Lords and Ladies of the Gossamer Worlds (Inactive)

Game Master Divinitus


1 to 50 of 830 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

2 people marked this as a favorite.

First of all, let me welcome you to my recruitment! This campaign is based on the excellent Lords of Gossamer and Shadow setting by Rite Publishing but will utilize the Pathfinder ruleset. To give you an idea of the setting, read the next few spoilered bits before the character creation section.

Blurb about Lords of Gossamer and Shadow:
Imagine your world, in all of its sprawling complexity and simplicity. Now know that it is but one of countless many, an infinitude of parallel-but-different existences, each real to those who dwell within it but made more substantial only by the intervention of true magical power. However, all of these many worlds are but veils of the faintest, most ethereal matter... as if made of gossamer. For this reason they are called the Gossamer worlds. Between them is only shadow and emptiness... utter nonexistence.

True power is what makes the Gossamer real, and lends substance to that which is without. There are two great and ever-opposed forces in the universe: stasis and entropy. Know these powers by their true names: Eidolon and Umbra. The Eidolon is form, the ideal structure of the universe … a sublime organization of form. The Umbra is its opposite, a shifting, entropic disorganization which is pure chaos and ultimately… destruction. All of our world and all parts of the countless other worlds exist solely through their collision and their collusion.

Because of the sheer, unimaginable power of these forces and their intricate interplay, the Gossamer worlds are both similar and dissimilar, and echoes of them ripple from one to the next, twist and grow strange, or echo with familiarity. For this reason, Gossamer worlds may resemble their neighbors in all but the most minute details, or they may bear no similarity at all. Those folks with power may occasionally glimpse other Gossamer worlds. The veils between them may be weak, and those worlds that inhabit your myths, come from your legends, even your flights of fancy... those places may be Gossamer worlds glimpsed and visited countless times throughout history and in the time before history.

Now imagine an immeasurably long, unimaginably complex, forked and branching staircase, a span of steps and landings and halls, corridors and by-ways of near-infinite complexity. That is the Grand Stair. All along it are Doors... Doors that open into the Gossamer worlds. The Grand Stair connects all of the Gossamer worlds through the Doors: some Gossamer worlds have many Doors opening into it, while some have few or but one... and some Gossamer worlds have no Doors and cannot as of yet be reached. Between the Gossamer worlds lies the Shadow, an unfathomable depth of void and emptiness... and the Shadow is active, claiming Gossamer worlds sometimes temporarily, sometimes forever.

It is not known whether the Grand Stair was always there, unknown and waiting for the first beings able to pass through its Doors and walk upon it between worlds, or whether it was made within recorded time. Its mysteries are yet to be unlocked, but its use was readily apparent. The Doors of the Grand Stair opened occasionally, allowing random souls to wander its span... sometimes a simple step between one world and another, sometimes affording a fragment of a glimpse of the myriad of worlds it accesses. To those who could recognize what it represented, the Grand Stair represented the universe!

Before the Grand Stair made itself known, passage between the Gossamer worlds meant crossing the veil of Shadow, a rare and near-impossible feat, or an extraordinary freak occurrence. Now other worlds could be visited reliably, allowing privileged voyagers to amass secret knowledge about the hidden infrastructure of infinity.

The greatest of discoveries soon followed, outstripping even the notion of other worlds... these Masters became aware of the Eidolon and the Umbra, and earned the power to change reality itself by those dualistic, opposed principles. Quaint, barely functional magical traditions were given newfound potency, and powers such as Invocation, Wrighting, Cantrips, and Sorcery were codified and improved. The dross of one Gossamer world could be priceless in another, and items and creatures with nothing remarkable about them revealed immense power in other worlds, artifacts to be sought, quested for, or wars waged to possess.

The most amazing benefit conferred by the Grand Stair was of a personal nature. Those who traveled its length were forever changed... they grew stronger, reflexes quickened, life-spans increased, and magic ability and force of will were magnified considerably. These gifts were sometimes passed along bloodlines, sometimes appearing anew with no prior heritage, but the constant was that it was the first walk upon the Grand Stair which activated this higher state of being. Those who could walk the Grand Stair appointed themselves the Wardens of the Grand Stair, and they used it to explore the countless other worlds it linked to, ruling as sovereigns of Gossamer and Shadow.

It would have been easy for these lords and ladies (self-dubbed the Gossamer Lords) to become the masters of the multiverse, but they were opposed... by the Dwimmerlaik, terrible savants of the Shadow. The Dwimmerlaik stalked the lengths of the Grand Stair, warring against its self-appointed Wardens, and sought to rule the Gossamer worlds themselves. The Dwimmerlaik’s ways were strange, their motives unfathomable, and they had access to the same powers the Lords and Ladies of the Gossamer worlds had unlocked... and, perhaps, other secret disciplines.

Eventually, the Dwimmerlaik were driven from the Grand Stair and the Gossamer worlds, and an uncertain peace has since reigned. However, the Gossamer Lords are wary of the return of their ancient enemy. Though other threats have arisen, mysteries emerged, and secret wars raged across infinity, the Gossamer worlds are still marked by that ancient battle between Dwimmerlaik and all those who walk upon the Grand Stair.

The Gossamer Lords have grown strong, created safe Domains within the manifold worlds, and alternately seek allies to aid against the Dwimmerlaik (or their own, more private enemies), or they actively strive against one another to achieve dominance throughout the Grand Stair. Some of these sovereigns began as legends in their own worlds, the truth of their origins unguessed at, while others have become legends, their reality reflecting like ripples across the Gossamer worlds.

It is into this setting you have been plunged, and must survive against unimaginable, unfathomable enemies and challenges. It is in this vast infinity that you shall make yourself legend or fade into obscurity. It is within yourself to be a Lord or Lady of Gossamer... embrace it.

Terms to Remember:
Door: Linked to normal doors, Doors (capital D) are entrances to and from the Grand Stair, allowing access to the infinite myriad of Gossamer worlds. Doors are used primarily by the Wardens of the Grand Stair, though the Grand Stair itself occasionally allows others to wander its corridors and steps. Doors can be created, destroyed, and manipulated by Wardens.

Dwimmerlaik: A mysterious and ancient race striving for sovereignty over all of the Gossamer worlds. Magically powerful and monolithic in their desire to control the Grand Stair, the Dwimmerlaik are the most powerful enemy faced by the Gossamer Lords.

Eidolon: The primal symbol of order, the Eidolon is essentially the cosmic blueprint underlying all of matter and energy. It permeates all reality and all change in the universe is a result of interplay between the Eidolon and the Umbra, the symbol of entropy and change. Characters manipulate the Eidolon with the power of Eidolon Mastery.

Gossamer Worlds: The infinite parallel universes accessed by the Grand Stair, brought into being through the interplay of the Eidolon and the Umbra. Every mythical place, fanciful otherworld, alternate history, every possible alternate universe is one of the Gossamer worlds. Our own world is one.

Grand Stair, The: An infinite network of hidden staircases and linked corridors, lined with magic Doors on either side, linking all of the Gossamer worlds. Wardens of the Grand Stair are attuned to it and can activate or deactivate new Doors or manipulate existing ones.

Icon: A magic device or symbol used for communication through and across the Gossamer worlds. Icons are created through the use of the Wrighting power. Icons come in many forms: paintings, cards, electronic images, statues, stained-glass windows, figurines, etc. and are idiosyncratic to their creator.

Invocation: A magic power concerned with the use of True Names, summoning and binding beings of power, or using their True Names to compel and manipulate them.

Shadow: The dark void between the Gossamer worlds, a murky, howling and infinite emptiness. Parts of the Grand Stair span areas of the Shadow, and if one tears the veil of a Gossamer world without linking it to another Gossamer world, they will see only shadow void between.

Umbra: The primal source of entropy in the universe. The Umbra represents the decay and eventual disorganization of all matter and energy into base, chaotic forms. It permeates all reality, and all change in the universe is a result of interplay between the Umbra and the Eidolon, the symbol of stability and order, which opposes it. Characters manipulate the Umbra with the power of Umbra Mastery.

Wrighting: A minor magical power concerned with the creation of enchanted artifacts and creatures, and the magical communication means called Icons.

Character Creation Guidelines for 'Crunch':
Starting Level: Gestalt 13 with one Mythic Rank. If you wish to play as a 'monstrous race', such as a dragon or some such thing, we will need to determine if it takes up only 1/2 or the whole gestalt for however much CR it is. For all 'true' chromatic and metallic dragons, just to give an example, they take up levels on both sides of the gestalt up to their CR, due to their powerful spellcasting and melee capabilities. Flumphs on the other hand, would only take up a number of levels on one side equal to their CR. Make sense?

Hit Points: Maximum per HD

Ability Scores: You have a total of 26, plus your level up bonuses, to distribute. Due to past experience with gestalt and M.A.D. builds, these will be point-for-point from a baseline of 10. You all know the limits on how high stats from level one can go, so I see no point in rehashing that subject.

Race: Any official Paizo; 3PP subject to approval. For the purpose of balance, all races begin with 20 Racial Points, including pre-existing ones. The act of becoming a Gossamer Lord has a way of lifting one past what are considered the norms for one's race, so you may take racial abilities that are considered very atypical (Humans may have wings, Elves may be aquatic, Dwarves might have skin that has the sheen and strength of steel, ect.). Given this REALLY wide latitude in customizing existing races, I would be remiss if I chose not to allow you to build your own race. You may build a custom race, but you must approve the race's fluff and such with me. Fair enough?

Class: Any official Paizo; 3PP subject to approval.

Mythic Path: All official Paizo and Legendary Games; 3PP subject to approval.

Traits: 2 and you can take another if you get a Drawback.

Feats: 1 Bonus Feat.

Skill Points: +2 Skill Points per level.

Starting Gold: 85,000 GP, which is slightly above average.

Mastery Path: All characters gain power over one of the metaphysical forces that run throughout creation. Characters have their pick from being a Master of the Grand Stair (Gaining power over various forms of travel, as well as unique mastery of the Grand Stair itself), Master of the Eidolon (Gaining the power of law and being able to mold reality in constructive ways), Master of the Umbra (Gaining the power of chaos and being able to warp reality in destructive ways), Master of Wrighting (Able to craft the aforementioned Idols, as well as the power to create other items and, later, even create life), Master of Invocation (Able to impose one's will on creation via Invoking True Names), and Master of Arcana (Able to call upon magic itself). Most of the abilities from these paths will be passive, but each has unique applications that can be accessed using Mythic Power that are much broader than game rules in some cases. To give an example, a Master of Arcana can cast a spell of any class that a character of his level could cast by spending 1 Mythic Power (The resulting spell would be the Mythic version of the spell, if applicable,). In another example, a Master of the Umbra who is defending a city can use a number of Mythic Ranks, determined by myself, to cause the cracks on the bridge the Orcs are walking upon to collapse, likely sending them hurtling to their deaths. For the abilities more broad in nature, it would be wise to PM me before using them, as some effects are MUCH more feasible than others. When the game has begun, more info will be given. I want potential PCs to get more into the concept of these paths than their actual execution.

Hero Points: Characters begin with 7 Hero Points at the start of the game. Hero Points work differently in this game. Instead of granting bonuses to checks, they treat the roll as being a natural 20 and treat all numeric values pertaining to that roll as being the maximum possible. Instead of the weak 'save vs. X', you can spend a Hero Point to completely negate one effect of less than deific power that is used against you. This means damage, mind-control effects... all of those sorts of things. And not only that, but when you would normally be knocked unconscious or slain by damage, you can spend a Hero Point to immediately draw upon hidden reserves of power, boosting back up to 25% HP after the attack. In essence, hero points are your get out of jail free cards that can prevent TPKs and the unfortunate business of character death, mind control, and similar unpleasant effects. You cannot regain spent Hero Points, and no feats or other abilities can grant or regain you these in this game, but you can gain more through completing certain major events in the campaign. Killing a Dwimmerlaik king, discovering a world not connected to the Grand Staircase, and similar grand events will gift you a Hero Point.

Character Creation Guideline for 'Fluff':
Your fluff must contain the following items on the numbered list.

1. Appearance

2. Background

3. Personality

4. Goals/Motives

5. Home World, along with a description of it

6. World you are attuned to, along with a description of it

7. How your character became a Gossamer Lord (Think of how Planeswalker Sparks work in Magic the Gathering)

8. Notable NPCs in your characters background (At least two, but more are preferred,)

9. Details on your character's race, if it is a custom one. This entails their physical appearance, general culture, ecology, ect. You don't have to be an anthropologist to write this, just give people a good idea of the race. If you are not using a custom race, ignore this requirement.

So, that should be it! Let me know if you have any questions about the campaign setting, character creation guidelines, or if you, you know, have the power to appoint me Grandmaster God King of Earth, because that would be pretty awesome.

EDIT: Made the creation level gestalt 13 and Mythic 1. My mistake!


Oooh, interesting. Give me a day or so for a full submission though. Gestalt 11 takes a bit.


This looks pretty sweet. When does recruitment close? Currently less capable of performing long posts, but will try to get a character up before the deadline.


Ah, recruitment time is what I forgot! Given the massive time investment for high level characters, let alone gestalt or Mythic characters, recruitment will be open for a full week, with more time if I see a few really good concepts need a bit more elaboration.

I will be creating the campaign information tab shortly and creating small spoilers of some of the various worlds that reside along the Grand Staircase. These will help you get a feel for the oddness of planar adventuring.

Remember, all realities exist within the Grand Staircase at some location. So if you want to play a Warforged Artificer from Eberron, a Vistani Bard from Ravenloft, a Forsaken Elf Cleric of Chardun from the Scarred Lands, or something of that nature, feel free to post your character! The only setting that is not feasible for this is Oathbound, given how the Forge is isolated from the rest of reality due to the actions of a group of primordial gods that are ancient and powerful beyond reckoning. My only caveat is that you do as little to break the fourth wall as possible. If your character is a self-aware animated Johnny Bravo that escaped from the reality of TV into the real world due to his fanbase giving him the power of a god, then you probably won't get selected.


dotting for interest.


What about the alternate 'Johnny Bravo' world where things work like in the cartoons? Just joking. I'm thinking of having someone from this earth and it's extreme rareness of magic find an Icon which opened a Door. will choose Master of Wrighting.


Dotting for potential interest. This sounds like the sort of thing that could take a while to create—do you care about full-detailed character creation, or could I leave things like skills and full-item-spending out until players are chosen? (While deciding all the really important stuff, like feats/levels/etc)

What sort of role does nature play in the world? I was thinking of proposing something like a Nature Oracle/Bloodrager or Brawler, although there are lots of fun things a campaign this high-powered could offer.

Silver Crusade

Im so in,


Dotting for interest. I'll need some time to come up with a proper concept.


Before I go back to sleep again, let me post my BASIC idea.

I think I will recreate a character from an old Ravenloft game. The character is a member of the Fraternity of Shadows, if you're familiar with the organization, and will be updated to be a Shadowcaster Wizard/something. His basic backstory would be that, after studying the Mists long enough, he learned enough about the underpinnings of reality where he found a Door leading to the Grand Staircase. After leaving the dread realm of Ravenloft behind, he discovered he had a gained a certain degree of power over the Staircase. Obviously these things did not happen in his original story, but I'm sure that could be surmised.

Is it permissible that he could have taken someone from Ravenloft as well? I presume it would be feasible at least, given that he found the Door in Ravenloft and later became a master of the Staircase, thus being able to come and go as he pleases.

I will have a more detailed overview of the character done soon, hopefully.

Dark Archive

dotting for interest


Definitely interested.


Dotting for interest. Do you allow leadership/cohorts?


Alright I've done some thinking and have a more concrete concept of what I want to do. I'm going with a Gunslinger gestalted with a Shaman/Grand Marshal. Fluff-wise I'm going with a fusion between the old school desperado archetype and the more modern "dark" hero (so it'll end up looking like something from Call of Juarez or Red Dead Redemption).

Mythic Path will be Trickster so I can do crazy acrobatic gun-dives right out of a spaghetti western,

Mastery Path will be Master of Invocation a la "Bo' Jenkins! Ima callin' you out!"

Still got a lot of work to do on the background. Right now he's a former bandit who, along with his family, was killed by one of his old gang. He's crawled his way back from beyond and is out for revenge! I'm considering having his shaman spirit be the spirit[s] of his loved ones trying to help him out/keeping him on track. I'll be using the 11 RP from playing a human to buy Half-Undead and Fast Healing 1.

Any feedback or suggestions would be appreciated (writing characters at this power level is a little daunting)


Dotting


Oh, yes! So interested. :)


Figured out that I'm going to go for a Cleric/Monk. A devout monk on our lovely earth guarding ancient treasures, story justification coming, blah blah.

Fighting unarmed and unarmoured this martial artist won't be laughed at for long. He will focus on touch debuffs/stunning fist/melee range spells to deal with enemies and the domain strike feat. Also getting the dimensional range of feats earlier than a normal monk since travel domain gives Dimension door.

What sort of gods/domains/favoured weapons/etc. should we use if from earth? Make it up myself? I see him as either a Hindu or perhaps secret Jesuit monk. Hoping you will let me pick any two (would be travel and madness).


So to expand on your Johnny Bravo example, does that mean we should avoid characters from pre-existing media entirely? I was thinking Lord Asriel from His Dark Materials would be an interesting character for this setting.

Dark Archive

...Yeah, dot. Can't help but apply for something like this.


Hmmm.. Working on a Faerie dragon sorcerer/slayer. Since they get a lot of benefits for their HD, I understand that that will take both gestalt sides.


Massively interested... but with a caveat.

The world is glorious, and I love the idea... but then I reached crunch:

Level 13 is significantly higher than anything I have ever played. As I read, I developed a concept for a character that was just awakening to this new world, who had just discovered this strange place. Then I saw level 13... and it kind of shattered my ideas for the character growing and learning exactly who they were and what they are capable of.

Starting at level 13 makes it into a minxmaxer's dream... and a fluffer's nightmare. There's so much story to tell for a level 13 character, so much to explain, to understand, to learn and know. But there's also going to be a huge disparity in power levels that get applied, I think.

I'll very much -try- to build something good, but I'll very probably fall quite short. But just know I definitely support this wholeheartedly as a concept.

My basic concept is probably Arcanist or Wizard with 'something else'. The primary portion is that they were a writer before they became important... or at least before they realized it... as their writing influenced reality.


Summoner seems a good blend for that concept. A Master of Eidolon with an Eidolon whose writings can spring to life!


Mmhmm. That's definitely what I was thinking of for my 'Mastery'.

Though I'd also thought of perhaps Bard... or perhaps even more interesting, she wrote herself into being a hero at some point, and maybe went Paladin or the like. I'm trying to explore the concept currently. But Summoner is definitely a good choice as well, as it would grant her characters a chance to exist alongside her...

Would you mind elaborating on 'Wrighting'? Because Wrighting -also- seems like an excellent fit. Linking worlds via pages from a book is so thematically amazing it is insane.

'As you read the story, the pages become alive in your mind, as if you're actually there... you're drawn into this faraway world, and no matter how hard you try, the journey will never be as magical as the first time... and perhaps more importantly, never again will you read a book so consuming and in tune with your very being...'

Edit for questions and putting said questions in a concise space:

I'd like more information on how Wrighting would work when you have time. I'm having a tough time choosing between it and Eidolon as one seems to be 'linking worlds' while the other seems to be 'raw creation'... both of which fit well... and completely flavor who my character is. Is she just seeing into other worlds, or is she creating them? The latter seems potentially infinitely more powerful and harder.

You speak of 'attuned to a world' in the fluff section, I'd need this elaborated upon. Can we be attuned to more than one? I'd say my writer has written about several. :)

Are we already aware of the multiple worlds, or is this something we're going to learn about at the start? Should our backstory involve working with this organization? I figure finding out what 'attuned' really means will give me a better idea of whether or not we're already aware of the world-hopping or not-world-hopping as it were.


I am very interested. A few quick questions i have for the GM:

1.) Are Dreamscarred Press classes allowed? I am thinking of, specifically, Aegis, Cryptic, Metamorph (PrC), Psion

2.) What are our limits on magic item creation during creation?
2a.) Do you anticipate downtime for crafting during play?

3.) Is Witchwyrd permissible as a race?

The concepts (or fragments thereof) I am looking at:

1.) Thinking of a Psion / Metamorph (this is one side of gestalt, I am not sure what I would combine it with yet) who has a mastery of body and can transform to fight. I would likely combine this with Monk or Fighter. I could go all out and do Synthesist Summoner, but I feel dirty doing that and actually don't enjoy the class all that much, so wouldn't be going that route. I might just try to put Cryptic there, and just deal with not being quite as good in a fight (relying on buffs to get up to "par" in a melee), as i feel Cryptic really fits a theme of "seeing too much" and his mind was cracked a little bit, and he is growing into using that as an advantage.

2.) I'd like to somehow work into my theme the idea of either flirting with Umbra by incorporating some of that magic somehow, OR include a significant element of transforming Umbra into Eidolon. I am just not quite sure how to incorporate that, and am open to suggestions as far as how to emulate that idea with allowed classes.


How would creating a dragon work?
Would we just use the chart to build it up, with the base statistics, or use the 26 points from your system?

Thinking about an umbral dragon cleric/something else of Zon-Kuthon, assigned by him to uphold the Grand Staircase.

Sound good?


@Bigrig: There's also Taninim... if he'd allow that. It's pretty high-powered, but really neat. I played one in another game specifically for 3pp stuff. I specifically went draconic exemplar to be the very best adventurous dragon I could be. :)

Also, I second the question of leadership. Not because I want an army, but because having people in multiple disjointed worlds that could help us out would be awesome to go along with my character theme. :)


NOTATION: I FORGOT TO CHANGE THE GP VALUES TO MATCH YOUR LEVEL! IT IS NOW 140,000 GP!

Interesting ideas thus far!

Gavmania, I am somewhat leery of Leadership, because a lot of people abuse that power and, especially at high levels, everyone having a cohort bogs down combat, which can kill a game fast. I will allow it with the presumption that you will not abuse it and form a peasant army to tag along on all adventures. If I see a lot of people taking it to gain a ton of help in combat, I will ban it, however.

Derz, I would prefer if people did not use pre-existing characters, though you may certainly use characters identical to them with minor changes. Just 'file off the serial numbers' on the character, so to speak. For example, change his name to Lord Ashriel and change a few Golden Compass references to something similar in flavor and bam! You've got Lord Asriel that doesn't break that fine line of believability. It's more to keep players from thinking 'oh this is the Super Smash Bros/Playstation All Stars of roleplaying' than to really restrict your options. Make sense?

Philo Pharynx, you are correct in assuming as much. More than full BAB, a higher Sorceror level than their CR would suggest, and a suite of abilities would call for such. Most dragons definitely take up both sides of the gestalt, since a great deal of them are practically already gestalt-powered. That said, your Sorceror levels will stack with your pre-existing levels from your race to determine your spell-casting and the numerical values of your class abilities, though not how early you get said class abilities.

Hotaru, your concept already sounds quite awesome, so don't think you're not up to the task! Having a Once Upon A Time-like writer whose works become reality is, in my opinion, VERY interesting. All you have to do is remember that you were not necessarily 13 gestalt/mythic 1 before reaching the Grand Staircase. You might have been nearly that powerful before opening that first Door or you might have been one of the weakest members of your people that just had that certain spark of greatness that the Grand Staircase seeks,, which it brought forth in the form of raw power within you.

In regards to the difference between Wrighting and Eidolon powers, Wrighting involves creating things either from scratch or from raw materials while Eidolon usually involves changing what is already there to something more suitable (One of Eidolon's powers anyway). The two overlap somewhat in terms of their fluff, but that is the whole purpose. Creation and maintenance are the purview of the Eidolon, whereas decay and dissolution are the purview of the Umbra. Masters of Wrighting sort of focus on the act of creation, whereas Masters of Eidolon tend to focus on the other aspects of it. Make sense?

As for your question about Wrighting, the basics are simple: you can Wright items into play as if you meet all the prerequisites of said items, such as feats, alignment, ect. Your more advanced abilities, of which there are several, include being able to Wright new worlds at a pace similar to Greater Create Demiplane, temporarily create items by using Mythic Power to fashion items out of your own essence, and much more. The more powerful abilities, of course, require you to expend Mythic Power to utilize them, but that is a small price to pay, right? Oh and did I mention that item crafting is now 1 minute per CL of the item you are creating? Creating constructs is a little more involved and instead takes 1 hour per CR of the creature you are creating. You are, of course, limited to only crafting constructs of your CR. By expending Mythic Power, you can also create low CR (Up to 1/3 your level, rounded down) creatures, which begin as tabula rasas, by spending 6 hours crafting their bodies and nascent souls from the power of your essence. This is more for story effect than for combat, so do not think about building an army of weaklings to follow you around everywhere, because I will be forced to deal with said situation in an appropriately GM-y way, such as making you face the Devourer of Worlds or some such nonsense. Just remember, as Endzeitgeist once said, the 'bag o' kittens' test and as long as you abide by that, you should be fine.

As for attuning to worlds, you are only attuned to ONE world, usually the first world that you enter after walking the Grand Staircase. If you are a Master of Wrighting, you may create as many worlds as you want, but you are always attuned to only one world. The process of changing said attunement is a long process and tailored to the individual and world involved.

Tenro, here are my answers to your questions. Dreamscarred Press classes are absolutely allowed. You can create items as soon as you gain the feats, meaning that if you intend to craft items, you MUST state when you gain said feats. From that level onwards, you can craft items for the base price. Make sense? Witchwyrd is absolutely permissable and requires only 6 levels from one side of the gestalt. You do know how to break down a creature's stats so you can allocate points differently than the base creature, right? Transforming Umbra into Eidolon, huh? Quite interesting!

Bigrig107, you build your abilities scores using my method, then add the bonuses as racial modifiers. That's one of the reasons I declared true dragons as taking up both sides of the gestalt up to their CR, because they're insanely powerful. If you want to use up all of your levels, you can most certainly become a Young Adult Umbral Dragon (I think I did the math right on that), with a Mythic Rank of course. As Hotaru stated, the Taninim race and Draconic Exemplar class are great if you don't want to sacrifice that many levels to be a full-powered dragon. The PDF is relatively cheap too.


Definitely Wrighting then. :P and like I said. I absolutely -love- the flavor of Wrighting. And like I said before, most likely her Leadership would be used to have contacts of X level in multiple worlds. :)

I'm definitely leaning more towards her being a supporting character, rather than the heroine, though.

Dark Archive

Would Dreamscarred Press' Half-giant race be an acceptable race option? It's pretty strong, but if you're allowing 20RP races, I can't imagine it'd be too unreasonable. I wouldn't even mind just using the race as-is.

Current concept is based off this picture and will probably be an Aegis*/Vitalist. I'd likely end up playing him as a combat medic.

*:
Possibly Aegis/Soulknife/Metaforge on this half of the gestalt? Would let him be very self-sufficient when it comes to weapons and armor.

Dark Archive

Just to make sure, I can within reason be from any world? What about the technology level of the worlds?
My concept would be playing a young man in a mundane world pretty much like our own. Adventure is thrust upon him and he finds his way to another world via the " Grand Stair Case ".

Shadow Lodge

totally interested, lol *starts brainstorming*

oooh though quick question, what are like the rules for like advance firearms or technology?


Another question i would like to know. Do gods span multiple worlds? So for example is there 1 asmodeus or 1 for each Golarion like world or only 1 asmodeus like god with different names in different worlds?

Shadow Lodge

was wondering, what about templates? are they allowed?

Dark Archive

HighonHolyWater wrote:
Another question i would like to know. Do gods span multiple worlds? So for example is there 1 asmodeus or 1 for each Golarion like world or only 1 asmodeus like god with different names in different worlds?

This is a good question. I'm thinking I'll have my guy (who I've named "Akam" for the time being, but that's subject to change) be of Sarenrae's faithful. I suppose it wouldn't really be much trouble to just have him come from another world in the same universe or solar system as Golarion, but I'd still like to hear what you have to say about this. :)

-e-

Oh, I've got another question. If you gestalt two psionic classes together, do you get two separate pools of Power Points (so in my case, an Aegis/Soulknife/Metaforge power pool that can only be used for Aegis/Soulknife/Metaforge stuff, and a Vitalist power pool that can only be used for Vitalist stuff), the better of the two (so just a Vitalist power pool that can be used for everything), or adding the two together (I doubt it's this one, but I'm including it for completion's sake)?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

As someone who was a gold-level sponsor for LOGS, and also pitched in for the Kickstarter, I wholeheartedly approve this concept for a campaign. Now I just have to figure out what to submit.....


Normally when you gestalt psionic classes you create a single pool of PP

Is there an established system by which one can take umbra and turn it to eidolon? Im thinking but i cant figure out a way that seems right

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Unchained classes allowed and/or Dreamscarred Path of War Classes/Feats/Manuevers/Etc?


Seranov, Half-Giants are allowed. And there's no need to ask about multiclassing, because it's allowed in the base rules anyway. As for power points, it joins into one large pool. Power Points are Power Points after all.

Leigion, all worlds have different tech levels. For the purposes of the campaign assuming that for every 5 magical worlds, there is 1 tech world. Not all tech is electricity based, however. Some is steam, some is aether, some is semi-magical in nature, ect.

Raphael, the rules for those things depend on your world. The majority of worlds have access to magic and technology is seen as something quaint and unreliable, given how powerful and consistent magic is. Finding tech for sale on the planar markets is rare, due to the lack of demand, but finding them on certain worlds are not a problem. Templates are allowed of course.

HighonHolyWater, I will not comment on that, because that is something that is to be discovered at a later time. I will say that multiple worlds have an Asmodeus or a Sarenrae. Is is the same one though?

Glad you approve, Reckless! I don't have Unchained yet, so I would have to check and see if it is already up on d20pfsrd. As for Path of War, it is allowed, including the playtest material from the upcoming Path of War expansion. That includes Riven Hourglass and similar styles, as well as the Unquiet Grave style from the Lords of the Night playtest.

Tenro, the Summoner class lol. The Umbra does not create, it only warps and destroys. It is possible to SHAPE the Umbra, but that is something easier done by a class feature. Although the Master of Invocation path can allow you to temporarily fashion such a being via spending Mythic Power.


Seems like a very cool game!

Thoughts of battle imps?

And I second Raphael's Q about templates.


Do templates follow the same rules, using CR as levels?


Gyrfalcon, templates are allowed. That Battle Imp creature looks pretty cool. Were you going to be the Battle Imp?

Bigrig107, yes they do.


On one side, or both?

Dark Archive

Neat. I've got a good bit of the crunch on paper, and the fluff is building in my head. :)

An important note: I'm probably going to be build around using a Merciful Mind Blade + Blade of Mercy + Enforcer to beat the stuffing out of folk and make them Shaken, with no intention on actually killing anyone. The first time I tried to play a character like that (a Half-orc Redeemer Paladin), the group went out of their way to murder the unconscious NPCs I'd knocked out, and it kind of put me off of the character. Pretty much, I'm just wondering if that kind of character is something I could play for this, or if it'd be better to stay away from that merciful paladin-type.


This is Johnnycat again with my -official- submission. Currently all of the crunch is taken care of (and available in the profile), I'll be working more on the fluff over the next couple of days. However, in the interest of completeness I did put together a preliminary blurb that should hopefully give a good outline of my intended character.

The Devil at High Noon:

"The man in black fled across the desert. And the Gunslinger followed."

His name is Armstrong - the one he pursues calls itself Boneskaw. They had known each other once, in a previous life. Now each was as much an abomination as the other. Their roles as hunter and prey could rightly be called a simple matter of relative circumstance.

"The desert was the apotheosis of all the deserts. Huge. Standing to the sky for what might have been parsecs in all directions. White; blinding; waterless; without future save for the faint, cloudy haze of the mountains which stretched themselves on the horizon and the devil-grass which brought sweet dreams. Nightmares. Death. An occasional tombstone sign pointed the way. For once the the drifted track that cut its way though the thick crust of alkali had been a highway and coaches had followed it. The world had moved on since then. The world had emptied."

First it had been five deserts; then ten; then a hundred. Deserts gave way to forests and plains; and they in turn melted into countless other landscapes. So long had his trek been that each step on the Stairs seemed no different than the last. Always though was the phantom that fled at the edge of his vision, the carrot to his preverbial stick further goaded by the swirling mass of self that constantly boiled within his mind.

"The Gunslinger walked solidly. Not hurrying, not loafing. A hide waterbag was slung around his middle like a bloated sausage. It was almost full. He had had progressed through the Khef over many years, and had reached the fifth level. At the seventh or eighth he would not have been thirsty; he could have watched his own body dehydrate with clinical, detached attention. Watering its crevices and dark inner hallows only when his logic told him it must be done. He was not seventh or eithr. He was fifth. So he was thirsty, although he had no particular urge to drink. In a vague way, all this pleased him. It was romantic."

Of course as a so called "Lord of Gossamer" his woes inevitably grew beyond the confines of himself. A whole host of names and faces had passed before him. Lives were lost, other were saved. The path he walked eventually became slick with death; including his own; including those of the ones he had loved. All that was left now was to move forward, walking at times, carried at others - always forward. Where it carried him mattered not; time itself no longer held sway over him. He cared only for the eventual showdown that awaited him at his paths end.

Hopefully nobody minds the immense amount material that I borrowed from the Dark Tower.

As always feedback/criticism are both welcome and appreciated (from anybody!).

Please let me know if I totally missed the mark on this games theme.


Would you allow the 3pp Class for a magus SpiderHawk?


Bigrig107, most templates are only strong enough to warrant one side of the gestalt. It would be a good idea to ask if you are unsure though.

Seranov, for humanoids and similar creatures that can be reasoned with, sure. For strange non-Euclidian monstrosities, fiends from the darker realms, chromatic dragons, undead spawned by the Shadow between worlds, and the apocalypse cultists of the Umbra, you might be better served putting them to the blade.

Barret, are those direct references?

Pathfinder Zoey, SpiderHawk is permissible. Gestalt is not cross-classing.


Hmmm, I'd rather not play a summoner.

My idea is coalescing, however. I am going to go with Psion (Egoist) 5 / Metamorph 8 // Cryptic (Brutal Disruptor) 13.

If Witchwyrd:

I might sub out levels of Cryptic to put in Witchwyrd, but I am not entirely certain of the process to go about taking monster levels. There are a few other monsters that interest me as well, since Witchwyrd is 6 levels on one side, which is kinda rough considering their special powers aren't really useful. I will poke around and see if something else strikes my fancy.

How do i take levels of monster and calculate ability scores?

The basic story of the character will be one of a person that stumbled across the Grand Stair (not knowing they existed or he had it in him to access them) and explored a bit, being overly curious. Something happened, and he [fell off/was knocked off/the strand fell apart] and for a brief time he was loose in the void. Seeing the darkness of infinity warped his mind a bit, and he has spent a great portion of his life coming to terms with what he experienced, and focusing what he learned.


GM Merchant Zoruugasz wrote:

Barret, are those direct references?

The portions in italics are the opening passage to one of the Dark Tower books. I put it in for flavor purposes, I thought it would help set the tone and give a short idea of what I had in mind for Barrett.

The character himself doesn't have any direct relation with any particular existing character beyond archetypal similarities.

Also, I think I mentioned it earlier but I'm going for Master of Invocation.


What about Tenebrous?


My idea is getting there. I want to take Half-Celestial and will put it on the monk side of my Cleric/Monk if it only takes up one side. Have taken Advanced Stats(4rp), At will SLA Mage Armour(2rp), Fast(1rp) and See in Darkness (4rp) to bring human to 20RP.

This faithful monk was rewarded when all others had failed their task and a communication Icon hidden among the old dusty relics(magical and mundane) he was guarding came to life. An Angel of God spoke to him and gave him a greater purpose gifting him greater strengths as was the will of God and opening a Door for him (which was also hidden in the ancient vault) allowing him to traverse the Staircase and becoming a Gossamer Lord.

Plenty more back story I'm working on but that is the gist of how he got started.

1 to 50 of 830 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Mythic Gestalt Multiplanar Campaign Recruitment All Messageboards

Want to post a reply? Sign in.