Pathfinder Very Active Play-By-Post Spheres of Power Gestalt campaign


Recruitment

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I am trying to get a group going that will post at least once every other day, to keep things going. I'm used to running the same few people in every campaign but I want to gain a few new people. I love seeng how people act in situations. I am making my own adventure path. Anyone is welcome to join in, I'm looking for around a total 3-5 players.

I'm recruiting a few people for a gestalt campaign, I'm running spheres of power for magic. see here: Spheres of Power
gestalt: Gestalt Rules:

Character Creation: I LOVE the idea of making characters to fill the role you intend. You get to choose from 3-18 on all stats, you can then apply racial ability score bonuses. You'll start at level 3. This is using the honor system for ability scores. Please let me know what your character idea is. I am house-ruling in additional thematic feats which are:

Thematic Feats:
Thematic feats are a house rule created to allow you to choose feats you normally wouldn’t for the sake of flushing out your character or allowing the ability to gain bonuses that define your character more than you would normally be able to with the normal pathfinder system
Thematic Feats
I accept all paizo classes/pdfs. I am willing to accept 3rd party sources, but please run them by me first.Mojo Equipment

Equipment: We are using the mojo ruleset, please see this link for how mojo effects equipment:Mojo equipment

Setting: The world is a very tranquil and peaceful except that trouble happening in the north. There's always rumors about the holds and keeps that are falling to the orcs in the north, maybe a hero will arise and claim the title. The world to the east is very industrious, always crafting new mechanization out of metal to do their every day tasks. West is empty except for deserts, and south is frigid cold wasteland.

Recruitment via RP:
You find yourself in a jail cell, there is a guard outside the cell, leaning against the bars. What do you do? (please post what you would do in this situation, you can use your character idea)


I'm in!

Though as a caveat...I can easily post Monday-Friday. Saturday and Sunday probably but no promises.

----

Grum Bakison leaned against the cell wall, eyeing up the guard. Now, truth be told he 'belonged' in the jail cell. He did, in fact, knock out three teeth from a merchant's mouth and then forced them down his throat. But what was to be expected? The man had the gall to insult the craft of his clan. Orc work his arse! The mere thought made him want to track the man down and break a few of his fingers. But he controlled himself. The careless guard was just doing his duty, and worse come to worse he'd just need to pay a fine and mark the town as yet another that he was no longer allowed in.

----

Character concept to follow. Probably a dwarven ranger of some sort. Obsessed with recovering lost dwarven relics and for settling grudges against the orcs in the north.


Hey GrumBaki! Welcome!

Saturday and Sunday absences is fine. I am trying to keep this campaign as active as possible to keep people engaged.

What kind of character do you like doing?


Red Rogue wrote:

Hey GrumBaki! Welcome!

Saturday and Sunday absences is fine. I am trying to keep this campaign as active as possible to keep people engaged.

What kind of character do you like doing?

Just edited with the above intro. The concept is there but I'm not sold on the class yet.

For stats, are we rolling or using a point buy system?
If rolling I remember using a website that sent rolls as emails to the GM. It kept things honest when I last did PbP.

And finally, shall I PM you the character when it is made?


Awesome! Just read it.

For stats, you are allowed free reign from 3-18. We are using the honor system. You can then apply racial bonuses to those stats. Choose the stats your character would have, what your character's abilities or personalities need or convey.

Please do PM your character once you are done. Posting your character will help all other's know what you're doing, so they can accommodate to make a well rounded party.


Pathfinder Lost Omens Subscriber

Hi, I'm one of the Friends of the GM and will be in the campaign. I'm considering playing a mageknight or magus type character. I want to be helpful to the party at a bit more than combat but focused on it.

Prison:

I awoke on the dingy hay mat, unaware of my surroundings. I look up for a moment at the tiny barred window confused at the dark setting, adjusting to the light, I glance over away from the window and see my Cell's Bars. Alarmed, I practically jump to my feet and run to the bars gripping them with my fists.

I exclaim to the guard in panicked shock "wait, WAIT!, this has to be a misunderstanding, why?! why am I here?".


Introduction:
Hello everyone! I'm a friend of the DM as well that will also be in the campaign, and at the moment have no selected class or true role preferences.

Based on other characters I'm running right now, I'd prefer not to run a magic base.

I will fill roles when we have a party determined so that the party is well rounded.

I'll be RPing this as a randomly generated character that may or may not influence my true character come campaign start.


----

I look around my cell for a moment, make a note to myself that the accommodations of this establishment are a little sub par for my tastes, and then walk to the front of my cell and speak to the guard.

"So, how long do I have to stay here? It was just a couple apples, can't I just pay a fine instead?"


Having just recently discovered Spheres of Power, I am very excited about the system and have made a few characters.

That said, i will make a different one for this game. I haven't decided what yet, I am thinking something with the Mind and Darkness (or Illusion) spheres but I am not fully decided (most of my other ideas included destruction due to my fondness of the 3.5 warlock). Incanter or Symbiat or something.

I will sleep on it and get back to this post with an RP post.


Tenro, magic is not required, but you are more than welcome to do so. feel free to contact me for any questions about character customization or creation.

I look forward to seeing your RP post.


Red Rogue wrote:
I am willing to accept 3rd party sources, but please run them by me first

How would you feel about the Nightblade? For use with Spheres of Power, I'd probably base the casting off that of the Bard sphere archetype.


Ooh, I'm interested. Let me think about it.


This looks cool.

I can't help but think that the weapons system is a little pointless, though. It doesn't really change much, for 27 pages worth of text.

Now, to decide what to run... This is going to be fun.

Edit; I think I'll go with a Mouser Swashbuckler//Magus, a trickster character. Halfling, gnome or ratfolk, who knows?

Either way, stats will be something like str12/dex17/con13/int18/wis6/cha17 after racials.

Not quite sure what spheres to go with, although I'll probably at least grab the entry level warp sphere, and alteration with size change in order to become really small.


.


Okay, I've come up with an idea. A vanara monk/incanter who follows Su Wukong (the Monkey King). Monkey Kung-fu Mystic.


Hmmm... for the mojo system, does the monk weapon proficiency count as exotic?


I'm interested. SoP is fun and I've never been in the driver's seat of one. Is there room for any other 3pp content or is it just SoP and Paizo that's allowed? Also, are we automatically using the Sphere Archetypes for non-Sphere casters?


Quick update: right now I'm looking at Soulfire Master Thaumaturge from SoP paired with an SoP Inquisitor (Sanctified Slayer/Reaper of Secrets). If you allow Path of War from Dreamscarred Path I'd also like to throw Warpath Follower into the mix (downgrading Inquisitor from a medium caster to a low caster) but I won't be broken up if you aren't for it.


Grum Bakison

Race: Dwarf
Class: Monk of the Iron Mountain/Lore Warden lvl 3
Stats: Str (16) Dex (16) Con (12) Int (13) Wis (16) Cha (6) Movement (30ft) HP (31) BaB (+3) Initiative (+4)

Saves:
* Fort (+4...+9 vs spells and spell like effects)
* Reflex (+6...+11 vs spells and spell like effects)
* Will (+6...+11 vs spells and spell like effects)
* +1 vs poison
* +2 vs enchantment and enchantment effects)

Combat:
* CMB: +5 (7 when grappling)
* CMD: 21 (23 vs grapple, 25 vs bull rush and trip)

AC:
* AC: 20
* Touch AC: 20
* Flat Footed: 16

Race Bonuses:
* Hardy w/ Steel Soul (+4 on saving throws vs spells and spell like abilities)
* Darkvision (60ft)
* Stoic Negotiator (+2 on bluff, diplomacy and profession-merchant checks)
* Lorekeeper (+2 on knowledge history checks pertaining to dwarves and their enemies)
* Stability (+4 CMD vs bull rush and trip)

Traits:
* Glory of Old (+1 on saving throws vs spells, spell like abilities, and poison)
* Trustworthy (+1 Diplomacy, diplomacy is a class skill. +1 to bluff when trying to fool someone)
* Defensive Strategist (Not flatfooted during surprise rounds)
* Pride (When dignity, authority or honor is challenged, -2 penalty to diplomacy and sense motive checks)

Monk Feats:
* Dodge (+1 dodge bonus to AC)
* Improved Grapple (+2 to grapple, +2 to CMD vs grapple, does not provoke attacks of opportunity)
* Stunning Fist (3 times per day, foe hit by unarmed attack must make a Fort save with DC16 or be stunned for 1 round)
* Toughness (+3 HP, from archetype)

Fighter Feats:
* Combat Expertese (May sacrifice 1 BaB for +1 AC, from archetype)
* Weapon Focus (unarmed, +1 BaB)
* Belier's Bite (+1d4 bleed damage from unarmed strikes)

Level Feats:
* Breadth of Experience (+2 to all knowledge and profession tests, may make tests untrained)
* Steel Soul (+2 to all saves against spells and spell like effects)

Class Abilities:
* Flurry of Blows (Full attack option, gives +1 attack at -2 to hit and monk levels added to BaB)
* Still Mind (+2 saving throws vs enchantment spells and effects)
* Iron Monk (+1 Natural Armor AC)
* Maneuver Mastery (+2 to CMB and CMD)

Skills:
* Intimidate (1 skill, +3)
* Diplomacy (1 skill, +6)
* Profession (0 skill...can make all untrained at +5, merchant +7)
* Craft (stonemasonry, 1 skill, +7)
* Craft (sculptures, 1 skill, +7)
* Craft (blacksmith, 1 skill, +7)
* Perception (1 skill, +7)
* Sense Motive (1 skill, +7)
* Stealth (1 skill, +7)
* Climb (1 skill, +7)
* Acrobatics (1 skill, +7)
* Knowledge (all 10!...1 skill each, +7)
* Survival (1 skill, +7)

Equipment:
* Ring of Protection (+1 AC) 2000 gold
* Sacred Tattoos (Imbedded Dusty Rose Cracked Prism Ioun Stone, +1 Initiative and Imbedded Pink and Green Cracked Ioun stone, +1 diplomacy) 700 gold
* Traveler's Any-Tool (+2 to all craft and profession skills) 250 gold
* Monk's Kit (Backpack, belt pouch, blanket, rope, soap, torches, trail rations, waterskin) 8 gold
* 42 gold

----------------------------------

For equipment, how much gold do we have? I'm guessing it is 3,000 for being 3rd level?

Character Breakdown

* Full Attack: 2 attacks at +7 to hit, doing 1d6+1d4+3. Nothing to write home about...but it'll do for now.
* AC is 20 almost all the time. Pretty tanky against enemy warriors.
* Against enemy mages, his saves range from +9 to +13. Pretty tanky against enemy mages.
* I can't wait for lvl 4 though. Unarmed becomes 1d8, and he can get weapon focus (+2 dmg) and power attack (-2 to hit, +4 dmg). Put together at lvl 4...

2 attacks, +7 to hit, doing 1d8+1d4+9!

So yes...not the most powerful character right now. But in one level there will be a huge jump in damage. To me at least, that is worth waiting for. And yes...while he could have something like a dwarven waraxe for 1d10 damage...it just has more flavor this way.

* And finally...I couldn't resist the urge to have a non-bard, non-mage skill monkey. This dwarf is knowledgeable in everything and can perform any profession pretty darn well. I'm also pretty happy that even with Cha6, he has a decent modifier when talking with people. By lvl 7 it will all come in handy with the ability 'know thy enemy', making it more than just flavor.

My apologies though for having a pure melee class when it is so easy to have a great fighter with full casting abilities...but it was too fun to pass up.


I'm thinking a Warp-based teleporter. Did I miss a starting level for char builds?


3rd


Character Background

When one thinks of a dwarf, they usually think of a bearded, gruff, hard working family man who drinks far too much and who lives underground. In fact, if you are ever asked to describe a dwarf, just say the above and chances are that you'll be right. However, dwarves are no androids, programmed to be alike. They are individuals, just like you and I. And Grum, son of Baki, is no different.

Born to a hard working stonemason within the hold of Karaz Darr, his life had been mapped out for him before he was born. He was to spend a few decades in the mines, pulling raw ore out of the bones of the earth, to build his strength and appreciation for their shadowy home. Then, when he came of age, he was to be apprenticed to his father and would learn his craft. Once he had mastered that, his clan elders would meet with the elders of another clan, and a wife would be chosen for him. They would marry, have children, and repeat the process over and over again. Many a strong drink would be had inbetween. And that would normally be the end of the story. But, as you and I well know that Grum is an adventurer, we know that the story does not end there.

From a young age, Grum was known as a...rapscallion, for want of a better word. While he often showed true talent for his craft, he was cursed with a restless spirit. To do any one thing for any period of time drove him crazy. After a mere few years in the mines, he begged his father to begin his apprenticeship early. After just a single decade, his father finally realized that neither shouts or physical force would not deter his son, so he took him on as an apprentice.

For a time, it seemed like that would have been enough. Grum proved himself to be a skilled stonemason, and his clan was pleased. But, once again, he found himself chaffing under the regimented lifestyle. Before long, he began to...experiment. Rather than merely work as a stonemason, like his father, he began to sculpt. In his isolated hold, to have a dwarf determine his own craft, outside of his family, was unheard of. The clan elders deemed this to be dangerous, for if he was allowed to do as he pleased, then other troublesome youths would soon follow. When they learned that he had begun to further learn his mother's trade of blacksmithing, they knew that this was a youth that they could not control, and who could not be left to his own device.

A solution was found. Given Grum's inability to stay with any one profession as he was told to, he was taken from his family and 'adopted' by another. His 'new father' was a merchant, who took the goods made by the dwarves of the hold and sold them in human markets. With a torn heart, he left his family and began his training for a new life.

In this, Grum found something close to contentment. To leave the mountain and explore sparked in him a wanderlust that was most detested by his people. Unable to contain his enthusiasm when deep in his cups, he began to spread tales of the outside world to the youths of the hold. When the elders learned of this, they were enraged. For how dare he intentionally and willingly corrupt the young with such tales? How dare he be such a living example of everything which their people were not?

He would have been outright banished from his home, were it not for a quirk of fate. For at that time, a visiting priest of Angradd, the dwarven god of aggressive tactics and battles was present. He offered to take the troublesome dwarf off of their hands and induct him into the cult. The elders were overjoyed to have found an honorable and permanent solution for this...problem.

So once more, Grum was pulled from his "family" and given to another. What followed was yet more decades of training, this time in the art of warfare. Where most dwarves learn the art of axe and shield, this priest of Angradd had a different philosophy. Going by the name of Thordin Hammerhand, he traveled from hold to hold. It was a time of peace, so he had to search for his calling, which was war. Given the extensive amount of time on the hold, Angradd had learned a style of fighting which made his fists into weapons and his skin into armor. Covered with sacred tattoos of Angradd, he could joint battle without preparation. Even the most skilled ambush and night would find him just as ready for a fight as a set piece battle at noon.

Grum's 'apprenticeship' was eventually cut short, when Thordin took him to a beleaguered dwarven hold in the north. There were rumors of increasing orc activity...rumors which proved to be understatements. Thordin fell in battle while defending a caravan of dwarf merchants who were ambushed by orcs, snapping the neck of an orc shaman with his dying breath. Grum barely survived the encounter, though he was left with a great scar that ran from his neck down to his navel. Were it not for Angradd's favor, the blow would surely have killed him.

While it might sound like a tragedy, Grum does not see it as such. He knew that Thordin died doing their god's work, and what greater blessing could one ask for? He too hoped that one day he would one day earn such a heroic death. That, and he was honestly pleased with the way that his life had turned out. Like his mentor, he was now free to roam the earth, bringing his god's justice to those who deserved it. And, with no elders watching his every move, he could put his various skills to use as he saw fit. It was a sense of freedom that he had never known before, but which he cherished with all of his heart.

It must be said though, that despite his love of freedom, he was still in many ways a product of his upbringing. Fiercely loyal to his clan and proud of his people's ways, he had ended up being banished from more than one town for starting fights that a cooler head might have avoided.


That's ok, i'll go full caster with little in the way of melee

prison:

"Hmm, how did I get here? I didn't do anything."

He looks around at his cell and fellow prisoners, if any can be seen.

His hands on the cold bars, he looks through for the guard or the sergeant, and takes note of anything that might prevent his magic from working or any sign they might know they've captured more than a simple scholar.


Tenro wrote:
That's ok, i'll go full caster with little in the way of melee

Awesome. I've got the melee angle covered, you've got the magic. What're your thoughts on character combination? Something like archaeologist bard/cha based illusionist would be darn helpful.

I was really tempted to go down that route myself just to use this...

Trait: Fate's Favored (+1 to any luck bonus)
Archaeologist's Luck ( +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls as a swift action, increases with levels)

So even at lvl 3, as a swift action you end up with this bonus doubled to +2.

Also get all the required rogue skills...while still having one primary stat for two casting classes.

Just a thought.

Tenro wrote:


"Hmm, how did I get here? I didn't do anything."
He looks around at his cell and fellow prisoners, if any can be seen.

His hands on the cold bars, he looks through for the guard or the sergeant, and takes note of anything that might prevent his magic from working or any sign they might know they've captured more than a simple scholar.

Grum cracked a wry smile at this. "Nay the first time I've heard someone say that in a prison cell, lad. Me? I knocked a man's teeth out. Here fair n' square." As an afterthought, he added "Nay ye worry, he deserved it. Name's Grum. Care tae tell me yers an' why ye're really here?


I'm building mostly for ranged and utility. Unfortunately it looks like I'm already bumping up against some other posted characters.


Johnnycat93 wrote:
I'm building mostly for ranged and utility. Unfortunately it looks like I'm already bumping up against some other posted characters.

I wouldn't worry too much about bumping up against other posted characters. So long as your character has a niche, he should be fine. Yours focuses on range. Mine focuses on melee. And utility is always useful to have, as characters get split up and situations may be more appropriate to different people.

And also...you have reminded me that I do need to get my character a ranged weapon. Thanks for that! Seeing as how I can't edit my above post any more...I consider this notice that Grum carries a sling with 20 bullets. There, now he's got a 50ft range of not being worthless should he be unable to get into close combat. While still not being outwardly armed with anything that could be considered dangerous.


Grumbaki wrote:
Johnnycat93 wrote:
I'm building mostly for ranged and utility. Unfortunately it looks like I'm already bumping up against some other posted characters.

I wouldn't worry too much about bumping up against other posted characters. So long as your character has a niche, he should be fine. Yours focuses on range. Mine focuses on melee. And utility is always useful to have, as characters get split up and situations may be more appropriate to different people.

And also...you have reminded me that I do need to get my character a ranged weapon. Thanks for that! Seeing as how I can't edit my above post any more...I consider this notice that Grum carries a sling with 20 bullets. There, now he's got a 50ft range of not being worthless should he be unable to get into close combat. While still not being outwardly armed with anything that could be considered dangerous.

It also looks like you're a feat short, if you don't mind me saying. We receive a free "theme feat" at 2nd and every 2 levels thereafter.

At this point I'm reprising my role to scouting, back-line combatant, and utility.


Johnnycat93 wrote:
Grumbaki wrote:
Johnnycat93 wrote:
I'm building mostly for ranged and utility. Unfortunately it looks like I'm already bumping up against some other posted characters.

I wouldn't worry too much about bumping up against other posted characters. So long as your character has a niche, he should be fine. Yours focuses on range. Mine focuses on melee. And utility is always useful to have, as characters get split up and situations may be more appropriate to different people.

And also...you have reminded me that I do need to get my character a ranged weapon. Thanks for that! Seeing as how I can't edit my above post any more...I consider this notice that Grum carries a sling with 20 bullets. There, now he's got a 50ft range of not being worthless should he be unable to get into close combat. While still not being outwardly armed with anything that could be considered dangerous.

It also looks like you're a feat short, if you don't mind me saying. We receive a free "theme feat" at 2nd and every 2 levels thereafter.

At this point I'm reprising my role to scouting, back-line combatant, and utility.

Correction to the Thematic Feats, it's 2nd level and every 4th level there after. Being 2nd, 6th, 10th, 14th, and 18th levels.


Jerard Reagan wrote:
Johnnycat93 wrote:
Grumbaki wrote:
Johnnycat93 wrote:
I'm building mostly for ranged and utility. Unfortunately it looks like I'm already bumping up against some other posted characters.

I wouldn't worry too much about bumping up against other posted characters. So long as your character has a niche, he should be fine. Yours focuses on range. Mine focuses on melee. And utility is always useful to have, as characters get split up and situations may be more appropriate to different people.

And also...you have reminded me that I do need to get my character a ranged weapon. Thanks for that! Seeing as how I can't edit my above post any more...I consider this notice that Grum carries a sling with 20 bullets. There, now he's got a 50ft range of not being worthless should he be unable to get into close combat. While still not being outwardly armed with anything that could be considered dangerous.

It also looks like you're a feat short, if you don't mind me saying. We receive a free "theme feat" at 2nd and every 2 levels thereafter.

At this point I'm reprising my role to scouting, back-line combatant, and utility.

Correction to the Thematic Feats, it's 2nd level and every 4th level there after. Being 2nd, 6th, 10th, 14th, and 18th levels.

Even better. That lines up conveniently with me picking up Outflank.


Johnnycat93 wrote:
Jerard Reagan wrote:
Johnnycat93 wrote:
Grumbaki wrote:
Johnnycat93 wrote:
I'm building mostly for ranged and utility. Unfortunately it looks like I'm already bumping up against some other posted characters.

I wouldn't worry too much about bumping up against other posted characters. So long as your character has a niche, he should be fine. Yours focuses on range. Mine focuses on melee. And utility is always useful to have, as characters get split up and situations may be more appropriate to different people.

And also...you have reminded me that I do need to get my character a ranged weapon. Thanks for that! Seeing as how I can't edit my above post any more...I consider this notice that Grum carries a sling with 20 bullets. There, now he's got a 50ft range of not being worthless should he be unable to get into close combat. While still not being outwardly armed with anything that could be considered dangerous.

It also looks like you're a feat short, if you don't mind me saying. We receive a free "theme feat" at 2nd and every 2 levels thereafter.

At this point I'm reprising my role to scouting, back-line combatant, and utility.

Correction to the Thematic Feats, it's 2nd level and every 4th level there after. Being 2nd, 6th, 10th, 14th, and 18th levels.
Even better. That lines up conveniently with me picking up Outflank.

Yea, they're made to be minimal and in a decent spot to get neat feats at times you may not. I was a spearhead of the creation of Thematic Feats, so when it comes to them, feel free to shoot me a question about it.

For basic questions on the campaign, myself or Bandw2 may be asked, but if it's something very DM's digression leave it to Red Rogue. We all communicate on a regular basis and we can always get basic info from him, or may be able to inform you of clarifications before he takes a look.


Hey guys, sorry for a little slow on a response. Wasn't feeling that great.

We aren't using the full equipment pdf I linked, just the Mojo section of it. This makes magical items a little more accessible and more tailored per player. Weapons and Equipment remain unchanged.

YorickRequiem: Nightblade is allowed, I'd wager that it'd fit as a bard for Spheres of Power casting.

RP Results

The guard turns to the cell and scoffs at Jerard Reagan. "You did a little more than just steal apples. Many people had to be tended to after your drunken rampage last night. You'll be in here until a full sentence is decided for you."

He then turns to the shouting man who just awoke. "AND YOU! Arson is a very serious crime. You've got a lot to explain to the Majesty's Court later this evening."

The guard sweeps his eyes across the rest of the inhabitants, watching the two in the back converse. "You quiet up now Grum, you always make a fuss with all the newcomers every time you're in here, be it from roughing up some vagrant that insulted your beard, or one too many pints of ale."

Just as the guard finishes his sentence, another set of boots can be heard entering into the jail room. Followed by a low reverberating boom of a metal door being closed.


I sigh "Okay, well when you come back to such a dull town after an adventure like that, you would bury yourself in maidens and debauchery too."

I kick the bars lightly. This town has no sense of fun.


As far as what i am thinking, i am kinda taking my inspiration from a book character (but not planning on being evil like said character)(also can't play as a dragon like said character) but i am thinking of Mind magic (charms and stuff) as well as some Illusions, maybe some darkness to help the party rogue. For combat role, i'll have some telekinesis for damage, illusions for fear and maybe some CC. Plus with more levels i can do some dominating or charm-based NPC assistance, depending on what happens in game.

For actual crunch, i am thinking Spheres of Power classes Incanter and Symbiat. Good news is i can have us on a telekinetic channel as well.

prison:

"Do you hear something?" My character (no name decided upon yet, forgive me) asks, then doesn't speak. You feel a faint feeling on your mind, like someone knocking on the door waiting to be let in. "Hello, it's me. You don't have to let me in unless you want to talk back, I won't force my way in. I just won't admit to any crimes where the authorities may hear. Certainly there is nothing they could prove without powerful mages or divinations. But from my manner of contact you can likely surmise the nature of crimes i'd commit, if i were ever to commit crimes."


RP

Grum's smirk widened into a smile at the guard's remarks. At the mention of his name he tipped an imaginary hat at the man, while wisely deigning to keep his mouth shut.

Non-RP

Thanks for catching the missed feat!

Guess I'm picking up persuasive (+2 on diplomacy and intimidate). Because I actually like what it does to the character. Open and honest person. Honorable and proud to a fault, he becomes horrible at bluff (-2 modifier) and can't pull of a disguise to save his life. But when it comes to diplomacy (+8) and intimidation (+5) he's actually not that bad at it. The high diplomacy fits his background as well too.

So there we go, a feat picked for the purpose that it was given.

Really wish I could still edit the above post now. :P


am i the arsonist? I figured my crime would be like possibly suspected of mind reading or chicanery related to betting using magic to tip the scales, though im sure i could work arson in if need be


no that was aimed at Bandw2. The guard addressed everyone except you actually.


i should have specified that last bit of my last prison post was telepathy.

Out loud, Zamiel asks, "what do i stand accused of, guard? This sounds like a place for hardened criminals, I don't go in for that sort of thing."


Pathfinder Lost Omens Subscriber
Grumbaki wrote:
For equipment, how much gold do we have? I'm guessing it is 3,000 for being 3rd level?

Under the Mojo System we linked, you can have up to 2700 GP worth of magic items. Mundane Items such as clothing, travel supplies etc, are effectively free, you can have as much or as little as you think your character would have.

TO BE CLEAR, how mojo works:
is characters start with Par, and this is a desired level of magic items each character should have, if you level up and your total magic item worth is below minimum your mojo makes something in your possession magical, or strengthens a magic item(such as a +1 longsword becomes +2).

however if you equip more magic items than the maximum value(due to finding some magic items in the world), certain items will be made inactive(player's choice) until you are below your maximum. This is because the item either doesn't respect you, or you are simply incapable of powering the all the magic items with your "mojo".

This is there to remove gold from your characters level since the amount of gold given out almost has to be monitored the same way the amount of exp is given out, this eases the management of it drastically. Also this means you can play a rich character, or even just keep cash on you and not think you're wasting it on things that aren't magic items, such as a wagon or whatever.


Pathfinder Lost Omens Subscriber

here's my character. :3 may change a bit before this finally starts. ;-; why do amulets of mighty fists cost so much

Character archetype: scouty/ambusher but is mostly designed to hold their own in a fight.

Kuro
Kitsune(voidkin) unchained monk/incanter (monastic tradition), Level 3, Init 6, HP 36/36, Speed 40ft.
AC 18, Touch 18, Flat-footed 13, CMB +6, CMD 20, Fort 5, Ref 8, Will 6, Base Attack Bonus 3

Unarmed Strike +6 (1d6+3, x2)
(+4 Dex, +3 Misc)
Abilities Str 16(+3), Dex 18(+4), Con 14(+2), Int 12(+1), Wis 16(+3), Cha 10

Racial:

Low-light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.

Heritage Focus: A voidkin kitsune gains Skill Focus as a bonus feat at 1st level. He must choose Disguise, Knowledge (nature), or Stealth as his chosen skill with this feat. In addition, the chosen skill is always a class skill for the voidkin. This racial trait replaces kitsune magic.

traits:

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. Benefit: You gain a +1 trait bonus on Reflex saves.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks.

Feats:

Level 1: Deflect Arrows
Level 3: Stunning Fist Adept
Monk 1: Dodge
Monk 2: Combat Reflexes
Theme 2: Alertness
Heritage Focus: Skill focus (stealth)
Unarmed Strike/Monk: Improved Unarmed Strike

Spheres of power:

Class: Incanter
Specialization points: 2
Specialization: enhancement
Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five incanter levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you rest to regain spell points. At 20th level, this bonus applies to two physical ability scores of your choice.

Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five incanter levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your incanter level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your casting ability modifier.

Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your incanter level (maximum +10) for one round. You may use this ability for a number of times per day equal to your incanter level.

Tradition: Monastic
General Drawbacks: Somatic 2 (cannot cast while wearing armor without incurring spell failure)
Sphere DrawBacks: Lycanthropic (Alteration), Meld into Dark (Dark), Deathful Touch (Death), Destructive Touch (Destruction), Bodily Enhancement (Enhancement), Personal Magics (Enhancement), Personal Fate (Fate), Personal Illusion (Illusion), Touch of Light (Light), Regenerate (Life), Nature Spirit (Nature), Limited Protection (Protection), Personal Time (Time), Solo Combatant (War), Personal Warp (Warp)
Boon: Easy Focus

Sphere's and Talents:
Protection(Casting 1): Spell Ward(Incanter 1), Resistance(Incanter 1), Energy Resistance(drawback)
Destruction(Casting 2): Energy Blade(Drawback), Force Blast(Incanter 2)
Dark(Incanter 3): Hide in Darkness(Drawback)
Warp(incanter 3): Quick Teleport(Drawback)

Class Abilities:

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist:At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

Evasion: At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool: At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.


BandW, thanks for that mojo explanation. Makes a lot of sense to me now.

Could you explain your spheres of power drawbacks? I haven't gotten that far into the system yet.


Dotting! I've got a very... interesting character concept.

Would we be able to do spheres versions of newer classes? (thinking maybe shaman or warpriest) or just sticking to standard sphere archetypes?


thunderbeard wrote:

Dotting! I've got a very... interesting character concept.

Would we be able to do spheres versions of newer classes? (thinking maybe shaman or warpriest) or just sticking to standard sphere archetypes?

If it exists on the Wikidot you can use it, adaptations of other classes are up for debate, but for the most part we're willing to work on it for you.


Pathfinder Lost Omens Subscriber
Tenro wrote:


Could you explain your spheres of power drawbacks? I haven't gotten that far into the system yet.

so basically, Drawbacks are part of your casting tradition. If you're making a custom Tradition make sure to get Red Rogues permission.

now that the disclaimer is out of the way, Drawbacks and boons change how you cast magic, "General drawbacks" & "boons" apply to all spheres and sphere drawbacks apply only to a specific sphere.

Boons require you take 2 drawbacks to have them in a tradition

So as an example, I picked monastic tradition because I imagined my hero as her "magic" being his ability to focus her Ki and enhance her own abilities, no magic would come flying from my character and I'd only really ever effect my own character.

Monastic tradition comes with Easy Focus which allows me to concentrate to maintain spheres as a move action and to pay for that uses somatic casting twice, or somatic casting 2. This means that I require a free hand to cast and incur magic failure chance from any armor.

Then there's a bunch of sphere drawbacks which alter how I can cast that sphere. The 2 enhancement drawbacks for instance make it so I can only enhance myself or my equipment and the other makes it so I can't enhance anything that isn't a creature effectively meaning I can only enhance my own body.

thunderbeard wrote:


Would we be able to do spheres versions of newer classes? (thinking maybe shaman or warpriest) or just sticking to standard sphere archetypes?

They're there, they released an expansion to spheres a while ago. So if you're basing it only off of the main booklet Expanded options has been released.


Pathfinder Lost Omens Subscriber

you don't need a character BTW to do the prison stuff, If I was using my character, I'd have already teleported out. This way people can join in without needing a finished character or even a concept really.

Prison:

Red Rogue wrote:

He then turns to the shouting man who just awoke. "AND YOU! Arson is a very serious crime. You've got a lot to explain to the Majesty's Court later this evening."

...

Just as the guard finishes his sentence, another set of boots can be heard entering into the jail room. Followed by a low reverberating boom of a metal door being closed.

It all came back to him, he was working at the local orphanage last night. You see he was the cook at the establishment but when a few of his friends had joined him during the later hours he decided to break out some Liquid fire for himself and his friends.

And well, why is this all important? because he had drunk himself into a stupor and he was pretty sure, he left the oven on.

OH NO, oh no no no, he thought to himself.

Exclaiming at whomever may have just entered this dark dank place, "OI! look I didn't mean to do anything! You hear? It was all an accident I can explain if you'll just listen to me."


ah, makes sense. I might try to make my own. The easy focus would be good, and somatic casting 2 makes sense for my character possibly. I see him as a mentalist mage who wouldnt wear armor, but i wouldnt be enhancing just myself. not sure if i should try it or not.


Jerard Reagan wrote:
If it exists on the Wikidot you can use it, adaptations of other classes are up for debate, but for the most part we're willing to work on it for you.

Ah... I missed some things. All good! (though maybe going for Oracle/Sorcerer or just Incanter); trying to balance out the need for talents with the need for spell points.

I think my current plan is to create an enhancing telekineticist focused on entertaining animated objects. Probably a melee/ranged switch hitter on the other side. Still working out details of exactly what my character can do, but I'll take some liberties with the prison escape when I get to it then.


I made a few requests of the GM via PM but other than that I'm done.


I'm not planning to submit a character here, but since I like the system, I do have some advice if anyone wants it. XD

In my experience, the best way to build a Spherecaster is to start by saying "It would be really cool if I could..." and going from there. Come up with an idea that sounds awesome to you, then build to match. ^^ The system is very good at supporting ideas.


RP

Grum looked at the kitsune and said "Shut it. He's just a guard. 'Ain't gonna do anythin' just cause ye cry about it."

OOC

So...with these equipment rules could my dwarf have a cart full of weapons which he can lock up? Picturing it opening up into a stall so he can sell his goods when he rolls into town, and then securely lock it for when he isn't around. Being a traveling arms merchant sounds like a great career for A follower of a God of Aggression.


*sigh* two monks already. Back to the drawing board for me.


Philo Pharynx wrote:
*sigh* two monks already. Back to the drawing board for me.

Heck no! Go for a third. I love themed parties.

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