DM Salsa Presents: Guardians Three - Seekers of the Lost Grail of the Phoenix (Inactive)

Game Master AdamWarnock


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They stole in like thieves in the night. Taking those they wanted and slaughtering the rest. They burned the temple to the foundation, an angry red beacon in the night. Only one was left. She watched as they sailed off, taking her sisters and the object she was sworn to guard with them.

Hello ladies and gents. I took over a game that hadn't even taxied to the runway and I find myself in need of some new players.

The Sundered Lands:

The world was once whole.

[i]That day has long passed. With the Sundering, the land itself was torn to pieces and flung into the sky like grains of sand into the wind. Now all that’s left are the islands that float in the sky and the wide ocean below. Brave men and women of all races brave the dangers of the unknown to find resources, fame, and riches. Most never return, but those that do become legend.[i]

A thousand years ago, the lands were torn apart by what everyone calls the Sundering. None know why it occurred, only that it did and it has left its mark on the lands. There are a few islands left rising above the vast ocean that now covers much of the surface of the world, but most of the land that survived the Sundering now fly amongst the clouds. This makes maps meaningless and long trips arduous.

Strangely, some of the islands seem connect to one another. Despite the constant study this phenomenon receives, the scholars of the Sundered Lands are no closer to explaining the how and why than when they began. This is partly due to the nature of whatever is causing it and partly because so few people pursue scholastic study when survival is a more paramount concern.

Few cities survived the Sundering. The three most well known are Akiheton, the City of Crossroads; Talismiera, the Jewel of the Drow; and Khazad Dur, the ancient home of the dwarves. Both Talismiera and Khazad Dur are the only large underground cities to have survived. Talismiera most likely survived thanks to being so close to the surface. Khazad Dur is more of a mystery, though some suspect the magic of the dwarven runes was the only reason the city managed to survive going from a quarter-mile underground to half a mile in the air.

Akiheton is an ancient city with many gates leading to various cities and towns around the world and even other planes of existence. The Magister Lord rules the city and none, not even the powerful fiends and celestials that visit the city, dare cross him. Thanks to those gates, Akiheton has thrived and its people have prospered.

Talismiera has become a refuge to those whose races were once under the earth and stone that was ripped apart in the Sundering. Though not as affluent as Akiheton, it is still a thriving city that has become a hub of culture and scholarship thanks to the ancient records that survived. Those that own those records, however, guard them jealously, and often make those seeking the knowledge held in their scrolls and tomes perform tasks to further their own ends.

Khazad Dur has also done well. The island it inhabits is the largest of the Sundered Lands and is rich in ore and coal. Craftsmen have flocked to it, hoping to make names for themselves and reduce their costs by cutting out the merchants. A thousand years of mining have not depleted the rich veins, and new ones are constantly being discovered.

Magic is not unheard of, but it is a rare thing indeed to meet someone who studies it. Most practitioners of the arcane and even the divine have been blessed with innate gifts by their gods and goddesses rather having obtained their powers through study. Magically enchanted items, such as weapons and armor imbued with power, are almost unheard of. The only common enchanted items to be found are the sky crystals that are used to make the ships that ply the clouds float as the islands do. The secrets of how they are made are closely guarded by the Guild Arcanum based in Akiheton who are the only ones who know how to make them.

Scrolls, potions, and even wands are still common enough to be easily found in most towns and villages. Those that make them are often taught by the wise men and wise women as part of their apprenticeship to take over in their roles as lore keepers and healers. Scrolls and potions are easy enough to buy. Wands often require a favor or some connection to the person who made them.

Your journey begins in the town of Spindle, named for the shape of the island it is carved into. Spindle is a prosperous trade town that has a gate leading directly to the massive city of Akiheton. The town has roughly 2,000 people of all races and walks of life. Many ships dock at it's piers everyday bringing trade for Akiheton and looking for a safe harbor in the dangerous skies.

Character Build Rules
- Stats: Use a 30 point buy for stats. I would raise the cap, but to have a 20 in a stat before racial modifiers, you'd have to spend 26 points (The difference in cost between two stats is equal to the bonus the higher stat gives. So it's 17 points for an 18, a 19 gives a +4 so that's a total of 17+4 which is 21. A 20 gives a +5, so that's a total of 26 points to buy.)

- Races: Any below 15 RP according to the ARG.

- Classes: We'll be going with a 4th level Gestalt Any classes and archetypes on the PFSRD site or the Archives of Nethys site are allowed as are Spheres of Power classes and archetypes.
-- Sphere Casters: Sphere casters get the Cantrip feat for free.
-- Learned Casters: Any class that obtains their magic through study, such as wizards, witches, and magi, need to have a background that explains who taught them and what the price of their learning was.

- Traits: Two traits are allowed. You may select 1 drawback and take 1 more trait.

- Skills: We will be using background skills as well as the Artistry and Lore skills.

- Wealth: No magic items except scrolls and potions. Wands are allowed, but as with being a learned caster, you need to explain how you obtained it. Wands also have a number of charges a day instead of a set of charges. Your starting wealth will be 3000 gp.

- Health: Max at 1st and half + roll HD/2 for every level after. This means that d6 => d3+3, d8 => d4+4, d10 => d5+5, and d12 => d6+6.

- Alignment: No evil, at least not to begin with. If everyone's okay with it, and you think it'd be fun to play a character that went this way, then we'll talk about it and see, but at the beginning of the adventure, you are (theoretically) decent people.

Submission Guidelines
- Character stats following the rules above.
- Your character's background and how he came to the town of Spindle.
- Your character's appearance and general personality.
- All of the above in one post.

I am only looking for 2 players, so if there's a lot of interest, then competition is going to get stiff. Currently, the party consists of:
- Egryzon, a male Kobold Gestalt(Bloodrager/Hydrokineticist)4
- Zaknador E'Ilansani, a male Drow Gestalt(Cleric/Wizard)4
- Drausk, a male Half-orc Gestalt(Sorcerer/Oracle)4

As you can see, we've got magic covered, so if you want a better shot, then characters that focus on martial abilities and skill monkeys would be the best bet. Other than that, make an interesting character that has some room to grow, and you'll be fine.

Expectations
I haven't done this before, but I think this might be a good idea and help set the bar I am looking to beat. I'm listing out what my expectations are, not only for you, but for this game. This will, hopefully, make sure that all of us are on the same page and that we all know what we're in for. I also want you guys to let me know what your expectations for me as the GM are. This is to make sure that I don't drop the ball and not know it.

- I expect players to post at least once a weekday, especially in combat situations. Weekends are appreciated, but I know that not everyone has no social life like I do. :P

- I expect players to be engaged. I try to include everyone and make sure than no one character hogs the spotlight, but this can get hard if players aren't paying attention or aren't participating. If I have an NPC come talk to you, it's because I want to spend some time focusing on you or developing the NPC more, and a lot of times, it's both!

- This is a semi-sandbox. Yes there's an overarching plot, but you are free to go where you wish and do what you wish. I expect the PCs to drive the plot, though. I can have something happen if you guys are stuck, but I'd much rather have you pick a direction and figure out what happens from there. It's a lot more fun for me and we'll both get a more interesting story out of it.

- I expect you guys to act in character. Don't worry about making more work for me or trying to follow some rule of dungeon delving. There is danger, yes, but if I kill your character, it's going to be in a dramatically apropos battle with the Demon-lich of Narlzohtep, Azk'thulon the Depraved, not to a lucky hit from kobold guard #42. If you're playing someone who's a lone wolf, then it'd make sense to go off on your own from time to time. Just be wary of picking fights. Not everything you run across will be easily beaten with a sword.

- As far as tone for the campaign goes. It is serious, but that doesn't exclude having some comedy happen to relieve some of the stress. I'm a silly person by nature, so expect some zaniness when it's not inappropriate. That said, when things get dark and gritty, I can get really dark and gritty.

- I expect you to tell me when I'm in danger of crossing a line. I don't know what your limits are, so I need you to tell me what you're comfortable with. I can deal with just about anything that is allowed on the boards here, so don't worry about me. If it's too much, though, I'll let you know.

- And lastly, no PvP. I would have thought that this goes without saying, but recent events have taught me otherwise and I'll spare you the gory details. I'm fine with friction. I'm fine with slapstick. I'm fine with PCs being suspicious of each other at first, but please don't introduce yourself by slugging a PC and then drawing a sword on them. There's better ways to show that your character is distrustful and prone to violence. If your character's first response to an insult is to turn his skull into a codpiece as painfully as possible, then please either pick a different character or don't apply. I don't have a ton of posting time and I'd rather not spend some of it trying to deal with the mess that results from PvP.

I know that's a lot of information, but don't worry, I'm leaving this open until July 7th. I know that the other players and I want to get started, but we can wait a little longer.

If you have any questions, because I'm almost positive I forgot something, feel free to ask.


How would gestal of the two SoP casters work? Do they retain both classes' magic talents or only the better? If the latter, then how Resizer Mageknight and Iron Mage Hedgewitch work?

Rolls for d10 HP: 4d5 + 20 ⇒ (4, 2, 1, 5) + 20 = 32


Both, but you only get the bonus spheres once.


Definitely interested,but I'm at work. I'll give it a closer look over later.


Got it. One big dwarf is coming up. I'm not sure about Hedgewitch yet, but he will definitely be a Resizer. What can be better than a large/huge dwarf swinging a large/huge hammer?


I can throw together a fighter/slayer maybe. Would do well in a martial/skill place.


OK, here's a basic build. A melee slayer/fighter with diverse skills to be rather a thief/scout as needed.

crunch:

Lucius
Human fighter 4/slayer 4/gestalt 4 (Pathfinder RPG Advanced Class Guide 53)
N Medium humanoid (human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 16 (+4 armor, +5 Dex, +1 dodge, +2 shield)
hp 36 (4d10+8)
Fort +6, Ref +9, Will +3 (+1 vs. fear)
Defensive Abilities trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk rapier +11 (1d6+7/18-20)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 14, Int 14, Wis 13, Cha 8
Base Atk +4; CMB +5; CMD 21
Feats Dodge, Fencing Grace[UI], Power Attack, Shield Focus, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits armor expert, indomitable faith
Skills Acrobatics +12, Bluff +5, Climb +8, Disable Device +16, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (local) +6, Perception +8, Ride +9, Sense Motive +6, Stealth +12, Survival +8, Swim +8
Languages Common
SQ armor training 1, combat style (two-handed weapon[APG]), slayer talents (ranger combat style[ACG], trapfinding[ACG]), track +2, trapfinding +2
Combat Gear potion of cure light wounds (2), alchemist's fire (2), smoke pellet, smog (3); Other Gear mithral chain shirt, mithral buckler, mwk rapier, candle (2), chalk, everburning torch, hammer, masterwork backpack[APG], masterwork tool, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 85 gp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Fencing Grace Use Dexterity on rapier damage rolls
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +2 Add the listed bonus to survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

I have not fully decided on a background. Likely a thief from Talismiera. He hopped through the portal to Spindle, thinking that it was an insignificant enough place that nobody would look for him there. He's currently in a menial job keeping his head down. His last job in the city obviously failed (interruption) and he didn't actually steal his target so he's a bit low on funds.


Crunch:

Name Khurgan Ironhammer
Race Dwarf
- Darkvision (60ft)
- Slow and Steady (20ft movement, never modified by armor or encumbrance)
- Hardy (+2 saves vs magic and poison)
- Stoic Negotiator (+2 diplomacy, +2 bluff, +2 profession merchant)
- Greed (+2 appraise gems and stones)
Classes Spellbreaker Inquisitor of Arabar / Two Handed Fighter (4)

Traits
* Defender of the Society (+1 AC when in medium or heavy armor)
* Glory of Old (+1 to hardy)

Str (18) Dex (12) Con (16) Int (12) Wis (18) Cha (6) HP (50) AC (23/11/21) Initiative (+5)

Saves
Saves (+7/+2/+8)
Saves vs Spells and Spell Like Effects (+12/+7/+13)
Saves vs Enchantments (+13/+8/+14)
Roll twice and take best result against mind-affecting effects

Combat
To Hit: +9 (+4 BaB, +4 Str, +1 MW)
Damage: 2d6 + 14 (+8 Str, +6 PA)

Equipment
* Masterwork Fullplate
* Masterwork Earthbreaker
* Holy Symbol Tattoos
* Fighter's Kit
* Masterwork Buckler
* 596 gold

Skill
* Bluff: 4 skill points (+13)
* Diplomacy: 4 skill points (+13)
* Intimidate: 4 skill points (+13)
* Profession Merchant: 4 skill points (+13)
* Sense Motive: 4 skill points (+11)
* Perception: 4 skill points (+11)
* Knowledge Religion: 4 skill points (+8)

Lvl 0 Spells
* Create Water
* Stabilize
* Light
* Mend
* Detect Magic
* Acid Splash

Lvl 1 Spells 4 per day
* Cure Light Wounds
* Heightened Awareness (10min/level duration, +2 perception, can end spell early for +4 initiative)
* Bed of Iron (8hr duration, can sleep in heavy armor without penalty)
* Comprehend Languages

Lvl 2 Spells 2 per day
* Blistering Invective (30ft radius, You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.)
* Cure Moderate Wounds

Level Feats
Lvl 1: Steel Soul (+2 Hardy, changes it to be just vs magic)
Lvl 3: Shield Focus

Fighter Feats
Lvl 1: Power Attack
Lvl 2: Furious Focus
Lvl 4: Unhindering Shield (can use buckler without penalty while using a two handed weapon)

Fighter
* Shattering Strike (At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. )
* Overhand Chop (At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.)

Inquisitor
* Conversion Inquisition (Wis for Bluff, Intimidate and Diplomacy)
* Judgement (Starting at 1st level, an inquisitor can pronounce judgment upon his foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, he can change this judgment to another type. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.)
* Strong-Willed (At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. )
* Stern Gaze (Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 his inquisitor level)
* Cunning Initiative (At 2nd level, an inquisitor adds his Wisdom modifier on initiative checks, in addition to his Dexterity modifier.)
* Detect Alignment (At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. He can only use one of these at any given time.)
* Track (At 2nd level, an inquisitor adds half his level on Survival skill checks made to follow or identify tracks.)
* Defense Against Magic (At 3rd level, a Spellbreaker picks a single wizard school.Enchantment He gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the Spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the Spellbreaker picks a new school, the bonuses for the schools he has already chosen increase by 1. )
* Foil Casting (At 3rd level, when an opponent tries to cast an arcane spell within a Spellbreaker’s threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round. )

Background:

It would not come as a surprise to find that Khurgan comes from Khazad Dur. With this being the only known surviving dwarven city, where else would he have come from? While most dwarves would be content to be born and die under the same rocky roof, Khurgan was cut from a different cloth. He comes from a clan of merchants, traders and warriors. All within his family have followed one of those three paths, and he was no different. At an early age he helped his father and mother run their shop, and when he came of age he took over running the caravans that went between Khazad Dur and Spindle.

Khurgan learned the art of the hammer, for the trade caravans were always tempting targets for bandits and worse. He learned the art of the deal from his parents, and before long he could haggle with the best of men.

Now an adult, Khurgan has decided to strike out on his own. He has gotten a taste for traveling, and with enough savings to invest in a business of his choice, he would like to see what the world has to offer. His plan, such as it may be, is to strike out far away from his clan's usual trade routes, and to find exotic goods to bring back to Khazad Dur. Goods expensive enough to make a hefty profit on his investment.

Appearance and Personality:
Khurgan is a heavy-set, muscular dwarf with a thick bushy beard. What sets him apart from his kinsmen is his quick smile and overall gregarious personality. While quick to laugh and slow to anger, his wrath is something to behold, and when he holds a grudge it can quite well end in violence.

In his heart, he is a merchant. He believes that the acquisition of coin and gem is a path worth following, and that it will lead to social acceptance and prestige. His purpose for being in Spindle is to find traveling companions and a direction to start walking in the pursuit of exotic goods to bring home.

And there you go! A pretty decent tank (AC 23, +5 saves vs spells and spell like effects), hits pretty hard (+9 hit, 2d6 + 14 damage), a smooth talker (+13 to face skills), and can heal the party. Will also have a nice little power spike at lvl5 with swift action bane.

Is also pretty much immune to enchantments (+14 will save vs enchantments, roll twice and pick best)

Weaknesses are lack of mobility (dwarven movement, armor check penalties) and low reflex saves (+2 normally, +7 vs spells and spell like effects)


Hmmmmm...

Hmmmmmmmmmmmm...

I do like how gestalt opens up ideas that normally aren't feasible... but I'm already in the running for a couple of other games and don't want to overload myself with a bunch of new games at once...

How long will this recruitment remain open?


At least until July 7th


Will get something together. I'm quite active posting daily on the weekdays. A number of games have died recently as the GM's went away so I have more time for more games :)


I am excited about seeing who we end up with


Are the Path of War supplements, from Dreamscarred Press, available? For that matter, Psionics?

Edit: Asking since they're on the d20pfsrd.


Sorry, but no Path of war or Ultimate Psionics.


No problem, figured I'd ask.


What deities are you using? Anything else we can read about the world it takes place in?


I've an idea for a UMonk (Maybe Brawler)/URogue, but before I start writing his background I had some questions:


  • Is there some kind of gladiatorial arena or pit-fighting ring in Spindle's fluff?
  • If not, are you alright with me making one up?

Edit: Forgot a question; are you alright with the Combat Stamina feat?


Dotting, can't resist a good gestalt.


Would it be out of the question to request the Spheres of Might playtest, since Spherecasting is already on the table? I've got an idea for a ranged Armorist (Blaster) // Technician with the Unorthodox Method Magic Trait, an Engineer of sorts. Hopefully should be able to lay traps, pester foes with Arm Cannon, and be a generally helpful nuisance, but I can't do that without Technician!


gyrfalcon wrote:
What deities are you using? Anything else we can read about the world it takes place in?

Knew I'd forget something. You're welcome to use the Pathfinder deities from Inner Sea Gods, but there's also a few more that you can choose from.

Albia, The White Dawn:

The Silver Lady, the Knight Radiant, the White Dawn, the goddess Albia has many titles, and is widely known through the Sundered Lands. She is the goddess of valor, protection, bravery, and honor. Her followers include regal knights and humble guards. Many pay homage to Albia, praying for protection and strength. Her symbol is a sword or spear in front of a round shield and her followers often wear white, silver, and blue.

Alignment: LG
Domains: Good, Healing, Law, Nobility, Protection, Strength
Subdomains: Archon, Restoration, Judgement, Loyalty, Leadership, Defense, Fortifications, Purity, Resolve


Ara, The Guardian:

The guardian of all creation and master of the elements that make up the world, Ara is an ancient and revered deity. She values goodwill, charity, and order. Her followers include goodly dragons, lawful kobolds, and many who have taken it upon themselves to guard the wonders of the world. Her followers often wear six sashes, one each of red, blue, green, gold, white, and black to represent the six elements of nature: fire, water, earth, air, light, and shadow.

Alignment: LG
Domains: Good, Law, Nature, Protection, Light, Darkness, Fire, Earth, Wind, Water


Balserius, The Resplendent Roar:

He began life as a silver dragon, and ascended to godhood after a life that spanned thousands of years. Balserius' faith is old and tends to be concentrated among the more conservative elements of society. He is the patron god of those who take public office and uphold the laws of the land. His colors are white, scarlet, and gold. His symbol is a silver dragon draped in scarlet cloth roaring.

Alignment: LN
Domains: Knowledge, Law, Nobility

If you are looking for a patron god, but don't see one that you like, feel free to ask me to come up with something.

@Whiskey and a Bonesaw: To answer your questions, no, but given that there's a gate connecting Spindle to Akiheton which most definitely would, it's not out of the ordinary for a gladiator to reside in Spindle but fight in the much larger city.

Also, I'm not going to use the Combat Stamina system, so the Combat Stamina feat's out.

@Joseph Soltz: I'm afraid that I'm going to say no, and for much the same reason I said no last time I got asked. It's not out yet; I'd rather wait and use the final version. I'm afraid that also puts the kibosh on using the Technician class as well. Sorry.

@drbuzzard: While I won't say no to a thief from Talismiera, that is primarily a drow city. It has a couple of gates to Akiheton, which has all of the gates going all over the place, including Spindle. I just wanted to make sure that you were aware of that.


What kind of environments are you planning to feature for the first several adventures (with the understanding that a sandbox may adjust things)? Mostly urban? Lush islands? Deserts? Underdark? Rock Candy mountains with licorice lakes?


I was toying around with a paladin/aether kinetic knight build (basically a Jedi, because a 30-pt-buy gestalt is a great way to pull that off), but I noticed the racial makeup of the existing crew would make your standard paladin uncomfortable at best. Is trying to do a paladin going to be problematic?

Also, are wands standard gold cost? How many charges do they get per day?


Mostly Urban, ruins above and underground, though technically there's no underdark since that's either on the bottom of an island or under the sea now. Most islands have temperate woods or grass/farmlands, with the really high ones being closer to arctic forests and tundra.

To put it more formally, the terrains you are most likely to encounter.
- Urban
- Underground/Dungeon
- Ruins
- Forests
- Plains
- Mountains (of the flying variety, of course)
- Cold

Hopefully this should answer your question. I reserve the right to throw that last one at you after a particularly rowdy night of carousing, though. :P


Sounds like fun :)


Ha! I shall defeat your evil DM-y machinations by creating a ranger with Favorite Terrain: Rock Candy Mountains. Taste my +2 bonus on Survival rolls!


Thanks! I have two concepts I'm playing with, both of which have a connection to the gods.

The first is a gnomish prankster, and would love a LG or NG prank-loving god for him to worship. (I'm thinking something like Garl Glittergold). Mechanically might be a Mesmerist or Bard (Prankster) on one side / Fighter or Paladin on the other.

The second would a passionate warrior-priest of a (Dionysus-like) god of revelry, abandon, freedom, and alcohol...if a similar god exists in this world. Mechanically, probably a CN Barbarian / Cleric (Evangelist) with Ale-variant negative channeling.

As an aside, before I go further down either of those roads, does one not fit (or fit particularly well) in this world/campaign/party?

Thanks!


I don't see why either of them wouldn't fit in with the world. The prankster is more likely to fit in with what I have in mind of the campaign though.

I'll try to have something up tomorrow. I need to mull it over tonight.


@DM, I posted just a minute before you did earlier, and I wanted to make sure my post didn't get missed because of that. Asking about the viability of a paladin build with the current group, and more info about wands. Don't want to bother, I just know that a post can be very easily missed when that happens. Thanks!


Actually Akiheton is probably better. A human stealing from Drow is probably not a very safe profession.


It's not a problem. Thanks for pointing that out to me.

In regards to playing a paladin with the current group, I think it'd be fine. The first major NPC you run across is a paladin and I think most of the party is good leaning anyways. Given that they know their characters better than I do, they're more than welcome to chime in.

As far as wand go, it's 10 charges a day and they cost the same. You also tend to get them in return for favors, so if you do nab one, please be sure to tell how you got it.


drbuzzard wrote:
Actually Akiheton is probably better. A human stealing from Drow is probably not a very safe profession.

No, even if these aren't as bad as most drow. They're still pretty creative with their punishments.


Fantastic, I'll roll on with it, then. One more question - is masterwork armor still available like normal?


Thanks for your answers. I'll start work on a gnomish prankster paladin.

Following on dwilhelmi's Q: what about special materials, e.g. mithral? And if they're available, ok to craft them at standard crafting cost?

Thanks again.


Yep. Just the magic kind that's rare.


Great. One more Q: would you let a Mesmerist's Towering Ego & a Paladin's Divine Grace stack on Will saves? (I think that RAW they probably don't).

Apologies for all the questions!


It's an untyped bonus for both as far as I can tell, which do stack.


Dot. I have a brawler / investigator that might fit this campaign.


Dot. Not sure yet what I'm going for.


I'm playing around with the idea of a tengu swashbuckler/monk. Where might a tengu hail from in this world?


Akiheton is the obvious place. If you're looking for more of a far east flair, I haven't thought of any islands or cities, but they'll certainly exist. The three cities I mentioned are the largest and most influential, but far from the only ones.


How unusual is alchemy / mutagens in this world?


Pretty unusual beyond things like healing potions. Studying alchemy is also pretty rare.


Whoops! Didn't realize I'd asked you in another thread at some other time! Sorry about that, but I'll figure something out. Still have some ideas floating around up in my head.


In a world where magical items are almost unheard of, will you consider using the Automatic Progression Bonus rules in Pathfinder Unchained?


TheWaskally wrote:
In a world where magical items are almost unheard of, will you consider using the Automatic Progression Bonus rules in Pathfinder Unchained?

I thought I'd put it in there. Yes we are using that.


So I was planning on going for a Soaring Blade Armorist/Unchained Rouge, and was wondering your opinion on this. Can the telekinisis dancing weapon apply sneak attack? In a Q&A, the creator of SoP said this.

Adam Meyers wrote:
You can flank with your own floating weapon, yeah, and the weapon can do sneak attack damage if it is within 30 ft. and flanking a target either with you or another ally. Each bludgeon under your control would gain this benefit, but remember the limit on your number of attacks.

I wanted your opinion first before i make this build.


Armorist doesn't seem like a terribly good choice, if Automatic Progression is in play, but... Hrmmm... Still kinda tempting. Currently considering an Armorist (Blaster) // Ranger (Trapper) to do.... Pretty much what I was going to with the technician.


Honestly, Im not looking for optimization or anything. Plus, I plan on having some weapons that i carry around on me, that are bound with progression, and use my summoned ones with soaring blade. and soaring blade cant summon armor, so it works out. also rolling HP here in a spoiler.

HP:
3d5 ⇒ (4, 5, 4) = 13


Oh, I meant for me. I've also been heavily considering an Armorist,likely doing the same with a backup melee weapon of some sort.

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