**Interest check** for a crazy, cooperative, collaborative, storytelling game(Gestalt, Epic, Mythic)


Recruitment

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"Leshay" "race" is as follows:

- Standard Elf - 10 RP
-Advanced Int +6 - 15 RP
- Advanced Dex +4 - 9 RP
- See in Darkness - 4 RP
- Quick Reactions (improved initiative) - 2 RP

Grand Magister Belgraen

Race: Elf "Leshay"
Alignment: NG (Keeps his word, pays his debts, loves his homeland. However, his extremely long lifespan has given him perspective regarding the greater good.)

Class:
1-20 Wiz 20 (Teleport) / Clr 20 (Fire/Storm)
21 Monk (Zen Archer)/Fighter (Archer)
22 Monk (Zen Archer)/Fighter (Archer)
23 Monk (Zen Archer)/Quickling
24 Arcane Archer/Quickling
25 Arcane Archer/ Quickling

Role: Magical multitool, Knowledge monkey, problem solver, facilitate the parties ability to kick a**

Titles: Archtheurge, General of the queens army, Fiendscourge, Master of the Green Tower, the all knowing, The Everliving, Kyonin’s finest, Queen Telandia Edasseril, The Many as One

Organizational Affiliations:
Member: Green Faith, Pathfinder

Allies: All those loyal to Kyonin, Eagle Knights

Opposes: Aspis Consortium, Red Mantis, Whispering Way

Description:::

Belgraen is ancient even for an elf. His exact age is not common knowledge, but mentions of him can be found in writing dating back over 4000 years.

Belgraen seems to be everywhere. This is in large part to his network of Simulacra that act on his behalf across the multiverse. (See below)

In person he’s much of what you’d expect from an archmage and some not. Calm, collected, Supernatually intelligent. However, he’s also quick with a joke. His sense of humor is a bit dark, but he rarely follows through with promises to turn people into woodland animals.

He is fiercely loyal to his homeland and has been known to both work quietly and loudly to protect its interests as the situation warrants.

For all his power, he understands his limitations. However, he’s always looking to expand his power and thereby reduce his limitations.

Belgraen is NG. He acts for the greater good as much as possible, but understands the need to cross the line when necessary. Overall he’s a kind and jovial type, but doesn’t suffer fools. He makes a distinction between actual ignorance and willful ignorance. The former he is kind to and the latter less-so.

Holdings: ::

The green tower: There are many schools of magic in Golarion, but none so coveted by potential students than The Green Tower. Located in the heart of Kyonin the Green tower is an obelisk of immense sixe that towers into the sky, towering above the largest treetops. The exact location is two days ride from the Elven capital.

Various Demiplanes

A manor house in the Kyonin capital: A gift from an long passed Elven king. This is where Belgraen stays when he has business requiring him to be in the capital for long periods. The house is well maintained, but Belgraen rarely visits. Hasn’t made an appearance in the last 200 years or so.

Allies, Demiplanes, etc:
Work in progress, but so far:

Milani – Cohort, Master chef and potion maker / Spymaster (Specifics TBD, but I think Clonemaster Alchemist)

The Howling Storm (Truenaem creature) – Elder Lightning Elemental

The Guardian – The Uber-guardian of The Path. Details TBD

Intelligence network – Over the centuries Belgraen has set up a Pyramid shaped network of spies and informants all over the planet/multiverse. Many are humanoids, but not all. His network includes awakened animals & plants, simulacra of himself and others, and more esoteric things. They remain mostly unknown because they pass messages via telepathy. Each agent is connected to the network via permanent telepathy. The telepathic pyramid scheme has a series of handlers, each with multiple agents, eventually working themselves up to the spymaster, Milani. Milani is the only one directly connected to Belgraen Telepathically. He only disturbs Balgraen if he cannot handle a situation himself.

Simulacra – Belgraen has an unknown number of simulacra. Many of which are telepathically connected to Belgraen so that he might “be in more than one place at a time.” The simulacra handle the majority of situations and Belgraen gives instructions on what needs to be done.

Demiplanes (Greater)
Note: Only The Path is common knowledge.

- The path: network of permanent gates connecting strategic points on Golarian. Timeless plane where magic above 3rd level is restricted unless one possesses the Belgraens arcane mark. Any who behave and pay the toll are free to use The Path. However, The Guardian has several tricks to bar the entrance of any group or individual he chooses. There’s a toll at the entrances that varies according to reason for travel and ability to pay. A peasant visiting a sick relative may be allowed to travel for free wherein a wealthy merchant wishing to move goods across will be charged heavily.

- Alpha Node: Small Secret demiplane where Belgraens true body stays. (More details on that later)

- The Green Tower: The Green Tower is a demiplane attached to the aforementioned obelisk. This large (multiple castings) demiplane is a training ground for elite casters. A demiplane is used both for the opulence and the safety of others. Here is where the high-evel secrets of magic are shared with the chosen few who are deemed worthy.

- The Estate: This large demiplane (multiple castings) is Belgraens home as much as anything is. There is a large mansion and expansive grounds. This is where Belgraen escapes the world for a time, entertains guests, and provides sanctuary for those worth who ask for it.

- The Horde: Belgraens dirty little secret. He finds undead distasteful, but he’s a pragmatist at heart. When Belgraen finds or feels the need to make undead he stores them in this plane. The place is teeming with a variety of mostly low-level uncontrolled undead. In times of great need or desperation he opens a portal to release the horde upon an evil population. To date he’s only used it once against a large Drow City whose Matron Mothers had nearly completed a plan to bring devastation to Kyonin. With time short Belgrean opened the portal in the middle of the city. In the ensuing chaos Belgraen was able to thoroughly dismantle the Matron Mothers machinations.

- There are other demiplanes of various uses around Golarion and the multiverse that Belgraen has established for favored Allies. Multiple Bountiful demiplanes around Kyonin to augment the food stores in times of war, for example.


Forgot to ask this before, but thoughts on using the pre-errata Divine Protection??


I'm of the opinion that Divine Grace is overpowered, and that Divine Protection was a mechanism of balancing it that was "Well, give everybody the overpowered thing."

Whether or not that's a good thing or not depends on whether monsters with aoe save or suck free action attacks are used, as I have seen done.


Pathfinder Rulebook Subscriber
Monkeygod wrote:
Aye, it was made for LG's mythic mania books for their Kickstarter.

Nice, hadn't seen the other book.


I'd stay away from pre-erata Divine Protection; there's feats or class abilities that let you sub charisma for each save individually, which seems a lot more balanced to me.


Also,

Race:
Iroran Mummy Half-Elf (Half-Elf with non-evil mummy traits added)

Classes:
Inquisitor 20/Oracle 5
Oracle 15/Fighter 2/UMonk 6/Ninja 2

Archetypes:
Oracle: Ancient Lorekeeper, Warsighted (Lore Mystery, Lame Curse)
Fighter: Lore Warden

Role:
-Tank (defenses + maneuvers)
-Skills (all of them)
-Magical utility
-Anti-caster (lots of silence, grapples, and dispels)
-Comic relief (is a very intelligent, very grumpy, very old man)
-Has a cool chair

Mythic:
Dual-Path Guardian/Hierophant

Organizations:
-Riftwardens (active member)
-Sovereign Court (founding member)
-Mendevian Crusaders (former member, mostly inactive)
-Monastery of the Seven Forms (former member, mostly inactive)
-Order of Heralds (founding member, mostly inactive)


DRUM ROLL!!!

**FINAL SELECTIONS!!**

The Invincible Lord Rook(Thunderbeard)

The Dark Tempest(Kryzbyn)

Grand Magister Belgraen(Tiny Coffee Golem)

Congratulations to those chosen. I will set up a game thread on the morrow!


well done guys who got picked, have a fun game.

Monkeygod/fnord72 thanks for running this thread,
It was great fun building and trying work out a 100% psionic PC at this level. Most GM's run from both this level and psionics, so hats off to you sir's.

All the best running/playing this guys.


Cool, and thanks! I've got a lot of work to catch up on (experiments didn't magically fix themselves over the break) but I'll finish the unimportant estate expenditures and cohort and such when I get a chance.


Alright. Since people are modifying their artifacts a bit, I added a very limited special power to my Timeglass (an artifact with few original powers) to cast Time Stop for a single round 1/day. Since it takes a full round to draw and use, spending a round to gain a round doesn't do much (but it does allow an extra swift action, which is pretty useful for inquisitors).

If that's reasonable, of course. I figure there will be more discussion in discussion etc.


Monkeygod wrote:

DRUM ROLL!!!

**FINAL SELECTIONS!!**

The Invincible Lord Rook(Thunderbeard)

The Dark Tempest(Kryzbyn)

Grand Magister Belgraen(Tiny Coffee Golem)

Congratulations to those chosen. I will set up a game thread on the morrow!

Cool. Thanks, Monkey. I'll work on finishing out Bels build.


Pathfinder Rulebook Subscriber

Cool! Look forward to the fleshing out process.


@Invicincible
There's an ability that would work better to model once a day time stop. time stutter is an arcane discovery of wiizards, it doesn't take an action to get one free round, as time-stop. Having something like that on your signature item may be okay (depending on what else you lump in there, I'll be looking for themes).


fnord72 wrote:

@Invicincible

There's an ability that would work better to model once a day time stop. time stutter is an arcane discovery of wiizards, it doesn't take an action to get one free round, as time-stop. Having something like that on your signature item may be okay (depending on what else you lump in there, I'll be looking for themes).

**Eyes that ability very closely for himself.** Hummm


Good luck gentlemen.


I wanted to present what I am building for my own signature item. As I adjust my background, I'll be adding the appropriate story components to the item as it has a long history.

I hope that the theme and flavor provides some insight into developing your own items.

Gloves of the Worldtraveller:

Gloves of the Worldtraveller is a working title, subject to alteration.

These gloves started as lowly gloves of reconnaissance many years ago. Over the centuries, Validk has enchanted theses gloves to help him in his travels. As a reward for adjudicating a dispute between two deities, Validk received several enchantments on these gloves. The gloves provide Validk with proficiency in all weapons, armor, and shields. In addition, he can use any spell trigger or spell completion item as if the spells were on its spell list with a caster level is equal to his Hit Dice.
As a full round action, Validk can draw the outline of a door upon any flat surface. This creates a temporary gate to his demiplane. Validk must concentrate to keep the portal open, and it closes when he steps through. Validk must keep one hand on the drawn outline while concentrating.
The gloves also allow Validk to cast spells without somatic components, he must still have one hand free when casting a spell. If Validk casts a spell that only uses uses somatic components, the gloves provide a +5 circumstance bonus to sleight of hand to disguise the nature of the spell. An observer must make a Perception check opposed by your Sleight of Hand check to notice your spellcasting. Spellcraft checks made to identify any spell you cast that has somatic components take a –2 penalty.
The gloves provide their wearer a +4 bonus on dex-based skill checks that require hands.


Pathfinder Rulebook Subscriber

Those are some nice gloves.


Pathfinder Rulebook Subscriber

Hilt:
I'm thinking DT was 40 or so before being turned into an Elan, and has been such for just shy of 100 years or so. DT learned early it was better to allow people to assume he was using a brilliant energy weapon than a mind blade, because it causes too many questions, hence the need for Hilt. He crafted the weapon to like like a piece of Numerian alien tech, to feed the assumption it was a weapon, and not him manifesting mind blades out of thin air. At first it was just a cognizance crystal embedded in a couple of deep crystal hilts. As he kept recharging the crystal over and over, pieces of his psyche transferred with them. He added more enchantments, to allow him to extend the duration of some of his self enhancing powers, spent time tweaking the appearance of the hilt. About 25 years ago, it spoke to him for the first time. It had picked up his dedication to fighting evil power users, whether magic or psionic, had learned to detect them. Over time, it also learned to dispel magic and transport itself to DT.


Yeah... but I picked my time effect to intentionally be less powerful than that.

@Fnord: Being able to cast *all* your spells as still spells is pretty powerful (effectively about as good as a Ring of Freedom of Movement). Since your artifact doesn't have many other powers, that's probably fine, just pointing it out.


I was considering a number of uses per day, or some other balancing factor, there are some abilities out there that do provide free silent spell. The issue with still spell is the free hands, which I covered.

While looking it up though, I would like to address a situation that I don't like about spell casting in general.

Casting a spell provokes an AoO, and anyone in the area may make a spellcraft check to identify the spell and potentially counter/dispell it.

Silent spell and still spell do not change either of those things in ANY way.

Casting a silent/still spell (at +2 slot) still provokes, and may still be identified while casting.

At the very least, I'd like to add some sort of check.


Pathfinder Rulebook Subscriber

Well you can still ID SLAs, even though they have no components to make a check on...an oversight of the rules?


That's an issue of concentration. SLAs are silent and still, but do provoke AoOs. Quickened spells DO NOT provoke (also, defensive casting).

And you need to be pretty focused on counterspells to pull it off.


I like the greater teleport SLA that demons have. I'm considering having my artifact facilitate something similar. Given my speciality it's rather fitting.


Tiny Coffee Golem wrote:
I like the greater teleport SLA that demons have. I'm considering having my artifact facilitate something similar. Given my speciality it's rather fitting.

I LOVE the greater teleport SLA. :P


Or you could just learn teleport spells? Do we not all have that?


Lord "Inkwell" Rook wrote:
Or you could just learn teleport spells? Do we not all have that?

I can do two things. :-)


Pathfinder Rulebook Subscriber

I can't :(
Not without items anyway


Er... Just get Expanded Knowledge and then either Astral Caravan or Psychoport. Take it a second time and take Planar Travel (unless you want to be 100% focused on the Material plane). Now you can plane shift and teleport like the rest of us.


The Invincible Lord Rook wrote:
Er... Just get Expanded Knowledge and then either Astral Caravan or Psychoport. Take it a second time and take Planar Travel (unless you want to be 100% focused on the Material plane). Now you can plane shift and teleport like the rest of us.

I'm not a manifester.


Pathfinder Rulebook Subscriber

Nope, I'll use items. :)

EDIT: He's an infant compared to you guys. I don't think the whole making your own plane thing has occurred to him yet.


I meant as a Psychic Warrior 20 he can easily grab feats that let him teleport, whereas teleporting items would cost hundreds of thousands of gold and be a little sketchy (since the SRD specifically says "be careful what spells you make into items" and there's been little other custom items).

Also, TCG, you're a Teleporter Wizard. Of *course* you can teleport.


Pathfinder Rulebook Subscriber

There is a psi crown that has those abilities. Think of it as a staff of teleport. It has it's own rechargeable battery of power points, and like 4 or 5 psychoport type spells.
DT can Dimensional Slide and Dimension hop, but he doesn't have the long distance ones.


It would be advisable for any character to have some means of long distance travel or communication.

We ran into this in one of the earlier iterations of this game. To get from, say Absalom, to Magnimar, is something like a week by boat, days by flying or short teleports, etc.

With the money we have, I plan on having a network of teleportation gates scattered across my business empire. It's how I beat the competition in delivering fresh, perishable, luxury goods across the world.


I guess? The psicrown can only restore a max of ML/3 PP per day, though, and with Psychoport/Greater Psychoport you're looking at 9 to 15 PP, so it runs out fast.


The Invincible Lord Rook wrote:

I meant as a Psychic Warrior 20 he can easily grab feats that let him teleport, whereas teleporting items would cost hundreds of thousands of gold and be a little sketchy (since the SRD specifically says "be careful what spells you make into items" and there's been little other custom items).

Also, TCG, you're a Teleporter Wizard. Of *course* you can teleport.

My bad. I thought you were talking to me and I was very confused.


fnord72 wrote:

It would be advisable for any character to have some means of long distance travel or communication.

We ran into this in one of the earlier iterations of this game. To get from, say Absalom, to Magnimar, is something like a week by boat, days by flying or short teleports, etc.

With the money we have, I plan on having a network of teleportation gates scattered across my business empire. It's how I beat the competition in delivering fresh, perishable, luxury goods across the world.

Move got you covered. I plan to have a demiplane with multiple gates across Golarion at key points.

That plus flat out teleporting if your with me.


Nah I was talking to the two psychic warriors. I just jump to all the planes whenever, though Sendings help with coordinating things (as well as the fact that there are 11 people in my permanent telepathic bond)


Pathfinder Rulebook Subscriber

Psi crown has 50 pp, that value is to recharge. So unless I'm portin g several places a day, and not to places I don't have gates to from Peak's Edge (if that still happens) then I guess he'll have to hitch a ride.
Not to mention Hilt has psycho port at will.


I'm interested in joining. I have a character who I played for the better part of two years in Rise of the Runelords, but then moved away from my group and never got to finish. I would love to continue the character.

Sirith was once an elf adventurer who died. She was reincarnated into her current form by a powerful druid. What happened in her former life was irrelevant. She only retained a few memories. The first was that she hated the drow and all demons. The second, was that she would use whatever power she could get her hands on to inflict as much destruction onto them. These two concepts drove her entire existence. She became an infernal binder, acquired an imp as a familiar, and rose in power. Through her adventures, she started a church (cult really) in Sandpoint that spread throughout the land. She perfected the art of trapping souls and bartering with devils for ever greater power.

Now this is where the epic part comes in. I had always wanted to turn my familiar into a pit fiend. Is that something this supercharged game can handle?

After an elaborate trick, she was able to deceive a pit fiend into transforming her imp into a pit fiend as well, and in doing so destroy the original. Now her familiar is a mighty devil still bound to her while she lives. Who knows what untold disaster he will bring when freed, but for now he is under Sirith's full control. Together, they raised an army of devils, invaded the drow kingdom and brought it low. After fulfilling her lifelong quest of revenge against her bitter enemies, Sirith felt lost and without purpose. She tried to return to her roots as a servant of Iomedae, but struggles with the fact that she is steeped in diabolic practices. Will there be a place for her among the champions of Iomedae, or is she destined to sink forever deeper into the bowels of hell?

A few stats:
Alignment: LN (She is compassionate and good for the most part, but willing to use whatever means necessary to crush her enemies)
Race: Elf
Class: Infernal Binder Wizard (and maybe Cleric, Paladin or Oracle)
Familiar: Pit Fiend (but don't worry he is "friendly" I don't mind having his HP and some powers reduced to fall in line with sanity)

So what do you say? Is there room for this character?


Pathfinder Rulebook Subscriber

Umm recruitment closed a while ago...


I can haz discussion?


Tiny Coffee Golem wrote:
fnord72 wrote:

It would be advisable for any character to have some means of long distance travel or communication.

We ran into this in one of the earlier iterations of this game. To get from, say Absalom, to Magnimar, is something like a week by boat, days by flying or short teleports, etc.

With the money we have, I plan on having a network of teleportation gates scattered across my business empire. It's how I beat the competition in delivering fresh, perishable, luxury goods across the world.

Move got you covered. I plan to have a demiplane with multiple gates across Golarion at key points.

That plus flat out teleporting if your with me.

So many auto-correct fails. *sigh*


rofl

I personally believe that the big telecom companies have a gang of IT folks sitting around writing comic code to jack with people's auto correct.


Pathfinder Rulebook Subscriber

Heh


fnord72 wrote:

rofl

I personally believe that the big telecom companies have a gang of IT folks sitting around writing comic code to jack with people's auto correct.

I believe that. My iPhone autocorrect has been exceptionally screwy lately.


Is point buy still limited to 18 before racials?


I thought it was 18 *after* racials, but I might be completely wrong. Some of us are also using age categories to get our bonuses.


The Invincible Lord Rook wrote:
I thought it was 18 *after* racials, but I might be completely wrong. Some of us are also using age categories to get our bonuses.

I haven't added any age bonuses. My extreme age is more for backstory. However, what's a reasonable number to add?


Why aren't we discussing this in the discussion thread?


Monkeygod wrote:
Why aren't we discussing this in the discussion thread?

I blame bad parenting an GMO's.

Kids today.

**Shakes fist**

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