Finally, your characters need to be willing to protect not just the city of Roderic’s Cove, but the nation of Varisia as a whole. This is not a campaign that stays idle. It travels the width and breadth of the country.
In addition to your typical Player’s Guide information, this one also had a few extra goodies. For starters, Return of the Runelords is the direct sequel to the Rise of the Runelords Adventure Path and the Shattered Star Adventure Path (which begins with Pathfinder Adventure Path 61: Shards of Sin (Shattered Star 1 of 6)). It assumes that heroes — probably your PCs from those campaigns — defeated the Runelord of Greed, Karzoug, and reforged an ancient Thassilonian artifact known as the Sihedron. Of the many heroes who accomplished these feats, a few have decided to stay in Varisia and act as the nation’s defenders. Each player gets to select one of their heroes from either Rise of the Runelords or Shattered Star and make them one of these so called ‘Sihedron Heroes.’ These heroes will be in the background of the campaign, doing… stuff! Haha. (I have no idea what they’ll be doing, but you can bet its important!). As for the other PCs from those campaigns? That’s up to you. They will not play a major role in the adventure path. If you’ve never played either previous adventure path, that’s alright! Your fellow players can select their past PCs and you can make a concept (or stats) of your own hero. It’s a nice touch that ensures none of your players will be left out of the fun. Finally, if you’re from a group where none of your players completed Rise of the Runelords or Shattered Star, the GM will make the entire team of Sihedron Heroes themselves. Full details on the Sihedron Heroes role in Return of the Runelords (for GMs) will appear in other issues of the adventure path, beginning in Pathfinder Adventure Path 134: It Came from Hollow Mountain (Return of the Runelords 2 of 6). It should be noted that at the start of Return of the Runelords, the current location of the Sihedron Heroes is unknown.
The last little bit of extra fun involves the campaign’s starting event: you’re attending the weekly Circle Market in Roderic’s Cove. During the first session you have a chance to find a great deal in the market. You’ll get 10% off of a single item chosen from either basic gear, alchemical items, weapons, potions, scrolls, or even a magical object. Although you’re free to choose the object itself, what category of item it is is determined by a d20 roll. It’s think its a nice bit of fun. Particularly if its repeated each time you attend the Circle Market. It is a weekly event, after all!
But, this is a Player’s Guide! It’s not about treasure, or cities, or Varisia. Not at its core. At its beating heart the Player’s Guide is a free tool to help players like us make characters who will work well within the Adventure Path they’re going to commit to. It should inspire us to make characters, entice us with ideas, provide us with some cool traits, and let us go crazy. And this one did.
So after reading the guide, what would I make?
A good question!
There’s a huge number of character concepts you could run with for this campaign, and a ton of classes that would work. In fact it’s one of those nice campaign where pretty much anything goes. I wouldn’t suggest using an aquatic mount or animal companion, but other than that it’s pretty open. I gave all the classes a lot of thought and came up with way too many ideas. I would adore playing the children of some of the other PCs from my family’s Varisian campaigns. Children of the heroes of Curse of the Crimson Throne, Second Darkness, and Rise of the Runelords adventure paths would be a ton of fun. Or, perhaps a spiritualist whose spirit companion is an NPC or a PC who died during one of those campaigns! I’ve always wanted to utilize the harrower prestige class, especially coupled with the deadly dealer feat, but have never had the chance. Someone descended from ancient Thassilonians would be a blast. There’s some fun character options from Pathfinder Player Companion: Blood of the Ancients which would make that enjoyable. I have a soft spot for the Shoanti peoples, and playing a member of the Spire Clan would be particularly fun (they practically worship the ancient monuments dotting Varisia). I would have a blast playing a ex-gray maiden whose trying to start fresh and has the masked maiden vigilante archetype. And that’s not even counting all the other things I’d like to do! Chronomancer wizard, twinned summoner, relic raider rogue, and an arcanist are all on my list of things I’d love to play.
How about you? What character concepts and builds would YOU like to play for Return of the Runelords? I’d love to hear them!
My family and I entered a contest a few weeks ago. Hosted by the overly generous Hmm on Paizo’s message boards, she was going to give away all the boons necessary to create a mermaid in PFS play. There were a few ways to enter — for yourself with a mermaid character concept, for a group of friends with a team created from the other boons she was giving away, or by nominating someone else who you thought deserved to win. My family and I entered together, and were lucky enough to be chosen as one of the winners.
I’ve mentioned this contest before on my blog, and I promised that when our characters were complete I would share them with the world.
That time is now! (Finally! Haha.)
My family and I wanted to make a quartet of characters who are (and were) universally considered outcasts among their people and Golarion at large. They’re weird, and different. But what’s strange for one culture isn’t strange for others, and it’s those very oddities that the others embraced and connected with. After all, who cares if the vanara has unnaturally large eyes, if he’s hanging out with a grippli? These guys are friends, companions, and (in many ways) family. They don’t have the same interests, and they don’t always get along. But, hey? What family does?
My daughter was the first person to create her character. She’s always the first person to do so. Admittedly, I would beat her to it, except I always wait to see what my kids want to make before creating my own character.
Pathfinder Player Companion: Blood of the Beast contains a variety of character options for catfolk, grippli, kitsune, nagaji, ratfolk, tengu and vanara! For more details you can check out my detailed blog post on the book, or purchase the book for yourself. It’s a fun one!
My daughter made a grippli named Croak. In her original character pitch she had said she was gong to make an energetic, poisonous grippli who fought with a blowgun. She was going to be a ranger with the poison darter archetype (rangers can be found in the Pathfinder Roleplaying Game: Core Rulebook, grippli can be found in Pathfinder Roleplaying Game: Advanced Race Guide, and the poison darter archetype for rangers can be found in Pathfinder Player Companion: Blood of the Beast). When it came time to make her character and actually get her down on paper, she stuck to it. But, she also added to it. In addition to being a poison darter, she’s chosen to be a skirmisher, which is an archetype for rangers which sacrifices their spellcasting in order to use some nifty tricks a few times each day that can benefit yourself and your companions. This won’t have an effect on her character now, but in the future it definitely will! (The skirmisher archetype for rangers can be found in Pathfinder Roleplaying Game: Advanced Player’s Guide).
Croak is incredibly nimble, and rather wise. She’s decent with people and animals, and pretty healthy. She’s not one for book learning, and she’s physically weak. Her final stats are Str 8 / Dex 18 / Con 12 / Int 10 / Wis 16 / Cha 13. As a grippli she’s small, has dark vision, a base speed of 30 feet and a climb speed of 20 feet. She has the ability to camouflage herself while in a swamp, and has no problem travelling in such environments. She speaks Common and Grippli. She was sorely tempted to take the toxic skin variant racial trait, but decided against it. Croak loves to swim, so my daughter didn’t think it made since to give up swamp stride. As a ranger she has the track ability, which she’s excited for. However, she does not have a favoured enemy or wild empathy. These are both abilities she gave up for her archetype. Instead she has poison use, and she secretes a paralytic toxin from her skin which she can use to poison her weapons a few times each day. At higher levels she’ll give up her combat style for rogue talents and give up her hunter’s bond ability for sneak attack that only works with a blowgun.
Now, you might be saying, blowgun? Really? They’re not very good. Well, too bad! My daughter thinks they’re the coolest. She bought a toy one for herself the other day at the local dollar store. I warned her they were tricky to use, but she insisted, and she’s been practising ever since. By now she can get the foam dart to sort of fall out of the blowgun and land on the floor. This is a great improvement from her first few attempts which resulted in the dart moving slightly and staying inside the blowgun. Haha. Admittedly, I’m not much better. As an out of shape asthmatic I can make the dart fly no more than five feet. I’m quite proud of this, actually, as I expected to do much, much worse. (Hooray for low expectations!).
Croak decided to use her favoured class bonus on a special grippli ranger option: she gets a +1 bonus on swim checks. When this bonus hits +8 she also gains a swim speed of 15 feet. She finds this very exciting. She chose to put her skills into acrobatics, climb, diplomacy, perception, perform (song), and swim. She’s also naturally good at stealth and survival, but she did not invest ranks into those skills yet. Perhaps in the future. For traits she chose insider knowledge, which gives her a +1 on diplomacy checks and made diplomacy a class skill. She also chose reckless, which gives her a +1 on acrobatics checks and made acrobatics a class skill. (Insider knowledge can be found in the Pathfinder Society Roleplaying Guild Guide, while Reckless can be found in Pathfinder Roleplaying Game: Ultimate Campaign). All things considered, acrobatics turned out to be her best skill, which is just how she wanted it. For her feat she chose agile tongue. This grippli feat allows her to use her tongue to lift light objects, make sleight of hand checks, and perform steal and disarm maneuvers. It also lets her make melee touch attacks, but that won’t have any benefit for her right now. (Agile tongue can be found in Pathfinder Roleplaying Game: Advanced Race Guide).
When it came time to buy her equipment, my daughter certainly took her time! Haha. She bought a blowgun with a ton of blowgun darts, a net, and a pair of poisoned sand tubes. But for her melee weapon? Oh, it took forever! Melee is not going to be Croak’s forte. She’s intended to be a close range combatant who stays mobile, and hinders her foes. Her strength score is poor, but she still wanted to be able to have a melee weapon for those times she she gets locked down. The problem? My daughter has no idea what most weapons actually are. She can read their names and statistics, but rarely does she actually know what they look like. There are some she knows, of course: longsword, short sword, dagger, gauntlet, cestus, scimitar, sickle, whip, spear, quarterstaff, net, blowgun, bow, crossbow and darts. She also sort of knows what a sling is. Or rather, she knows what it is, but she likes slingshots better, so she insists the sling is a slingshot. Not the case, of course, but hey, she’s six. It’s a slingshot! As a ranger she had proficiency in a lot of weapons she didn’t recognize, so we spent some time looking up pictures of each weapon, and even watched some videos of how you use each one in battle. In the end, she chose a light flail for her weapon. She became so enamoured with this dangerous weapon that the same day she was at our local dollar store and bought a blowgun, she also bought a little toy flail that’s perfectly sized for her. She’s been hard at work learning how to swing it without whacking herself in the head. For her armour, she picked out a reinforced tunic. In addition to basic adventuring gear she bought a sunrod, a healing potion, and a few vials of acid.
So who is Croak? What’s she like?
Croak is a beautifully coloured grippli, with bright pink and purple skin. Her big, yellow eyes are so bright they practically glow. Her big wide mouth is always curved up in a happy smile. She wears a bright yellow tunic with a belt made of vines. She has a blowgun on her belt, along with a LOT of darts, some vials, and a light flail. She wears a backpack which she’s drawn on with chalk to make look fancy (it mostly looks messy). She taps her toes while she waits, wiggles her fingers, and flicks her tongue around. She never seems to stop moving.
Croak’s a hyperactive, bouncy little thing that’s constantly moving and talking. She’s impulsive, impatient, and finds it difficult to settle. She loves to climb, swim, and play. She’s a very mobile and acrobatic fighter, cartwheeling, dancing, and diving across the battlefield. This makes her a big target. But, she doesn’t mind! They’ll never catch her! Especially once she’s tangled them up in a net, or poisoned them!
Croak is the funny member of the team. She is naive, and boundlessly optimistic. She looks on the bright side of everything, even if she has to get pretty creative to find that bright side! She’s the team member who keeps everyone moving, and brings a smile on a dour day. She’s their spirit.
Croak grew up in a tribe of grippli who lived in the Mushfens of Varisia. Life there was hard! It required patience, and relied on stealth and camouflage. Croak did not fit in. She was bright, chipper, and NOISY! Plus, she never sat still. After a particularly disastrous fishing expedition involving sixteen butterflies, a rubber ball, a fishing net, and seven very upset grippli, Croak was cast out from her tribe.
It sucked! She was very upset!
She travelled a lot after that, and had a lot of trouble fitting in. Lots of people thought she was WEIRD. But, in time, she made new friends. They didn’t mind that she never sat still. After all, they were always travelling anyway! And Croak never slowed them down. They didn’t mind that she squirmed around and bounced through the battlefield. She was a very distracting target! They didn’t mind that she talked all the time. They didn’t even mind her singing! Well, okay, maybe they minded her singing. She couldn’t really be sure when she was singing, after all. She was rather loud.
Croak loves to explore nature with her friend Pinesong Rippleroot. She loves to go swimming with her friend Sereia. And she loves to make discoveries in cities with her friend Lomo.
With my daughter’s character made, we sat down to work on my son’s: Pinesong Rippleroot.
In his original character pitch, my son decided to make an eco-conscious vanara druid with a stumpy tail and hair growth issues. He kept his character concept the same, but while creating his backstory he decided he would have a pet pig. While we explored the druid class and its archetypes together, we also checked out some similarly themed classes, including the shaman, and nature-themed oracles, sorcerers, and witches. Although he loved the idea of a lot of the druid’s abilities, he fell in love with the idea of using his pig as a spirit animal. He debated for a time, but in the end decided that Pinesong Rippleroot would be a shaman. (Vanara can be found in Pathfinder Roleplaying Game: Advanced Race Guide. Shamans can be found in Pathfinder Roleplaying Game: Advanced Class Guide, sorcerers can be found in Pathfinder Roleplaying Game: Core Rulebook, while oracles and witches can be found in Pathfinder Roleplaying Game: Advanced Player’s Guide).
Pinesong is incredibly wise and nimble. He’s surprisingly charismatic and friendly. His final statistics are Str 10 / Dex 16 / Con 10 / Int 10 / Wis 16 / Cha 14. As a vanara, he has a thirty foot base speed, 20 foot climb speed, and low-light vision. He’s nimble, and gains a +2 bonus on his stealth and acrobatics checks. Pinesong gave up his prehensile tail ability and instead chose risky troublemaker, which lets him roll twice on his use magic device checks. He speaks Common and Vanaran. As a shaman he forms a bond with a single spirit, which grants him magic spells, abilities, hexes, and other benefits. He also has a magical spirit animal who acts as a conduit between himself and his spirit. My son immediately decided to select the nature spirit. This would grant him some nifty plant and animal themed spells and abilities. Right now it lets him use the spell charm animal as his spirit magic spell, and create little hindering storms around his enemies with the storm burst ability. It also allows his spirit animal (a pig named Cutie Pie) the ability to move through any undergrowth and natural difficult terrain without penalty or harm. Shamans are prepared casters, so for his first adventure he chose to prepare daze, detect magic, stabilize, cure light wounds, and goodberry.
My son chose to invest his skill ranks into acrobatics, climb, knowledge (nature), survival, and use magic device. He’s also naturally good at stealth. There’s a lot more skills he wants to invest in at higher levels, including handle animal, knowledge (arcana), and spellcraft. For traits he selected dangerously curious, which gave him a +1 bonus in use magic device and made it a class skill, as well as reckless (that’s a pretty popular trait in my house!). (Dangerously curious can be found in Pathfinder Roleplaying Game: Ultimate Campaign and Pathfinder Roleplaying Game: Advanced Player’s Guide). For feats he chose weapon finesse.
When it came time to buy his gear my son knew exactly what he wanted. Pinesong adores fancy, complicated objects, which my son wanted to reflect in his gear choices. He purchased a light crossbow and lamellar cuirass. (Lamellar cuirass can be found in Pathfinder Roleplaying Game: Ultimate Equipment and Pathfinder Roleplaying Game: Ultimate Combat). Of course, Pinesong also tries to make his own gear — and does a horrible job at it. He uses hand carved wooden stakes for his melee weapon, and wears a braided belt of grass and vines. For his other gear he invested in some basic adventuring equipment, a vial of acid and a flask of holy water.
Pinesong Rippleroot is a chubby, vanara with a bulging tummy, thin white fur, and a short stubby tail. His eyes are much too big, which makes them look like they’re bulging out of his head, but his smile is wide and happy. His hair on the top of his head is styled into an outlandish hair do! It looks very odd! With every breeze his fur moves around, showing off his many bald spots.
Pinesong wears a belt he fashioned himself from a braided vines and grass. There’s a wooden stake hooked onto it, and a belt pouch. On his back is a crossbow and a backpack, and over his chest he wears some odd looking armour made of little squares that he thought was fascinating! He does not wear pants or shoes.
Pinesong was always a strange vanara. He was born hairless, with massive, bulging eyes, and a short stunted tail. The other vanara thought he was hideously deformed! As he grew it didn’t get any better. His hair never grew in, his tail never got longer, and his eyes? Well, they got bigger, but that just creeped everyone out more. Eventually, the tribe could take it no more and Pinesong (whose birthname is Bug-eye Manycurse) was abandoned. He was still a child then, but he took to life in the forests with enthusiasm. The birds never complained or called him ugly. The bugs never screamed when he came to play with them. The animals became his friends, and the wilds his home. He was happy, and free. In time, Pinesong’s hair did grow in. It’s very thin, and a good breeze shows off his many bald spots, but he’s very proud of it. He keeps it long and refuses to trim it, worried that it won’t grow back. He brushes it all the time and styles it in outlandish hair-dos. His tail is still too short, and never really grew in. He’s also quite chubby and big for a vanara, with a bulging tummy, and a wide, happy, face.
Eventually, Pinesong reached the edge of the woods and found something amazing! A TOWN. They had homes made from dead trees, and could shape the earth into little cute rectangles for making things! Apparently they were called bricks and they were not for throwing. Pinesong was fascinated! He moved in right away, but still finds the ways of the city strange. He doesn’t understand why they get mad when he sleeps on rooftops. Or why they greet him with shrieks and screams. His concepts of ownership are, admittedly, in need of some work. They offered him a home at this place with barred windows, but he got bored so he left. They didn’t like that very much. He loves trying to build beautiful things like the city folk do, but he’s horrible at it. His inventions always malfunction and break, usually causing him to hurt himself. A minor price to pay for mastering a craft!
In time, Pinesong made some great friends. There was a grippli who was delightfully exciting! She thought his big eyes were beautiful, which made him blush all the way to the tips of his wonderfully styled fur. There was an elf who could breathe water! A feat he’d like to accomplish one day! And there was a ratfolk who knew the many intricacies of city life which so eluded him.
One day he found a little pig who was being chased by naughty children with sticks! Pinesong swooped in to save the pig, and he hasn’t left his side since. He’s decided to call the pig ‘Cutie Pie.’ Pinesong loves his curly little tail and his happy squeals. Pinesong was very surprised to find that Cutie Pie is magical! When he asks Cutie Pie for magical power, nature listens, and the magic flows up into Cutie Pie and into Pinesong. It’s pretty cool!
Despite his newfound fascination with city-life, Pinesong cares deeply for the natural world. He wants to protect the many animals, plants, and delicate eco-systems of Golarion. He has a soft spot for lost things, foundlings, and orphans of all kinds. He’s a happy fellow, with a jolly, screeching laugh. He’s a bit oblivious to the intricacies of society, and the cultures around him, but loves learning about such things. He’s constantly trying to make friends, even though most people are creeped out or irritated by him. Despite his goofy demeanour, Pinesong is uncommonly wise, and his group of friends often turn to him for advice, comfort, healing, and guidance.
I chose to make an aquatic elf by the name of Sereia whose curiosity got her abandoned on the surface. (Aquatic elves can be found in Pathfinder Roleplaying Game: Advanced Race Guide, while extra class options for them can be found in Pathfinder Player Companion: Blood of the Sea). I had originally intended to make Sereia an arcanist. I’ve never had a chance to make an arcanist before, and I was quite excited for the chance.
When I sit down to make characters I come up with a character concept first, then I browse through all the different classes and archetypes that I think might work for them and take notes on which ones I like, why, and how that class choice would affect my character concept. Sereia was no different. As I went through arcanist and a bunch of other casting classes, I decided two extra important things: she would have poor charisma and use a trident. Arcanists sort of need charisma, so I had a bit of an issue. In addition, both of my children had chosen ranged options, and I knew we’d be in need of a melee fighter of some sort. In the end, I decided to make Sereia a magus. It blended my arcane magic with some decent combat capabilities in a way that I enjoy. In addition, I don’t have a magus in PFS play (although I do have a ranged magus in a different play-by-post), so I was excited to get the chance to use one. Arcanist will have to wait for another time. Again. (Poor arcanist!). I decided to give her the hexcrafter archetype. The hexes would which would give her some fun ranged options and, in terms of flavour, Sereia believes herself to be cursed. I liked the idea of reflecting that in her class choices. (The magus and the hexcrafter can be found in Pathfinder Roleplaying Game: Ultimate Magic).
Sereia is smart and strong. She’s nimble — though not nearly as much as her companions — and is relatively healthy. She’s impulsive, and prone to acting before thinking. She’s unused to interacting with surface races. Her final statistics are Str 16 / Dex 14 / Con 12 / Int 16 / Wis 10 / Cha 8. As an aquatic elf she’s amphibious, has a base speed of 30 feet, and a swim speed of thirty feet. She’s a naturally gifted arcane caster, and has keen senses. She took the deep sea dweller alternate race trait which gives her dark vision and cold resistance at the expense of low-light vision and her elven immunities. She speaks Aquan, Common, Celestial, and Elven. As a magus she has an arcane pool, spellbook, cantrips, and the spell combat ability. Her archetype adds a variety of curse spells to her spell list, although at the moment she only has brand in her spellbook. At higher levels she’ll also gain access to a variety of witch hexes. The level one spells I chose to add to her spellbook include colour spray, grease, hydraulic push, obscuring mist, shield, and shocking grasp.
I had such a wide array of skills I wanted Sereia to be able to use that I had a hard time narrowing it down. In the end I invested skill ranks into disable device, knowledge (arcana), linguistics, perception, spellcraft, and swim. At her next level up she will diversify a lot, spreading out her ranks to a wide variety of new skills. I chose to give her criminal (disable device) and observant (perception) for her traits, and arcane strike for her feat. In addition to basic adventuring gear I bought her a trident, darts, a few vials of acid, leather armour, and thieve’s tools.
Sereia is a calm and proud aquatic elf with blue skin, long white hair, and a wiry frame. Constantly hot and feeling like typical surfacer clothes are suffocating her, Sereia wears as little clothes as possible to remain ‘decent’ in public. Typically this consists of tiny, tight shorts, a crop top, a belt, sandals and a backpack. While on missions she adds leather armour. She wears golden earrings, and an elaborate golden hair piece — ancient Azlanti relics she scavenged herself on an expedition made before she was cursed. She also wears a thick necklace of shell and coral which her sister made her many years ago. In her hands she carries an elaborate trident.
Sereia is descended from a long line of aquatic elf explorers who ply ancient, sunken ruins in search of relics. The exploration of these locations, and the handling and care of the treasures and lore found within is considered a great honour. However, her people take great pride in knowing when a dangerous ruin, or powerful artifact should be left untouched, and unsullied. Insatiably curious, Sereia revelled in the joy of discovery, and earned a place of respect among her people. For a time. For Sereia’s greatest strength was also her weakness. She was too curious. Too ambitious. Too bold. And it was her downfall. When her exploration team discovered a ruin marked with ominous sigils, they labelled it taboo. Off limits. But Sereia forged ahead. She discovered a strange pearl on an altar, literally pulsing with magical energy. Where others would have backed down, she reached out… and touched it.
Her world fell apart.
The pearl transported her to a strange place where the seafloor was hard, and the oceans were hot air that burned and cracked her skin. She could breathe — thank the gods! — but swimming was off limits with water nowhere in sight. She learned to walk, an exhausting experience, for never before had her body felt so heavy.
And there, on the surface of Golarion, Sereia faced a harsh reality. She had been reckless. She had broken taboos. She had been banished by her own foolishness. Even if she found her way home, she would not be welcome. Not without penance. She needed a great offering for her people. An ancient relic that belonged under the waves, which she could return to her people with pride. And so she set out to acquire such a prize, and — impossibly — find her way home.
Sereia is calm, proud, ambitious, and bold. She’s insatiably curious, and deeply interested in relics, history, and exploration. Since her recklessness brought her to the surface, Sereia believes herself to be cursed by her ancestors or her people’s gods. She was distant and aloof for a very long time, and still seems to be among strangers.She tries to temper her recklessness and curiosity by ponderously thinking things through. A strategy much harder to use since she befriended her strange new friends.
Sereia joined the Pathfinder Society as an excavator and a scholar. She went on missions, but made few friends. She was aloof, and distant. Her fellow agents found her strange — particularly her habit of eating everything raw. She never sought companionship, but in time, it found her.
She met a grippli as curious as she was, who made no effort to reel in her excitement and urges. She met a vanara with a respect for the natural world as deep as her own. And she met a ratfolk who didn’t seem to care he had no place in the world. They befriended her. Changed her. Inspired her. And, in time, she changed them. She sponsored their entry into the Pathfinder Society, and now they work together as a single, very strange, team. With their help, the ancient relic Sereia needs in order to return home has never been closer.
And she’s never wanted it less.
For, what need was there to earn a prize to return home, when she had a family right here in Absalom?
My husband went last. He usually does. It takes him a long time to decide not only on what he’s going to be, but also to come up with some engaging, fun quirks that will keep him interested in his character. In his original character pitch he decided to make a nimble ratfolk shifter name Lomo who chews on everything (including magical objects). He’s stayed very close to that concept. He’s a shifter with the mouse aspect (which will look like a rat in play). (Ratfolk are from Pathfinder Roleplaying Game: Advanced Race Guide, while the shifter is available in Pathfinder Roleplaying Game: Ultimate Wilderness). He’s incredibly nimble. He’s also quite cunning, intelligent, and hardy. His final statistics are Str 10 / Dex 18 / Con 12 / Int 13 / Wis 14 / Cha 10.
As a ratfolk, Lomo is slow, but has darkvision. He’s good with rats, and enjoys tinkering with stuff. He gave up his swarming racial trait to instead have bulging cheek pouches that he likes to hide tasty bits and bobs in. As a shifter he has sharp retractable claws, wild empathy, and (as previously mentioned) the mouse minor aspect, which gives him evasion. He chose the feat weapon finesse, and intends to take shifter’s edge feat tree in the future. He’s a nimble, scrappy shifter, not a bruiser.
Lomo invested skill ranks into acrobatics, climb, knowledge (nature), perception, and stealth. For traits he chose ratfolk avenger, a trait from Pathfinder Campaign Setting: Inner Sea Races which gives him +1 damage against enemies he’s seen attack his companions. He’s very protective of his friends! He also chose sacred touch.
Lomo is a rough looking ratfolk with thick gray fur, bright beady eyes, and soft ears. His cheeks bulge out, as if filled with something, and he nibbles on the end of a fancy looking stick. His long hairless tail is crooked from a magical mishap suffered long ago.
Lomo is the eldest son of a powerful and well-respected wizard. His father once took great pride in passing on his magical teachings and excellence to Lomo, who proved completely and totally ungifted in the arcane arts. Disappointed in his son’s failure, Lomo’s father gave up on him, and began training Lomo’s younger brother instead. Jealous, Lomo spent his nights sneaking into his father’s arcane laboratory and library, desperately trying to make the various wands and magical devices work. He failed. A lot. In frustration he gnawed on the objects he failed to activate. A horrible trait which eventually became habitual. To this day Lomo’s constantly chewing on things — including valuable magical objects. One night he found himself chewing on a powerful artifact of his fathers, which crumbled to pieces in his mouth. Horrified and unable to fix it, Lomo set off to find someone who could.
He left with his friend, Croak, and eventually became companions with Pinesong and Sereia. When Sereia offered to sponsor their entry into the Pathfinders, the trio took her up on her offer. Now the group works together. He’s become very protective of them and, whenever they’re hurt, he tends to shriek “OH, NO YOU DIDN’T!” and go a little… feral.
Lomo desperately wants to be a member of the Dark Archives, but keeps getting turned down. They won’t let him anywhere near the relics. Still, he’s hopeful he’ll not only get in, but he’ll come to lead them one day! Despite his troubles with the Dark Archive, Lomo’s a good Pathfinder Agent. He’s nosy, curious, and good at getting into places he shouldn’t.
Lomo is a nimble, scrappy ratfolk who is constantly gnawing on things — particularly magical objects. He’s greedy,nosy, and a little self-centred — but not obviously so. He tries to be friendly, but it always comes off a bit desperate and awkward. He’s the street-wise member of the group. Lomo knows how the world works and how to get by in it.
And that’s our quirky crew! Together they would do…. stuff! But, that’s not it. In the contest we could choose to write a song for bonus points, which we did. Songs and poetry are not my forte. I love to sing (badly), play the piano (I’m not very good), and dance (with my family). And yes, a lot of the time I burst into spontaneous songs made up off the top of my head. But that doesn’t mean they’re any good. They’re usually jokes, or lullabies, or just a song about my kids, or what we’re doing. Writing a song is outside of my comfort zone. But, we went for it. My son wanted to add jokes into the song, and my daughter wanted it to have a lot of animal sounds (since we were nearly all animal people of one kind or another). And I just… sort of tried to put it together.
Our song’s a mess. Which is exactly how it should be. It’s a song written by Croak the grippli, and sung by the whole team. But, like any group of friends, a song’s not just a song. It’s interspersed with conversation, heckling, and a fair amount of confusion! It’s a song, but it’s also them singing it. Enjoying it. And messing it up. It’s a work in progress that will never be perfect. And even if it could be, they wouldn’t want it that way.
A super wonderful amazing song…
Everyone: Croak! Croak! Oo! Oo! Ee! We like swamps and we like trees! Whee! Wahoo! Sniffle scrounge! We like to play and we like to lounge!
Croak: “Wait! What? I don’t like to lounge! That’s boring!” Lomo: “Nothing wrong with sitting still once in a while, Croak.” Sereia: “Sniffle? Is someone sick?” Croak: “Nope! That’s Lomo! His nose twitches like crazy.” Lomo: “Hey! I’m not some hound dog, ya’ know!” Pinesong: “Mmm… Treeeees… Oh, yeah! I love a good climb!” Sereia: “Oh, dear. I’m not sure I can climb a tree. My limbs are far too heavy to — “ Croak: “Come on! Back to the song guys!”
Everyone: Boing! Boing! Ribbit! Croak! Croak! Croak! Time to splash and time to soak! Nibble Nibble! Whisper! Sing! We love adventure! What will the tomorrow bring?
Sereia: “We should call ourselves the Children of the Waves.” Croak: “Waves? The swamp doesn’t have waves! Let’s call ourselves the Bog Jumpers!” Sereia: “Bog? Ugh, that water’s filthy.” Pinesong: “It’s not filthy! Bog’s are a very important eco-system, you know.” Lomo: “Yeah, yeah. For bugs and junk, maybe. Let’s call ourselves The Rat Kings!” Croak: “Kings? I want to be Queens!” Sereia: “Rat Queens? That’s taken already, dear.” Pinesong: “Aaaaand, cue the finale!”
Everyone: Chitter, chatter! Talk, talk, talk! We swim, we climb, we dance and walk! We’re all different. We’re not the same. But we’re all friends!
Croak: “Something, something… aim?” Pinesong: “That’s not it! Think of something else… tame? blame?” Sereia: “I don’t like any of those words. Let’s think positive.” Lomo: “Pfft! Songs don’t have to rhyme! Conformity’s lame.” Croak: “That did rhyme.” Lomo: “Nope. Definitely didn’t.” Sereia: “It certainly did.” Pinesong: “I’ve got it! Everybody smile!?”
Frieeeeeeeends!
Croak: “Wow! Great job! That was an awesome ending! Sereia: “The end is where we’re supposed to stop talking, dear.” Croak: “Stop? Aww, shucks! I’ll stop when —“ Lomo: *nibble nibble* Sereia: “Are you chewing on a stick?” *GASP* “Spit that wand out this instant!” Lomo: “Hey, if it ain’t meant for chewing, its shouldn’t taste this good.” Sereia: “No respect for history…”
(Note: The Rat Queens are an amazing fantasy comic book series which you should definitely read! It is by far my favourite comic book currently in print. Scratch that. It’s my favourite comic book EVER. So good! Be forewarned: it is not intended for children. The Rat Queens begins with Rat Queens: Volume 1: Sass & Sorcery.)
Despite singing about naming our group, they’re perpetually nameless. I highly doubt they’ll ever agree on a name for themselves.
So what’s this weird, wacky, nameless team up to?
We were lucky enough that a fellow play-by-poster offered to run us through our inaugural mission as Pathfinders! We’ll be starting Heroes for Highdelve online on Paizo’s website soon.
At the request of our GM, and in order to better link ourselves to the plot line of Heroes for Highdelve, each of us decided on a reason we were heading there, and something that we were seeking. Shockingly (not) my daughter managed to make hers include rabbits.
One day, Croak found a toy store that sold stuffed rabbits. Croak thought they were beautiful! So she bought one! But, she had trouble deciding which one was the prettiest so she bought a lot! She put them in her waterproof bag — so they wouldn’t get wet — and went about her business in town with Lomo. She danced and played, and climbed on roofs and wagons — and got scolded by the people who owned those things. Then she reached for a rabbit toy to play with it. BUT IT WAS GONE! Somewhere along the way Croak had put down the bag! She looked everywhere for itand asked all kinds of people. Eventually she realized she had left it on top of a carriage! Croak tried to track down the carriage, but it was too fast! Adventure awaits! Croak has been following the wagon’s trail and tracked it to Highdelve. She hopes to find the carriage and get back her bag of stuffed rabbits! Who know what will happen along the way!
Pinesong recently helped out at an animal shelter, where he found homes for a variety of animals. Happy he was so helpful, Pinesong went out around town to check on the pets. Unfortunately, one of the people he sold some pigs to turned out to be a merchant who was on his way to Highdelve to sell the pigs to a butcher shop! Pinesong knows that people tend to eat meat, but those pigs were NOT for eating! They were for lovng! Pinesong has set out to stop the salesman from selling the pigs at the fair in Highdelve! (Or, to at least ensure they get sold to someone who won’t eat them!)
Sereia has recently been searching for a coral idol of Gozreh which was fished up out of a ruin off the coast of Andoran by an elderly fisherman. The idol was sold a few times before it got in the hands of an antiquities smuggler by the name of Jacobi. Always a few steps behind the idol, Sereia hopes to catch up the the smuggler in Highdelve so she can acquire the idol before it is sold. And, if she’s too late, she’s hopeful she can at least get the name of the person Jacobi sold the relic to.
While Lomo’s in Highdelve with his friends, he hopes to find a magical craftsman capable of fixing his father’s artifact. Having been let down before, he’s not hopeful.
Unbeknownst to Lomo his father’s artifact is, and always has been, a fake. It can’t be fixed, because it was never magical in the first place. And if it was? Well, obviously it would have taken something stronger than his teeth to break it. If only Lomo had paid a bit more attention to his father’s lessons…
NOW that’s it. The end.
Or, is it the beginning?
Either way, we’ve had a blast.
Thanks for joining us on d20diaries. I hope you have the opportunity to find a gaming group as great and fun-loving as I have.