| GM Rednal |
GM Rednal's Cyclopean Deeps
There is a world deep beneath the surface of the world, a land that thinks of the depths of the Drow as but the shallowest region. You aren't here by choice, but if you're ever going to return home to the sunlit lands, you know there is no choice but to go forward... down into the depths of the Under Realms, a horrific land that has never seen the light of the sun. There are horrors down here unknown to the world above, but if you're lucky, you'll somehow make it through...
Who are you? You are a hero of great renown. However, during an expedition through Rappan Athuk - the justly feared Dungeon of Graves, whose secrets you may never be able to uncover - you were forced to escape into a side-passageway and were forced entirely out of the dungeon. With the tunnel collapsing behind you, you knew there was no choice but to go forward...
Special Note: Cyclopean Deeps is somewhat sandbox-y, although I hope to try and follow the adventures mostly in-order. You MUST be willing to take some initiative in exploration. If you are the sort of player who wants to sit back and let others decide where to go, this game is not for you. Be bold and take the initiative. It's also entirely underground, so you may, uh, want to have Darkvision (or some non-light equivalent) to help you, y'know, see. XD
Accepted Sourcebooks: All Paizo, all Spheres of Power (<- Preferred for Casters), and Path of War (+Expanded) are allowed. Other 3PP available on request.
-Starting Level: 10th (Gestalt rules). Expect to go higher, although how MUCH higher depends on you...
--Do not try to min-max your character and stack things not really meant to be stacked. I strongly disapprove of that and will not select any character I believe is doing this. If you're not sure, just ask about your plans, and I'll let you know my thoughts on them as quickly as possible so you can either continue working on your idea or move on to a different concept.
-Starting Wealth: 62,000 GP (following normal rules for buying stuff for a higher-level character - also, remember ABP).
-Alignment: Any non-evil.
-Races: Core or Featured.
-Hit Points: Max per Hit Die.
-Skills: See 'Campaign Rules', below.
-Traits: 2, 3 with a Drawback
-Abilities: 25 point buy
-No multiclassing. You level in what you start with. Prestige classes are a maybe, and will be judged case-by-case (mainly by flavor).
-No plane shifting magic can be used to escape from the Under Realms.
-Gods (if faithful): Pick from this list. Also Yidhra (who is ALWAYS an option in my games).
Note on Character Creation: I'm gonna be honest, I don't really like stealth-based characters. XD; Certain elements of them that are troublesome to run are magnified in low-player games like these, so I will not be picking characters designed around that theme.
Campaign Rules:
-Automatic Bonus Progression (PF Unchained): In-use, with the normal table.
--Some rare items do have innate enhancement bonuses. Attunement in ABP overlaps (i.e. does not stack with) the natural enhancement bonuses on items, but you can attune to weapons and armor anyway to take a higher bonus.
-Automatic Feat Progression: If a feat has an Improved and/or Greater version (above its entry one), you automatically acquire the higher-level versions once you meet their prerequisites (or every other level after gaining the first, whichever is longer). Style Feats likewise advance. Other feat trees may be considered - ask the GM. Depending on the feats in question, additional limitations may be imposed at the GM's discretion.
-Background Skills (PF Unchained): In-use.
-Bonus Feats: Gain a feat at every level, rather than every other level. However, feats from levels cannot be spent on the same category (Combat, Metamagic, General, etc.) twice in a row. For example, you could not learn Weapon Focus at 3rd and then Weapon Specialization at 4th. (This does not apply to any bonus feats from your classes.)
-Combat Maneuvers: Attempting one of these does not provoke an attack of opportunity.
-Combat Options: The following options are automatically available for all characters that meet their prerequisites.
->Combat Expertise (-Melee Accuracy, +Dodge | INT 13)
->Deadly Aim (-Ranged Accuracy, +Ranged Damage | DEX 13, BAB +1)
->Power Attack (-Melee Accuracy, +Melee Damage | STR 13, BAB +1)
->Improved Unarmed Strike
->Weapon Finesse
-Combat Stamina (PF Unchained): Automatic for classes without the casting class feature (or something similar - 3PP classes can get weird). Accessible through taking the feat for other characters.
-Downtime: You may be able to get downtime (for crafting, etc.) when resting in settlements, but these will mainly be available at the speed of plot, for you never know what lurks down the next tunnel...
-Magic: Characters who use Spheres of Power are preferred over Vancian casters.
-Skill Unlocks (PF Unchained): Automatic for Rogue, Ninja, Investigator, and Vigilante. Accessible through feats for other characters.
HOW TO APPLY
>Making a character sheet is optional, but I do want you to tell me what your intended race, classes, and alignment are. Also, tell me your vision for the character and how you intend to both play them and level them up.
>In addition to that, give me your character's background and tell me about who they are. If you need ideas, start with a 10 Minute Background and use that as a base to build the full background up from. This is the main thing I will be basing my selections on. Interesting and creative characters are more likely to be chosen. Basically, make me think they're real people, not just a collection of stats. I will also be checking factors like literacy, so try to avoid spelling mistakes.
I will be selecting three characters for this game. Recruitment will run until it's over, but I will give several days of notice before it concludes.
| oyzar |
I still haven't learned Spheres of Power :(. I'm not sure I have the time to learn it sufficiently for building a 10th level caster...
Hopefully I'll be more successful by making a character that's sufficiently diversified this time compared to the last. I'm thinking a Warder (Dervish Defender) // Wizard, but I'm a bit worried that Riven Hourglass maneuvers will be really powerful combined with a wizard (though I must admit that is also enticing to me). Do you think that'll be too much?
I loved the escape through the Underdark from the Asylum in hunt of Irenicus. This sounds like it'll be a game of somewhat the same flavor even if what we encounter is not the same.
You didn't mention if we can get reduced prices from crafting at creation, but I'm thinking that we won't.
One idea I've had for a while is a (unchained?)monk//cleric with the madness and chaos domains using combat stamina and domain strike to provide some serious debuff to all enemies he or she punches. Yidhra would be the perfect deity for this concept. Normally the monk restriction on lawful alignment is kinda a problem, but it seems like Yidhra allows lawful followers despite offering chaos as one of her domains. I'll just have to balance between casting and melee, though the character won't be focusing much on damage either way...
I would appreciate some feedback on if you think either of my two concepts are workable or if I should look for something else.
I'm guessing the Martial Training line of feats doesn't advance, certainly not all the way up (though sadly if I pick up those it means I won't get much else in the way of combat feats)?
| GM Rednal |
@BigRig: I said Core or Featured and I meant Core or Featured.
I will note, however, that the underground depths do... not look kindly on small, weak-looking races. XD You don't have to look abnormally tough, but you don't want to look edible.
@Oyzar: The good part about Spheres of Power is that it's very intuitive once you grasp the basic concepts. For the rest... if you think something will be too powerful when combined, you're probably right. Note that some of this can be remedied simply by not combining them together for maximum power. You could cast as a Wizard OR hit as an Initiator, but won't do both at once.
On the other hand, your other idea involves Yidhra, and I'm biased towards that by default. Also, Yidhra DOES have Law as a domain, as well as Chaos... XD She is, after all, the Goddess of Paradox. (Her idea of Law is basically "Even Chaos develops patterns and order, and even order can lead to instability - Law and Chaos might be the same thing, so it's all in how you view it. Or not. Whatever you think it means probably works for you and your life, so I don't care. Here's a pie to the face! *Splat*")
For Crafting, you can add 25% to your WBL (no matter how many Crafting feats you have).
| oyzar |
I guess that means I'm going to go for the mad monk idea then :). It was always a paradox how I would pull of that idea, without going into martial adept anyway, until you came along. I'll just bank the Riven Hourglass caster for someone a bit more lenient on the high powerlevel characters.
If I'm going for sphere casting that means at least life, fate and mind due to the choice of my domains as a cleric, correct? Normally I would go for spells that help boost combat ability, stuff like righteous might divine power. What spheres would fit for that (or would it be too over the top?). Do you have any suggestions for spheres that would fit a character forcing the paradox of their beliefs onto others through their fists? Or perhaps spheres that would add utility in different direction that what I already got going on?
Does the Martial Training line of feats advance with level, if so, at what rate (the next level for free 2 levels later perhaps)? Some maneuvers are always fun.
| GM Rednal |
The Martial Training line is a pretty powerful one, all things considered, so I'd let it advance at half-rate. (You pick up Martial Training 1 with a Feat, and two levels later you get Martial Training 2 as a bonus. At least two levels later, you can pay a feat for 3, then get 4 as a bonus, etc.)
The best Sphere for buffing is undoubtedly Enhancement, which JUST got a boost via the Enhancer's Handbook. XD Like, literally just a few fays ago. For pure power, Destruction is the way to go (there's an excellent combo involving a pair of feats and the Energy Blade skill, that basically lets you add your Destructive Blast's damage as a freebie once a round, albeit at the cost of your Swift Action - whiiiiich might compete with some Path of War stuff, so keep an eye on that).
| oyzar |
So right now I'm thinking a Garuda-blooded Aasimar with one white and one black wing. Angelic Wings has a feat tax of Angelic Blood. I'm guessing progressing into wings for free at level 10 is fine. A flying character underground is kinda out of place, which is the kind of the point.
I'm definitely going unchained monk, would you be open to archtypes for it? Flowing Monk seems fitting and fun, though I haven't really settled on what I want if it's allowed. With flowing monk I might be able to skip on the Martial Training stuff entierly.
| Vagabond? |
Posting a lot of interest; As to what, I'm not entirely sure; Support sphere casters leave me a bit confused as to how to do most of the necessary tasks. First idea is a Wizard//Alchemist, or Wizard//Investigator.
Alternatively (Though this does require three pieces of third party, two third party feats, and a dual progression class), I could try that transexual who traded her soul to a good god (I designed her to be a servant of desna, but I'm sure I'll be able to find a good god for her) in exchange for her servitude. The god I'll have to figure out
For third party, I'd require the Soulknife, Aegis, Metaforge, student of the astral suit, and fighter's blade.
Fluff wise, she traded her soul away to her deity (She doesn't like gods much), in exchange they made her into her perfect self- This exchange resulted in her being able to wear her very soul as armor and a blade.
Mechanically, she's a Metaforge//Cleric (Though might go incanter, since it should function mechanically the same with Spheres of Power, and allow more domains).
Alternatively, I could do the dwarven queen of a fallen kingdom, looking for power and resources to rebuild her dead empire. Mechanically, it'd only really require the Artisan class, BUT since it's a class focused solely around CRAFTING, would require a lot of modification to your WBL rules to fit as well as it should.
| Vagabond? |
Define "necessary tasks". What does that actually mean to you?
BFC, Divination, and buffing. For the most part, I can't really think of a method to do so that also doesn't suck up my actions down a drain. Though I will admit, I never did pay much attention to most of the spheres besides creation and Nature- both because they create effects that are irreplicable anywhere else.
For the most part, that was just the first idea, however. I'm slightly more intrested in what you think of the other two ideas (Any questions you have about the classes I'm more than willing to explain).
| GM Rednal |
Various, Divination Sphere (it gets better as you learn other Spheres), and Enhancement/War. All of those are very do-able with Spheres. You can create walls to physically block paths, entangle foes, do combat maneuvers, create glowing barriers that stop movement and ranged attacks... all very do-able. XD It also gets easier if you take some drawbacks for the Easy Focus boon, which lets you concentrate to maintain one effect as a Move Action while using your Standard Action for other stuff. Also, many abilities let you pay a Spell Point to keep them going for awhile.
For the second idea, I considered Psionics, but I decided that it just didn't fit these particular games. For the third idea, I have no particular desire to change around the WBL rules. The goal is sort of to make you feel like you do have limited resources and options, and have to find a way to survive and escape despite that. XD So, it's a mood thing, really.
| Vagabond? |
For the second idea, I considered Psionics, but I decided that it just didn't fit these particular games. For the third idea, I have no particular desire to change around the WBL rules. The goal is sort of to make you feel like you do have limited resources and options, and have to find a way to survive and escape despite that. XD So, it's a mood thing, really.
Still; Mostly an issue of familiarity and lack of documentation. That, and there are few ones that actually
I mean, to be fair, I'm mostly just ignoring the psionic fluff and replacing it with divine fluff- I was planning on taking War Soul, or just requesting to trade out my psychic strike with a bonus feat (as the 3.5 ACF). Fluff wise, look over who she is; A servant of a good deity who's sold her soul in exchange for becoming the self she always wanted to be, who in exchange promised servitude.Unfortunately, I know absolutely nothing about the gods here. Seriously, I'm left completely in the dark as to which gods do what, even with that list. They provide almost no explanation as to what the gods actually think.
With the Forgequeen, I'm sad to see that. I was kinda hoping I would have the chance; Even had a bit of work done to design it. To be fair, the changes wouldn't be too much; Doubling the WBL, but separating the WBL quantity into seperate pools (15% on consumables, 25% on magic weapons, 25% on magic armor, 25% on misc magic stuff (Like potions and similar), and 10% on mundane gear.)
If you want, I can whip up a quick description of both character ideas; the other characters I don't really know much about.
| GM Rednal |
@Vagabond: Figure the gods behave however you want them to. XD Or pick one and I can do a search and/or writeup.
@Han Del: I didn't specifically deny them in the opening post, so no. XD I will, however, note that you'll probably want to have a good diversity of abilities, because you're a long ways from home...
| Vagabond? |
@Vagabond: Figure the gods behave however you want them to. XD Or pick one and I can do a search and/or writeup.
Thank you; I don't suppose I could just import Desna and Lamashtu?
Following that, if I re-fluff the Soulknife, Aegis, and Metaforge, and the other stuff to be Divine themed, ect?I'll probably still roll regular cleric (Primarily out of familiarity), or Incanter, gestalted with pre-said thing.
If you do permit the Soulknife, will you let the expanded list of enhancements from the Soulknife Augmented playtest acceptable (pg 47)?
How do magic weapons interact with the automatic progression bonus- Such a +1 keen wounding soulknife, interact with the automatic bonus progression? Do special weapon qualities reduce the enhancement bonus from the automatic bonus progression?
| GM Rednal |
The Psionic bit wasn't a matter of fluff, exactly - as stated, I just felt it didn't fit with the kind of game I'm hoping to run. As for the gods, go for something local. XD This IS a different campaign setting, after all, and I'm trying to play that up.
As for how stuff interacts, check the rules page. (In normal ABP, there are no +1 weapons, though - no inherent enhancement bonuses to anything, except maybe rare loot.)
| Vagabond? |
The Psionic bit wasn't a matter of fluff, exactly - as stated, I just felt it didn't fit with the kind of game I'm hoping to run. As for the gods, go for something local. XD This IS a different campaign setting, after all, and I'm trying to play that up.
I mean, to be fair- The classes aren't exactly game-breaking, nor do they break what you really want (I don't really care about most of the other psionic stuff). I mean; the class features are a magic weapon and a set of armor.
For type of game, I'm not ENTIRELY sure what you're trying to get at; Can you explain it a bit better?| Josh.Ingle |
Alright, this looks interesting. Not familiar with Spheres, I like my Vancian casting. Makes me feel like a magical MacGyver when I'm scraping the bottom of the barrel and fitting square pegs in round holes. Still, I usually end up playing martials of some description and I could definitely do something for this. Gimme a bit to figure out what. I'll probably recycle an alias that never got picked and make a sheet.
EDIT: When you say skill unlocks are automatic, does that mean that Unchained Rogues don't need to pick specific skills with their two Edges? Or that all the listed classes get two Edges to pick from?
| GM Rednal |
@Bigrig: Pick a natural weapon (for doubles, like Claws, you get both). It gets the enhancement bonus.
@Vagabond: The type of game is "you're trapped underground, have no idea what's in store for you, but still need to try and find your way out - also, lots of exploring". I've actually run psionics in other games, and I have no particular problem with the system itself - it just doesn't feel quite right to me for this game. XD That is my final decision.
@Josh: The four listed classes don't need to pick specific skills. Those who get access with the Feat are limited by the Feat.
| Yidhra, Goddess of Paradoxes |
@Sundakan: I'm very lulzy! ^^ And you might, like, find some random pies on your adventure with my face stamped on them. ...A few might be trapped and explode into delicious pie filling. And then everyone will look at you funny when you start using Disable Device on every pie you come across in your home games.
@GM_Panic: No templates.
Reckless
|
-Combat Options: The following options are automatically available for all characters that meet their prerequisites.
->Combat Expertise (-Melee Accuracy, +Dodge | INT 13)
->Deadly Aim (-Ranged Accuracy, +Ranged Damage | DEX 13, BAB +1)
->Power Attack (-Melee Accuracy, +Melee Damage | STR 13, BAB +1)
->Improved Unarmed Strike
->Weapon Finesse
Do we have to take these Feats to qualify for Feats which require them, or are we considered to have these Feats if we meet the prereqs for them?
(Also, dropping Armor Master from Fighter side; stacking DR is nice but other things work better for concept.)
| oyzar |
It'll be interesting to see how different my submission will be from Sundankan's. Clerics of Yidhra are supposed to be quite different...
So, I'm thinking to take the whimsy sub-domain. I can't help but compare Unexpected Whimsy with Visions of Madness from the Madness domain though. Only one use per day instead of level per rounds is already a downer, but why is the wis bonus to DC halved?
Combat Stamina normally lets you ignore the int prerequisite for combat expertise (as well as for Improved/Greater Trip). If I get Combat Stamina for free from monk, do I also get Combat Expertise? I'm going to pick the Improved Trip line of feats regardless, but if I can do so without 13 intelligence and without paying extra feats it would be nice.
Combat Expertise (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend stamina points to raise an attack roll using the Combat Stamina feat's benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
Are you fine with me postponing the decision of sphere caster or not until after selection? I feel like I have to read the vast majority of the material to be comfortable making choices for spheres. I would rather focus on crafting a good character/backstory rather than reading hundreds of pages of rules on spheres. I might go with the Evangelist archetype for my cleric side, is that compatible with sphere casting?
I'm wondering if the following feats upgrade, you did say to ask. If they do upgrade, do they upgrade fully or partially like Martial Training?:
- Angel Blood -> Angel Wings
- Ki Throw -> Enhanced Ki Throw -> Improved Ki Throw (With Improved Bull Rush) -> Spinning Throw (With Improved Bull Rush)
- Dimensional Agility -> Dimensional Assault -> Dimensional Dervish
- Extra Performance -> Master Performer -> Grand Master Performer
For Dimensional Assault, it again feels very fitting for the High Priest of The Goddess of Paradoxes to be able to appear from literally anywhere to batter their opponents. It somewhat fills the same slot as Pummeling Charge though, so if I'm able to get that full feat chain in one go, but not this one, I might go for the style feat chain instead. As a side note, this is listed as a general feat, does that mean I can pick it with my non-combat slots?
For Master Performer, can I ignore the faction requirements? Comedy and acting are legal choices for Inspire Courage right (gotten off evangelist archetype from cleric)?
| bigrig107 |
| GM Rednal |
*Snickers* Yeah, that's an option. XD
@Oyzar: Take the Sphere Cleric archetype and check from there to see if it's workable. For the feat trees... Yes, Yes (but pay another feat at Improved Ki Throw), No, No. (As automatic increases. XD You can still get them normally, and you have more feats than usual anyway, so...)
(As a general rule of thumb, my intent is for Automatic Feat Progression to only grant you 1 or 2 bonus feats. If the feat tree is longer, you'll need to pay more, usually split up evenly along the way.)
As for the faction guide, those factions don't actually exist in this world. *Coughs* Yeah, I think we can ignore faction requirements.
| Arcturas Advent |
I'm not going to lie, this is one of a few reasons I looked into Spheres, which is pretty much all I've been doing for the past two days. Anyways, after reading through all that I have to say I'm a bit hyped to try out that system. Two things really stood out to me more than the rest of the options though, the soul weaver class and the contingency feat.
Suffice to say that made me want to play a 'master of life and death' character who uses the two conflicting spheres of life and death in a complimentary fashion. I was thinking soul weaver/spirit-wielder fighter who spends switches through life and undeath as if changing clothes. The only problem would be all the negative levels one would accrue from constantly animating themselves then resurrecting themselves afterwards.
Incidentally if one were to take the spell crafting feat would they be able to make use of it beforehand?
| GM Rednal |
Yes, you can make use of the Spellcrafting feat. Note that if you can't Take 10 to make it, you'll need to tell me what you're rolling for, and I'll roll here (with your character's Spellcraft bonus, once determined) and tell you whether or not your attempt to create the spell succeeded. XD
Also, I must say, it's fun seeing people learning about - and wanting to use - the Spheres system. XD It IS quite a lot of fun, especially because it's outstanding at helping you create a caster that matches an idea you want to play.
(Ah, and note that you wouldn't get Combat Stamina for free, 'cuz Spirit-Wielder Fighters do get some casting through their weapon)
| oyzar |
Did you miss my question about combat expertise + combat stamina?
Sphere Cleric is not compatible with Evangelist, they both replace spontaneous cures... I feel like grabbing inspire courage would be a significant benefit to the party and the performances could be very fun. I'm fine with going Vancian if that's what I have to do... Perhaps Evangelist could get a free Mind Talent instead of it's version of spontaneous casting?
| The Wyrm Ouroboros |
Hm. Semi-dotted; thinking about a hobgoblin unchained monk of the four winds (if you'd allow 3PP monk archetypes), who is basically out to a) perfect his skill, b) show up the rest of his tribe who thought he was a pansy, and c) kick serious ass on his way to becoming the Tiger of the West. (Or, y'know - where-ever. Tiger aspect at 17th.) Several different style feats, but focussing on Panther, and then (when he gets that dimension-door) lots of rapid-porting fun. Probably gestalt this with unchained rogue, because a hard knuckle to your tender spots is a great way of saying 'we don't want you here'.
That crunchiness said, understand that I am not especially adept with the system, and any crunchiness that occurs is a result of a hell of a lot of research and clumsiness on my part. I am far more (80/20) of a writer, and can write my pants off. (And have. But we don't talk about that any more due to the court injunction.)
It'd be ... intriguing to watch three monks playing this ...
| GM Rednal |
@Oyzar: Well, let me put it this way... the way that's worded, I would say that you would lose everything down the line from Combat Expertise if you ran out of stamina, which could throw a fairly serious chunk of your build off. (Or prevent you from ever using a resource pool to its fullest). Are you sure either of those is something you want to risk?
Reckless
|
Mostly I remember the constant drills. Designed to break down individuality and create a stronger, more cohesive unit, they were physically difficult and mind-numbingly dull. They were also very effective at separating the weak from the strong. There was a mentality among the trainers and soldiers alike that the weak should not make it through the training process. I came to realize the ‘training accident’ that had taken my older brother Mikai’s life was no accident. I couldn’t afford doubts at the time, but later I believe this is the seed of distrust that later in life had me questioning the Hethua way of life.
When Hethua went to war with neighboring Mei-le, Kyoro was assigned to the Fang Grinder. After a number of successful raids against the enemy, the Fang Grinder was caught up in a storm, blown hundreds of miles off course, and capsized. Eventually, the surviving crew were picked up by a foreign trading vessel.
The rescued soldiers were offered passage to civilization in exchange for working aboard the ship. By the time they reached the ship’s destination, Kyoro had fallen in love with Desako Juni, the ship’s first mate, and decided to stay on. The Cherry Bloom sailed to many ports, eventually sailing far west. Desako broke Kyoro’s heart and he left the Bloom.
Yes, I’ve loved before. I was young, torn by doubt and fear of a new way of life. My Desako brought me a happiness I had never known in my life, a warmth and companionship unlike anything I had ever felt. If it hadn’t of been for her, I probably would have returned home to my country and family. She softened me in ways I wouldn’t have thought possible. I loved her. She…. Didn’t.
Travelling through the exotic new world, Kyoro found his race and former religion turned many Westerners away. Shunned by civilized people, in need of money, and too proud to resort to a life of crime, Kyoto fell in with the mercenary band known as the Quickened Claws. The Claws consisted mostly of half-orcs, with some humans, orcs, and goblinoids. Led by Korge Crimsonclaw, the Claws hired on as extra warriors to the highest bidding armies in the civilized West.
At some point, Korge’s bloodrage became too much for Kyoro to continue with the Claws. There was an argument, which broke into a fight. Korge was left bleeding out and Kyoro badly wounded. To this day Kyoro occasionally has to deal with the fallout. In truth, he only escaped death that night thanks to the aid of his best friend in the Claws, a human mercenary from the Northern lands called Lofki Haroldson. Lofki is sometimes able to warn Kyoro of troubles from the Claws, but even these friends have sometimes been put at odds by the politics involved.
Korge Crimsonclaw was a right bastard. He would have gone far in the Hethua army. In truth, I found solace in returning to the old ways at first. There is a numb kind of comfort one can find in war, a familiar terror that helps you to avoid thinking too much of other concerns. I embraced this for a time, and might even have let Korge’s ways turn me into the monster your people often consider me on sight, had it not been for Lofki. Lofki found another kind of joy in battle- not one born of cruelty and bloodlust, but one rather born of honor and strengthening both oneself and the bond one shares with ones fellows. Lofki had me seeing battle in an entirely different light.
When Korge wanted to sign the Claws up with the Fiendflesh Tribe in raiding Kestrellight, I could no longer follow his ways of doing things. Perhaps if I had just abandoned the Claws I could have avoided the years of conflict that have followed.
Kyoro then fell in with a group of adventurers, with whom he travels even now. Having heard of the Dungeon of Graves and considered themselves worthy of the challenge, they now find themselves locked into the Cyclopean Deeps, in a desperate bid to overcome the challenges ahead and return to the surface with whatever rewards they may claim.
Kyoro is a hobgoblin of decent height at 5’5”, a bandy-armed, thin fellow with grey-black hair and lively brown eyes. He has a distinctive brand of the evil god of war’s holy symbol on his right hand, numerous scars, and his left eyebrow is pierced, sporting a platinum and ruby spike. He tends to wear the finest light armor along with a clunky-looking adamantine shield designed to catch and break his enemy’s weapons. While he carrier a variety of weapons, his preference in battle is to use his fist, elbows, feet, and knees.
Kyoro sees himself as the group’s protector and scout. He constantly hones his senses to keep his companions from being caught unaware. Distrustful-at least initially- of those outside the group, he lets his friends do most of the meet-and-greet talking while he analyzes the newcomers with a discerning eye. While not much of a diplomat, he has no problem expressing himself within the group, but takes care to let his opinions be known without resorting to bullying.
Kyoro carries few reminders of his youth. The most important of these, however, is a ceremonial tea set rescued from the captain’s cabin of the Fang Grinder. Kyoro likes to prepare tea as a sign of respect for those who have gained his trust, although over the years a few of the cups have suffered chipping, Kyoro has seen fit to pay local spellcasters a bit of coin to mend whenever the group reaches civilization. In truth, he has spent more on this than the tea set probably cost to begin with.
Secrets:
Kyoro doesn’t know that a doppleganger named Krusathe replaced Lofki and arranged the argument with Korge and has used the fight to further his position within the Claws. Krusathe also incites those loyal to the former leader to take their vengeance upon Kyoro. He alerts Kyoro not out of friendship, but rather to insure the death or disgrace of these Claws.
Kyoro’s greatest shame- actions that haunts him to this day and prevents him from speaking of his youth- is the death of a fellow trainees at his hands during his time at the temple of Tursis. It was these acts under the ‘suggestions’ of his trainers that earned him the Mark of Tursis, a great source of honor during his youth, but his deepest regret now. Kyoro uses his Western Star ioun stone to keep his ioun stones invisible and to remove the mark of Tursis from his hand most of the time. (I’d say he still suffers the flaw’s penalties due to his insecurity/shame about the matter, not looking to circumvent them.)
| Josh.Ingle |
Take dirty fighting, Oyzar. The flank boost to combat maneuvers is nice and it's safer than the stamina solution, especially if you still go Fighter and have all the combat feats you could ever want.
I had a thought. I've never seen chakras used and they look super cool. Maybe a Paladin and some class with Ki, someone who strives for self-perfection and sees travelling through the Under Realms as another trial. The classic hero type, that doesn't leave anyone behind.
In other words, NOT a lawful asshat.
| oyzar |
@Josh.Ingle: We get Combat Stamina for free and even if we didn't I would still have gotten it to combine with domain strike. Still, I'll probably going to go for the 13+ int solution. I kinda wanted to trade my 13 int for 13 cha to work with Evangelist, but I somehow managed to miss that Evangelist traded away one domain, which ruins my main idea and hence I won't be picking it at all.
As for all the combat feats I could ever want... Nope, that's not true at all. Even with 9 combat feats (5 from levels and 4 from monk) and all the free feats from Rednald there are still plenty more feats that I would have wanted to get.
For your character, have you considered Paladin of Irori/Enlightened Paladin (the first is the true name, the second the name on d20pfsrd). That kinda does exactly what you want rolled up in one class, letting you pick whatever you want for your second class. It would obviously require some re-flavoring though.
| Sundakan |
The main issue I'm having currently is what KIND of paradox I want to be.
Learned Fool?
Bright Darkness?
Frail Protector?
That deity has a lot of potential for fun.
The earlier Mystic/Spellcaster seems fun, but a Harbringer/Paladin or some such could be hilarious as well.
Gonna read some more and float some backgrounds. I usually go mechanics first just to give me a jumping off point but in this case I think the opposite direction might work better.
| Josh.Ingle |
@Oyzar I didn't even know this was a thing. It's pretty neat, but I'm not sure what to combine with it. Something else that scales off CHA, so maybe I'll pick up Spherecasting and take levels in Sorcerer. Focus on enhancement or healing maybe, have the ability to make myself and others better.
EDIT: I think I've got something. Warrior of the Holy Light Paladin of Irori (or whatever deity comes closest in setting) | Deep Earth Sorcerer. Something with darkvision. Probably a Fetchling.