
Red Velvet Tiger |
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First of all, hello hello to all who come to this thread. Yes, that is a British accent online! ^_^ Now, to the nitty gritty as it were!
CAMPAIGN SYNOPSIS
The characters are a band of legendary, planes-hopping adventurers on the cusp of godhood. In their travels, they will come across something that completes their apotheosis. From there, planar antics ensue and the fledgling gods are drawn into a battle that will determine the fate of the multiverse itself. That's the basic synopsis, as I don't want to spoil TOO much. If you have specifics you need answered, just ask!
CHARACTER CREATION
Starting Level: 17th, as I decided it would be best if you had some time before godhood.
Gestalt Build: One of your classes MUST be a full caster! My reasoning is that a god must be able to cast the spells they grant their worshippers. Otherwise, it's paradoxical!
Ability Score Buy: I'm thinking, since this is going to be super epic, 30 point buy, on a 1-1 point buy, from base scores of 08. Crazy? Maybe, but you haven't seen what you're facing yet! ;)
Classes Available: All official Pathfinder and most 3rd party, subject to approval.
Races Available: All official Pathfinder and most 3rd party, subject to approval. I may allow custom races IF you make a very compelling case for it! I generally view custom races as lacking flavor, so if you have a concept for a race check with me and I will peruse my library of almost 1,000 PDFs to see if I find a similar race as the one you are proposing.
Starting Gold: 600,000 gold. Yes, that is lower than normal, but continue reading and you will see why.
Traits: 2 traits, plus a story trait from Ultimate Campaign, plus an extra trait if you choose to take a drawback.
WHAT I WOULD LIKE TO SEE
1. The above character creation used in making the character.
2. Details about your character's divine portfolio, domains, favored race of servitor Outsiders, ect.
3. Three deific titles. You will be playing deities, the least you can do is come up with some epic titles!
4. Come up with ideas for a deific relic. For a real world mythical analogue, think Zeus' Aegis, the Mymir Stone, the Staff of Anubis, ect. Provide an idea on what sort of abilities you may want, but do not include rules! The rules are will be decided by me.
5. What sort of divine realm would you have? Which plane would it be on (Be generic, like 'the plane of law', because we will be using the Dark Roads and Golden Hells cosmology by Kobold Press, along some worlds from Lords of Gossamer and Shadow by Rite Publishing!)?
6. BACKGROUND! I would rather have a party of people with sucktastic crunch and awesome fluff, than a party with the inverse.
7. Post which one of the 10 Sefira your character embodies: Malkuth (Rulership of One's self and surroundings, and respect for another's authority), Yesod (Physicality and the transcendence thereof), Hod (Glory and serenity), Netzach (Eternity, represented by an un changing will), Tiferet (Beauty and inner grace), Gevuruh (Discipline and intent of the law), Chesed (Kindness and compassion), Daat (Knowledge), Binah (Understanding and wisdom), Chokhmah (Epiphany), and Keter (Creation and light). These will be important storywise, give bonuses and penalties, and offer a selection of 'bonus divine powers' once characters achieve apotheosis.
8. Try to ask around other players and build the group's background.
9.A post about why you want to play this character, what you bring to the table, and whether or not you intend to facilitate group cohesion (Read: YOU MUST! Even though your character will be a god, this is still a group-based roleplaying game. There will be plenty of time for independent stuff during downtime!).
As a note, there will be NO antisocial murderhobos allowed!
I have one question for everyone. Vote if you would like for all damage, both PC and NPC/monster damage, to be multiplied to speed the game along.
If anyone has any questions, feel free to ask them and I will get back to you shortly! ^_^

Captain Fremont |

Hello Red Velvet Tiger,
I am definitely interested in this game, althoughI have a few questions before I proceed with making a character concept.
- Do you count Bards, Maguses, and the sort as full casters?
- How do you want Item Creation feats handled? Such as, you buy items you crafted at half price, however you must be able to make the craft check by taking a 10.
I'm sure more questions will arise, but I thought I would bring those up for now to get things started.
Looking forward to designing a character,
Fremont

Billybrainpan |

I'll post the full submission and such when I can but for now I will just give a quick overview of what i'm thinking.
CN gestalt druid/barbarian. I don't know about race yet. Possibly a custom race.
A mad god of wild beasts and the fury of nature. Basically he would be the embodiment of the savage side of nature.
domains would be: Chaos, Animal, Destruction, Madness, and Plant.

Red Velvet Tiger |

Recruitment will be open for 1 week while I see what people are coming up with as far as basic concepts and fluff. After that, I will select players and you will be given a 3 day grace period to complete your character. That's 7 days to pick your race/class and concept, as well as 3 whole days to complete your crunch. That sounds reasonable, yeah?
Oh and I forgot to mention you can play as monsters gestalted with classes too, but they must fit the level guidelines and you must abide by the full caster requirements!
As a note, I MAY allow characters to take a partial caster class in lieu of the full caster class, but it must be a 3/4 vote. Those that choose this must take a special divine power which lets then bestow spells they cannot access.
Here's something fluffy for you all as well, once you achieve godhood, you will wander by means of your avatar, as you will essentially transcend physical form in all places but your new divine home. If your avatar is destroyed, you are unaffected, but cannot manifest another for one cycle, which is to say the rest of the adventure you are currently working on. Resurrection magic will rebuild your shell for you to inhabit, functioning normally. If that is unavailable, your herald will join the group until you can reform an avatar. While all this is important, it also means something else: you don't have to worry about bad rolls mucking up your chance to play your character. That is not to say that enemies cannot kill your character, as they very well can if they go to your home plane and confront you directly or if they have some sort of special power, magic, or artifact. But, those will be few and far between. Still, given a party wipe can cause events to spiral into catastrophe, you should try to AVOID character death.

Gniel |

Coldborn Skinwalker Wizard/Druid Gestalt 17
14/12/16/16/16/6 6+4+6+8+6=30
HP 173
Feats: 1 Toughness
3 Extra Feature
5 Power Attack
5 Arcane Strike
7 Natural Spell
9 Powerful Shape
11 Planar Shape
10 Quicken
11 Imp Nat attack Bite
13 Imp Crit Claw
15 Crit Focus
15 Were-shape
17 Bleeding Crit
I'll continue this later as I have to go to class soon, but basically he is a god of nature and of magic and is representative of the dual nature of humanity, the instinctual naked ape and the refined knowledge seeker (I'll work on it more). His relic would be a wooden staff made of rowan, carved with the shapes of all manner of creatures. The wielder would be able to use to change his own shape and use some natural magic.
His domains would be Animals, Plants, Freedom, and Knowledge. His mortal favored race are lycanthropes and skinwalkers.

Red Velvet Tiger |

Captain Fremont, no those classes do not, but as I stated above, I will allow partial casters instead of a primary caster component if a 3/4 vote is put forth. As for item creation, that will be fine, though I will advise you: salient divine abilities will be available to instantly craft magic items and even living creatures, so those feats may be better spent elsewhere. And considering artifacts will be in play later, magic item creation is really only good for the 3 levels you are mortal-ish.

Captain Fremont |

However, it would make a lot of sense for a deity of crafting and knowledge to have a background in such.
Could I inquire into where the rules for the divine play will come from? D&D? Your creation? Mythic rules?
I have a few ideas floating around in my head right now, but I'm not sure which I will go with yet.

Red Velvet Tiger |

Divine play will be my own rules, cobbled together from 3.X Deities and Demigods, Little Red Goblin Games' Legendary Levels, and a few other sources. Suffice it to say, you will be playing as an avatar of yourself, because running a full-on god could be rather. You will still have access to your divine powers, you just will not be nigh-invincible.
We will be using Mythic rules, legendary levels (Levels 21-30), and a divine system which I will list either later today or tomorrow. If you remember the 3.X Deities and Demigods book, you will have a fair idea on how divinity will work.
ALSO EVERYONE, ADD 3 MYTHIC RANKS TO YOUR CHARACTERS!
Forgot to mention that last bit! >_<

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Still working on full submission, but so far:
(Priest is 3rd party-Adamant Games)
Ythir, the LN Priest 3/Monk 14(Weapon Adept/Master of Many Styles)
|Str 14|Dex 14|Con 12|Int 14|Wis 14|Cha 10|
HP: 8 + 3d6 + 13d8 + 14 ⇒ 8 + (4, 1, 1) + (1, 6, 8, 5, 2, 5, 3, 6, 7, 4, 8, 3, 5) + 14 = 91
Titles may include:
The Balanced Edge
The Reaping Wind
Watcher of Axis
He who quietly contemplates nothing
Seeker of the Lost One
The Monk of Many Hats
The idea I have in mind would use the Weapon Adept's replacement for Perfect Self. Styles would likely be Panther, Snake, Snapping Turtle, and Kirin.
Outside of mechanics, he'd be an eccentric siangham-wielding monk experiencing the many wonders of existence to become perfectly adaptable to them. He once was a warrior/scholar in a small priesthood dedicated to a god many thought dead. Seeing his brothers as sedentary, he struck out into the world to find the lost god for himself.
Favored servitors are Aeon-types.
I'd vote a no on the partial casters, but only to avoid gods with magic abilities of a level one bard, paladin, or magus.

Red Velvet Tiger |

I was thinking of something cool. If your characters are in a bind you may choose to channel your power directly through you avatar. Doing so utterly destroys it such that you have to wait the full cycle for it to reform, but doing so basically turns you into your true god form, enabling you to accomplish nearly anything pertaining to your domains. If you are a god of death, for example, you could turn into your god form and slay a city of regular mortals or severely wound an enemy god. If you have ever played Scion: God, you can get an idea of how this would work. Thoughts?
EDIT: The transformation would be only as long as it took to accomplish something. In the above example, it would last for one round, whereas if you were a god of protection, you could guard a nearby city against all harm with your power until a threat was over.

Red Velvet Tiger |

Recapping listed ideas
MonkeyGod- Ice King Petrikov
TarkXT- Oracle/Warpriest (Machine god, war god?)
Kios- Ythir the Reaping Wind
Nidoran Duran- Bard/Rogue or Sorceror (Trickster god?)
Gniel- The Savage Sage
Billybrainpan- Druid/Barbarian (Savage wilds god?)
Darien Cedric Espoir- Three ideas
And just so everyone knows, this is a GESTALT campaign. If you do not know what that is, post and I will explain.

Jazzai Moonbreaker |

I know she will be rogue/??? I haven't chosen a full caster option. When I get home I will contact you about race idea and such and look at doing crunch. I posted the mentality in the other thread. I can post it here later.

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I'm sorry, I didn't really remember what gestalt was when I posted before. Looking more into it as I get into more specific information.
For others who may not know, d20 gestalt rules can be found here
So updates to mine would be a 17th level Human Priest/Monk with stats after race / levels:
|Str 16|Dex 14|Con 12|Int 16|Wis 16|Cha 10|HP 153|
With maxed HP, multiplying damage might be a good idea.

Aldrah Furyblood |

Nah, I'd have way too many ideas to run through, and the only thing I can think is that she'd use either a bow or a glaive of some sort, entirely too many ideas, and I'm not super-amazing at doing these things. That, and I'd totally use the veranalia monster, but there's no levelling chart for it, so bleh. :c

Aldrah Furyblood |

Attropos |

Dotting! Thinking of making an Wizard/Sorcerer (Eldritch Knight)..... oh the horror, the horror!
I'm thinking a Aasimar Serpentine Sorc, possibly crossblooded. He would be a god of trickery and magic, possibly called the Fanged Lord.
So many options! When should I have my character in by? Also, what is your ruling on Aasimars and martial weapon proficency (ie, do they have it because they are outsiders)?
Multiplying damage may not be such a good idea. The hit point damage a dedicated damage dealer can put out already far outpaces the current HP.

CKorfmann |

I have a few questions for clarification.
1. How many levels of full caster are required? Does it need to be one whole side of your gestalt build, or just a minimum number of levels? I ask because I have an idea for a Zen Archer full on one side and a dip fest on the other.
2. Is the 30 point buy for your character at 1st level, or 17th?
3. Are we building this character with Mythic tiers from the start also, or do they come later?

Red Velvet Tiger |

Darien, yes, templates may be taken in place of levels. Some of the ones in Rite Publishing's free e-zine are quite cool.
Gniel, templates would be one a 1 level = 1 CR ratio.
Aldrah, the monster you speak of is a CR20. We could scale it down a bit, if that is what you want as your option.
Attropos, deadline for the concept is 7 days, and if you are selected, 3 days after that for the complete character. Also, Aasimar do not start out with racial weapon profeciency. If you make a case for it, I may allow it. Go ahead and make your case.
Ckorfmann, 1. So far it looks like the consensus is allowing partial caster classes as part of the gestalt as opposed to requiring full. I would prefer the caster be at least 1/2 of a piece of the gestalt, because at high levels, spells are almost a necessity. If you only take a partial approach though, you will need a salient divine ability slot dedicated to bestowing spells upon your followers (All 9 levels. How odd is when a high priest has a better spell list than their god? O_O). 2. 30 point buy at first level. 3. You will have gained a Mythic rank at 5th, 10th, and 15th level, for record-keeping purposes.
MonkeyGod, I actually do not have either of those! T_T
If anyone is not familiar with Mythic rules, I can help or possibly someone here on the thread can.

Nidoran Duran |

Okay, so this is what I have so far for Faerdorcha "Freddy" Maercair, Human Bard/Rogue. His Mythic Role is Trickster, and seeks to ascend as a god of trickery and music. He's Chaotic Good, so more of a benevolent trickster than your Lokis and Sheogoraths, and values cleverness and wits over brawn.
For playstyle, his focus is on being an indirect nuisance. Support spells and debuffs over damage spells, using his performances for party buffs, a high Charisma for things that can actually be talked down at that level, and when he does have to hit something, trying his best to do things like go invisible or blind his opponents so he can drop about twenty sneak attacks in their lap.
Portfolio:
Illusion: As a god of trickery, those who cast false images earn his approval.
Music: As a musician, there is no facet he concerns himself with more than song, and to a lesser degree art on the whole.
Stories: Because no bard worth his salt has no tales to tell.
Theives: As one whose tongue is fast and whose figers are faster, Faerdorcha sometimes shines down on those who steal. As a Chaotic Good god, it refers specifically to thieves who steal to subvert unjust authority or to help others, rather than the selfish and those who hurts innocents.
Domains:
Chaos: To represent the recklessness and self-amusement inherent in being a trickster god.
Glory: The job of a musician is not only to entertain, but to inspire their allies to greatness. (Also, the first domain ability for Glory is a bonus to Charisma checks and that fits him a little too well not to.)
Song: (Pending approval, as it is a third party domain): Even Faerdorcha's clerics have a bardic streak.
Knowledge: As a bard, he is knowledgeable, and fancies himself an artist first but a scholar second.
Trickery: A little obvious why.
Titles:
The Wandering Song: After ascending, his avatar still roams the mortal world when it can, playing in dingy taverns with the same aimless wanderlust he had in life.
The Unwatched Hand: Referring to his schemes; captivating people into watching one hand while the other swipes a purse or draws a dagger.
He of Rapier Wit: Completely self-indulgent pun he probably encouraged himself as a lame joke.
Faerdorcha's favored weapon is the Rapier, signifying agility and cleverness. As whimsical, chaotic good Outsiders who adore the arts, Faerdorcha's preferred servitors are the fey-like Azata.
His realm is on the Plane of Good. Full of Azata and Fey, it is a realm of revelry and the arts. In the middle of a massive, every-shifting labyrinth full of threats both real and illusory, sits a massive tavern. In this tavern, there is drink and endless entertainment, a parade of performers from all planes who may play for Faerdorcha and his audience. He often calls beings of the material plane into his domain, especially patrons or performers of the highest caliber whom he wishes to reward for their love of the arts. Archivists and historians also sometimes grace his presence, as he sees the pursuit of knowledge to being a way to deepen and strengthen art. Anybody on his plane with his invitation emerges through the massive front door of the endless feast, but any who seek him harm and enter without his blessing begin at the entrance to his perilous, chaotic maze.
Freddy embodies daat. To him, art and academics are not seperate and opposed schools, but in fact deeply intertwined. History is where the stories he tells lie, and without it there is no context. Bards are just as much about knowledge as they are about performance.
In addition to the linked third party domain, I'm wondering how you'd feel about the Somatic Weapon feat. I'm considering going for Two Weapon Fighting, but if he can't cast spells then I'd have to go back to the drawing board on it.
As for the why, I like building characters who are more skill monkey and use a little more outside-of-the-box thinking. While they are great at low level and I've played that role in the first five or so levels of the game plenty of times, I've yet to play such a character at high level, and I'm interested to see how it would go. As for what I bring, that's in the playstyle paragraph above. I definitely intend to facilitate group cohesion because as a support character he'd be kind of screwed if his allies decided they were better off without him.
I don't have the character's background written up, but that's because I'd like to write it in a way that logically transitions into his godhood, and if there's any problems or issues you have the god fluff I'd rather correct them before writing up the jusitifications for them. Also, no artifact idea yet, but that's because I'm not sure what to give him. A rapier seems fitting object-wise, but style-wise I'm not sure.
Schoolwork? What's schoolwork?

Aldrah Furyblood |

Isn't there an entry on the SRD about Mythic?
And yes, I'd love to use the Veranallia. I don't care about it's CR, it's the actual concept of the creature I enjoy, given that it effectively represents natural progression for plants throughout the seasons, and it's just awesome to boot. The problem is that it still leaves all the other things to do, and to be perfectly honest, the furthest I've ever gotten in a campaign is level 14, before the DM had to call it quits.
Mythic Heroes

Vincent Fleming |

Hmm...other thought I had, would be a Cleric/Sorc. That might be interesting. Consider that what I would be going for at the moment.
Stats would be as Follows
Div Spawn Tiefling
Str 10
Dex 16
Con 10
Int 10
Wis 20 (3 from Level Adjustments)
Cha 20 (1 from Level Adjustments)
As a future Deity of possible clerics, would I get a Deity weapon to give my follows as a freebie...IE a freebie for me too?

Red Velvet Tiger |

Submissions looking good so far everyone!
I am also letting you have nearly free reign designing your avatar/true god form's appearances. You could, for example, have a massive halo of golden metal wings that slowly swayed as if in an unseen breeze, have eyes that glow like miniature stars, have hands and feet that perpetually dripped blood, be made out of ice that holds in a fiery molten lava, have a body made out of 'solid' darkness, or even appear as a humanoid shaped cloud of glowing runes surrounded by an almost inperceptable choir singing your hymns. Be creative! You cannot be larger or smaller than your base form, though if you have an ability that alters your size, that's unchanged.
Aldrah, that's unfortunate, but feel free to dot later and watch!
Darien, are you going to be LN and be served by the Inevitables? I also have a supplement bestiary with creatures called Metal Angels, which are very cool. And yes, that is fine, though I am curious as to why just the advanced template?
Vincent, yes I will house rule that but you do not gain the profeciency until you attain god hood at level 20.
And I have officially ruled on the magic using requirement as you must only take 1/2 of one part of the gestalt as at least a partial caster (As in you can cast spells at all!).

Gniel |

I'm going to switch concepts. This one will be a universalist wizard/sage sorceror. A master of magic and knowledge without equal.
8/22/18/38/18/8
Elf Sage
HP 187
AC 21 T 16 FF 18
F 13 R 15 W 20
Init +3
SR 18
Class Features: Hand of the Apprentice, Metamagic Mastery, Arcane Bond (Staff), Arcane Bolt (1d4+8), Metamagic Adept, New Arcana, School Power (Evocation)
Race Features: Elven Immunities, Elven Magic, Keen Senses, Lowlight, Arcane Focus
Feats
1 Extend
3 Empower
5 Intensified
5 Fast Study
7 Maximize
7 Improved Counterspell
9 Spell Penetration
10 Quicken
11 Split Slot
13 Selective Spell
13 Iron Will
15 Staff Like Wand
15 G Spell Penetration
17 Widen Spell
Spells will be done upon selection (Way too much to go through if I am not)
Equipment:
Robe of the Archmagi (Grey) (75,000)
Staff of Power (made by char) (117,500)
+5 tome of Int (137,500)
+6 Headband of Mental Prowess (int and wis) (90,000)
+6 Belt of Physical Might (Dex and Con) (90,000)
Bag of Holding, Type IV (10,000)
Wand of Cure Critical Wounds (21,000)
Wand of Restoration (21,000)
38,000gp in other gear.
I'll do backstory and fluff later.