All right, I've got the rough outline of my concept below. Will flesh it out further tomorrow according to your answers to a couple of included questions.
The idea is an Armorist specializing in the Warp (certain) and Telekinesis (probably) spheres. General backstory is she and her family were wronged by an Imperial/other political powerful individual and she plotted and exacted her revenge, but was then captured and sent to this secret prison.
She'll be a primarily physically focused character, using teleportation and misdirection during battle (might pick up the Dark or illusions spheres later).
My only real question to you, Salsa, is whether I could switch the Armorist's casting stat to something else? I'm imagining something much more willpower-and-emotion fueled, so Charisma as a casting stat would be fantastic. Can I use Charisma instead of the Armorist's usual Wisdom?
Well, Incanters are essentially a Build-A-Mage class, so the sheer variety of the ways you can build one probably leads to having quite a few. Plus, they are basically Dr. Strange. :-P
For example, I am considering several Spheres (in purely alphabetical order): Conjuration, Destruction, Divination, Illusion, Protection, Telekinesis, Time, Warp.
No idea yet which ones I am going to be picking and in what order, or which ones I am mostly going to be investing in if chosen.
I have a wonderfully mobile man who totally is not Khajiit related. Fluff to come soon.
Fanglord (Were-Tiger) Unchained Monk/1, Treasure Seeker UNRogue/1, Urban BloodRager/1
LN Humanoid Shapeshifter
Init +4; Senses See in Darkness Perception +8
AC 15(16), touch 15, flat-footed 10
Fort +4, Ref +8, Will +1
Melee: 2 Claws +2 (1d4), 1 Bite +2 (1d6), or Fist +2 (1d6)
Speed 40 ft,
Space 5 ft.; Reach 5 ft.
Str 10, Dex 18 Con 10, Int 16, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 17
Feats: Mobility, Extra Magic Talent
Bonus Feats: Dodge, Improved Unarmed Strike
Weapon Group Proficiency: Simple, Martial
Traits: Hill Fighter, Eldritch Delver
Skills: Perception +8, Stealth +10, Sleight of Hand +10, Acrobatics +12, Linguistics +9, Disable Device +10, Bluff +5, Disguise +5
Background Skills: Knowledge Nobility, Appraise
Languages: Common, 6 other languages
SQ:Warp Sphere +Teleport, Distant Teleport, Unseeing Teleport, Jump 1/day, Stunning Fist 1/day (DC12), Inherent Divinity, Verbal Spell casting, Emotional Spellcasting, Easy Focus, Personal Warp, Spell Pool 4/day
Ability Modifiers +2 Dex, –2 Wis (+2 Cha while shapechanged)
Alternate Skill Modifiers Acrobatics, Perception
Alternate Spell-Like Ability jump 1/day
Bestial Features, 1 per Transformation
Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
+10-foot racial bonus to base speed
See in darkness
You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
You may spend an additional spell point when making a teleport to no longer require line of sight to the location; instead of choosing a spot to appear, you may instead indicate a direction and distance.
If the target arrives in a place that is already occupied by a solid body, you may spend a spell point to return the target to its point of origin unharmed. Otherwise, the target takes 1d6 points of damage and is shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, the target takes an additional 2d6 points of damage and is shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, the target takes an additional 4d6 points of damage and the teleport simply fails.
When you spend a spell point to increase the range of your teleport, the range increases to Long instead of Medium.
Controlled Bloodrage: When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. This ability alters bloodrage.
Casting: At 1st level, the treasure seeker may combine spheres and talents to create magical effects. A treasure seeker is considered a Low-Caster, and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the trapfinding and danger sense class features.
Spell Pool: A treasure seeker gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex): 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).
Stunning Fist (Ex): 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.
Race: Human, Imperial descent.
Traits: Seeker, Favored Damage (force?)
Spell pool: 11
Specialization(s): Destruction, (Possibly Channel)
Magic Tradition: Willed casting, You use your knowledge of the world and sheer force of will to bring about your desired affects. (maybe, unsure of what to name it/roll with)
Drawbacks: Somatic components(2), wild magic, Magical Signs
Spheres of Magic: Destruction, Life(restoration), Warp, TBD
Sphere of Destruction talents:
Greater Force Blast
Sphere of Life Talents:
Sphere of Warp:
Sphere of ???(undecided)
skills: 7/level (21)+ 6 BG skills
Know. History: 2
Know. Arcana: 3
Know. Planes: 2
Know. religion: 2
Know. Local: 2
Sense Motive: 2
This is just a rough outline of the character I have in mind, if I am reading things properly. I may trade back in some boons for the drawbacks but I am unsure atm.
The short summary of the idea is he is an imperial that grew up in a mixture of southern and norden culture. He doesn't have particularly supremacist views over the norden, however he does seem them as more brutish, and less gifted in the magical arts though he admits they are likely tougher and stronger on the whole than an imperial is. He studied Destruction magic most of his life, enjoying the power it gave him until him and his sister were ambushed during their travels. She was greatly injured before he could fend off the wolves with his magic. He never felt so powerless. He carried his beloved sister to the nearest town, hoping beyond hope for some sort of healer. She was manged to be saved, however, due to the wounds and the cold, she seemed never to be able to walk again. Since then, he has studied for a way to let his sister walk again. Luckily for him, his natural wanderlust leads him on many travels, and as his knowledge of the world, and his experience in it grows, so to does his magical abilities. He loves learning about the world and its history, as well as more practical skills.
Also, will Spells and Incantations be in play? I haven't read over them much but they look different, and slightly interesting.
Background: Ja'Rasha was your ordinary poor man. He lived in a small house that was often too cold and drafty. He visited the local church and tossed what little coins he had scrounged up that day to their coffers. He even enjoyed listening to gossip about the noble houses.
Ja'Rasha lived in Frostwall for as long as he could remember, his father never really talking about his mother. Instead, they fished and recovered from the ships that sunk. Or, rather, his father did, as Ja'Rasha was strangely always ill when they were to go out. Said he was allergic to the idea of water.
Now, Ja'Rasha had a few hobbies. One was being an honorable, trusty worthy citizen. And the other was performing yoga and tai-chi on the land that overlooked the water. He was a sprinter, and an ammeter adventurer (which sounded much better than I'm unemployed). He would run into dangerous ruins and crypts and filch as much as he could carry, then he would rush back to tally up what he owed for rent, resources, and to pay off his tipsters. He never cheated his tipsters.
But one day, he ran into this ruin, this high-walled Elven area. And it wasn't filled with the normal stuff; beasts that took refuge from the cold to lay inside. Rather, it was occupied with strange robe wearing, magic chanting people. One was an elf, because she had her hood down when Ja'Rasha stopped to investigate from the rafters above. They all circled around this white gem, holding their hands upwards in praise to it. Ja'Rasha knew little of magic, but he knew that that gem could feed a lot of people and its glow was very appetizing. His secretive nature was very attracted to the moon and he didn't see any immediate threats.
So he jumped from the rafters and tackled the floating gem to the ground, just as the cultists got it to glow very, very brightly. The elven lady shouted one last command, in shock, as the gem was rolling away from them. She didn't sound happy in the least, but Ja'Rasha was strangely somewhere else entirely. He sat up on a common road, just in front of a Imperial patrol, with a very large and very dull gem taking up his entire lap. Having appeared out of nowhere, they took him in custody and charged him with "Posession of Illegal and Dangerous Magical Focus."
Ja' Rasha's Personality. He is a thief, which seems very plain. But he is an honorable man with his own code of conduct made up by him, for him. He wears simple clothes, except when he's on a job. He is a cautious man, making certain that he knows a lot about the areas and the people he steals from, willing to plan out a heist for months at a time. But when it comes down to it, he performs the task as fast as he possibly could, running through people with no remorse. Its the exhilaration and the rush that attracts Ja'Rasha, and the fame, not the money.
Ja'Rasha's Code of Conduct:
1. An honorable man doesn't lie to his friends.
2. Safety and Planning first.
3. No one is cheated in his dealings
4. All deals are final
5. No one dies during a job
6. 20% of earnings are donated back to the community over time.
7. Those of his trade are to be bailed out if possible.
8. He doesn't take jobs that kill anyone and he doesn't traffic in weapons/poisons. Ceremonial weapons are excluded; as are weapons for show.
He stands at 5'7'', is of a darker skin tone than others of Frostwall, as he is an immigrant to the land. He wears a dull yellow tunic and breeches on most days, with a dust-colored facial scarf and a tanned, leather jacket with fur outlines around the shoulders and waist. He has more leg muscle than arm, weighing 155lbs. He is a great fan of good boots, as his boots are made of a very nice tan fur and are sturdy and stylish.
A couple of questions (or three or four):
1. When is the recruitment's deadline?
2. Under the description of the Cantrips feat it says there is an optional rule that gives the feat for free to all casters. Would you be willing to allow this?
3. How many traits? And is a drawback allowed in exchange for an additional trait?
Here is my submission. I present Sigurd Warborn, the last of the Warborn.
Male Human Unchained Barbarian (Armored Hulk) 3
CG Medium Humanoid (Human)
Init: +3; Senses: Normal Perception: +7
AC 12 FF 12 TAC 12
Fort +6 Ref +3 Will +4
Indomitable Stance: +1 Reflex Save v.s. Trample
Speed 30ft (25ft in armor)
. . unarmed strike +7 (1d3+4 nonlethal/x2)
Str 18 (+4) Dex 14 (+2) Con 16 (+3) Int 8 (-1) Wis 12 (+1) Cha 10 (+0)
Base Atk +3; CMB +7 (+8 to Overrun) CMD 19 (20 v.s. Overrun)
Feats WF: Greatsword, Power Attack, Iron Will
Skills Perception +7 (3), Climb +8 (1), Handle Animal +6 (+3), Ride +6 (1), Swim +9 (2), Survival +7 (3), Acrobatics +6 (2), Intimidate +6 (3), Perform: Oratory +6 (2). Linguistics +0 (1)
Languages: Common, Imperial
Traits: Veteran of Battle, Axe To Grind
Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Rage Powers: As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can't have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian's turn as a free action; otherwise, it lasts until the rage ends.
Powerful Stance (Ex): The barbarian can focus her ferocity. She gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.
Indomitable Stance: An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
Armored Swiftness: At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed.
Resilience of Steel: At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level).
Sigurd was born in the city of Smithhold, one of the last sons of a dying clan. The Warborn were once a prestigious name, carrying weight through the holds, but the Imperial Conquest brought an end to their glory. Too many sons died, too many ventures were burned by Imperial torches, monstrous tribes sensing weakness in their human rivals, and greedy nobles hungry for more land and power. Debts accumulated, alliances fell apart, and the Warborn fell from favor. Yet Sigurd wasn’t raised with a shame over his head, instead he was raised that they would someday rise again from their burned homes and retake what was theirs!
Like his father and his father’s father, Sigurd was trained in the ways of war and the tactics of the berserkers. He was a proud Norden son, born with a stout frame and a strong arm, he took to the instinctive fury that dwelled within his veins quite naturally and joined his family on raids for their Jarl, Jarl Olav Graystone. They were not trained in how to adjust the hides of animals the best, instead relying on Smithhold’s specialty of crafting heavier armor and weapons. The clanging of Smithhold armor brought fear to the hearts of their enemies, the armored hordes attacking and razing those that would not pay the tribute.
Things went poorly for the ill-fated clan when Sigurd’s father, Bjorn, began to think too highly of himself. He desperately tried to maneuver himself into the Jarl’s court, failing every chance and instead earning the ire of the Jarl’s courtiers. An assassination and falsified evidence later, the clan was exiled and his father beheaded. It was only through a small strain of luck that Sigurd survived with his head intact and was able to flee from that hold to the others.
Work as a mercenary paid well and Sigurd began to earn a reputation as a powerful man, capable of cutting down Imperials and Norden alike with one swing of his heavy blade. Coin began to roll in and Sigurd found himself once more upon the lucky path. It would’ve went swimmingly if it was not for those Imperial dogs. One night, at the tavern which Sigurd fancied, he realized the girl that he had fancied was not in that night. Irritated and drunk, he went outside only to hear a cry for help. There was Freydis, her clothing torn as she struggled against the sloppy hands of Imperial soldiers that were accompanying an Imperial caravan. Rage soaked through his very being and Sigurd only saw red those next few moments, the gods guiding his hand to bring vengeance upon them.
It was only with the men slain, the guards circling him, and the Imperial captain threatening young Freydis’s life, that Sigurd surrendered and let himself be taken in. Hooded and captured, he was beaten and dragged away to this dark and awful place to await execution. He smiles in the dark though, he was certain that Freydis had to look of a woman in love before he was beaten down. Not a terrible way for the last of the Warborn to die off, standing up for honor.
Sigurd is a man who is angered quickly and forgives quickly, who laughs first and last, and who can be as calm as the gentle spring or as fierce and as cold as the most terrible blizzards. He values the independence of his trade as a mercenary but not as much as his pride at being a Nord. He harbors a deep resentment of the Imperials and sees them as invaders still rather than conquerors and never misses a chance to poke or prod at one if he feels he can get away with it. Those that had stayed behind after the conquerors came have earned a begrudging amount of respect, at least they could stand the rough nature of Nordhelm.
While a mercenary, he still has his own morals that he follows. Sigurd would never kill an honorable foe who challenges him with underhanded methods, nor does he harm the weak or the innocent. Despite his personal biases, those who fight beside him are his brothers and sisters and he will fight to the death to protect those that earn his trust and respect. He prefers to hunt bandits and monsters for coin rather than fight in wars, proving himself against the monsters in the world. When confronted by an injustice though, especially one committed by the Imperials, he seethes and boils and will quickly explode. It was what got him locked away awaiting execution after all.
Otherwise, he enjoys the simple things in life; good food, good friends, beautiful women, potent alcohol. An uneducated and simple man, he is wise enough to know that he knows very little and isn’t afraid to speak to the more intellectually minded for advice. His hope and goals is, to one day, become a Jarl himself and begin his own dynasty.
Standing at 6’5 and weighing over 250lbs, Sigurd is a muscular man with light brain hair that is usually oily and kept at shoulder length. A simple brown beard extends from his face, hiding the chiseled jawline of his. His eyes are a clear and soft blue that appear to become grey and stormy when Sigurd is riled up in anger. Massive in height for a human and stronger than most orcs, his body is scarred from years of harsh living, warfare, and battle. Tattoos decorate his form as well; a large tattoo covers almost the entire right arm. His other shoulder is covered with iconography of a dragon
From what I've seen of SoP, I'm currently leaning towards a conjuration focused character, preferably with the intent of fighting beside my summons. I'll start working, should be up by the end of today, sometime tomorrow at the absolute latest.
Edit: You said you didn't want to vet eidolons. But from what I see, the summon ability of the conjuration sphere works the same way.
Also, I'm not all that familiar with the system. What would be the best way to build the above character? I figure a 2/3 caster would be best, but aside from that I'm lost.
Similar to WarforgedMan, I think my post may have been overlooked in the rapid contrubtions, GM. If you don't mind giving the questions in bold a consideration, I'd appreciate it!
Good morning, GM. This is Harakhty from the other thread. I plan on fleshing-out this alias for the submission; it's from another campaign that didn't take off.
I'm composing a young scholar of Isport, slightly out of sorts as he doesn't see exploring the great beyond to the North as interesting as harnessing the land around him to be more hospitable. He will be an incanter with a focus on the weather sphere, some delvings into the light sphere to complement the research.
In looking through the Spheres of Power materials, I notice they now have some archetypes. In particular, is the mage archetype something you think could work in this setting? Given Isport is home to some magical research, I feel such an idea would not be too far-fetched. It would also give some political framework within the organization for me to expand upon in Denenor's backstory.
Though I have a rough idea of relatively geography in the setting after reading your document, do you have a map by any chance to see?
Scratch that, Tenro has the right idea.
I believe you can pick what attribute you use with any of the Spheres of Power classes.
Eh, that only allows it for the spheres, not for the attributes of the class like spell points. I considered trying the Mageknight instead, but I love the idea of summoning equipment too much. I've revised the character concept to work with wisdom instead of charisma.
Another question for Salsa: Will things like retraining be available for Spheres and talents if necessary?
DM-Salsa wrote:Eh, that only allows it for the spheres, not for the attributes of the class like spell points.
Scratch that, Tenro has the right idea.
I believe you can pick what attribute you use with any of the Spheres of Power classes.
Actually the trait explicitly includes spell points (emphasis mine)
Choose any one mental ability score, you use that score as your casting ability score for any sphere casting classes you have, thus affecting the use of spheres, talents, spell points, etc.
Scrapping my idea of fighting next to my summons, as well as the idea of summoning multiple.
I just go this idea for a reincarnated master incanter who calls himself "The Herald" and has a draconic summon... (I want him to be from the time of the dragons, but we are starting before many lives comes online, I'll come up with something).
Actually the trait explicitly includes spell points (emphasis mine)Quote:Choose any one mental ability score, you use that score as your casting ability score for any sphere casting classes you have, thus affecting the use of spheres, talents, spell points, etc.
Obviously I was too tired last night to be making crunch decisions. :/ Thanks for point out my mistake!
Male Human (Imperial) Encanter 3
Init +3; Senses Perception +8
AC: 13, touch 13, flat-footed 10[Breakdown of Armor sources, from armor, dodge bonuses, etc.]
Speed 30 ft.
Destruction Blast: +5 (Vs Touch)
Spheres of Power:
Spell pool: 11
Specialization(s): Destruction, Channel
Magic Tradition: Essence Magic; You use your knowledge of the world and how it works and sheer force of will to bring about your desired effects. However because this requires potent focus and willpower many require specific movements to help concentrate on a specific affect and their magic is easily noticed due to the build up of energy required. (maybe, unsure of what to name it/roll with)
Drawbacks: Somatic components(2), Magical Signs
Spheres of Magic: Destruction, Life(restoration), Warp, Nature
Sphere of Destruction talents:
Greater Force Blast
Sphere of Life Talents:
Sphere of Warp:
Sphere of Nature(water)
Str: 08, Dex:16, Con: 14, Int: 18, Wis: 12, Cha: 10
Base Atk: +; CMB +0; CMD 13
1- Traded for Magic Talent
3- Weapon focus Destructive Blast
Traits: Seeker, Favored Damage (Force)
Know. History: 2
Know. Arcana: 3
Know. Planes: 2
Know. religion: 2
Know. Local: 2
Sense Motive: 2
This is my first character with Spheres of power, if anyone has any suggestions I am all ears. On another note, would it be more beneficial to keep the Channel specialization, or drop it and grab more talents in Life via the extra feats?
Also, GM, hows my tradition Idea as a rough draft?
I was looking at the fortified casting boon and saw that it doesn't affect spell points.
While it doesnt say it explicitly, it in-fact does affect your spell pool. Spheres of Power, pg 9 states the following:
...Each caster gains a pool of spell points equal to their class level plus their casting ability modifier.
Because Fortified Casting lets you use your Constitution modifier as your Casting Ability Modifier, you infact can use it to determine spell points.
Working up an application and had a question. As spheres of power doesn't have archetypes to apply to the APG and ACG classes how would you handle those? I'd assume if you were an arcanist use the wizard or possibly the same if a witch. Some seem easily doable, others not so much.
I'm a bit confused by the altered size talent. It seems to me I could get a huge creature at level one. Am I missing something? And if not, how big should I make my companion, DM-Salsa? I'm fine with the problems of lugging around a huge creature, but I would hate to not be able to take it into dungeons if they are common.
@Dotraj: That is a definite point, but I don't think I'll be reversing on that decision, because the companion uses talents instead of evolution points and that should be easier to vet.
@Denenor: A thousand apologies, I did miss that. To answer your questions, the Mage archetype looks like the perfect fit for a caster from the Magic College.
@Arythain: Yep, since Talents are basically Feats, I'd use the rules for that from Ultimate Campaign.
@thelizardwizard: Between that and what you asked in the PM, I'm interested to see where you go with this.
@Jereru: No, but I will be using Fractional bonuses (another thing I forgot to mention.)
@Dotraj...again because I'm slow: You can. but you'll have to get the talent twice. I would not recommend it though if you want to do a lot of exploring.
what would be the RP considerations for an Isemage who used frost troll blood as part of their self-experiments? (in game terms i am thinking of Elemental Transformation maybe with some other traits, but if troll is too spooky/problematic for NPCs, i'd stick with an elemental sort)
additionally, are the Isemage and mage of the college ideas incompatible, or do you think Isemages or those training to be Isemages would travel to the college to learn some things to better traverse the icy expanses?
@Tenro: It'd be creepy, yes, but as long as you didn't do anything too untoward, people would tolerate you. Inside the Collegium Arcanum (which is the name of the Mage's College in Everwatch, btw) you'd merely be seen as odd at worst. Of course this assumes that you still look fairly normal. If you look like a troll, then you'd have some problems, but beyond that, I can't think of any reason for you to be treated any different from any other mage.
And in case I wasn't clear enough, Isemage and mage of the college ideas would be totally compatible. Lets just say that there's a reason there's only one college of the arcane. I doubt Nordholm could survive two. :)
@alientude: I haven't read anyone's submission yet, so I don't know if this is going to be relevant still, but I did take the time to think of a mad god of the end times if that's still the angle you want to go for.
Tar Sheog, The Mad End
In the darkest corners of the world, where the forgotten lie rotting and the strange has been discarded, are the worshippers of Tar Sheog, The Mad End. A god of madness, darkness, death, and nightmares, Tar Sheog promises to end all things in madness. His followers preach doom on the streets during the day and lay the groundwork for sick and twisted pranks at night all for their amusement and to hasten the coming of their mad liege. His symbol is the bloody head of a madly cackling satyr and his followers often don leering satyr masks while doing his dark bidding.
Domains: Chaos, Darkness, Death, Evil, Madness
Subdomains: Demondand, Demon, Whimsy, Loss, Night, Murder, Plague, Undead, Fear, Insanity, Nightmare
I was picturing someone who would be totally normal(-ish) in cities. When the time came to trek into the wilderness, well, their skin becomes somewhat waxy with a lot of white fur, perhaps (though sadly not until level 5). At level 3 this idea isn't necessarily doable. The point of it would be to get some cold resistance, but that requires either the celestial/fiendish transformation talent in conjunction with the Transformation feat, or getting the Improved Transformation feat in conjunction with any base form attached to it and having the Elemental Transformation talent to add the Cold Resist from that (since the Transformation feat doesn't work with the Elemental Transformation talent due to SP cost unless you're an Elemental Scion archetype Shifter at level 6).
Here is the almost-final build, backstory, and other asked-for info for the character I'm planning, an elf named Eliyah Belegos. I might still mess with Feats (still missing one) and traits but everything else should be set. Warning: I tend to write longish backstories.
Salsa: There are several points in the backstory that I might need to harmonize with your setting. If I am selected I'll be more than happy to do so. Also of course feel free to let me know about trouble spots in crunch and fluff at any time.
Eliyah was born to an to an odd sort of elven pair. Her father was a weaponsmith, a Tower elf of the empire, and her mother was a Dusk elf huntress. Their partnership attracted much gossip in the earlier years, but ceased to be of interest to any but strangers by the time Eliyah was born. When she was still a girl, her mother was slain by a great beast of the wild. Despite this sorrow, Eliyah’s childhood was, for the most part, happy.
Her father was renowned amongst the smiths of Nordholm despite his status as a foreigner. But he still had enemies. Eliyah remembers the gossip and rumours, the whispers her father tried to shield her from. As she was entering her teenage years, they were getting more persistent and more wicked. Finally, one of his most zealous detractors rose to leadership of the Guild of Weaponsmiths, and the plot came to fruition. Accusations of cheating, of bribery, of double-dealing and of counterfeit work were leveled upon her father. He was stripped of his rank in the guild and eventually imprisoned.
Through her father’s close friends, Eliyah learned that the Guildmaster had had an ally in the local Sheriff, an Imperial human who needed wealthy, connected allies amongst the populace he ruled. Only the help of such a lofty noble had been able to squash her father’s reputation so quickly and shut off all means of clearing his name.
Eliyah was turned out of her home, and was given shelter by a family that had been close with hers, farmers who lived a few miles from the town she called home. But they could not help her father, for fear of the Sheriff. Eliyah herself had the looks of a Nordholm elf and had thus far escaped the attention of bigots.
As years passed and her father wasted away in prison, Eliyah’s rage grew and grew. She would visit her father often, offering the guards bribes and lies to let her see him. It did not always work. She took to stealing away to the woods to beat at tree trunks with a stout branch, imagining it was one of the mighty greatswords wielded by the ancient elven warriors in her father’s stories.
When Eliyah was 22 years old, her father died in prison of starvation and disease. The town had largely forgotten him, and for that Eliyah hated them, too. But always her greatest ire was directed at the Guildmaster and the Sheriff. On the day she learned of her father’s death, she set up a pair of old scarecrows in the woods and wrote names upon them in charcoal. Then she beat at them with the branch until her hands were bloody. And still she struck them more. With one final, furious blow she swung at the Guildmaster’s stand-in, imagining she could see his leering face.
The top half of the mannequin was sliced cleanly off, for she no longer held a stick - but a blade, enormous and sharp. She was so startled she dropped it, and watched it dissolve in a shower of sparks.
For days afterwards she attempted to bring the blade back, and could not. Her frustration grew until she confessed it to perhaps her only friend, an elderly elven woman named Dreili. Dreili patted Eliyah on the head, told her to be patient, and that she knew of someone who could help her.
A few weeks later, while Eliyah was again trying in vain to summon the sword, another elf appeared out of the underbrush. At first Eliyah was afraid it was a bandit, but was soon assured that it was none other than Dreili’s friend, a warrior mystic who lived in the forest. Dreili had gotten word to her about Eliyah’s plight. She had received word from her friend and had come to live at the farm for a time.
Over the next few years, the young elf learned of magic, and battle. She learned of how she had summoned the great sword to her hands and that she could do the same with other things. She learned, too, of the Hidden Paths, the secret ways that existed between places. She learned the discipline of a warrior and how to focus her anger, control it and use it, rather than let it use her.
Shortly after Eliyah’s 26th birthday, the mystic left again, claiming Eliyah had all the skills she could teach. Only a few days later the young elf put in motion the plans she had been developing for years.
From a hill overlooking his mansion, Eliyah could see directly into the Guildmaster’s bedroom. He was old, fat, successful, secure in his position. Unguarded. It had taken her a great deal of time to see paths long enough to walk directly from the hilltop to his bedside, but she found them. She had contemplated all the punishments she might visit upon him. The bloody, hateful vengeance she could wreak. In the end, she barred his door, tied and gagged him in his bed, informed him of her identity, and beheaded him. It took less than five minutes, and then she was gone again.
The Sheriff was a far different story. He slept in a windowless room. There were many guards about. He had survived two attempts on his life already. Eliyah spent months getting herself a position in his household, working diligently, suffering the indignities in silence. Always ready for her moment to strike. And finally it came, as she walked by his huge sleeping quarters carrying clean linen. He was alone in his room, the door half-shut and two armored guards flanking it. Without another thought she dropped the sheets, walked the Path to the far side of his door, kicked it shut and barred it. He turned to see her even as her blade appeared in her hands.
Her blade had grown in power as she did, and she had imbued it with the deadliest magic she could, magic that had a price in her own blood. The Sheriff, neither coward nor weakling, fought back. But when the guards finally destroyed the door and entered the room, all they found was an unarmed, unarmored elven maiden, standing over their leader’s corpse and grinning, covered in his blood and her own.
She was knocked unconscious, brutalized, starved. She was not taken to the local prison, she was sure of that. She had no idea where they’d taken her. But it did not matter. She expected some torture to lie in her future, then execution. So be it. Her task was complete. She relaxed back against the frigid stones of the dungeon cell and thought of her father.
Eliyah is a character of great passions, but greater discipline. Her early tutelage has trained her to channel her passions into purpose. When she feels angry, she seeks to take action; when she feels sad, she seeks to find joy, etc. However, after having sought out and accomplished her great task - the destruction of those who brought about her father's imprisonment and death - she is left somewhat adrift, and while in prison is ready to accept death (and only idly considering fighting back against it). If she survives, she will need time to find new purpose. But she is not inherently fatalistic and will embrace life again if it comes her way.
She hates injustice and the powerful preying upon the weak. She also hates bigotry in every form she recognizes. She is cynical about the nature of the world and about the nature of people in general.
At 6' tall, Eliyah is of above-average height for an elven woman, and somewhere between lean and well-muscled. She has typical skin, hair, and eye coloring for a dusk elf (whatever those are!) and blends in well with native elf populations. She prefers wearing flowing clothing that allows for easy movement, including the split skirts once favored by her mother.
Female Elf Armorist 3
Init +3; Senses Perception +6
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 22 (3 HD; (10+6+6-3) +3 Favored class bonus
Fort +2, Ref +4, Will +4
Speed 30 ft.
Melee Dagger +6 (1d4+3/19-20/x2)
Ranged Bound Greatsword +7 (2d6+3/19-20/x2)
Caster Level 1; MSB 3; MSD 14; Concentration +6
CAM Wis +3
Spell Points 6
Warp: Distant Teleport, Quick Teleport
-Teleport, +1 Spell point for Long distance, +1 Spell point for Move Action
Str 16, Dex 16, Con 8, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +6; CMD 19
Skill (With Ranks): Intimidate +4 (1 rank), Know(Arcana) +5 (1 rank), Know(Nobility) +5 (1 rank), Perception +6 (3 ranks), SpellCraft +5 (1 rank), Stealth +5 (2 ranks)
Armor Training (Move normally in Med Armor, -1 to Dex/Armor Check Penalties)
Axe To Grind: +1 damage to enemies only this player is threatening
Resilient: +1 To Fortitude Saves
Nordic, Imperial Common
Arsenal Tricks: 1
Enhanced Equipment: Greatsword
Bound Equipment: Greatsword
Current Form: +1 Greatsword, Vicious (+2d6 damage to enemy, +1d6 damage to wielder)
I swear I was only gone a couple days....man this blew up.
I would like to float the idea of Soul Weaver mage, a father who is falling to madness as he desperately searches for a way to truly revive his long dead son who passed before 8 winters had passed.
I can create a great character, but am concerned as I want this to be a somewhat "summoning undead" themed character that uses the soul ability to bolster his allies. As you mentioned summoners aren't allowed, I'm not sure how close I am to skirting the line.
Hmm...okay. So is necromancy probably still off the table? I have another character idea of n inept young man who dreams of being hailed as a hero, but is only skilled at dark magics due to odd natural affinity. Scene that comes to mind is him pleading with the townsfolk not to attack the zombies he's made to protect them.
A bit more conedic than noble or heroic.
Or would you like an "epic" hero sort of thing?
Eh, I'd say that's too dark for what I was going for. It sounds like it'd be interesting, but I was kinda hoping for more of a heroic tone.
In this case, I think I'll withdraw my submission of Voidson - he's not really the heroic type. I'll see about coming up with a different character instead.