Echoes of the Sephira

Game Master Red Velvet Tiger

Epic heroes chosen by fate stumble across an ancient secret and unknowingly become gods. Their actions will determine the destiny of the multiverse itself.


501 to 550 of 644 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Just making sure, but is the story feat a bonus or not? Want to make sure. Don't mind taking one, but I probably need all my feats for other stuff..


Completed or not is fine with me, though I'm altering my background currently on an assumption of incomplete - I'm curious to see how it resolves with RVT building story around it :).


Im ok with cyrus idea on the story feat.
I feel that if we were to try and do an extra mini-story before the main one and try and talor it to everyone seperatly, we would end up with some done swiftly and some taking a long time.
How about telling the story in a past prespective? As we adventure or whatever, that story gets built up during the down time.
As it is now, i think Pyroclasm is passible, tho i will post his final concept tomorrow (crunch not finished).
Right now im working on the Kommandar :)
Oh, btw is it ok if i take the leadership feat for the Kommandar? He is turning out to be a great general and his followers would be his own private army. Game terms, he might have his chohort around, if that. Its almost entirely fluff reasons :)


Updated background to match my chosen story feat, Forgotten Past.

Also added a section to my profile labelled connections - specifically with possible tie ins to Camiel, Tenro, and Trazzle. (If any of those three have input or want to say yea/nay for what I've written feel free of course - I just figured at a little past midnight you wouldn't be around to converse with in this regard :).

Also looking for connections with others. Couldn't think of anything for Hanuphuh, Pryoclasm, or Naga Is'dur - or others in the thread that I've lost track of what page of the thread has character details for you.


Ok, here it is chaps: EVERYONE CAN PICK A STORY FEAT FOR FREE, WHICH WILL BE INTERWOVEN INTO THE MAIN CAMPAIGN!


Damnit it Gobo, I NEEDZ The Pyroclasm!!


Inyazi: cool tie in. I haven't picked a name, and by the way Elder Brains work, they don't appear to have names as they begin life as a conglomerate of brains that gain sentience as one giant entity.


THOON IS THOON! ^_^


oh yeah RVT i sorta explained his take on Thoon, although you can obviously change it if you want. i didnt imagine it to be a part of the spotlight of the campaign at all, so i figured i would just keep it in the background and use it as an excuse for any erratic behavior.


Working on a 'Master Maker' who will be an Aberrant Aegis/Transmuter Wizard. I've likely abused item creation feats incredibly but oh well. His signature spell is going to be Telekinesis when he is not showing off the disturbing craftsmanship of his greatsword.


@ Ptolmaeus: might i suggest you take a gander at the Metamorph prestige class


A fun PrC but I'm rather fond of my current build.


Haha Petrikov :)
I hear ya, its just that i. cant. resist. goblin. TANKER!

And again, would the leadership feat be ok? Even if the majority of it is just regaled to background stuff?
Btw i built up quite a cool couple plots of land (that are completely infested with goblins...) that i figure you would find interesting :) it details a brief history of the goblins attempting to overtake the galaxy (they have managed 1 continent and 1 district so far). Ill send you them via pm here probably tomorrow.


Sorry. I'm in europe for the next week with limited posting availability. Sorry!

Also one of my guys titles is the master maker :p uh oh. Lol.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Aren The Blind Healer:

The above character creation used in making the character.
Cleric Merciful Healer/Witch

Race: Human

2. Details about your character's divine portfolio, domains, favored race of servitor Outsiders, ect.

Good, Healing, Community, Protection, Renewal

3. Three deific titles. You will be playing deities, the least you can do is come up with some epic titles!
- The Humble Healer
- Blind Healer
- The Woman in White

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.

A staff of healing, made out of a plain white wood. Healing abilities and maybe even intelligent.

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!)?

A realm of healing and peace. It would be a beautiful place where pain and suffering are washed away and you are healed inside and out. It is a humble place.

6. BACKGROUND! I would rather have a party of people with sucktastic crunch and awesome fluff, than a party with the inverse.

A gentle soul that heals anyone in need. Even those that are evil for she cannot abide by suffering. Any who come to her for healing are given it and she doesn't accept coin or payment. She merely asks you pass on her kindness. Those that talk to her often find themselves filled with hope and a sense of peace. She believes in redemption but does not force it upon people. She is protective of her patients and when traveling with adventuring parties she knows death will be a part of it. She will ask for a chance to talk to the creatures/people to give her a chance to sway them to good. Many have tried to fool her into believing they were good to sneak away only to find she can see into their hearts and points it out.

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.

Chesed: Kindness and Compassion is what she teaches

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!).

I personally LOVE playing healers and gentle folk. She works well with any party due to being a healer. She would ask, if the chance available to try to sway evil to good but understands there is a need to protect one’s self.

Maya The Silent Hunter:

1. The above character creation used in making the character.
Rogue/Ranger Infiltrator or Rogue/(Wizard/witch) Arcane archer, one of these two.

2. Details about your character's divine portfolio, domains, favored race of servitor Outsiders, ect.

Trickery, War(Tactics specifically) Travel, Retribution, Law(Judgment Specifically)

3. Three deific titles. You will be playing deities, the least you can do is come up with some epic titles!
- The Shadow Stalker
- Silent Hunter
- Curse (by her enemies)

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.

Her most treasured possession is a family heirloom. It was said to have been carved from the heart of the first tree and only those of pure intentions could wield it. It was passed down for many generations and she used it always. Even when better bows were gifted or found, she refused to use any others. During a great battle her bow was broken and its magic lost. Even then she repaired it by hand refusing to use make whole magic to heal the bow believing it deserved the respect of being repaired by one whose life it had saved many times. It took her years to repair it, questing to find the right pieces and to grow it once again using the old ways. To this day she still carries it and uses it.

The abilities she prizes, is the ability to transform her arrows into what can pierce the hide of the creature she is hunting.
Many believe the bow gives greater distance to any shot and enables the bearer to shoot any target illuminating them so they may not hide from sight. (ideas are 3.5 transformative for ranged, heartseeker, and limning basic ideas)

Also if this weapon starts out not magical I am fine with that ^.^ She is that dedicated to using it.

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!)?

Hers is a wild realm and while seeming untamed and dangerous it also provides everything you need to survive. It tests your skills, challenges you and makes you learn about prey and predator. It also judges your character and challenges conception of views about people. A hasty judgment in killing something you perceive to be evil because of race and not actions ends with harsh lessons from her.

6. BACKGROUND! I would rather have a party of people with sucktastic crunch and awesome fluff, than a party with the inverse.

Her parents were magic users. Good people that believed in healing people and helping. Royalty from where they came from then forsake their pasts and their kingdoms to live a simple life away from the rigors of the realm when they learned they were going to have twins. A truly blessed event for elves of their kind. But the people from the village they moved near didn’t trust them for how they looked and were quick to blame them when an epidemic spread. One day she and her twin sister were out playing in the woods when the villagers came and attacked. They claimed their parents were evil witches and warlocks and burned them at the stake. Little did they know they also burned the two people who had found the cause of the outbreak and a way to cure the blight. When the girls returned they found the corpses of their parents and swore vengeance that day upon the town. They haunted the town seeking those that lead the burning of their parents. They searched for many years for the cause of their parents deaths. The town believed it had come under the witch’s curse. They saw shadowy figures of the woman they had burned though their windows at night. All manner of bad omen was attributed to them seeking the answers and haunting the town in their anger. Then one night, they found what they were looking for. The old priest, who had led the mob, admitted to stirring up the people because he was losing his flock to “heathens” and he would purge anyone who didn’t follow his “gods” laws. This so enraged the girls that one grabbed a nearby oil lamp and threw it at the man lighting him on fire. She, raised her bow and shot him. While he burned they both watched until her sister left. When the village came to the burning building and saw her standing there they gasped. Before anything could be said she walked to the burnt corpse of the priest and pulled out her arrow holding it up to the crowd. “This is the vengeance we seek. He was guilty of crimes against my family, this town, and even his own god. We will leave now.” She left them standing their mutely. Everyone thought it strange that despite the priest being burned to a crisp, the church had been unharmed. It was taken as a sign they had been led astray and they renewed their worship back to the proper ways. Thus, started the twins path on seeking vengeance for people. At first, they were young and naïve but they eventually learned not all vengeance is just and it is a razor’s edge to tread. With many difficult years they sided with good and became hunters of evil. Delivering vengeance upon those that would harm the innocent.

They learned that just because you believe someone is evil doesn’t mean they are. They found many shining beacons of light that were judged wrongly and persecuted for perceptions just like their parents.
And sometimes evil is hiding behind the face of light waiting to strike.

They spent time as pirates, mercenaries, traveling and moving looking for the next cause that could use their expertise. The same battle that her bow was broken, she also lost her twin sister. She sacrificed her life force to defeat a great evil. To this day she carries the broken slivers of the staff she had carried. The only thing that had remained of her sister that day was those two pieces. Though she continues on there is a part of her that always mourns for her lost twin.

HER WORDS

In every story it talks about fighters suiting up for a big battle and how their armor gleamed or glowed. A breastplate that reflected the sun’s light, a shield bearing their symbol that was as strong as the earth, hard boots that the mere sound of their approach put fear in the heart of evil. I was always enamored of those scenes as the bards would tell them. Everyone always envisioned the good guy being a knight or companion of a knight as this man or woman in gleaming armor. A hero is someone who stands on the field fighting and defeating the bad guy with honor.
Well, I guess that means I will never be a hero. I do suit up before my battles, but my armor is anything but shiny. It is a dark brown that is almost a red black that does anything but shine. Light seems to be absorbed when you look at it. I put on soft boots that soften my foot falls and gloves that only expose three fingers to the air. I don’t go strolling onto a battlefield where I can be seen or have a shield to help protect me. That would only hinder what I am good at. See, I am never considered a hero but evil still trembles at the thought of me being called. I am never seen, and I am never heard but my strikes are true. My symbol is one thing, always found in the body of the guilty when they are found. A single black arrow with silver fletching marking the fact someone called vengeance down on this man or woman for their evil deeds.
I have learned that to truly defeat evil, you can’t always meet it head on. You have to know it inside and out. Walk the path it does and then master that path so you may better hunt it. So, while many true heroes conquer evil, so will I, in my own way. Only known as the Silent Hunter, Curse, Shadow Stalker, I continue to hunt and deliver just vengeance to those that come to my attention.

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.
Not sure which

I think though Malkuth (Rulership of one’s self and surroundings is what a hunter must do, Netzach, her never giving up on her cause and how she pushes through walking that razor’s edge of a hunter vs an evil killer.

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!).

I have wanted to play a character like this for some time. Someone focused on hunting that wasn’t just nature oriented. Someone that was good but not the shining example that everyone perceives. She is a hunter of evil but doesn’t just murder people because they are. She will happily work with evil people because sometimes it must be done for the greater good. And just because someone is evil, doesn’t mean they deserve to die.

Will facilitate group cohesion as all she has known is how to work in a team. You don’t get far walking solo in the world even if you are one of the best. And as someone who walks the line she understands to defeat your enemy you must know them like a brother or sister.


All right, I'm pretty sure this is the last day for submissions, so here's the more completed version! I'm PRETTY sure I got all the math right...

Some notes...

Points: Starting from 8. +10 each to the mental skills (8/8/8/18/18/18). +2 Charisma (Racial), +4 Charisma (Levels), +2 Charisma (Mythic), and +6 each (Equipment).

Powers and Abilities: I've marked a number of Camiel's abilities as either Day Only or Night Only. This is a reflection of the way that she swings between Purity during the day and Lust at night, and while I *officially* have access to all of those powers at all times, I'm going to pretend that I don't for the sake of fluff (and fun). This is mostly centered on Feats, Spells, and Domain Abilities.

Main Crunch:
Camiel

Appearance

Female Human Clever Godling 17 / Eldritch Godling 17
NG Medium humanoid (human)
Init +9, Perception +31, Senses darkvision 60

Defense
AC 30 [Circ: 41] , 17 (Touch) [Circ: 28], 28 (FF) [Circ: 39] (+8 Armor, +2 Dexterity, +5 Natural, +5 Deflection, +11 Circumstance vs. Intelligent that can see Camiel)
HP 182 (17d8 + 34 + 12 Mythic)
Fort +22, Reflex +26, Will +26; +6 during Day, +2 vs. Charm/Compulsion
Defensive Abilities hard to kill, Immune aging, blinded, confused, deafened, exhausted, fatigued

Offense
Speed 30 ft
Special Attacks Dazing Touch, Dispelling Touch, Divine Weapon, Mythic Power (11/day, surge +1d6), Primordial Magic, Retribution, Rupture Magic, Spell Reaver

Oracle/Godling Spells Known (CL 17th; concentration +28)
8th (3/day) - Euphoric Tranquility (Night), Demand (Night), Mind Blank (Day), Mists of Ecstasy (Night)
7th (5/day) - Insanity (Night), Regenerate, Repulsion (Day), Sign from the Heavens, Waves of Ecstasy (Night)
6th (7/day) - Antilife Shell, Antimagic Field (Day), Geas/Quest (Night), Heal, Joyful Rapture (Night)
5th (7/day) - Atonement (Day), Charm Monster (Night), Cleanse (Day), Command (Greater), Hallow (Day), True Seeing
4th (7/day) - Blessing of Fervor, Confusion (Night), Mythic Severance, Spell Immunity (Day), Summon Monster IV, Zone of Parley (Day)
3rd (8/day) - Bestow Major Curse, Ecstasy (Night), Euphoria (Night), Protection from Energy (Day), Remove Blindness/Deafness (Day), Suggestion (Night)
2nd (8/day) - Calm Emotions, Compassionate Ally, Pilfering Hand, Restoration (Lesser), Shield Other (Day), Touch of Idiocy (Night)
1st (8/day) - Ant Haul, Charm Person (Night), Haze of Dreams (Night), Obscuring Mist, Protection from Chaos/Evil/Good/Law (Day), Summon Monster I, Tap Inner Beauty
0 (At Will) - Capture Alive, Create Water, Detect Charm, Detect Magic, Discern Health, Low Blow, Resistance, Stabilize, Virtue

Statistics
Str 14, Dex 14, Con 14, Int 24, Wis 24, Cha 32
Base Atk +12/+7/+2, CMB +14, CMD 31
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Eschew Materials, Extra Mythic Power [Mythic], Extra Path Ability [Mythic], Great Fortitude (Day), Improved Great Fortitude (Day), Improved Initiative, Improved Iron Will (Day), Improved Lightning Reflexes (Day), Iron Will (Day), Lightning Reflexes (Day), Lustful (Night), Martial Weapons Proficiency (All), Masochist (Night), Persuasive, Shamed (Story), Shield Proficiency (except Tower), Simple Weapon Proficiency (All), Wanton (Night)
Traits Birthmark, Charming
Skills Acrobatics +6, Appraise +11, Bluff +15 (+16 vs. characters who could be attracted to you), Climb +3, Diplomacy +35 (+36 vs. characters who could be attracted to you), Disguise +15, Escape Artist +6, Fly +6, Handle Animal +15, Heal +11, Intimidate +32, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Knowledge (history) +28, Knowledge (local) +28, Knowledge (planes) +28, Knowledge (religion) +31, Perception +31, Perform (dance) +31, Ride +15, Sense Motive +25, Sleight of Hand +15, Spellcraft +31, Stealth +10, Use Magic Device +20
Circumstantial +8 Diplomacy (Legendary Beauty I), +1 All (Shamed), +1 Bluff/Diplomacy (Charming)
Racial Modifiers +2 Charisma
Languages Aklo, Celestial, Common, Draconic, Dreamspeak,
SQ Amazing Initiative, Anything to Please, Binding Ties, By Will Alone, Counter Power, Defiant Magic, Display of Charisma, Divine Vessel, Eschew Materials, Faith's Reach, Force of Personality, Holy Lance, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Inspired Spell, Legendary Beauty I-IV, Lustful, Masochist, Mental Avatar, Paramortal I-IV, Primordial Magic, Purity Domain, Recuperation, Resistant Touch, Retribution, Sigil-Marked, Spellcasting Attribute Modifier, Swift Casting, Touch of Good, Unity, Wanton
Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection +6, Bracers of Armor +8, Headband of Mental Superiority +6 (Knowledge History, Local, Planes), Pauldrons of Unflinching Fortitude +5/+6, Ring of Protection +5

Special Abilities
Amazing Initiative (1/round) (Ex): As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect. (Night Only)
Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your Godling level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Birthmark: +2 save vs. charm & compulsion.
By Will Alone (Su): Once per day, the godling can cast a spell without fulfilling any of its components. The spell requires no somatic, verbal, or material components. Even spells with expensive foci or material components can be cast without such materials by using this ability. The godling may select this ascendancy more than once. Each time it is selected, the godling may cast a spell with no components one additional time per day.
Charming: +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Counter Power (Su): A godling with this talent can counter the powers of other powerful beings, for a time. The godling can target one extraordinary or supernatural ability of a target. The godling must either make a DC 20 Knowledge check (of a Knowledge skill appropriate to having detailed information about the creature involved) to be aware of the target’s abilities, or have seen the creature use the targeted ability. Only a single ability can be targeted with a use of this talent and spellcasting abilities cannot be affected. A godling may use this ability once per day at 11th–15th levels, and twice per day at 16th–20th levels. A clever godling using this power makes a ranged touch attack as a standard action. (This attack may be as simple as throwing a rock, but may also be ranged powers gained through lineage domains, ranged weapons, and spells with ranged attack rolls all qualify.) On a successful hit, the target must make a Will save (DC 10 + clever godling’s level + clever godling’s Wisdom modifier) or lose use of the selected ability for 1 round per 2 godling levels. If the attack misses, the godling still expends one of his daily uses of this talent.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your Godling level are unaffected. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (Night Only)
Defiant Magic (Ex): Because the spell like and supernatural powers of godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, they can be much harder to dispel or suppress. The godling is considered to have special spell resistance that applies only against dispel and anitmagic effects. The value of the SR is 10 + the godling’s level. This special SR applies only to antimagic and dispel affects, though it applies to such effects even if they normally ignore SR. When spell-like and supernatural abilities used by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s ability. A caster level check must be made for each spell-like or supernatural ability when it first encounters the antimagic field (including when a godling in an antimagic field attempts to use such an ability). If the caster level check does not exceed the godling’s SR, the spell-like or supernatural ability works normally in the antimagic area. Similarly, when a dispel magic, greater dispel magic, remove curse, or similar magic is used against a spell-like or supernatural ability, the dispelling effect must overcome the godling’s special SR in order to have any chance to dispel or remove the supernatural or spell-like effect. This SR also applies to any similar effect that does not work against gods and artifacts.
Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four Godling levels beyond 8th.
Display of Charisma (Su): As a free action, use 1 power for +20 to a Cha skill or check.
Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Divine Weapon (Su): You have developed a supernatural weapon of pure immortal power. Summoning the weapon is a free action, and it is permanent until you dispel it (a swift action) or it leaves you hand (causing it to dissipate at the end of your turn). You may wield the weapon as any weapon with which you are proficient. It deals 4d6 base damage if used as a 2-handed weapon, 3d6 damage if used as a 1-handed, thrown, or ranged weapon, and 2d6 if used as a light weapon. The weapon deals energy damage of a type chosen when you select this talent (acid, cold, electricity, fire, or sonic). The appearance of the weapon reveals the energy type it does (a javelin that does electricity appears to be a lightning bolt, a sword that does fire damage appears to be a column of pure flame, and so on). [Element Chosen: Electricity]
Eschew Materials: Cast spells without materials, if component cost is 1 gp or less.
Faith's Reach (Su): Your touch divine spells have a range of 30 ft.
Force of Personality (Su): Your deific heritage manifests in the form of an amazingly strong presence, which allows you to accomplish things through sheer ego rather than physical ability or natural talent. This presence also powers a barrier of divine defense which helps protect you from harm. You may add your Cha mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Cha mod for Fort saves, your Dex mod with your Cha mod for Ref saves, and your Wis mod with your Cha mod for Will saves). You may also use your Charisma modifier rather than the normal ability modifier for three skills of your choice. Once these skills have been selected, the choice cannot be changed. You cannot take this talent if you already have the force of brawn or force of intellect talents. (Skills Chosen: Knowledge - Religion, Perception, Spellcraft)
Hard to Kill (Ex): Automatically stabilize when dying, and only die at neg Con x 2.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your Godling level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Improved Great Fortitude (1/day): Can re-roll a Fort save, but must take the second result. (Day Only)
Improved Iron Will (1/day): Can re-roll a Will save, but must take the second result. (Day Only)
Improved Lightning Reflexes (1/day): Can re-roll a Ref save, but must take the second result. (Day Only)
Inspired Spell (Su): Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Legendary Beauty I (Ex): Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).
Legendary Beauty II (Ex): The godling’s presence lifts spirits and inspires artists. Creatures within 60 feet of the godling that can hear or see him gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier.
Legendary Beauty III (Su): The godling can focus his resplendent appearance on a single creature, and overwhelm it with his divine demeanor. This counts as a charm monster spell, using the godling’s level as the caster level and with a saving throw of (10 +1/2 level + Con or Cha modifier – whichever is higher). He may use this ability once per day, but may never have more than one creature under the thrall of his beauty at a time. If he focuses his immortal magnificence on a new creature to charm it while a previous charm from this divine trait is still in effect, the previous charm immediately ends.
Legendary Beauty IV (Su): The godling’s loveliness is so great, creatures are loathe to harm him and risk marring his appearance even if they hate him. The godling may add his Constitution or Charisma modifier (whichever is higher) as a bonus to his armor class and saving throws against attacks and effects made by creatures with an Intelligence score who can see him. This has no effect on attacks and effects from mindless sources (such as traps and constructs) or foes who cannot see the godling.
Lustful: You can use your sex appeal to relate to any creature with an Int of 2 or higher, allowing you to make Diplomacy checks to change a creature’s attitude without being able to share a language with it. If you reject an amorous advance from a creature you have used this ability to improve the attitude of, its attitude reverts to its original level. Additionally, for four hours after slating your desire for physical affection you are inspired by the gratification you receive from such encounters. You receive a +1 morale bonus to one of the following (selected at the time you end your encounter): ability and skill checks tied to Dexterity, Constitution, or Charisma (your choice); caster level; or weapon damage. You can only have one bonus from Lustful in effect at a time, and if you use the ability again before an old bonus fades, the original bonus immediately ends. (Night Only)
Masochist: When a critical hit is scored against you, you take damage while grappled, pinned, or helpless, or are affected by a pain effect (such as pain strike and symbol of pain, or anything else considered a pain effect for the delay pain spell), you gain a bonus from your Lustful feat. This bonus lasts for 1 round per HD of the creature that hurt or affected you, and is separate from (and stacks with) any normal bonus you might have from Lustful, or other feats that give you access to the bonus from Lustful. Additionally, you gain a +1 bonus to concentration checks and a +1 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running, avoid nonlethal damage from a forced march, to hold your breath, or to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments or to resist damage from suffocation. (Night Only)
Mental Avatar (Ex): The godling may reroll any ability checks or skill checks based on Intelligence, Wisdom or Charisma. The godling may do this once per day, plus once for every five full levels of godling.
Mythic Power (11/day, Surge +1d6): Use this power to perform your mythic abilities.
Paramortal I: The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
Paramortal II: The godling suffers no penalties from the fatigued condition. A godling that is fatigued and gains the condition again becomes exhausted, as normal. The godling gains darkvision out to 60 feet. A godling that already has darkvisions adds 60 feet to her darkvision’s range. The godling ages only 1 year for every 10 years that pass.
Paramortal III: The godling does not need to sleep. If the godling has a class that grants spells that normally require a full night’s sleep, the godling instead regains spells once per day (at a time agreed upon by the player and GM). Preparing spells for the day still requires an hour of meditation. The godling ages only 1 year for every 50 years that pass.
Paramortal IV: The godling is never blinded, confused, deafened, fatigued, or exhausted. The godling does not age, and is immune to magical aging.
Pauldrons of unflinching fortitude +5/+6: Spend 1 power as immediate action to reroll failed Fortitude save.
Primordial Magic (Sp): You can invoke primitive, primal magic effects using the raw, unfiltered magic of the cosmos. You may use any of the effects listed below, fueling each with a spell slot or prepared spell of 1st level or higher. Using this ascendancy is a full-round action.
---Barrier: You create a force effect which is a translucent barrier of energy. The barrier may be up to one 10-foot-square per caster level, and has 20 hp and 1 hardness per spell slot expended. The barrier has a duration of concentration, +1 round for every 3 levels of the spell slot used to create it. The barrier has a maximum range from you of 25 feet +5 feet/2 caster levels. The barrier may form any simple shape (line, arc, circle), but not complex shapes. You may not create a new barrier while a previous barrier exists (you may dismiss a barrier as a standard action).
---Blast: You create a blast of raw energy. This is a ranged touch attack with medium range (100 ft. +10 ft./level). If the target has spell resistance, you must make a caster level check to overcome it. The blast deals 1d4 points of damage per spell slot expended, +1/2 point of damage per caster level. This damage is magic force damage – energy resistances and DR do not apply against it.
---Compel: You force one creature within 10 feet per spell slot expended to do your bidding. The creature receives a Will save (DC = 10 +1/2 caster level + highest ability score) to negate this effect. The creature obeys any orders you give, though if a command violates its alignment or puts it in obvious risk it receives an additional save with a +4 bonus. The effect lasts for 1 round, +1 round for every 3 levels of the spell slot used to fuel this power.
---Portend: You rip raw knowledge from the fabric of the universe. You gain information about a creature, object, or mystery as if you had made a Knowledge check with a total equal to your caster level + (level of spell slot used to fuel this power x4). For example, an 18th level eldritch godling using a 6th level spell slot to fuel this power to gain information about a dragon learns as much as he would from a Knowledge (arcane) skill check with a total of 42 (18 + [6x4]).
---Heal: With a touch you heal one target of 1d8 hit points per level of spell slot used to fuel this spell.
---Translocate: You (and up to one creature touching you per 2 levels of the spell slot used to fuel this power) teleport to a location that is well known to you, or that you can see. The maximum distance you can teleport is dependent on the level of spell slot used to create this effect.
Spell Slot Level - Maximum Teleport Distance
1st - 1 foot per caster level, 2nd - 5 feet per caster level, 3rd - 10 feet per caster level, 4th - 100 feet, +10 feet/caster level, 5th - 100 feet, +25 feet/caster level, 6th - 400 feet, +25 feet/caster level, 7th - 1000 feet/caster level, 8th - 1 mile/caster level, 9th - 10 miles/caster level
Purifying Touch (Su): At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level. (Day Only)
Purity Domain: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. (Currently +4 each, Day Only)
Recuperation (Ex): Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection/Purity domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (Day Only)
Retribution (Su): When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Rupture Magic (Su): When you strike a foe or object with a successful weapon attack, as a swift action you may attempt to break magic effects on the target. This acts as a targeted dispel from a dispel magic spell, except the check is 1d20 + your base attack bonus. You may use this ability a number of times per day equal to your highest ability score modifier (minimum 1/day).
Shamed (Story): Prerequisite: You must have been publicly embarrassed, or must have the Bastard Born background. If the embarrassment didn't cause significant harm to your personal honor or social standing, it does not qualify for the feat prerequisites. The humiliation doesn't need to have been unjustified. Benefit: Being observed drives you to excel. When you're in a conflict that is being observed by others not involved in the conflict, you gain a +1 bonus on attack rolls and skill checks. Goal: You can complete this goal in one of two fashions. First, thwart a chosen foe in a fashion that clearly establishes your superiority to the general public. Second, prove your worth another way, like gaining a title or becoming the chosen hero of a region. Completion Benefit: Your newfound confidence gives you temporary hit points equal to your character level. These temporary hit points last until lost and refresh any time you rest long enough for natural healing to occur, whether or not any healing actually occurs.
Sigil-marked: The godling’s skin is covered in marks, which may be tattoos, brands, birthmarks, or ritual scars. Once per day, the godling may absorb a scroll or potion into her skin, creating a new mark. (If a scroll is absorbed, it may only have spells with a casting time of 1 standard action or less.) The godling may then use the scroll or potion as a standard action at any time in the future, causing the marks that represented them to be erased. Only the godling may be the target of a potion she has absorbed in this way. If the godling could not normally use the scroll, she makes a special Use Magic Device check (against the normal DC to use the scroll), with a bonus of 3 + her godling class level + her spellcasting attribute modifier.
Spellcasting Attribute Modifier (Ex): Camiel casts with Charisma.
Spell Reaver (Su): You can channel your mystic power through a weapon and use it to cut apart the fabric of an incoming spell. You may use this ability to weaken the energy forming a spell that includes you as a target, or that is cast with you in the area. Make an attack roll against an AC of the spell’s caster level +10. If your attack roll succeeds, you reduce the saving throw DC of the spell by 2 or reduce its duration by 50% (your choice). This ability has no effect on spells that don’t allow saving throws or that have a duration greater than 1 round.
Surge (1d6) (Su): Use 1 power to increase any d20 roll by the listed amount.
Swift Casting (Ex): You can rush many of the lengthier elements of casting a spell. You may cast spells with a casting time of 1 full round as a standard action, and spells with a casting time of greater than 1 full round in half the normal casting time.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your Godling level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four Godling levels beyond 8th.
Wanton: You embody the sin of lust. For purposes of Diplomacy checks and enchantment spells, any effort to get you to engage in an amorous encounter (that does not have obviously harmful consequences) is treated as being in the same category as “giving simple advice or directions.” Conversely, your strong aura of sex appeal applies to all races and genders and alters their choices as well. If a creature has you in its power (when you are a prisoner, charmed, helpless, and so on) it must make a Will save (DC 10 +1/2 your level + your Charisma modifier) to take any act that would cause you serious physical harm or place you where the creature cannot visit you daily. You also gain a +5 bonus to Diplomacy checks to request a creature spend time with you in an area it believes to be private (not observed or inhabited by other creatures), may make such requests even against hostile creatures, and may make this request once a day even if previous requests to the same creature have failed. (Night Only)

And here's a reposting of the answers to the original questions! Note that I haven't updated her background - I don't know if Camiel's getting in, nor who else would be getting in if she does, and I'd prefer to help come up with a group backstory once I know who the other characters are. ^^

Original Questions:

Domains: Charm (Love, Lust), Community (Family), Good, Magic (Divine), Protection (Purity)

Servitors: Angels

Titles: The Holy Daughter, The Walking Miracle, The Virgin Lover

Relic: The Staff of Sacred Light - a modified artifact with spells better suited to a divine caster's list. Actually wrote this one up a long time ago, though you did mention not making rules ourselves. XD Sans that, something that could be used to bless others somehow. Like, "kneel before me, so that I may give you a holy blessing to guide you through the darkness that you will soon face".

Divine Realm: The Seven Heavens

Background: Camiel was born with a... rather complicated divine heritage. Frankly, gods are known for doing all kinds of odd things, but in her case, the effect was rather profound - Camiel had inherited more than a little divine power. On one side, she had purity and protection, with an aversion to things that were evil or dark. On the other side... lust. Carnal, screaming desires, and so much raw divine potential that she rarely had to do more than look at people to get them interested. Especially those with weaker wills.

This caused more than a few problems for her. When you start getting into the realm of godly beauty (as she did), people with power start to take notice. Wealthy merchants, noblemen, and people even higher up the ladder began to hear stories about a girl with literally unearthly beauty, and many of them wanted a chance. Part of Camiel would have been all too happy to accept, but unfortunately for them, they kept asking in the day... when her purity was strongest. Somewhat unusually, Camiel's powers were not totally set - they fluctuated with the rising and the setting of the sun, changing her focus and her thoughts, and her pure side wanted nothing to do with the greed of mortals.

Of course, what she wanted didn't matter very much to the kind of people who were trying to woo her, and things were on the cusp of violence when she made her decision. Quite calmly, Camiel announced that she was turning religious and would henceforth be taking certain vows, including one to not get married - and hiding herself in a temple helped to separate her from those who desired her. Without her in direct proximity, they slowly began to drift away. Meanwhile, Camiel was busy starting her own church.

She first met the rest of the group while they were passing through the area - they'd begun to get quite a reputation by now, and her church was always on the lookout for talented help in pacifying the area. After a few small missions, they were tasked with a big one - destroying a remarkably persistent nest of evil not too far away. They succeeded quite admirably, and after some consideration, Camiel decided to join them when they left. Her local church had grown a lot, but it was time to start spreading her creed to other areas as well - a creed of an honest and righteous daily life, with a healthy and very active marriage supporting it. More importantly, she'd finally met people who were better at resisting the charm she literally could not control, and that was more of a relief than many could even begin to imagine...

At heart, Camiel is extremely good. She tends to believe the best of people, and is quite forgiving of failure and flaws as long as people keep trying to succeed. Her particular traits means that she swings the entire spectrum between law and chaos, with an average result that's somewhere in the middle. Of course, that's not to say she's weak in any way... beneath her pretty face lies a lot of divine power, and she's more than ready to put it to good use if she has to.

Sefira: Tiferet

Character Interactions: Darn right. XD Camiel's interactions are actually quite good for groups - she's naturally social, and her tendency towards optimism means that she'd rather help her companions get along. She can be stubborn in her own way (she's used to being treated as the most important person around), but she prefers to resolve things by wit and charm instead of force. Very much a "face" character for the group. Even better, her tendency to swing between Law and Chaos means that she can easily understand people on different sides of debates - she's just as comfortable with crafting geniuses as she is with lords of battle, though she has a strong opposition to actual evil. As she's occasionally pointed out, sometimes "protection" means "stab them before they stab you", and she teaches her faithful accordingly.


Ok I don't have a crunch yet since I just figured out race. Hopefully this is enough to be considered.

Ferun the Savage Storm
Gestalt Druid 17 / Barbarian 13 / animal lord (Mastodon) 4

Race: Savage human Mastodon lord

Savage Human:
I know you said you didn't really like custom races, but this is more like an adaptation of the human race. Basically, Ferun is technically human but he has embraced his primal side to the point where it has changed him. He is more in tune with his physical side as well as his instinctual senses and awareness, but it has also reduced his mentally capacity.

humanoid (Human) 0
large 7
slow speed -1
advanced ability scores (+2 physical, +4 wis, -2 int) 4
linguist 1
skilled 4
flexible bonus feat 4

Divine portfolio: Beasts, savagery, madness, natural disasters, revenge

Domains: Chaos, Animal, Destruction, Madness, and weather.

Favored race of servitor Outsiders: Animal lords and elementals. Probably some monstrous humanoids and animals.

Three deific titles: The Beast King, Prince of Madness, Caller of Storms.

Deific relic: A powerful Greataxe Named "The Tempest of the Beast King" said to give the wielder the powers of Ferun.

Divine realm: The Savage Lands? Some sort of Chaotic Primal jungle type place.

Backround: TarkXT posted our story, but I can post something else it that would be proffered.

Sefira: Yesod.

I want to play this character because the Idea of ascending to godhood through mortal triumphs. I also just thought this would be a cool concept for a god. I am fairly well versed in the rules, and have several years of experience with pathfinder/3.x.


EVERYONE STILL INTERESTED, POST, POST, POST!!! OR SOMEONE COMPILE!


Not the most optimal choice, but I have to choose Glimpse Beyond for Naga. The fluff is too cool heh.


I'll repost Yukio's fluff and her crunch later today when I get a moment. Have most of it typed up, but just not with me atm.


Greetings everyone! Everyone's favorite scarlet feline has, very likely, convinced me to take on another campaign, due to there being an abundance of awesome characters. I will wait until she makes her selections before I select mine, though I may suggest a few players I want. As I had been talking about the idea with RVT for Echoes of the Sephira before she took my idea and ran with it, awesome girl she is, I have a great deal of knowledge about the campaign, so do not worry about a 'pick-up GM'. I will warn everyone, however, that my posting schedule is at times erratic due to college. I may miss posting once or twice a week. Longer absences are rare, but still possible, due to force majeur style events, but should occur only every few months, if even then. Anyone willing to deal with such potential hold-ups, simply post and let me know.


Here's all of Freddy's fluff, edited and compiled to work in the Nemesis feat and a few other small changes.

Backstory:
Faerdorcha's parents were both magical academics, devoting their efforts and abilities toward the furthering of magical knowledge and innovation. As a result, Freddy grew up with a wealth of knowledge and resources at his disposal. Private tutors to foster his innate magical gifts and, when he became an adolescent, he was sent away to one of the most prestigious academies in the land to learn from the best.

But he had little patience for the very fundamental and academic approach that he was taught with. The books, like the ones his parents wrote, were so dry and uninvolved, boiling magic down to a cold and unfeeling form that he had no interest in. When he used a spell, he cast from his heart and soul rather than his mind. It just felt right to him, but they tried to teach it out of him. He knew that the right space for him fell somewhere in the middle, knowing the fundamentals of magic but letting the caster shape and impart themselves upon the spell.

Instead of letting them, he began seeking knowledge in the city, sneaking out during the night where he knew there would be street magicians and self-trained mages who may have more for him. In the process, he found a jovial old haf-elf named Thaliel who spoke his language. Thaliel was a bard who moonlit as a con man. Under his tutelage he learned a style of magic that felt much more natural, marrying knowledge with feeling through magic. Found within song was a magic of its own, both figuratively and literally.

It wasn't as strong as the traditional magic he learned in the tower, but it flowed more naturally, and he learned other useful abilities from Thaliel; how to use weapons, how to pick locks, and how captivate people. More importantly, he taught him to use his magic for more clever and creative things than merely hurling fire. As a musician he could a talent beyond the dull fate of being locked away in a tower writing. He could see the world, earn coin with his voice and with his blade, and when he came of age, he did exactly that. Bidding Thaliel farewell, he graduated from his tutelage at the academy having learned more outside the walls than in it and set out to see the world.

Wanderlust carried Faerdorcha far. He would play in taverns and act as a mercenary to adventuring parties in need of somebody with his skills. As a jack of all trades capable of sneaking, all manner of spells, handling locks, inspiring allies, and stabbing things when they weren't looking, he had many things to offer, and in exchange for a fair share of the treasure would gladly accept any offer that seemed worth his ability. Sometimes he would stay for a while with a group if he took to them and they had enough lucrative goals in mind, but he never let anything get personal.

As he traveled singing the praises of others, his deeds began to stir up stories of his own. A wandering musician who drifted from town to town, tricking creatures larger and tougher than himself into their downfall. What he couldn't beat straight-on, he fooled, and what was too dumb to be fooled he simply struck from beneath a veil of invisiblity.

His greatest achivement was the slaying of the Fey queen Rhiannon, who threatened a small hamlet with the intention of turning it into the beginning of her kingdom on the material plane. As part of a small army sent to reclaim the city, Freddy was paid handsomely for the invaluable ability of his song to strength the resolve and guide the blades of warriors who stood with him. With his Cold Iron Rapier, he ended up delivering the fatal blow to the wicked queen, earning the fear and respect of the Fey who fled with their monarch slain.

Songs that sang his praises began to call his blade the Fairy Feller, but he didn't rest for too long on those laurels, departing once again to travel. He had glory, but the glory didn't fulfill him. What he needed was a tavern he could call home, a place that could click with him for longer than a week before the audience grew bored of his performances and he grew weary of the sight of the same faces in his crowd.

He began associating with the Fey more and more afterwards. Those who took particular interest in the arts and who were subjugated by the cruel queen. It was a connection that led to him taking to the people of the realm more than he would have liked, eventually finding himself drafted into a war between the Seelie and Unseelie Fey. Mortals tied to both sides were called into the fray, including a Goblin he knew somewhat from his time in the realm of the fairies.

With both of his blades cast from Cold Iron, he cut down wicked, evil creatues of the Unseelie with ease, until he found something stronger than he expected. An Erlking who served as the right hand of Queen Rhiannon, turned evil by her promises of power, joined the field to avenge his queen. Its prowess with a blade was greater than the bard's, and it nearly slew him. Only the intervention of other Fey on the battlefield could even repel the deadly creature back.

When the fight ended, Freddy mended his wounds and set back out, now deeply afraid of the angry, twisted Erlking stalking the forests of the planes in search of him.

Personality:
Freddy is a very loud and jovial man, reveling in ale and song. He actively cultivates a vain, unserious persona to be taken as less of a threat. Jokes and sarcasm imply he takes nothing seriously and underestimates his threat, but it's only to lure them into security and leave an opening he can swiftly exploit. He is genuinely as amused by his own cleverness and pranks as he seems, but is more grave when the moment requires it and there is no time for laughter.

He adores the arts, and though he ran away from knowledge, he embraces it as well. To him, the two are not mutually exclusive. Pursuit of his craft is his greatest concern, and despite his wanderlust he wants nothing more than to find somewhere to call his own. "Home" was not right for him, neither was the academy, and he cannot stand to stay in one place for too long, but his greatest wish is to find a tavern or even a city full of taverns that will just click for him.

Deity:

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.
The Jester Prince: Referring to the very strange way his court runs, with him sitting as both lord of his realm and chief entertainer.

Faerdorcha's favored weapon is the Rapier, signifying agility and cleverness. His preferred servitors are the Fey, particularly the good-aligned and those especially concerned with the arts.

His realm is on the Faraenyl, in the ruins of the kingdom of the queen he slew. 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. His relic is the Fairy Feller, the very same Cold Iron Rapier he used to slay the wicked fey queen Rhiannon.


HEEEEEEEEEY PRINCEY!!! XOXO ^_^


Star of the Summer Night, far in yon azure deep,
hide, hide your golden light,
she sleeps, my lady sleeps.

Charis Brightstar


I'm cool with either campaign, although obviously Tark and I should be in the same game.

Scarab Sages

Crunch isn't complete on any of the three yet, but archetypes, classes, and mythic paths are set. In order of creation:

1. Ythir

2. Joey

3.

Theresa:

Character Concept:
Theresa Allenmore, the Human Wizard 11/Rogue 7/Noble Scion 10/Diabolist 6
Portfolio: Revenge, Evil, Sacrifice, Rulership

Domains: Darkness(Loss), Evil(Devil), Law(Tyranny), Nobility(Aristocracy), War(Blood)

Servitor: The Furies (Erinyes Devil), Deimavigga (Apostate Devil)

Titles: The Dark Widow, The Devil's Wife, The Blood Queen.

Sefira: Malkuth

Artifact: The Devil's Crown

Mythic Path: Archmage

Herald: Edward Allenmore, son of the Blood Queen and her Devil husband, ruler of the kingdom of Allensia

Story:
Theresa once lived a peaceful, happy life with her heroic husband. He was a kind man to his neighbors and a vicious warrior on the battlefield. He had some strange ideas about the afterlife, though.
It was for sharing these ideas with others that Theresa's father, the king, sentenced him to death for treason.

The only treasonous one that Theresa saw was her father. She would make him pay, no matter the cost.

She learned dark magics and went to dark places. She committed her soul to the Eleven Hells, summoned devils, and built an army.

Theresa's army stormed the castle and she blew open the king's door with her magics. Revenge would at last be hers! Or so she thought.

The king cried out to his gods and was whisked away by a bright light.

As she sat in her new throne, she smiled cruelly, thinking to herself: If the fool's gods want to help him, then they will pay as well.

For this, the lords of the Eleven Hells rewarded Theresa with a visit from her husband, who had done very well for himself there. He was, as he had secretly been before, an Apostate Devil, spreading his master's will, in this case through his wife.

Her husband brought with him another gift: a crown forged in the fires of the Eleven Hells. Theresa still loved the Devil and bore him a son.

The queen was known most for her sacrificing of slaves and those she deemed traitors, using their blood to summon devilish soldiers and building an army of hellknights.

Queen Allenmore ruled for years, spreading her kingdom and her faith far, eventually leaving the task to her son while she struck out again to find her father.

Group Conduct
Since I usually play neutral or good martial characters, I feel that an evil caster/rogue type that has good reason to work alongside the others might be a fun change of pace.


I'd be happy to play in either game with whichever character best supplements the rest of the pantheon and works well with their stories.


here is the post detailing my submission. Crunch will be done by the deadline.

I am happy to play in whichever game I get selected for.


Actually, I'm going to withdraw. I'm trying to keep track of too many things.


Inyazi checking in. All the details in the profile, still subject to further adjustment once it is known who is making up the actual group.

Good luck to everyone.


Checking in as well. Latest details in profile. Very happy for Kezra Tern to be considered for either campaign.

TSP, thanks for stepping up.


I will be working on the Ice King throughout the day, altering him based on the new race, and taking him down three levels.

Since RVT asked, I also plan to include some stuff of his time on Earth, before entering the planar arena.


Dotting for interest. Hope I am not to late. Will try to have something up tomorrow. ;)


Here's my idea for a character.
Witch (Scarred Witch Doctor)/Barbarian

Crunkrog:

Race: Orc

2. Details about your character's divine portfolio:
Domains - Chaos, Destruction, Healing & War
Favored race of servitor Outsiders - Proteans, Imentesh and Keketar

3. Deific titles:
- The Face of Death
- Nightmare Bringer
- The Human Bane

4. Deific relic:
Mask of Violent Death - Inspires fear in enemies and rage in allies. blood drips from the eye sockets when in battle.

5. What sort of divine realm would you have? Which plane would it be on?
A realm of violence, perhaps the edge of space fighting the war against Law.

6. BACKGROUND:

Crunkrog was torn from his mother's womb as she died in battle, her barbarian rage spent slaughtering human's. As he spilled with her entrails onto the battle field his screams caught the attention of the tribe's witch doctor who took it as a sign. He took the child back to the village where he tortured and beat him daily between using him as a slave. When he was old enough he killed the old witch doctor and took his place in the tribe. Crunkrog has never known any life but that of violence and death, in spite of that fact he also learned to be a healer and protector for his tribe particularly orphans.

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)

9.Why you want to play this character, what you bring to the table, and whether or not you intend to facilitate group cohesion:

I think he will be fun to play. On the surface all violence and war but underneath...so much more.

Crunkrog is born to violence, he loves to fight so cohesion is somewhat against his nature. However, he understands the needs of the group/tribe and will work with others to attain goals. True to his chaotic nature, his patience for situations that are not battle related could be days or seconds, and his response when he's tired of something ranges from Violent to prankish.


Billybrainpan wrote:

Ok I don't have a crunch yet since I just figured out race. Hopefully this is enough to be considered.

Ferun the Savage Storm
Gestalt Druid 17 / Barbarian 13 / animal lord (Mastodon) 4

Hey Billy, I love the image of a mastodon lord & like how you and Tark have worked together on your backstories.

In terms of crunch, the DM(s) should comment but I read the Animal Lord template differently than you're using it. Specifically:

Animal Lord wrote:

The animal lord also gains the characteristics of one type of animal (of a size no larger than one step larger than the base creature's size), referred to hereafter as the base animal.

CR: Same as the base creature or the base animal (whichever is higher) +2

I guess if you argue the base creature is a 17th level Druid then it's just the +2 CR, but I suspect that "base creature" is your race (i.e. a CR < 1 human). If I understand this correctly, adding on all the Mastodon goodness (+18 to STR, +14 to CON, +12 Natural Armor, natural attacks, and lots more) means also paying for the CR 9 Mastodon. (I suspect that'd still be worth it, but that's a personal decision.)

With regard to size, it sounds like you're asking for a custom (large) race. Assuming you get the go ahead on that you should be fine with size...but (as you're probably already aware) if the DM(s) don't grant you a large custom race you would be limited to Large or smaller animals.


gyrfalcon wrote:
Billybrainpan wrote:

Ok I don't have a crunch yet since I just figured out race. Hopefully this is enough to be considered.

Ferun the Savage Storm
Gestalt Druid 17 / Barbarian 13 / animal lord (Mastodon) 4

Hey Billy, I love the image of a mastodon lord & like how you and Tark have worked together on your backstories.

In terms of crunch, the DM(s) should comment but I read the Animal Lord template differently than you're using it. Specifically:

Animal Lord wrote:

The animal lord also gains the characteristics of one type of animal (of a size no larger than one step larger than the base creature's size), referred to hereafter as the base animal.

CR: Same as the base creature or the base animal (whichever is higher) +2

I guess if you argue the base creature is a 17th level Druid then it's just the +2 CR, but I suspect that "base creature" is your race (i.e. a CR < 1 human). If I understand this correctly, adding on all the Mastodon goodness (+18 to STR, +14 to CON, +12 Natural Armor, natural attacks, and lots more) means also paying for the CR 9 Mastodon. (I suspect that'd still be worth it, but that's a personal decision.)

With regard to size, it sounds like you're asking for a custom (large) race. Assuming you get the go ahead on that you should be fine with size...but (as you're probably already aware) if the DM(s) don't grant you a large custom race you would be limited to Large or smaller animals.

I don't know about the CR question I was thinking of it the way that templates worked in 3.5

In terms of the size I am aware of that and have a back up plan of using a wooly rhinoceros.


Cool, another option (if my reading happens to be correct -- it may well not be) is to keep the mammoth and choose some other CR 8-9 Humanoid (e.g. a cliff giant) as the base form to modify with the animal lord template. Just as you were doing with your "feral human" custom race, a giant base form can be explained from your feral transformation, it doesn't have to be actual giant parents.

It still cuts into your barbarian levels, but it might be a fun trade.


Hm... what story feat... thinking magnus opius..


Haven't read all the post yet so forgive any mistakes. ;-)

I am thinking a brine dragon cleric or oracle off the top of my head with a very interesting legacy. Still brainstorming.


Gyrfalcon is right: your base creature is a human (0 HD, negligible CR), and your base animal Mastadon, is CR 9. So an animal lord Mastadon is a CR +11 template.

Also, I'm fine with either dm!


Trazzle Glimmerfang, hoping to be picked!

Hey, TSP, nice of you to step up with this, too. Charlotte sends her regards!

Good luck to all!

I'd be happy to game with either of you DMs, but I will admit to being curious to find out about Velvet's DMing style. (Nothing personal, TSP, I absolutely adore our game, but I am curious to expand my horizons and play with different DMs, especially so I don't end up with two games on hiatus when you're unavailable.)


Hwan Yu is done with the exception of some gp and some skill ranks that need to be spent. My two other concepts Faris Al-Fajr and Jun Wan have fluff but no crunch. I'll see if I can compile a list of applicants later tonight.


Ok. Yukio's fluff and crunch reposted, as promised!

Still missing a couple spells and need to spend a bit of cash. Also need to finalize her shade companion and familiar. I'll add that stuff in when I get a bit more time.

Good luck to everyone!


Oh, a request, by the way. If you've checked my profile a while ago, please recheck it before making a decision on characters. I've been expanding on it consistently these last few days.

I intend to add an "Appearance" section some time tonight, also.


The Sheet so Far

Post with questions:

2. Details about your character's divine portfolio, domains, favored race of servitor Outsiders, ect.
Where Hanuhpah's brother represents the raw emotion and bloodied frenzy of killing, whether to prey on a food animal, drive off rivals to mate, or to protect ones territory, HAnuhpah represents the silence and will that lies between life and death, law and chaos. He is the calm before the storm and the soft wind after it passes. He brings both life and death and in him secrets lost to the civilized can be found.
Hanuhpah is also a king of spirits having long ago challenged their ancient and callous ruler and devoured him whole in the form of a terrible man eating fly trap. They pay homage and fealty to him and in turn he protects them as their king.

Domains Granted: Healing, Death, Animal, Darkness, Knowledge

Hanuhpah is served mostly by animals and dragons, though in terms of outsiders he is served by all manner of beings from Daemons, to angels, to psychopomps, so long as they contain some aspect of neutrality within them. Many serve him temporarily to gain some wisdom from the sacred hunts among his servants (who hunt on another for a boon from him) before leaving with the knowledge. Hanuhpah does not care. Survival is about change, and those unwilling to change die. That is the jungle's law.

Quote:
3. Three deific titles.
The Silent Watcher, The King of Spirits, The Bloody Prophet

Quote:
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.
The Headdress of Hanuhpah is a relic from his priestly days. Adorned with the colored feathers of many birds. Over time it grew to encompass countless trophies gained throughout his adventures and is whispered to be the secret to his shape shifting abilities. Depictions of it in his temples show it adorned with any and all trophies from rare and powerful creatures from dragons to linnorms, to dinosaurs, to countless human skulls, and, some say, even trophies taken from gods who dared to challenge him and his brother in their jungle domain.

Quote:
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!)?
Hanuhpah shares a realm with his twin brother called the forest of Twelve Thousand Deaths, a savage jungle of long forgotten ancient cities and battles located on the plane of spears. Where his brother claims all the places at the edge of the water at its many rivers, the branches of trees, the webs of spiders,the very tops of the forest canopy, and the long abandoned battlefields and cities. Hanuhpah lays claim to the quiet secret places in the jungle between the leaves, in the trunks of trees and under the leaves of the forest floor, Hanuhpah is a hidden god always present but not always found or seen. To seek Hanuhpah is to struggle with one's own ignorance. To find him is to conquer that ignorance and thus earn the wisdom you sought him out for.

Quote:
6. BACKGROUND! I would rather have a party of people with sucktastic crunch and awesome fluff, than a party with the inverse.
Working on it slowly. Getting crunch done first since it will be the hardest. May wait on billy to finish his and go from there.

Quote:
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.
Binah. Hanuhpah is predatory. But predatoy with a purpose. His followers hunt and kill for food, knowledge, and to udnerstand the world better. They stalk, wait, and observe their prey quietly before striking. If their is no wisdom to be gained then they allow the prey to pass, though the prey may never be aware of being hunted. Hanuhpah teaches survival and the follies of complacency in the face of overwhelming and senseless death.

Quote:
8. Try to ask around other players and build the group's background.
Me and billy are probably doing the mayan hero twin thing. How do others want in on it?

Quote:
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!).
I rarey get a chance to play high powered characters and rarer still with a unique theme surrounding it. HAnuhpah seems aloof and mysterious, benevolent yet with a string of ruthless cunning that surprises even his brother. This is a man who removed hearts in the name of a vampire lord before destroying said vampire lord himself.

Quote:
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.
No. NO no no no no no no no.

Backstory:

Hanuhpah and his twin brother were born on an auspicious moon on an auspicious night. The stars determined that Hanuhpah was to grow to be a priest whilst his brother was destined to become a great warrior.
Hanuhpah showed no real signs of greatness throughout his young life. He was as curious as one might expect and learned the stories and lessons of his people as he was taught.

However as he grew older and joined the priesthood proper his thirst for knowledge and wisdom grew. Having learned all the tales, done all the rituals and performed all the rites he began to question the reasoning behind much of what they did and sought to find the underlying reasons behind how people function. He studied animals, how they hunted, how they kept from being hunted, and how they lived. HE studied the spirits and learned not only their places in the world and how they interacted with it but the why as well. Though the older priests grumbled and complained about his flights of fancy and his overt interest in bodies with no souls (those of the sacrificed) they could not deny that it made him an effective medicine man and demon warder.

When the city came under siege to a particularly nasty strain of ghoul fever the priests seemed all but powerless. No matter how many ghouls were destroyed or how many they managed to cure of the disease the ghouls continued to grow and spread.

Where the other priests tried to answer the plague with more sacrifices to their vampire lord Hanuhpah chose to observe the ghouls themselves, communing with the spirits, tracking them to their origins and eventually finding the source of the plague Hanuhpah discovered that the ghouls were coming from the mass graves the priests used to dispose of sacrifices. Burning these sites and destroying the nests effectively ended the plague and saw HAnuhpah rise to the top of his order's hierarchy. Immediately Hanuhpah set out to reform his people's policies citing the ghouls and the shadow demons in the jungle a product of the old establishments aging policies.

The resistance he met on this was quite stubborn as all feared that ceasing the sacrifices would allow the demons into the city and anger the nascent vampire lord beneath his pyramid. In a bout of anger HAnuhpah and his brother ripped up the pyramid which the vampire lord slept and slew him by exposing him to the hot jungle sun.

What followed was a civil war that destroyed the city and scattered the remnants. Angry at their own people for their stubborn refusal to let go of useless traditions HAnuhpah and his brother set off into the jungle to learn the wisdom of the world away from that gods forsaken ruin.

Whilst in the jungle both Hanuhpah and his brother learned the lost art of shape shifting, of how humans could take on the form of any that they desired through an act of will and raw emotion. His brother took to this more easily feeling more kinship to animals. Though HAnuhpah found his own ways, through alchemical concoctions or through entreating spirits he found that though the path was harder more forms became open to him.

He also learned that it was ultimately stagnation and complacency that killed his people. Indeed as him and his brother came across more and more ruins he concluded that it was human complacency that allowed them to tolerate even the moat heinous crimes against them.

So for Hanuhpah adventuring was a means to be under constant stimulus. Changing environments and fresh enemies continued to force HAnuhpah to change, and in that change he regrew to become stronger and more powerful. Over time Hanuhpah challenged to tyrant that ruled over the spirits themselves and in a contest of form changing defeated him and became the king of spirits by swallowing him whole.

Hanuhpah is a tall man like his brother though not quite as broad and with a stern jawline seeming to be perpetually set into a dour expression. He prefers the trappings of the priest that he had back in the city, the black and white skull paint and the elaborate headdress that contains countless trophies from his kills. They serve both as a warning and a reminder the Hanuhpah was once a man elbows deep in other men's blood for no other reason than to appease a malevolent god. HE is fatalistic with an all too morbid sense of humor. HE smiles often though at seemingly inappropriate times showing a perfect set of white teeth as a contrast to his dark skin and large nose. He disdains weapons almost as much as his brother does seeing no weapon being as flexible or as potent ans ones own hands and thoughts. He is quick to make friends however as he is far from being devoid of benevolence and recognizes that people are made to work together rather than as lone hunters.


Billybrainpan wrote:


Backround: TarkXT posted our story, but I can post something else it that would be proffered.

Feel free to make your own based around the events in mine.


I'm debating one extra submission just in case. I'll think about it and get back to ya.


Just to let you know, Pyroclasm is in the alias.
I realised that i was puting the fluff for The Kommandar in a different spot so you would have had no chance to read it.
You can find him here.
And the crunch (which is a mess) here.
Ill get things finished up later today :)


Excellent stuff, folks! I will close recruitment about noon today and consider characters based on what has already been posted. Any issues of crunch can wait to be discussed tomorrow!


Here are two rough concepts. Currently leaning towards the second one. ;)

Vorelulharisk:

Wyrm Brine Dragon Cleric 17

Portfolio: The Sea, Dragons, Leadership, Balance, Fish
Domains: Water, Travel, Scalykind, Animal, Weather
Favored Servitors: Neutral Dragons, Aeons, Elementals (water mostly), and Axiomite
Titles: Ruler of the Azure Sea, Guardian of the Azure Sky, The Scale of Fury, Summoner of the Deep
Relic: Markings of the Deep- These strange symbols and markings appear as a series of complex tattoos but rather are carved into Vorelulharisk's thick scales. Born of his many battle scars and growing primal magic they empower everything that he is. While one would think such an effect permanent the Markings of the Deep can be transferred, often only to the most trusted of servents or allies.
Realm: A hidden demiplane of water with many chains of islands, none to large to hold great cities but large enough for a good sized village. In this demiplane deep below the waves lies The Sapphire Palace and Emerald Tower that Vorelulharisk calls home. His many champions and allies welcome, seemingly unaffected by the pressure of the depths or lack of air for those that need it.
Background: Work in Progress >.<
Sefira: Malkuth at first thought, maybe Yesod or Gevuruh otherwise.

Honestly I think it would be an interesting character but it may be too much monster for a humanoid group or mostly one.

Kalbrak Phaetre:

Drow Noble Conjurer 17/Cleric 17

Portfolio: Magic, Knowledge, Healing, Discovery, Secrets, Protection
Domains: Rune, Protection, Magic, Knowledge, Healing
Favored Servitors: Axiomite, Azer, Inevitable, Elysian Titan
Titles: The All Binder, The Walker Between, Master of Summoning, Dark Keeper, Healer in Shadow
Relic: Staff of Forgotten Souls and Whispers- Made up of secrets and those bound by Kalbrak for one reason or another it's powers are ever shifting. Only Kalbrak knows who or what lies with in and it's full abilities.
Realm: Akirin as it is known is not a single place but many that cross over and separate while being with in the same sphere of influence with each other. Connected to countless worlds and planes yet only at the proper moments. It is a cluster of free flowing demiplanes with Filtre the Bright Shadow at it's center. Filtre is a massive tower of black stone with endless silver runes upon it, surrounded by a thriving city that never sleeps in the endless night of the realm. It is with in this tower that Kalbrak resides.
Background: Work in Progess as well.
Sefira: Daat with maybe Gevuruh as runner up.

This is a long time character concept I have never had the pleasure of pursuing. :)


Noon in which time zone?

1 to 50 of 644 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Echoes of the Sephira: Mythic, Legendary, Deific Epic Across the Planes! All Messageboards

Want to post a reply? Sign in.