GM Rednal's Cyclopean Deeps (Inactive)

Game Master Rednal

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Think I figured out a fun story...I think along the way I dropped the Yidhra thing though, even though his whole backstory is based on several contradictions I thought up.

Mechanically he's going to be a Mystic/Investigator, though the Mystic bit MAY change just so his stats are more consolidated. Harbinger or Warder could be fun too.

Alan Luzforte:
Born to a noble family, that status was stripped from him before he'd even learned to speak, his family exiled for crimes they never spoke of. From a young age he was taught to be proud of his lineage, even as they lived in a poverty largely of their own making, being too proud to work or take up a trade. Their words had the opposite intended effect...much as Alan dreamed of once again rising to the sort of station he was always told they'd had, living in vast wealth and ease, he knew even as a child he certainly wouldn't get there by sitting around waiting for a miracle.

He spent all his time on the streets learning from the other children in similar financial straits how to fend for himself, beg and steal, and get honest work where he could manage it.

As his family withered and gave up despite his trying to provide for them, Alan learned to thrive in adversity.

Blessed with some manner of wit, and more than enough insight (though he was sure none of it came from his MORTAL ancestors, given their situation) Alan began to see there were essentially three paths available to him as he entered adulthood: Apprenticeship to some manner of artisan (unlikely, given his lack of funds), a life of crime, or joining the Guard.

Of the three options, Alan decided to pursue the course with least risk and no cost, signing a commission with the city watch. While not a natural combatant by any means, and lacking the raw skill to be a true swordsman, Alan was passable, and quickly distinguished himself as a heinously dirty fighter and had a reputation for occasionally being able to pull off truly mesmerizing, almost magical feats with a blade.

But more obviously, Alan was not fit to be a mere beat patroller. There were better fighters in the guard, others with better connections and more honed instincts for detective work, but few were as OBSERVANT as Alan proved to be. This was noticed by his superiors, and he was soon promoted/transferred to the fairly new forensic department and trained in alchemical and mundane methods to find out the truth of a crime.

Here, Alan felt he'd truly found his calling. Figuring out the truth of past events, solving mysteries, it became his greatest pleasure, and soon the simple detective work of solving murders and thefts became too mundane for him.

Once his commission was up, he took his leave from the city and wandered the world, solving crimes and mysteries left untouched for years, if not generations in some cases. Eventually, he heard of the greatest mystery of all, a massive dungeon built for an unknown purpose, that nobody returned from alive...

It was too tempting to pass up. He went into this "Dungeon of Graves", and found more than he bargained for. While investigating a room, he encountered a monster too powerful for him to fight, and fled instead.

Unfortunately, he went the wrong way, and ended up somewhere else...not inside the dungeon, but not back out in the world, either. While he's worried by the new circumstances, he can't help but feel a burgeoning sense of intrigue and wonder. A new, unexplored area of the world nobody has ever seen before? What better mystery could anyone ask for?


GM Rednal wrote:

Yup. ^^ Being skillful will probably serve you quite well in the deeps.

(Acrobatics and Climb may be useful in dangerous areas, and social skills as a whole for dealing with the locals are excellent choices.)

But what if you fly? Or tiny?


You get to find out what sorts of things eat tiny, flying creatures? o wo


Oyzar's character here. I think I've mostly found out what I want mechanically, though still uncertain about Ki Powers and I'm one talent over the limit, so I need to remove something. I'm also missing gear and traits. If someone got suggestions for these things it would be appreciated.

She's great at battlefield control (as much from combat maneuvers and domain abilities as from spells) and buffing. All the various buffs can make her powerful in melee, but not more than if someone else were to apply those buffs (usually less so due to action economy). I hope that's not over the top.

Between flying, burrowing and various movement skills, she should be quite mobile. For social encounters she should have some utility between Sense Motive and Suggestion, though it would probably be nice with someone with some charisma. She'll also be great at cooking and crafting pies :).

Does Yidhra have any religion traits?

I'm finding my lack of knowledge of the world is somewhat hurting my creativity. Are there any online resources about it? Perhaps you got some suggestions for an Aasimar in this setting?


Don't forget that you can take a Sphere-Specific Drawback to get a bonus talent in that Sphere. o wo/ That can be pretty useful.

Yidhra does not have any religion traits, mostly because I haven't written any up. XD I should do that sometime.

For an aasimar, um... I don't think there are any online references for their world, so it'd probably be best to go with the standard "born into a family after X generations".


Would there be any problems with Kitsune?


Dotting for a Vigilante/warrior of the holy light paladin who worships Narrah.


@ReZa:

First Post wrote:
Races: Core or Featured.


I'll get her up to level 10 then.


...Kitsune are an Uncommon race. ^^;


featured in this scenario... well, i guess i'll have to withdraw. :(


Alright, I think I've finally got an interesting concept together. I wanted to avoid trying to tackle Sphere Casting at such a high level and thus needed some interesting ways to cover weaknesses. The Skill Unlock for Heal seemed to cover that glaring weakness somewhat along with investing in a round or two of Godless Healing and maxing UMD. This meant a Unchained Rogue Tiefling with the Friendless trait.

Not much of a character yet...

I eventually sprang for Path of War Expanded and came across the Fiendbound Marauder Warder archetype and it actually came together nicely:

Sirius the Bandit Prince, known as al-Murzim to the Brotherhood of the Crook and Flail. Sirius, whose siblings outnumber the stars. Sirius, the man who stole his father's hands. I'll slap together a backstory and crunch in a bit.


Which heritage is your Tiefling going to be?

I think I'm going with a Rashaka-blooded Kineticist/Bloodrager, so if you wanted to connect backgrounds maybe?


Hmm... I think I'm going to try for some kind of path of war/sphere wizard gestalt. Because if I'm going to learn one new thing I might as well learn two and trying to build around chakras is infuriating me. Do Spherecasters have Arcane Spell Fail Chance?


@Josh: Not unless you take the Somatic Casting drawback. The spells aren't natively arcane, divine, psychic, or anything else, by the way - that's something generally determined by your character's theme. XD


Ah. I looked into casting traditions a bit and I had a cool thought based on them. Someone whose magic is tied up in their combat ability and a skill. Mechanically, the Skilled (Sing), Focus (Whatever my main weapon is), Verbal, Magical Signs drawbacks. Flavor-wise, someone who has to sing and conduct with his weapon, likely a rapier because it's all light and swishy, and he makes cool things happen. Probably a sorcerer because they seem like the ones most likely to have their magic interlaced with another of their skills, since they're the self-taught magic users.

Or maybe I'm just weird for thinking that's cool, but eh. I'll give it a shot.


Oh, no, rapier + magic can be very cool indeed.


I wasn't even thinking of Weiss but it fits like a glove.

Actually, looking at the Warp talents, could I use them to qualify for the Dimensional Agility/Assault/Dervish/Savant chain? If not, I can just go Circling Mongoose and Outslug Sprint for a similar effect; lots of moving and stabbing, but I love the telestab thing. I'd be willing to spend all four of the feats on Agility/Assault/Dervish/Savant, that's how much I've always wanted this thing to work.


I'm willing to accept Warp as satisfying the prerequisites for Dimensional Agility. However, I am adding in a level requirement of 7th for Dimensional Agility (which is the earliest a Wizard could normally take it). Note that Emergency Teleport can also be useful (it's an Immediate-Action Teleport), and might be a viable alternative. XD Depends on how you want to do it, really.


So, the main thing I use the Alchemist list for is buffing and (especially) extra senses. Scent, Blindsight, All-Around Vision, etc.

Since we're pretty well locked in to Spheres of Power, it looks like I need War, Protection, and Divination to sorta kinda do what I want to do?

The main thing I'm not sure of is the duration of Divination talents. Are they ALL Concentration only? Because Blindsight is nice...but it's not exactly worth it if I can't do anything with it.

Being able to see all, know all is kind of my main draw to Investigator. If I can't do it with SoP I'm not going to bother with the system and just take my chances otherwise.


Yeah, at this point, what with how little casting bloodrager will actually get me, I think I'll be sticking with Vancian casting.

I don't really think I'm going to learn the Spherecasting system just for a 4th level caster.
If that's what ends up making the difference, so be it.


Also, do we need to use Herolab or print the sheet in the "common forum format"? I usually use Myth-Weavers sheets because it's easier for ME to look at and see what's going on, but some GMs prefer having a standard to make things easier on them.


@Sundanken: Read GM Renald's profile. It'll clear up some of your answers.

As for Divination: Most of the senses are hour/level, but blindsense specifically only works while you are closing your eyes. Divine (the other kind of divination), requires 10 minutes of uninterrupted concentration. Duration vary from ability to ability. A lot of abilities lasts concentration, but you can spend spell points to make them work without concentrating.


Ah... great. Statblock format. Good thing we have plenty of time. I'm gonna keep using my own sheets until time to post an alias here but it shouldn't be too hard to convert. Just wish herolab wasn't over 100 dollars at this point.

Gonna spend tomorrow scribbling a background now that I finally have a concept for the build.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Given all the information about the GM's interests, I won't be submitting Kyoro for this game (too martially focused, against the GM's preference.) Instead, I'm working on a fighter(myrmidon)-incanter(mind and enhancement focuses).


Important Note: Alchemy is different enough that there's no Sphere conversion for it. It's not (quite) Vancian casting, either. It's kind of its own thing. XD There IS the Archaic Alchemist archetype which kinda-sorta converts it, but that's not mandatory.

@Sundakan: I expect your forum alias to have the format Hero Lab uses (which is pretty much the official format to begin with). If you wish to keep a second sheet for your own reference (like on Myth Weavers), you are 100% welcome to do so. Basically, figure that the information on your alias is for my reference, which is why I want it organized a certain way. XD I GM quite a few games, and it's a lot easier to update in a timely manner when I know exactly where to look for the information I need. If you find it easier to use something else, then by all means, have that second copy.

As bigrig noted, any ability marked "sense" is hours/level, which basically means "the whole adventuring day" given where we're starting. The other divinations can be sped up by taking one of the available talents, down to one round if you get it twice.


So, I thought it would be nice with a list over players. With only three players being selected it's nice to know about what others are planning so as to avoid overlaps. Most are not completed though. Hopefully Rednal gets some use out of it as well.

  • oyzar - Aleziella Libuyaza Aasimar Unchanined Monk // Sphere Cleric of Yidhra Roles: Martial damage, Combat Maneuvers, Buffing, Healing, Crowd Control, Mobility; Sphere focus: Life, Alteration and Mind spheres
  • Arcturas Advent - Victoria Masters Damphir Soul Weaver // Magic Knight (Life and Death Sphere focus)
  • bigrig107 - Rashaka-blooded Kineticist/Bloodrager Vanican Casting
  • EmissaryOfTheNorth - Minstrel Paladin of Oghma, the Justice Bard, the Singing Blade of Light
  • Josh.Ingle - Some kind of path of war/sphere wizard or sorcerer
  • Master Han Del of the Web - Sirius the Bandit Prince Unchained Rogue Tiefling, Fiendbound Marauder Warder, with the Friendless trait. No Spheres
  • Reckless - fighter(myrmidon) // incanter(mind and enhancement focuses)
  • Sir Longears - Grunyar Edrukkgun Fighter // Rogue (Phantom Thief) - Skills and tank; No Spheres
  • Sundakan - Alan Luzforte Mystic (or Harbringer) // Investigator
  • The Wyrm Ouroboros - Unchained Monk of the four winds // Unchained Rogue
  • Vrog Skyreaver Vigilante/warrior of the holy light paladin who worships Narrah

A number of players have showed interest without posting much information:

DeviousDevious
Drake Steelwind
JonGarrett
Monkeygod
Vagabond?

It would be nice if people could list a bit about their character and what roles they cover, so it's easy to see where there are gaps and where there are overlaps. What spheres people are focusing is also nice to know, having one with Mind and one with Time is probably more useful (and fun) than having two with Mind for example.


With my Kineticist/Bloodrager, I hope to cover the roles of tank (with a huge Con/HP, moderately high AC, and special defenses), damage (fairly obvious), and scout (through the various mobility options granted by aerokineticist plus bloodrage abilities and spells).

With the variety of abilities I'll have, I should be able to invest my feats into other cool things (suggestions appreciated!).

Dark Archive

I think I've almost finished Grunyar's crunch and will start on his fluff shortly. As a reminder, he is a Vanilla Fighter/Phantom Thief and was built to be mobile tank with high armor, saves and hit points. Aside from combat he should also fill the rogue and ranger jobs regarding traps/scouting/tracking. As a dwarf and a survivor, I thought about roleplaying Grunyar as a somehow unpleasant smelly dwarf that has a very biased view of thinks: he loves or hates things with passion. Since he was built for survivability his background would be filled with many missions where he was the only survivor, making him really cautious. I thought about picking some social skills but was not sure if it would fit him.

For his background, do any of you have the book (and patience) to help me with some places to tie my PC? I do not have the campaign books and since I'm from Brazil, they are ridiculously expensive (exchange is 4x).

Right now, the base of his background would be that he was born in a wealthy clan/family that owned a small mine. During one strong earthquake he became trapped underground and to everyone's surprise he was able not just to survive the march back to the surface after a year but also bring half of the other miners with him. Soon after he left home and fully dedicated himself to his new life as an explorer/dungeoncrawler.

GRUNYAR EDRUKKGUN:

Grunyar Edrukkgun
Male dwarf fighter 10 // rogue (phantom thief) 10
LN Medium humanoid (dwarf)
Init +4 (+2 underground); Senses Darkvision 120ft.; Perception +24
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DEFENSE
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AC 33, touch 17, flat-footed 30 (+10 armor, +2 deflection, +4 Dex, +1 luck, +1 natural armor, +5 shield)
HP 160 (10d10+60)
Fort +14 (+7 base, +4 Con, +3 resistance), Ref +16 (+7 base, +4 Dex, +2 Lightning Reflexes, +3 resistance), Will +15 (+3 base, +4 bravery, +2 Iron Will, +3 resistance, +3 Wis); +3 vs. posion, +5 vs. spells, and spell-like abilities
Defensive Abilities bravery +4, defensive training, hardy, improved evasion, improved uncanny dodge
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OFFENSE
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Speed 20 ft. (30 ft. underground)
Melee dwarven urgrosh +20/+15 (1d8+12/x3) or
dwarven urgrosh +18/+13 (1d8+10/x3), dwarven urgrosh +18/+13 (1d6+10/x3) or
dagger +14 (1d4+4/19-20)
Ranged mw heavy crossbow +16 (1d10/19-20/x3)
Special Attacks hatred +2
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STATISTICS
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Str 19 (10pt; 16 base, +1 8th level, +2 physical prowess), Dex 18 (7pt; 15 base, +1 4th level, +2 enhancement), Con 18 (5pt; 14 base, +2 racial, +2 enhancement), Int 13 (3pt), Wis 16 (2pt; 12 base, +2 racial, +2 mental prowess), Cha 6 (-2pt; 8 base, -2 racial)
Base Atk +10; CMB +14 (+16 with axes); CMD 31 (+4 vs. bull rush and trip while standing on the ground, +2 vs. bull rush, grapple, reposition, and trip) (10 base, +10 bab, +2 deflection, +4 Dex, +1 luck, +4 Str)
Feats
Campaign: Combat Expertise
Campaign: Combat Stamina
Campaign: Deadly Aim
Campaign: Improved Unarmed Strike
Campaign: Power Attack
Campaign: Weapon Finesse
Fighter 1: Dwarven Hatred Style -> Dwarven Seething -> Dwarven Fury
Fighter 2: Two-Weapon Fighting -> Improved Two-Weapon Fighting -> Improved Two-Weapon Fighting
Fighter 4: Defended Movement
Fighter 6: Circling Mongoose
Fighter 8: Unhindered Shield
Fighter 10: Double Slice
Rogue 2: Weapon Focus -> Greater Weapon Focus
Level 1: Armor Focus -> Improved Armor Focus
Level 2: Iron Will -> Improved Iron Will
Level 3: Shield Focus -> Improved Shield Focus -> Greater Shield Focus
Level 4: Steel Soul
Level 5: Spring Attack
Level 6: Toughness
Level 7: Canny Tumble
Level 8: Lightning Reflexes -> Improved Lightning Reflexes
Level 9: Weapon Specialization -> Greater Weapon Specialization
Level 10: Deepsight
Skills Acrobatics +22 (10 ranks, +3 class, +4 Dex, +5 refined education), Appraise +9 (+2 with metal and gems) (5 bg ranks, +3 class, +1 Int), Climb +17 (5 ranks, +5 circumstance, +3 class, +4 Str), Disable Device +22 (10 ranks, +3 class, +4 Dex, +5 refined education), Escape Artist +12 (5 ranks, +3 class, +4 Dex), Knowledge (dungeoneering) +9 (5 ranks, +3 class, +1 Int), Knowledge (engineering) +9 (5 bg ranks, +3 class, +1 Int), Knowledge (geography) +9 (5 bg ranks, +3 class, +1 Int), Knowledge (local) +9 (5 ranks, +3 class, +1 Int), Knowledge (nature) +9 (5 ranks, +3 class, +1 Int), Perception +24 (10 ranks, +3 circumstance, +3 class, +5 refined education, +3 Wis), Profession (miner) +11 (5 bg skills, +3 class, +3 Wis), Sense Motive +21 (10 ranks, +3 class, +5 refined education, +3 Wis), Stealth +22 (10 ranks, +5 circumstance, +3 class, +4 Dex), Survival +21 (10 ranks, +3 class, +5 refined education, +3 Wis), Swim +17 (5 ranks, +5 circumstance, +3 class, +4 Str); Armor Check -0
Traits Glory of Old, Tunnel Fighter
Languages Common, Dwarven, Undercommon
SQ armed bravery, armor attunement (buckler +2), armor specialization (mountain pattern), armor training 1, deflection +2, finesse training, greed, mental prowess (wisdom +2), physical prowess (strength +2), refined education (acrobatics, disable device, perception, sense motive, survival), resistance +3, rogue talent (improved evasion, multitalented, resiliency, trap spotter, weapon training), slow and steady, social sense +3, stamina pool (14), stonecunning, toughening +1, weapon attunement (dwarven urgrosh +2), weapon familiarity, weapon training (axes +2)
Combat Gear none; Other Gear boots of the earth, bracers of falcon’s aim, gloves of swimming and climbing, greater plague rat belt, handy haversack, jingasa of the fortunate soldier, lesser talisman of life’s breath, mw buckler, mw dwarven urgrosh, mw heavy crossbow, pauldrons of the serpent, ring of foe focus, ring of sustenance, sash of the war champion, shadow underground-striding mountain pattern, 3.245 gp
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SPECIAL ABILITIES
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Canny Tumble When Grunyar uses Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent, he gains a +2 circumstance bonus on his next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as Grunyar makes that attack before the start of his next turn.
Circling Mongoose When Grunyar is adjacent to a foe, as a full-round action, he can take a full-attack action to make melee attacks against the foe, moving 5 feet before each attack. Grunyar must move 5 feet before each melee attack he makes, and can't exceed his maximum speed, exceed his maximum number of attacks in a round, or attack any other target until the beginning of his next turn.
Grunyar must remain adjacent to the foe, and his movement provokes attacks of opportunity as normal unless he succeeds at the appropriate Acrobatics checks. If his first attack against the foe hits, Grunyar is considered to be flanking the foe on his second attack. Subsequent attacks made as part of the full-attack action continue to be treated as if he was flanking the foe until one of his attacks misses, at which point his attacks are treated normally.
Combat Stamina After Grunyar makes an attack roll with a manufactured weapon, but before the results are revealed, he can spend up to 5 stamina points. If he does, he gains a competence bonus on the attack roll equal to the number of stamina points he spent. If Grunyar misses with the attack, the stamina points he spent are still lost. Grunyar also knows the following combat trick.
Armor Focus: Grunyar can spend 2 stamina points to increase the additional armor bonus granted by this feat to +2 for 1 round.
Canny Tumble: Just before Grunyar makes an attack roll with the +2 circumstance bonus granted by this feat, he can spend up to 5 stamina points. When he does, if his attack hits, Grunyar gains a bonus on the damage roll equal to double the number of stamina points spent.
Combat Expertise: If Grunyar spends stamina points to raise an attack roll using the Combat Stamina feat's benefits, ignore an amount of his Combat Expertise penalty equal to the number of stamina points he spent.
Deadly Aim: When using this feat, Grunyar can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of his next turn.
Defended Movement: Grunyar can spend 3 stamina points as an immediate action to increase the bonus to his AC to +4 against a single attack.
Double Slice: When Grunyar hits an opponent with both a primary-hand attack and an off-hand attack while using Two-Weapon Fighting, he can spend a number of stamina points up to half his Strength bonus. If he does, add a bonus on the damage roll of the second of the two attacks equal to the number of stamina points Grunyar spent. He can use this combat trick only once per round.
Greater Shield Focus: When an attack is made against Grunyar while he is using a shield, he can spend up to 4 stamina points. For that attack, his shield bonus increases by an amount equal to the number of stamina points he spent.
Improved Armor Focus: Grunyar can spend 5 stamina points to negate his armor’s armor check penalty for 1 skill check.
Improved Shield Focus: Grunyar can spend 3 stamina points to negate his shield’s armor check penalty for one skill check.
Improved Two-Weapon Fighting: When making an attack of opportunity, Grunyar can spend 5 stamina points to also make an attack of opportunity with his off-hand weapon. That second attack takes a –5 penalty.
Improved Unarmed Strike: When Grunyar deals nonlethal damage with an unarmed strike, he can spend up to 5 stamina points to deal an amount of additional nonlethal damage equal to double the amount of stamina points he spent.
Power Attack: When using this feat, Grunyar can spend 2 stamina points to gain the benefits and the hindrances of this feat until the end of his turn, instead of until his next turn.
Spring Attack: Grunyar can spend 5 stamina points to use this feat as a standard action instead of a full-round action.
Two-Weapon Fighting: Grunyar can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in his primary hand by 1 for every 2 stamina points he spent. This benefit lasts until the start of his next turn.
Defended Movement Grunyar gains a +2 bonus to his AC against attacks of opportunity. Defended Movement counts as both Dodge and Mobility for the purposes of feats that have Dodge and Mobility as prerequisites.
Dwarven Hatred Style Grunyar applies his hatred racial trait's bonus on both attack rolls and weapon damage rolls against creatures of the appropriate type or subtype and increase the bonus to +2. When an opponent hits Grunyar with an attack, he can apply his defensive training or his hatred racial trait bonus against that target, regardless of the opponent’s type or subtype, as an immediate action. This ability lasts until the opponent dies, or the combat ends, whichever occurs first.
Multitalented Twice per day, Grunyar can use a rogue talent that is normally only usable once per day one additional time.
Resiliency Once per day, Grunyar can gain a number of temporary hit points equal to twice his rogue level. Activating this ability is an immediate action that can be performed only when Grunyar is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If Grunyar's hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.
Skill Unlocks Grunyar has the following skill unlocks.
Acrobatics: Grunyar can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by only 5. He isn't denied his Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower. With a successful DC 20 Acrobatics check, Grunyar treats an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which he exceeds the DC, and treat an intentional fall as 10 feet shorter for every 10 by which he exceeds the DC. Grunyar does not provoke attacks of opportunity when standing up from prone.
Appraise: A successful DC 20 Appraise check reveals whether an item is magical, and a second check (DC = 25 + the item's caster level) unveils its properties. Grunyar can use Appraise to detect non-written forgeries and counterfeits.
Climb: Grunyar is no longer denied his Dexterity bonus when climbing.
Disable Device: Grunyar can reduce the time required to disarm a trap or open a lock by taking a –5 penalty on his Disable Device check for each step by which he reduces the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action. Grunyar can disarm magical traps at a –10 penalty even if he lacks the trapfinding ability. If he fails the check, he can still trigger the trap, and he can't use this ability to bypass it. When attacked by a trap, Grunyar can attempt a Disable Device check as an immediate action opposed by the trap's attack roll or its save DC. If he succeeds, he takes half damage (or no damage if Grunyar exceeds the DC by at least 10).
Escape Artist: If Grunyar takes a –10 penalty, the time required to use this skill is halved; escaping a grapple or pin is a move action, and escaping a net, animate rope, command plants, or control plants spell is a standard action.
Knowledge (any): When Grunyar successfully identify a creature, he gains one additional piece of information for every 5 ranks he possesses in that Knowledge skill.
Perception: Grunyar remains alert to sounds even in his sleep, and the normal DC increase to Perception checks when he is sleeping doesn’t apply to him. The distance modifier on the DC of Perception checks he attempts is reduced to +1 per 40 feet. In addition, Grunyar gains a +5 bonus on Perception checks to notice or locate an invisible creature or object.
Sense Motive: If Grunyar was aware of an opponent before rolling initiative, he can attempt a Sense Motive check as part of his initiative check (DC = 11 + the highest Bluff modifier among his opponents or DC 15, whichever is higher). If he succeeds, Grunyar gains a +1 bonus on the initiative check, plus an additional +1 for every 5 by which he exceeded the DC. After 1 round of conversation, Grunyar can read a creature's surface thoughts (as detect thoughts) by attempting a Sense Motive check at a –20 penalty opposed by the creature's Bluff check. In addition, when attacked, Grunyar can attempt a Sense Motive check as an immediate action opposed by his target's attack roll. A successful check grants a +2 insight bonus to his AC against attacks from that specific opponent for 1 minute.
Stealth: Grunyar reduces the Stealth penalty from sniping by 10. Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.
Survival: Grunyar reduces all nonlethal damage he takes from heat, cold, starvation, or thirst by 1 point for every 5 ranks he possesses in Survival. Grunyar can track creatures that leave no tracks, including flying and swimming creatures and creatures using trackless step or pass without trace, taking a –20 penalty on his Survival check. Once per day, Grunyar can spend 1 hour and attempt a DC 30 Survival check. Success grants him cold resistance or fire resistance 5 for 24 hours. He can share this with one ally for every 5 by which he exceeded the check.
Social Sense Grunyar receives a +3 bonus on Sense Motive checks to avoid being surprised by a foe, on Bluff checks to surprise a foe, and on initiative checks for surprise rounds that involved Bluff and Sense Motive checks to determine surprise.
Stamina Pool During combat, Grunyar can spend stamina points from this pool to perform a combat trick if he is not unconscious, fatigued, or exhausted.
Dropping to 0 stamina points causes him to become fatigued until Grunyar has 1 or more points in his stamina pool.
For each uninterrupted minute Grunyar rests, he regains
1 stamina point. If he is suffering from any of the following conditions, Grunyar can't regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.
Tunnel Fighter While underground, Grunyar receives a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits.

Gear Grunyar has the following gear.
Boots of the Earth: As a move action, Grunyar can plant his feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
Greater Plague Rat Belt: As an immediate action three times per day, Grunyar can call upon the belt to reroll a saving throw made to resist a disease or poison. He must use the second roll, even if it is worse.
Jingasa of the Fortunate Soldier: Once per day when struck by a critical hit or sneak attack, Grunyar can spend an immediate action to negate the critical hit or sneak attack. The damage is instead rolled normally.
Lesser Talisman of Life’s Breath: The first time that Grunyar dies, he is automatically affected by breath of life.
Pauldrons of the Serpent: These pauldrons grant Grunyar a +2 dodge bonus to AC against attacks of opportunity, and increase his CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers.
Ring of Foe Focus: Grunyar can, at will, designate any one opponent she can see as a particularly dangerous foe. She gains a +2 bonus to her AC and saving throws against attacks made by that opponent until she designates a new enemy.
Shadow Underground-Striding Mountain Pattern: Grunyar gains a 10-foot enhancement bonus to his speed while in the associated terrain, and the armor’s armor check penalty does not apply to Acrobatics, Climb, and Stealth checks attempted in underground terrain.

Any thoughts/opinions/critics are welcome.


Can't pass up this opportunity. Really happy that a full build isn't required for selection because what I have in mind might be really complicated. Unarmed Halfling, Stalker/Earth Keneticist. I want a cross between Shifu from Kung Fu Panda and Toph from Avatar.

Intend to get a huge range of abilities to handle different situations while still being relevant in combat...I hope. Going for extremely mobile disabler, scout, DPS, distraction.


Speaking from experience, making a 10th Level Gestalt is a LOT of work, and I don't want to require that of people unless they actually get selected for the game. XD That's one of the reasons I'm really only asking for backgrounds and a rough outline right now.


Learning spheres of power is a lot more work than building a 10th level gestalt character XD. At least learning it sufficiently for a 10th level character...

With most of my character built I find it much easier to get inspiration for background and story though...

Dark Archive

GM, from your opening post, all the PCs were former explorers from the Rappan Athuk but are they necessarily from the same party or could they be 'survivors' without knowing each other?


That is a good point, bigrig brought up tying together backstories. I don't have everything nailed down just yet but will soon, how much should allowance should I give toward knowing the other characters?

Also, I just rediscovered the Phantom Thief archetype from Ultimate Intrigue, definitely slapping that on the Rogue half of my gestalt to mitigate some of the combat over-stacking I know you dislike.


Given that the pathway behind you is collapsed so there's no easy exit, the plan is for everyone to have been part of the same adventuring team. Backstories can be linked once people are accepted. ^^


Just to point out, Han, Longears' rogue a few posts up is a Phantom Thief rogue.
Don't want too much overlap in classes.


Pathfinder Lost Omens, Rulebook Subscriber

Is this still open? If so for how much longer? I have an idea for a character but I don't necessarily want to work on the concept if I have to really rush on it.


@Darthrancor: No one have mentioned anything about closing yet.

bigrig107 wrote:

Just to point out, Han, Longears' rogue a few posts up is a Phantom Thief rogue.

Don't want too much overlap in classes.

Given they are both going for spell-less combinations odds are they are competing for the same slot regardless, so I don't think there is any need to worry about that.


Oh yeah, I should probably do that, huh... right-o!

Recruitment will close on 6/21, with selections made on 6/22. On the 20th or the 21st, please post your final submission. I will select players based on those submissions.


oyzar wrote:
bigrig107 wrote:

Just to point out, Han, Longears' rogue a few posts up is a Phantom Thief rogue.

Don't want too much overlap in classes.
Given they are both going for spell-less combinations odds are they are competing for the same slot regardless, so I don't think there is any need to worry about that.

Did not realize someone else had already brought it up but yes, given that we are both going non-magical skilled, I highly doubt that we run a good chance of ending up in the same party.


GM Rednal wrote:
Speaking from experience, making a 10th Level Gestalt is a LOT of work, and I don't want to require that of people unless they actually get selected for the game. XD That's one of the reasons I'm really only asking for backgrounds and a rough outline right now.

haha whoops. Definitely missed that part. Almost done with my full crunch. My character is a Shifter/Unarmed Fighter, being built to soak damage.


Kennen:
The slums. Some were bigger than others, but every city had them. That was just the nature of civilization. Some people had physical or mental disabilities, some didn't mind ruining the lives of others for their own benefit, and some were just unlucky. In one such slum there lived a relatively large number of Halflings, but compared to the other races in the poor section of the city, they did quite well. Their children were happy and well fed. Their homes were spartan but livable. They were a loyal race that looked out for one another. They shared their wealth and all were better off because of it.

Among those happy children was a boy named Kennen. He and his friends could often be seen running through the alleys playing games and just enjoying their youth. They were still young and their parents sheltered them from the cruelties of the world. But as with all children, they must one day grow up. Because for some children, their lives were not so happy. Some had lost parents or friends, been sold into slavery, or gone through an experience that scarred them for the rest of their life. And so they turned to violence and gangs to get some sense of power back in their lives. One such gang didn't like how happy and care-free Kennen and his friends were. Why should these children have a happy childhood when theirs were so miserable?

So one day the gang of teenagers decided to give the group of friends a dose of the real world. The gang members surrounded the group of children, brandishing makeshift weapons made out of wooden beams or rusted tools. Some children tried to flee but they were grabbed, beaten mercilessly, and thrown back with the others. As Kennen and his friends were pushed back in a corner most of them cowered in fear...but not Kennen. At the sight of his beaten and bloody friends he came forward to challenge the bullies. As they were mostly humans, with some of the other races represented, the Halfling posed no threat to them and they merely laughed at his courage and show of defiance. But his stand wasn't meant to intimidate the bullies, it was meant to inspire his friends. Seeing the smallest of them take a stand had the other ones no longer cowering, no longer fearing the odds set against them. And so they fought back.

And so they lost. No one escaped without some broken bones, bruises, or cuts. Their bodies may have beaten and broken but at least their wills, their spirits, weren't. For Kennen, it was a turning point in his life. It was the moment he decided to get stronger so it would never happen again; so that he would never have to witness the people he cared about getting beaten in front of him.

Such a goal proved difficult very quickly. First off, he had no money for a weapon and was too afraid of the penalties for stealing. He decided to make his own out of wood and one of his friend's siblings offered to teach him. Unfortunately, every weapon he tried felt clumsy in his hands and he ended up hitting himself more than his target. So maybe he could try magic. There was a gnome in town that knew some minor prestidigitation. If Kennen helped around the shop and with deliveries, he would teach Kennen the basics. After a few weeks of training the young Halfling realized he had no gift for magic either. Even the most minor spells proved too complicated for him and produced no effect.

During his magical training, he did feel something strange. He was sitting in the back of the shop meditating as his teacher told him to. The gnome wanted him to try and feel the energy flowing around him, the energy that he would be manipulating in order to perform magic. As he sat with his eyes closed and his mind open he tried to extend his senses to feel the world around him. But as he sat there focusing on the outside, something called out from within. He felt some kind of energy inside, flowing though his body like water. He tried to focus on it but it but it seemed to evaporate when he did. He asked his teacher about this but the magician didn't know anything about it. Several times he felt this strange, internal energy but he could never figure out how to harness it.

Eventually he quit magic and wandered the streets in disappointment. No matter what he did or how hard he tried there seemed to be no art, no style, no weapon that he could use without causing more damage to himself than those trying to harm him or his friends.

One day, as Kennen wandered the streets he heard a commotion from a nearby tavern. He couldn't just walk through the front door because the tavern keeper would just throw him out so he headed for the side alley. Just before he made it around the corner, two large men went flying through separate windows at the front of the tavern. He ran to the window to see what had happened. Inside he saw the most awesome display of power and martial prowess he had ever seen in the city. A large man stood in the middle several other men like a rock in a thrashing ocean. The men around him tried to punch, kick, and stab him into submission but the brawler stood his ground, dodging and deflecting strikes while returning a few of his own. I was awe inspiring to see one man move seamlessly from one attack to another without ever taking a good hit in return.

The young Halfling watched as all the assailants were beaten down and then chucked out the windows as their friends were a few moments earlier. This was it, this was the strength Kennen wanted, needed. Without thinking he jumped through the window and vaulted onto a table.

"Hey mister, please teach me how to fight like that," he yelled from his perch as the entire drunken assembly stared at him. The man ignored him and went back to the bar to finish his drink.

"Hey, I'm talking to you," Kennen yelled again, punctuating his exclamation by stamping his foot on the table. His outburst caused the drinks of the patrons at that table to rattle and spill a little but still they watched the amusing little Halfling.

"Fine, I'll force you to teach me." With the grace of an elf, Kennen leaped from table to table and then leaped high in the air, his foot leading the way to the back of the man's head. Without even looking the large man spun out of the way and still held the beer to his lips. The young Halfling went flying, clipped the bar, and landed hard on the floor. The patrons roared with laughter at the antics. It was almost better than the brawl a few minutes before. Kennen decided to make himself scarce before humiliating himself anymore. But that wasn't the last of it for sure.

Over the next week the young Halfling made many attempts to bring down the big man or it least make him acknowledge his strength. From around corners, balcony’s, roofs, and even garbage he sprang, and each time the human brawler merely moved out of the way. During the next weak he at least got the giant of a man to defend himself, though halfheartedly.

Unfortunately, one day while young Kennen was out plotting his next attack, the gang from several days ago decided it was time to put those little punks that stood up against them back in their place. Like last time, they stood little chance but the end result so much worse. When Kennen came upon the scene, his heart dropped. All of his friends were in a bloody heap, most with something broken or bad lacerations. He immediately ran to get help and thankfully, a kind cleric was passing close by and was able to mend them. However, Janis...didn't make it. Her injuries were too great to be helped. All his friends mourned her lost but Kennen most of all because he wasn't even there to help.

For three weeks the human, bar-brawler ignored him. But after this defeat, Kennen could take it no longer. As the bouncer was headed home, Kennen waited for him in the middle of the alley, fist at his sides like he was ready to explode.

"Damn it," he said through gritted teeth. "What do I have to do to get you stop IGNORING ME?" he yelled so forcefully that even this man, of over 7 feet and dealt with drunks all day, gave pause. "A friend off mine died today. I wasn't there for them. But even if I was, I can't do anything. Nothing has worked. I can't swing a sword. I can't use magic. I can't do anything. At least everyone else gave me a chance. Why won't you? I just...I just want to protect the people I care about." The last sentence was nothing more than a whisper. And for a while there was silence. Kennen sniffed. He was on the verge of tears. Tears he thought he had cried out already.

"Come. I show you why." This was all he said but Kennen followed, his eyes never going higher than the giant's shins. He was lead out of the city a little ways to the edge of the forest nearby. He was told to wait for a moment as the man walked over to a tree about as big around as a barrel of salted pork. What happened next broke the young student out of his depression. The squatted down into a stance he'd never seen the man use in the bar. One hand was forward, the other was low and balled into a fist at his side. He breathed, slowly and deeply. He barely moved other than the expansion and contraction of his chest. Then, with no warning, he roared like a lion and hit the tree with so much force it splintered on impact and toppled over. The warrior took a few stabilizing breaths before turning to the boy who flinched unconsciously.

"Is this what you wish to learn?" he asked, gesturing to the tree. Kennen thought for a moment, felt a tinge of excitement at the thought of getting revenge on that gang, but quickly quelled that idea. He had never liked the idea of killing anyone for any reason; even after what they had done. If he could just teach them a lesson, show them what it felt like to be helpless, that would be enough. He shook his head almost immediately.

"Good. This power not for protecting. If you cannot fight like others, fight like you. Learn from yourself. Know yourself. Be your own master. Look within and you will find your answer." The man patted him on the shoulder and walked back into the city. After that day, Kennen decided that he would develop his own fighting style. He wanted to model it after the martial art he witnessed but he would have to find some other way to make his punches and kicks stronger. He still remembered that time he felt something flowing within him and thought that might be what the big man was talking about. So everyday he meditated, trying to find that power, as well as physical training. He knew he could never reach the strength of that massive warrior so instead he decided to aim for where it hurt the most. He hoped that by aiming at these places he wouldn't need much strength, just speed and precision.

His friends were eager to see what became of their smallest friend's determination so they helped were they could with mock spars and being test subjects. He never hit hard and they took it in stride, but they were nonetheless impressed at his skill hitting them in places it really hurt such little force. If he really tried, they were afraid of the damage he could inflict. He also picked up the quarterstaff, using it to extend his reach and place him in a favorable position on the battlefield. Eventually, they all began to pick up his odd style and solidify themselves as a unit.

And more importantly, they got their revenge. They didn't kill the boys that had taken one of their own but they beat them so badly they left the city. The fight was a strange sight to behold. 5 youngsters up against at least 3-1 odds with nothing more than their own fists and some sticks. The other side wasn't very well equipped either but had been in many fights and had experience and numbers on their side. Even with this overwhelming advantage...they got severely thrashed. Kennen and his group blocked, ducked, and weaved around awkward swings and struck with speed and accuracy, taking each opponent down with a single strike most time.

As the years passed by, the not-so-young Halfling spent every day perfecting his new art and became somewhat of a local legend. It got to the point where the people of the city began calling him the Half-pint Hammer. He and his growing group of followers single-handedly dropped the crime rate a noticeable amount. And they asked nothing in return. With the most important people in his life now well protected, he found he was no longer necessary. He decided that if he wanted to get better, he would have to challenge the world. To see if his style, will, and his determination could stack up against anything the world could throw at him.

Here the original story I wrote that inspired the concept and I want to stay close to it so that means no keneticist. I am having trouble coming up with a second class though. I want something inspirational but not magical. Monk, warder, and brawler stand out but seem redundant and minmaxy. Inspiring Commnader maybe.

Not sure how to tie in Rappun Athuk either but I'll think of something. Something within the dungeon that is important perhaps.


Is Variant Multiclassing allowed?


@Zayne: What's the first class?


Variant Multiclassing is not allowed, since it's much cheaper than usual. Gestalt should be more than enough. XD


Question: What's the setting outside of Rappan Athuk like? I doubt it's Golarion, but I can't find any info for it. Particular things I'm looking for are details on catfolk if any exist in setting, if they have a travelling-folk group equivalent to Varisians, and what the direct vicinity of the dungeon is like.


Catfolk are not common to the area (and not throughout the entire Borderland Provinces, actually, where Rappan Athuk is located). The Dungeon of Graves is found in Eastreach Province, with the overview as follows:

Quote:
Eastreach Province is still loyal to the Kingdoms of Foere (a nation that's in retreat, unable to properly rule its lands), and is governed by a Lord-Governor sent from the Overking’s Court. The province has always suffered from fragmentation and decentralization in a complex feudal system, and the social order is now suffering very badly from corruption fueled by bribes from Bard’s Gate. Internal travel is grinding almost to a halt due to “tolls” charged by petty barons, and as rural settlements become more isolated, the wilderness is beginning to creep back into civilized areas.

The dungeon itself is basically sandwiched between an ocean and the Forest of Hope. The easiest way to explain your presence is probably having traveled by ship from a catfolk-inhabited area, landing at Zelkor's Ferry (a teeny, tiny trading town), and heading in to explore from there after meeting the rest of the party. The Dungeon of Graves has been infamous for over a hundred years now, and has attracted no small number of people drawn by both the risk and the treasure. Most haven't come back. XD


Stalker for sure. And Inspiring Commander is 3pp. Its not really a cavalier anymore either. More like a bard without spells. It is kinda what I was going for though.


Alright, I've given up on path of war. Not a huge fan of tracking initator stuff and spherecaster stuff at the same time. Instead, I'll do swashbuckler/sorcerer. So, without further ado, here's the basis of my actual submission.

10 Minute Background

Shahir Coppermane, NG Catfolk Swashbuckler/Sphere Sorcerer (Celestial Bloodline)

Step 1: Concept:
1) Shahir was a member of a nomadic tribe of catfolk from across the sea, but his magic forced him to leave his tribe to seek training elsewhere, lest he accidentally harm someone.

2) That training came from a magus named Ahren Zahim, himself a desert-dwelling hermit. Ahren found Shahir lost in the desert and saved him from a slow death by dehydration, then took him on as a student. While he wasn't skilled enough at the scientific part of magic to master things like Ahren's spellstriking techniques and the like, he could use what talents he did have to good effect, and learning the martial techniques helped calm his thoughts.

3) People say that catfolk are lucky, but Shahir will maintain that most of it is bad luck. Ahren conjured a daemon that he couldn't bind, and was gravely injured in the ensuing battle; Shahir and Ahren both barely managed to force it to flee. Shahir attempted to reach the nearest settlement, where they purchased food and traded magic items created by the wizard for coin, in time to find help, but the magus had succumbed to his wounds before he and the healer could return.

4) Bereft of a master and unsure where his people were now, Shahir took Ahren's blade and left, wandering on his own and working as a mercenary for a while before encountering a bandit tribe and a group of other adventurers. Joining forces with the latter proved sufficient to wipe out the former, and was the turning point that opened Shahir's eyes to the possibilities of working in teams.

5) Shahir started seeking out groups of adventurers to join with in search of treasure, magic, and adventure. Sometimes these small parties would last mere days, sometimes months. Shahir accomplished many great deeds of arms; slaying dragons, saving princesses, all the classics, really. His latest group was the one that would find themselves exploring Rappan Athuk and eventually being shoved off one path and into another, which went much further down than it felt like it should have...

Part 2: Goals:
1) I'd like for Shahir to reencounter the daemon that killed his master. I feel like it'd be a fun side mission, and it'd force him to open up to the party more, explain why it was so important to him. Especially in light of the true state of things, outlined in part 3.

2) It's dumb, but speaking of storylines, it'd be cool if Shahir had to do without his weapon. Trying to deal with having to work magic without a crutch, having to fight with something else, and tracking down the person who took such an important item from him.

Part 3: Secrets:
1) Shahir's master didn't just die; his soul was stolen by the daemon. Shahir is not aware of this, but the daemon could conceivably use it to bait him and try and finish the set; "come after me unless you want me to lock Ahren in one of the Hells."

2) Shahir tries to hide it, but he's a very insecure person. Part of the reason he started attaching to adventuring parties is that he needs to feel needed, but the reason he kept switching groups is that he's scared that people will start to hate him if he's around too long; he had to leave his tribe because of his magic, his master died because Shahir wasn't good enough to save him, and both of these combined with numerous smaller incidents have led to Shahir hiding crippling insecurity behind the confident, flamboyant persona that he projects.

Part 4: Contacts:
1) Adrian Blake: The captain of the Embermaine, a trading vessel that Shahir has dealt with many times over the years. Adrian often hires Shahir on for protection from pirates, giving the catfolk the transport he needs in exchange for a little bladework on the high seas.

Syndri Dupre: The blacksmith of the small desert oasis near where Shahir learned magic. A highly skilled man, easily capable of making mastercraft quality weaponry, and a close friend. Shahir makes a point of visiting Syndri at least once a year, usually by crossing the sea back to his home continent aboard Embermaine. They reminisce about the good old days while Syndri makes a show of checking Ahren's rapier for damage. Shahir has sent a lot of business Syndri's way.

Kyoko Shirai: A travelling sorceress who Shahir has run afoul of a couple times in the past, starting with executing the daemon she'd been trying to form a contract with and continuing from there; at first, he was trying to help. Eventually, her frustration and persistent summoning and dealing with infernal and diabolic forces corrupted her, and he was forced to stop her from injuring people several times. However, she's better at magic than he is, especially the Warp sphere, and she continuously escapes their confrontations to fight another day.

Part 5: Memories:
1) Shahir remembers growing up with his tribe. They placed a large emphasis on song; their entire history was codified in songs, passed down through generations. Every task was completed with a song to accompany it, so it's little wonder that Shahir's magic tethered itself to his music.

2) Shahir also remembers the first time his magic showed itself, during the middle of a march. He felt something strange shift around his song, and his first talent, time manipulation, manifested itself chaotically. Nobody was hurt, but it scared everyone, Shahir included. The then-teenaged catfolk left his tribe to find a spellcaster who could help him master his power.

3) After wandering in the desert for the better part of a week, Shahir regretted his decisions. His voice had given out, he was running low on water, and civilization was nowhere to be found, but then he heard the voice of a man, raising a somber cadence that seemed to be punctuated with strikes of some kind. Stumbling over the next dune, the catfolk slid to a stop in front of a man with dark hair, a wispy beard, and a rapier, the latter of which had been employed in the grisly task of killing a giant, aggressive-looking lizard. And that's how Shahir met his master, Ahren.


DeviousDevious' submission, Rodok. Recycling an older alias here, but I've modded the backstory a bit. Still might end up tinkering until the deadline, but any feedback is welcome.

He's a Shifter/Fighter (unarmed), built as a primary tank/healer, and secondary contribution is melee damage. Strategy is wade into melee, with a whole boat load of fast healing and alteration buffs.

Spheres are Alteration, Life, and Warp.

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