Lords of Taldor: Reviving the Empire

Game Master Divinitus


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Taldor is a land of lost glories, an empire teetering on the brink of ruin. The nation is stretched thin and threadbare, having lost several satrap states like Cheliax because of massive overreach. Taldor's courts, once bastions of civility, honor, and justice, have become diseased, filled with corrupt bureaucrats, backstabbing nobles, and a pampered king who symbolizes all the empty decadence and power-mongering of the elite. Whispers of a new war with Qadira echo in the nation's courts, threatening to bring the final blow to the the ailing land if the desert kingdom decides to finally retake Taldor. The age is dark and the problems are many. It is clear that Taldor needs heroes. Will you step up and breathe life back into the nation? Or will your actions inadvertently snuff out the kingdom forever?

This is a homebrew campaign set in Taldor, featuring a few modules from Paizo and a lot of material I have used in my own campaigns over the years, all put together into a single, epic campaign! If you want more info on Taldor, HERE is a decent-seized primer on the nation from the Pathfinder Wiki. If you are hungry for yet more information and/or want to support Paizo, HERE is Paizo's official player's companion for Taldor, which has quite a bit of spoiler-free material for player's to peruse.

Now, let's get around to what you need to build a character, shall we? Thanks to my buddy known as Divinitus for the character creation template!

Character Creation Details

Starting Level: 12. Remember to include your ability score bonuses as well as the appropriate level of feats and such.

HP: Max HP per HD.

Starting Gold: 110,000 GP, which is 2,000 GP above the average wealth-by-level, but I like gold to be even like that for character creation. You also get a non-magical outfit of your choice, apart from a royal outfit.

Race: Any race is possible, but unless you have a REALLY compelling character, please do not choose something outlandish like a Goblin or a Lashunta!

Alignment: Any but CE. That said, those who are evil PLEASE try to be team players!

Class: All Paizo-produced classes are legal for this AP, along with MOST archetypes. I will also allow some 3PP material, though it must be cleared before being used. To answer the likely most-asked questions about 3PP allowances, if it is a Dreamscarred Press class for Pathfinder related to the Psionics, Path of War, or Akashic Mysteries lines, it is allowed. Totally stole this verbatim from Divinitus! :P

Ability Scores: 24 point build, on a 1-1 scale, from a base of 10. To give an example of this, if you are playing a Sorceror and want an 18 CHA, you take the base of 10, spend 8 ability score points, and you're at 18. You may reduce a score by up to 3 points in order to gain a commensurate amount of points that is added to your 'point pool'. This is a fancy way of saying if you want more points, just cut them from your scores. To give an example, if you need 3 more ability score points for a M.A.D. build, you can cut one ability score by 3 points down to a 7, one ability score by 2 and another by 1, or 3 scores by a single point each. Make sense? While I am giving you a LOT of ability score points to work with, please do not go all munchkin and completely powergame. If your character is an Orc Barbarian with 24/18/18/08/08/08, you may wish to think up another character. I do not mind optimization, but blatant powergaming is something I have an issue with unless the campaign is set in Rappan Athuk or something.

Skills: You get +1 skill point per level.

Feats: You get a bonus feat at first level.

Traits: 2 standard, plus a bonus trait if you choose to take a Drawback. There will be a list of homebrewed campaign traits if anyone is interested in taking one of those included sometime today or tomorrow.

Fluff: This is what I'm looking for, so place some level of priority on making a good backstory and a well-developed persona for your character.

Posting Requirements: At least once a day, though more are preferred. I would like something around the area of 2 posts a day, but I can deal with 1 per day. Also, I am GM'ing this game with the intention to finish it, so I hope that you intend to play to its conclusion. If there is an actual reason for you to drop, let me know in advance and I will work your retirement into the story. Little annoys me more in PBP than players just poofing for 2+ weeks and they finally post saying that they choose to drop, especially if it's something where they can just post and say 'hey not interested anymore/I'm really busy please bot me/I'm in the hospital for growing a second head/whatever'.

Silver Crusade

alrighty... lets get cracking. Shame its not gestalt :/ was hoping for that mind blade investigator lol

EDIT: AHHHGGGG... so many options.... so many ideas!


Dot.

Silver Crusade

Ok. Ideas-

Ninja(love me some ninja) agent of the 'king'. Think of him as the problem solver. You need a noble taken care of... He's the guy. Also works well at taking out enemy chain of command.

Two weapon warrior(potentially soul knife)- soldier, seeing his country fall into decadence and sin is taking action. He may be only one man, but what his blade can change it will.

Investigator- working to uncover the decadent and 'remove' the corruption from the government.


Would a Mighty Godling from Rogue Genius be permissible?


Yep, I was going to ask about mighty godling as well, I was playing one in a 7th level modern game and it was pretty sweet. May the best God win ;).


Well gee how about eldritch godling while we are at it...


Here we are. He also comes with the gear listed on my profile, and possible other gear to be added later if I make the cut (which I REALLY REALLY REALLY hope I do- I really want to play a mid level game). In addition, he has a number of undead, which, again, I will work on if I make the cut. Fluff is available on my profile.

Alynthar the Unchained:

==DEFENSE==
AC 17, touch 17, flat-footed 13 (+4 dex, +3 deflection)
hp 89 (12d6+12)
SR 0 ; ER Cold 5, Electricity 5, Fire 5
Fort +6, Ref +9, Will +9
Defensive Abilities Tiefling Resistances (PFBty 264)
==OFFENSE==
Spd 30 ft/x4
Melee Masterwork Quarterstaff +7/+2 (1d6) 20/x2 monk, CM +1
Melee Masterwork Cold Iron Melee Dagger +7/+2 (1d4) 19-20/x2 CM +1
Ranged Masterwork Light Crossbow +11/+6 (1d8) 19-20/x2 CM +1
Ranged Masterwork Cold Iron Thrown Dagger +11/+6 (1d4) 19-20/x2 Returning
Special Attacks Darkness (PFBty 264), Power over Undead (PFCR 81)
==STATISTICS==
Str 10, Dex 18, Con 12, Int 25, Wis 10, Cha 18
BAB +6, CMB +6, CMD +23
Feats Craft Magic Arms and Armor (PFCR 120), Craft Wondrous Item (PFCR 120), Greater Spell Focus (PFCR 125), Greater Spell Penetration (PFCR 125), Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132), Skeleton Summoner (PFUM 155 - 156), Spell Focus (Necromancy) (PFCR 134), Spell Penetration (PFCR 134), Varisian Tattoo (PFAP: RotR (PG) 14)
Skills Appraise +15, Craft (alchemy) +16, Craft (trapmaking) +16, Escape Artist +5, Fly +15, Handle Animal +5, Intimidate +12, Knowledge (arcana) +22, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +11, Knowledge (nature) +12, Knowledge (nobility) +13, Knowledge (religion) +14, Knowledge (planes) +14, Linguistics +15, Perception +12, Spellcraft +22, Stealth +8
SQ Sneaky (PFBty 264), Arcane Bond (PFCR 78), Life Sight (PFCR 82)
Traits Focused Mind (Magic) (PFAPG 329), Reactionary (Combat) (PFAPG 328)
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Drow Sign Language, Goblin, Ignan, Infernal
Eq'd Magic Robe of Bones, Winged Boots, Headband of Vast Intelligence +4, Ring of Protection +3 (R), Ring of Spell Storing, Minor (L), Cloak of Resistance +1
Gear Rod of Silent Spell (11,000 gp)


Godlings tend to be pretty ridiculous...

Dotting for interest. I may have overcommitted myself in recruitments right now, and level 12 characters take a while to build, but I'll see how things go.


I was thinking Godling 6/ then not sure, perhaps fighter 6.

Though realizing I don't have it in Hero Lab does take some of the wind from the sails.


Throwing in a dot. I'm on an archery kick lately...debating between a Slayer or a Zen Archer Monk. Is there a particular preference you have to either? I've had DMs warn people off monks in my experience.

Super digging the multi-posts a day.

When is the recruitment cut off date?


Thinking either a Inquisitor or a Paladin. A home from the crusades to put family stuff right kind of character.

Silver Crusade

Narrowed it down to the solider become hero or the ninja assassin


d-d-dot


Hey there buddy! Hey all the applicants for Razor Coast!

I should have a post soon.

EDIT: Probably going to go with the Path of War's Warlord class, specializing in the Scarlet Throne style, with a little dipping into Golden Lion for situational use.


Dot, and will be back in a bit with a superstitious elvish barbarian that I've wanted to try out.

EDIT: Ability scores: do we add the additional 3 points for reaching 12th level?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Will definitely be applying with something. For Glory! For Taldor!

Silver Crusade

If I go for the soldier turned hero I'll most likely be taking soul knife (war soul) for some path of war maneuvers.


Recruitment closed in 1 week, 1 day, 1 hour, 1 minute from the original post. Why? Because reasons! Primarily because that's my arbitrary number that I have selected. So recruitment officially closes March 9 at 4:40 P.M.

Godlings of any sort are permissible, though only one can be selected due to the massive story impact they have. Bonus for those tying their character to slain Aroden or perhaps the vanished Peacock King, due to the campaign themes!

And yes, you all do gain the 3 ability score bonuses for leveling up.

@Rorek55: king as in the actual king or as in the most charismatic PC?

@Alynthar: what sort of undead do you have planned? Multitudes of smaller ones or a few more powerful ones? Disguised or undisguised? Legally or illegally acquired?

@LordLuke: No particular preference. There is a monastery in Taldor for Monks and Slayers can easily acquire their skills in the kingdom, due to all of the backstabbing and such going on among the nobles and commoners alike.

@Bane88: As in the Worldwound Crusades?

For Taldor indeed!


Dot!

Silver Crusade

Whoever he deems to be able to

1) lead the country back onto the right path and

2) pay him wel .

Prioritising in that order.

Silver Crusade

That said. I'm feeling the soldier -> hero thing. He doesn't think of himself as such. Merely doing what he thinks is right.


I'm planning on having a large number of relatively low level undead, with a small number of stronger ones backing them up. They will be acquired through my own Animate Dead spell. I'm not really sure how to disguise them, but skeletons will be kept in a bag of holding (if you allow that- my current DM does, and I've kinda gotten used to it. I'm not sure how I would keep the zombies hidden, so I may just use skeletons only.

Sovereign Court

Well, well, I'm thinking of throwing a human bard/ninja into the mix. I'm thinking of crossing into the Lion Blade Prestige Class so as to be a better agent for my Empire.

Long live the King, and long live Taldor!

EDIT: It's either the suggested above combination for me or a bard/sorcerer who will go into the Veiled Illusionist Prestige class and simply call themselves a Lion Blade. Either way, I think I will have fun crafting the backstory.

Shadow Lodge

Here he is, the would-be champion of Taldor (and, to a lesser extent, humanity), Belain Felaris!

Crunch:
Belain Felaris
Human Sorcerer 5/Evangelist of Iomadae 7
LG Medium Humanoid (Human)
Defense
AC 20, Touch 16, Flatfooted 16 (+4 Armor, +2 Dex, +2 Dodge, +2 Deflection)
HP 139 (5d6+7d8+53)
Fort +14, Ref +12, Will +13.

Offense
Speed 30 ft.
Masterwork Cold Iron Longsword +8 (1d8/19-20)
Masterwork Cold Iron Longspear +8 (1d8/x3)

Statistics
Str 10, Dex 14, Con 18, Int 14, Wis 14, Cha 25
Feats: Skill Focus (Knowledge: Planes, History), Deific Obedience, Varisian Tattoo (Evocation), Eldritch Heritage (Destined), Defensive Combat Training, Improved Initiative, Dazing Spell, Reach Spell, Improved Familiar.
Skills: Diplomacy +25, Intimidate +25, Knowledge (religion) +17, Knowledge (history) +20, Bluff +25, Perception +17 (+19 with familiar), Use Magic Device +25, Knowledge (local) +17, Acrobatics +9.
Languages: Common, Taldane, Elven, Draconic, Celestial.
Abilities: Tattoo Familiar, Heroic Echo, Heroic Legends, Create Spell Tattoos, Enhanced Magical Tattoos, Bloodline Tattoos, Touch of Destiny, Skilled (Acrobatics, Knowledge: Local), Gift of Tongues, Multitude of Talents, Aligned Class (sorcerer), Protective Grace +2, Obedience, Courageous, Demon-Feared Caster.

Equipment:
Robes of Arcane Heritage -16000
Cloak of Resistance +5 -25000
Handy Haversack -2000
Headband of Alluring Charisma +4 -16000
Quick Runner's Shirt -1000
Lesser Silent Metamagic Rod -3000
Boots of Escape -8000
Glove of Storing -10000
Circlet of Persuasion -4500
Ring of Protection +2 -8000
+3 Haramaki -9003
Belt of Constitution +2 -4000
Platinum Holy Symbol of Iomadae -500
Bedroll -0.1
Chalk -0.01
Earplugs -0.03
Soap -0.01
Whetstone -0.02
Weapon Cord -0.1
10 bags Powder -0.1
50 feet Rope -1
Sack -0.1
Saw -0.04
Pickpocket's Outfit FREE
Bandolier -0.4
5 day's Rations -2.5
Masterwork Cold Iron Longsword -330
Masterwork Cold Iron Lonspear -310
50 day's Wandermeal -0.5
2352 GP, 1 SP

Spells:

0th: Mage Hand, Detect Magic, Read Magic, Acid Splash, Light, Spark, Ghost Sound, Message, Prestidigitation.
1st: (8/day) Magic Missile, Moment of Greatness, Enlarge Person, Feather Fall, Protection from Evil, Shield.
2nd: (8/day) Burning Gaze, Bull's Strength, Eagle's Spendor, See Invisibility, Create Pit.
3rd: (8/day) Fireball, Fly, Haste, Heroism, Protection from Energy.
4th: (7/day) Threefold Aspect, Black Tentacles, Moonstruck, Greater Invisibility.
5th: (5/day) Teleport, Greater Command, Cone of Cold.

Whew, that was an agonizing amount of typing. Background, personality and more will come after I've soaked my hands in ice. Or liquid nitrogen.


Need to purchase items and update various stats, but here is Elddeor Thornfist, an elvish barbarian champion/spy hailing from Kyonin.


Dot for interest.
Currently mulling either a Cryptic (Lost Mind) if you have a hard copy of Ultimate Psionics/Psionics Augmented (It's not on the SRD. I own a hard copy of Psionics Augmented).
Or perhaps an Aegis from someone's personal bodyguard, mayhap into Ulfen Guard.

Silver Crusade

Yes. I've decided on the lowly soldier that fought through all manner of battles/skirmishes for all reasons. Finally he got tired if the corruption and petty squabbles tearing his beloved country apart.

I see him eventually going to lead his own army should it come to that.

Either soul knife (warsoul) or one ofbl the path of war classes. (Either warlord or warder)


Going with Inquisitor of Iomedae An Aasimar back from the Crusade in Mendev to right his families standing in Taldor.

Veteran of the Fourth Crusade!


I think I will utilize the Path of War Bladecaster Prestige Class and build something gishy : )

More details to follow!

Sovereign Court

Hm. So I decided to go with the sorcerer/veiled illusionist. Really good idea for a back story as well. I'll put this within my finished backstory, but what I think I want to focus on is a redemption arc. Start off as a lawful evil Lion Blade, simply doing his job to protect Taldor with ruthless efficiency before having his "My god, what have I done?" moment.

Something like The Operative from Serenity.


Dotting for interest.

No clue what I will play. With the high level, the possible builds is astronomical.


Enothai Lantherion is an elven wizard whose natural talents for enchantments came early in life as did The command of magic. She has also been able, though study and charm, to summon different types of creatures than regular conjurors are, in this more fey, which befit an elven enchantress. She also has a talent for magic magical items and has recently learned how to make magical staves.
She loves learning all she can about magic except for necromancy which is icky. Through sheer force of will and from study she was able to overcome she ability to not cast evocation spells. She now finds herself in Taldor, looking to increase both wealth and power by looking at and for the spellbooks of war wizards.

Enothai Lantherion
Female elf wizard 12
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +15
—————
Defense
—————
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 73 (12d6+1)
Fort +8, Ref +10, Will +13; +2 vs. enchantments
Immune sleep; SR 18
—————
Offense
—————
Speed
Arcane School Spell-Like Abilities (CL 12th; concentration +20)
At will—irresistible demand
11/day—dazing touch
Wizard Spells Prepared (CL 12th; concentration +20)
6th—chain lightning (DC 24), geas/quest, globe of invulnerability , summon monster VI
5th—cone of cold (DC 23), cone of cold (DC 23), dominate person (DC 25), dominate person (DC 25),
mind fog (DC 25)
4th—charm monster (DC 24), crushing despair (DC 24), lesser geas (DC 24), greater invisibility , greater
invisibility
3rd—fireball (DC 21), fireball (DC 21), fly, fly, suggestion (DC 23), summon monster III
2nd—glitterdust (DC 20), hideous laughter (DC 22), summon monster II , summon monster II , suppress
charms and compulsions
1st—charm person (DC 22), color spray (DC 19), detect charm , enlarge person (DC 19), hypnotism (DC
21), mage armor , shield
0 (at will)— acid splash , daze (DC 20), detect magic , read magic
Opposition Schools Necromancy
—————
Statistics
—————
Str 10, Dex 15, Con 10, Int 26, Wis 13, Cha 17
Base Atk +6; CMB +6; CMD 18
Feats Craft Magic Arms & Armor, Craft Staff, Craft Wondrous Item, Greater Spell Focus (enchantment),
Opposition Research UM, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Summon Neutral
Monster
Traits charming, domineering
Skills Appraise +23, Bluff +3 (+4 vs. characters who could be attracted to you), Diplomacy +15 (+16 vs.
characters who could be attracted to you), Knowledge (arcana) +23, Knowledge (geography) +15,
Knowledge (history) +22, Knowledge (local) +21, Knowledge (planes) +21, Linguistics +19, Perception +15,
Sense Motive +13, Spellcraft +23 (+25 to identify magic item properties), Stealth +0; Racial Modifiers +2
Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Giant, Gnome, Halfling, Hallit, Infernal, Orc, Osiriani,
Skald, Sylvan, Thassilonian, Tien, Varisian, Worg
SQ arcane bond (staff of charming), elven magic, force of will
Combat Gear bouncing metamagic rod (lesser) , extend metamagic rod , robe of the archmagi (gray) , staff
of charming ; Other Gear headband of mental prowess +4 (Int, Cha) , 30,850 gp
—————
Special Abilities
—————
p1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Arcane Bond (Staff of charming) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it,
Concentration required to cast spells (DC20 + spell level).
Bouncing metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day that bounce as
though using the Bouncing Spell feat.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to
spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell.
All the rods described here are use-activated (but casting spells in a threatened area still draws an attack
of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to
combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats
possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use
the given feat a specified number of times per day. A sorcerer still must take a full-round action when
using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic
rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or
lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with
spells of 9th level or lower.
Construction
Requirements Craft Rod, Bouncing Spell; Cost 1,500 gp
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually
attracted to you.
Controller Associated School: Enchantment
Dazing Touch (11/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Domineering (Charm Person) DC of selected spell increases by 1.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Extend metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user
to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change
the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a
threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any
given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In
this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use
the given feat a specified number of times per day. A sorcerer still must take a full-round action when
using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic
rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
Normal metamagic rods can be used with spells of 6th level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 5,500 gp
Force of Will (Su) 60' 2-way telepathy with those you have charmed or dominated.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Irresistible Demand (max 12 HD, 12 rounds/day, DC 24) (Sp) At 8th level, you can force others to do
your bidding. As a standard action, you attempt to dominate a creature as though using the dominate
monster spell, except that the creature must have a number of Hit Dice equal to or less than your wizard
leve
.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Summon Neutral Monster Summoned neutral creatures gain a +2 resistance bonus on Will saves.


I've got a hippopotamus-riding "paladin" of Cayden Cailean from an old table game who could be fun on a Taldan crack force.

How important is detailed crunch vs fluff? Level 12 takes a while to stat out, and I usually fill in minutiae once the party's selected, unless it matters to the GM.


Hmmm - a monk/ranger/druid(goliath druid)/mammoth rider could be interesting. A huge druid riding a colossal wooly mammoth, wooly rhino or giant elk would be really cool. Less effective in confined spaces, but that is how it works some times.


Yeah, but you might want a reason why a creature from the Lands of the Linnorm Kings is being ridden all the way south in Taldor (backstory!)

@GM: If I've got a character who, for personality reasons, wants to carry around a Lyre of Building, is that allowed and reasonable?

Silver Crusade

Think I will go warlord class. (psionics are... a tad confusing to me...)

Plus, the way I envision this character fits with the warlord better :3

He will be taking "Leadership" To represent his "regiment" that he fought with, and eventually lead in battles.


@Thunderbeard: Fluff is much more important in my opinion. Lyres of Building are perfectly permissible and can prove pretty useful.

Shadow Lodge

Sorry, but I need some rest. My fluff should be up next afternoon.


Sweet. I've taken an old level 9 character (who was originally a master lyre-player Taldane cavalier) and dropped a few cleric levels on him as he spends time building up some faith. I'll work on formatting and get a submission up at some point (with feat/class requirements of 13 Str, 13 Int, 13 Cha, 13 Dex, and 12 Wis, it's time for a MAD party)


I've always wanted to do a campaign like this. I see the Taldor Empire as analogous to the Byzantine one and want to champion its rebirth.

I have no idea what class I want to take, but definitely something knightly! Maybe Cavalier?

What level are you planning to end at? 20th?


Here is most of the crunch for my character. Pretty stoked, The concept is something I really like and the crunch looks SUPER fun. Especially since this is the first Path of War character I have gotten to play :3.

(Note: I may or may not go about changing a few things with the build. But for the most part Things will stay the same)


How do you feel about guns(of the pistol variety) and 3.5 feats because I have an awesome character already made for this basically.

Silver Crusade

Very interested in this!

What are the campain traits? I saw you said they were there, but I didn't see them posted, so I'm curious as to what they are


@CommandoDude: Planning on ending the campaign at 20th level. I wanted the opportunity to explore the upper levels of non-Mythic power on the boards, since such things are rare on almost every PBP site.

@Angelpalm: What type of pistol, specifically? And which 3.X feats?

@Phylotus: The campaign traits have not been posted yet. Out of curiosity, is your name a mash-up of phylum and lotus?


Just the regular single shot pistol like in the srd, eventually hoping to get the double barrel version.

Doing a Warder/Cryptic multiclass that uses the Grammaton archetype among other things. Duel wielding two pistols but in order for the class to work I would need permission to use pistols with Solar wind and thrashing dragon disciplines.

The feat in question is the Knowledge devotion feat, using it not so much for damage but to offset the -4 penalty for twf with one handed weapons.

I'll go ahead and shoot a link to the character as is, she is only level 5 currently but I can adjust it for the game depending on what you tell me.

Silver Crusade

Negative, it is a different spelling of Philotas, one of Alexander the Great's generals who was executed after being accused of conspiring against Alexander (God, can I sound any more pretentious?).

As a side note, I have a character concept! A Sylph Magus born into the royalty of Taldor who has since been disowned (presumably because of her heritage), who took the oportunity to travel the world and learn of swords and sorcery. In his travels, he saw the pain and suffering of those in many of Taldors old colonies and decided that a strong Taldor protecting the people is what they need, but first Taldor itself has to be brought to its former glory.
Crunch is basically done, fluff is still a work in progress (sleep will probably help that)


Thunderbeard here, with an alias! (Turns out I had a level 9 version of this guy from a finished campaign. He might be helpful in the melee-heavy party that the proposals seem to suggest, and he'd certainly love to help rebuild Taldor). Presenting:

Sir Darren Carter
CG “Paladin” of Cayden Cailean
Cavalier (Beast Rider) 8 / Cleric 3 (Devout Pilgrim) / Fighter 1 (Dragoon)

Role:
-Melee striker and defender, bringing decent back-up healing, social skills, and a ton of passive party buffs
-Like a paladin, but more fun (and as a Cleric of Cayden, can Create Ale at will!)

Perks:
-Grants bonuses to attacks, saves, freedom of movement, telepathy, and at level 13 will allow allies to take a ton of bonus charge actions
-Single-target striker (like any cavalier, can do single hits large enough to punch through any DR)
-With massive saves, reach weapon, stand still, and high-armor pet, can effectively wall off enemies for battlefield control
-A few decent cleric buffs, with excellent out-of-combat healing (channels like a level 8 cleric)
-Can bluff, persuade, magically alter his appearance, and construct buildings with the power of guitar solos
-Must spend an hour every day in merriment or he gets morale bonuses and disappoints his god

Backstory (A Hero Begins!):

Any wanderer who's made it to Darren Carter's level of fame and skill has stories to tell around the fire, of kingdoms saved and monsters slain. Some of them are always true, and Sir Darren's case, some of them usually aren't. So here are just a few of the highlights.

Found as a mysterious foundling child at the gates of a mountaintop monastery—or so his stories begin—Darren grew up an exceptional orphan, knightly in his speech and grace and unmatched in his skill with a sword. Soon, he was sent to an enclave of Paladins, to train as a holy knight of Abadar.

And there the cracks began to show. Young Darren was ever a free spirit, slipping out at night to get up to trouble in the nearby village and falling asleep during prayer. And soon, he discovered drink, and music — and then it was all over. Darren was expelled from the order in disgrace, losing his paladin training, and soon found himself wandering from town to town as a sellsword and cart-driver.

It was not an easy time, but eventually Darren found work as a proper adventurer, traveling with allies who were noble in their own way and finding little chances to do good. Journeying from the deserts of Kelesh to the frozen Northlands, he discovered a natural affinity for horses, finding his knightly training still useful on the battlefield and in the tavern. Along the way, he fought dragons and tyrants, and befriended strange beasts as well as men, bringing a great lumbering boar of the darkest wilds with him on his travels.

And, of course, he found religion. While Darren kept his livelihood as a musician and storyteller, regaling taverns with boasts of his grand adventures, he gradually began to befriend the wiser sort who frequented Taldor's taverns. Darren learned of Cayden, the Lucky Drunk, and his teachings of tolerance as moderation. Learning to brew his own ale, and drink only as ritual, Darren became a crusader in his own way, standing up for the smallfolk where he could and teaching them what simple joys he could impart, with his newfound purpose leading him to more honor and fulfillment than ever before.

Personality (Our Tale Continues!):

Darren Carter, now a proper knight in his own way, has wandered the countryside for decades, and learned that there is more than one way to help the downtrodden. He fights when he must, but spends much of his time spreading the power of music and freedom, using a magical lyre he was once granted as a boon to build churches, walls, and houses in every town he passes through. He prefers being a champion of the people to simply working as a sellsword, though he still ventures on quests that might bring with them a good story to tell. He will always refuse part of any reward offered, but is always willing to accept some compensation, even if it takes only the form of a promise.

Lately, as he's turned away from fighting, Sir Darren has begun to grow spiritual, turning inward in his meditations and prayers. Though once content to ride into battle with the Drunk God's songs at his back, he has now begun to find his prayers answered, learning to channel divine magic through patience and practice. The change is certainly a welcome one, as he has found Taldor a land in need of healing, and learned to use his songs and prayers to heal wounded farmers and armies alike, becoming more of a holy traveler than any of the Paladins who had once tried to teach him.

And now, he has been called into the service of Taldor. While he has had little interest or fondness for the land's aging rulers, he has learned to love its people, and so he will willingly do what he can, for a time—as long as the cause proves worthy and his allies in need of protection.

The Tale of Sir Baconing the Gallant (Radiant! Terrific! Some pig!):

In his travels, Darren would often pass through small towns, where his heavy armor and magnificent banners became a topic of conversation. While sometimes he would entertain with stories and song, at other times he'd let his gigantic, dancing "dire boar" companion become the subject of farmers' amusement and children's fascination.

Behold, a magnificent beast of the River Kingdoms—the one and only Sir Baconing, knighted by the Satrap of Zelshabbar himself! ...I won't bore you with the minutiae of the story, but this gallant pig saved all seven of the Satrapy's princesses from a rogue janni, he was offered a grand fiefdom in reward, which he turned down only after healing his wounds in the Everlight Oasis. No, it's only the open road for this humble steed, for nothing could ever keep him away from his beloved found home of Taldor.

What's that? You wouldn't call him a "steed?" Just because he carries no mane and his fangs jut a foot form his jaw? Perhaps, perhaps... but, as I have said, this is no mere horse—this is a radiant, majestic beast, and a champion of the common folk at that—and what champion would he be without his ivory swords? Still, never fear. I have known him to eat any animal but wolves, though I may have caught him stealing pies on occasion, so it may be best to keep your children from eating their lunches too close by.

Still... let me just strum this lute, and oh! See how he dances!

* * *
Str 18 (22), Dex 13, Con 16 (18), Int 14, Wis 12 (14), Cha 16
HP 162, AC 27, Fort +18, Ref +8, Will +10 (+12 vs mind-effecting, +16 vs fear) (+1 to all saves if near mount)

Neat Party Buffs:

Banner (morale bonus): +3 to hit on charge, +4 to saves vs fear

Caravand Bond: allies can gain Freedom of Movement 3/day as free action

Tactician (2/day, 7 rounds): grants bonuses to hit or saves for everyone
(next level will allow spontaneous charge novas)

Healing and Spells:

Channel Positive Energy, 6/day (4d6, DC 16)

Domain powers (can be used by allies as well):

Powerful Bond (Su): As a free action, you can open a link to communicate telepathically with a single ally within 60 feet. The telepathic link is two-way and lasts for 1 minute. Unlike normal telepathy, this ability requires a shared language. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Spells:

Level 0:
Light
Stabilize
Create Water or Ale
Detect Magic

Level 1:
Aspect of the Nightingale
Comprehend Languages
Deadeye's Lore
Protection from Evil (domain)

Level 2:
Silence
Tremor Blast
Shield Other (domain)

Class Choices:

Cavalier (Beast Rider):
Order of the Shield

Cleric (Devout Pilgrim):
Liberation Domain
Freedom Domain

Fighter (Dragoon)

Offense:

BAB: +11, CMB: +17
Lance: +18 to hit (1d8+7/10)
Longsword: +18 to hit (1d8+7/10)
Cold Iron Earth Breaker: +18 to hit (2d6+9)
Silver Guisarme: +18 to hit (2d4+9)
Pilum: +12 to hit (1d8+6)

Modifiers (AC||Hit/Dmg):

Mounted Charge (0||+7/x2)
Foot Charge (-2||+5/+0)
Power Attack (0||-3/+9)
Combat Expertise (+3||-2/+0)

Defense:

HP: 162 (9*10+3*8+12*4)
AC: 27 (+1 Dex, 11 Armor, +1 Deflection, +1 Natural, +3 Shield)
CMD: 28

DR: 3/- (effectively 5/- with Order of the Shield)

Fort +18, Ref +8, Will +10 (+12 vs mind-effecting, +16 vs fear) (+1 to all saves if near mount)

Feats and Traits:

Feats:
Mounted Combat (Fighter Bonus)
Skill Focus: Ride (Fighter Bonus)
Combat Expertise (Human Bonus)
Power Attack (1)
Shake It Off (Cavalier Bonus 1)
Ride-By Attack (3)
Boon Companion (5)
Spirited Charge (Cavalier Bonus 6)
Combat Reflexes (7)
Stem the Tide (Cavalier Bonus 8)
Trick Riding (9)
Divine Protection (11)

Traits:
Fortified Drinker (religion) (+2 vs mind-effecting)
Magical Knack (magic) (+2 to cleric caster level)
Savant (social) (perform as class skill)

Hedonistic (drawback) (must drink or sing for an hour every day, or get depressed)

Wishlist:
Outflank
Coordinated Charge
Improved Overrun
Charge Through

Skills:

Skill Points: 88 (32 Cavalier, 6 Cleric, 2 Fighter, 24 Int, 12 Human, 12 Campaign Bonus)
*Denotes class skill

*Appraise
*Bluff +14 (5 ranks, +3 circlet)
*Climb +10 (1 rank)
*Craft (weapons) +8 (1 rank, +2 mwk tools)
*Craft (armor) +8 (1 rank, +2 mwk tools)
*Diplomacy +19 (10 ranks, +3 circlet)
Disguise +19 (1 rank, +3 circlet, +10 hat, +2 mwk kit)
*Handle Animal +10 (1 rank, +3 circlet)
*Heal +10 (1 rank, +4 class)
*Intimidate +10 (1 rank, +3 circlet)
*Knowledge (arcana)
*Knowledge (dungeoneering)
*Knowledge (engineering) +10 (5 ranks)
Knowledge (geography) +3 (1 rank)
*Knowledge (history) +6 (1 rank)
*Knowledge (local) +7 (2 ranks)
*Knowledge (nobility) +6 (1 rank)
*Knowledge (planes)
*Knowledge (religion) +10 (5 ranks)
Linguistics +3 (1 rank)
Perception +14 (12 ranks)
*Perform (string) +17 (6 ranks, +2 trait, +3 circlet)
*Perform (sing) +9 (1 rank, +3 circlet)
*Perform (oratory) +9 (1 rank, +3 circlet)
*Profession (brewer) +11 (4 ranks, +2 mwk tools)
*Ride +29 (12 ranks, +6 feat, +5 competence, +2 mwk saddle)
*Sense Motive +16 (11 ranks)
*Spellcraft +6 (1 rank)
*Survival +6 (1 rank)
*Swim +10 (1 rank)

Equipment:

Weapons:
+1 Lance
+1 Longsword
Masterwork Cold Iron Earth Breaker
Masterwork Silver Guisarme
5x Pilum

Armor:
+2 Adamantine Full Plate
+1 Heavy Steel Shield

Other Worn:
Headband of Wis +2
Hat of Disguise, Greater (+2 Str)
Belt of Physical Prowess +2 (Str/Con)
Quick Runner's Shirt
Cloak of Resistance +1
Ring of Protection +1
Amulet of Natural Armor +1

Tools:
Lyre of Building
Phylactery of Positive Channeling (only worn when healing)

With Pet:
Horsemaster's Masterwork Saddle
Hat of Disguise, Lesser
Quick Runner's Shirt
Horseshoes of Speed
+1 Piecemeal Barding (Four Mirror, Scale) (~2000 GP, AC +7)
Cloak of Resistance +1

Wealth: ~200 GP

Wishlist: Lens of Detection (3.5k gp), Tankard of Whatsit (5.3k gp), better barding, +Cha, Hosteling armor

Mount:

Sir Baconing, the Gallant Pig
(There’s no Dire Boar mount, so I used the stats for a hippopotamus, but am describing him as a giant boar)

10 HD, BAB +6
HP: 100, Speed 70
AC 34 (+1 Dex, -1 Size, +7 Armor, +1 Enhancement, +16 Natural)
Fort +13, Ref +8, Will +5 (+1 to all saves if near rider)
Str 22, Dex 13, Con 18, Int 2, Wis 13, Cha 5
Low-light, Scent
Bite +12 (2d8+9)
Trample DC 21 (2d8+9)

Skills:
*Acrobatics +10 (1 rank, +5 saddle)
*Swim +10 (1 rank)
*Perception +10 (6 ranks)
Perform -1 (2 ranks)

Feats: Light Armor Training (Bonus), Medium Armor Training, Power Attack, Improved Overrun, Charge Through

Special:
Barding Training (Move normal speed, ACP +2, max Dex +2)
Mounted Challenge
Indefatigable


Almost forgot the other 3.5 feat Practiced Manifester. That is also essential to the build, but I am not sure if it has a pathfinder equivalent.


Angelpalm wrote:
Almost forgot the other 3.5 feat Practiced Manifester. That is also essential to the build, but I am not sure if it has a pathfinder equivalent.

There really isn't. Practiced Manifester is a psionic re-skin of the Practiced Caster feat, which Pathfinder intentionally didn't duplicate.

The best you can find on the PFSRD is Psionic Knack a +2 ML trait that's the equivalent of Ultimate Campaign's Magical Knack, is more pathfinder-balanced, and should probably get you far enough.

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