| GM Rednal |
Do keep in mind that templates that offer unusually potent powers - free, infinite flight, incorporeal traits, too many total immunities, etc. are likely to be judged tougher than templates which mainly offer a few ability points and some spells. Not every template is truly equal, and given that this is a killer dungeon (and meant to be played as such), I have no intention of accepting characters who could bypass all hazards too easily. ^^
| HighonHolyWater |
Here is something I have. Also I changed things up again. Changing Paladin to a Vanguard Slayer. Keeping the oracle and using the warsighted archetype and the battle mystery. With the slayer talent to get trapfinding he will be able to deal with traps as well as being at the front of a fight with buffing spells for support and backup healing.
Father Griss taught him many things about the world, secret knowledge. The old man was slightly insane but he had managed to survive many strange things and taught Timothy all he knew, how to help others survive also and fight back against the things that go bump in the night. The father was too old, well past his youth and had a few too many injuries from his many adventures that had finally caught up to him. He helped Timothy to disguise himself in magical and mundane ways so he could go out without negative reactions from people who couldn't handle his scaly skin, his leathery wings, his claws, sharp teeth and least of all his bronze eyes when they shon in the dark. Many would take him for something evil. Mostly because they were entirely ignorant of the true horrors that lurked in the dark and those that weren't rarely survived.
There were boons to his freakish form. The ability to shrug off wounds left him luckily alive when perhaps he should have died. Though he quickly learned not to make the same mistake twice. He found great freedom in flying above the cities at night when he couldn't be seen by anyone. Many nights he would fly around for hours, watching the towns and cities wherever he was staying at the time. He had only let one person besides Griss see him with his disguise down. Griss' grand daughter was a sorcerer, the only family he had left. They trained and worked together many times, building a strong connection over many years and adventures. Until one night they were hunting down a vampire who had been terrorising a village, taking people at night and killing cattle. When they infiltrated it's lair she was captured in a trap and before he could rescue her was turned into its thrall. After he defeated the vampire he left her, unable to deal with what he was going through. He told Father Griss that she was dead and as far as he was concerned she was. Griss became sick and rapidly deteriorated in his old age, dying not many years after.
Timothy laid him to rest, the hallowed ground of the cemetary specially prepared so that his body could rest in peace. Now Timothy would continue his legacy of the fight. He fought against many strange and alien things but at least one of them seemed to aid him and give him strength in battle. He didn't understand it at all. He just hoped the time when payment was demanded was a long time coming, and that he had time to figure out a way to survive. There were rumours of an ancient tomb full of evil creatures and things unspoken. Griss had told of a time he had tried to venture in but failed. Down the well was only darkness. He had failed and barely got out alive and always warned Timothy from going there. "You weren't a dragon old man. Perhaps I can succeed where you failed."
| Brother Donovan |
Brother Donovan... was he really brother to anyone?
The girl left just before dawn, taking the money off the counter. The slight ridges along her spine, the way her eyes glowed in the dark when she got excited. He knew what she was. Most of her... clients were too drunk to notice or remember. But, their subconscious wouldn't let them come back. As far as he knew, Brother Donovan was her only reliable client.
She was an adult, but he always thought of her as a good kid. There was an innocence that seemed genuine, but then again she could be that good.
The mist was thick as he made his way up the hill. His vestments always felt heavier in the mist, it was the moisture, he knew... It didn't make it any better. Literally, more weight on his shoulders.
He entered the gate into the outer monastery, mentally chuckled at the veneer of security as he moved through the courtyard and into the monastery proper. What mankind should fear, knows not of walls.
They bowed and steepled their hands, he was The Chosen. Eight Masters swore to dedicate their lives to training him, preparing him. The Chosen: part savior, part sacrificial lamb. Isn't that always the case? Prepare, an interesting and unfortunate term that made him feel like a dinner dish. Cleaned, scrubbed, dressed and trussed.
Eight masters, the number of chaos. The irony was surely lost on them. He was the vessel they choose to fill with their strength, knowledge and prowess. Scriptures, texts, tomes... Half his time was academic study. Half was equal parts stretching and discipline of the mind. And the other half, yes they crammed more into the day than was humanly possible. That third half was physical training.
The enemy, if they could be deemed such weren't human, not vaguely. Why should we limit ourselves?
| Angelpalm |
Instead of templates can we opt to use the create a race variant rules?
Perhaps make every tier above the standard tier be an ecl? I think it starts at standard being anything below 10 rp, then advanced being 11-20, and finally monstrous being 20+
http://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races
It even has a chart showing the CR for the rp totals. With a 40 rp total(along the lines of the drow noble)being a +3 la.
| Tirion Jörðhár |
Would:
Animal Lord;
Bramble; or
Fey Creature templates be acceptable?
I have several ideas and need to figure which can be used. Animal Lord adds a lot to ability scores. Bramble changes your type to plant, with the requisite defenses and abilities. Fey gives permanent flight. I know you have indicated some concern with permanent abilities, like flight, although by level 8, some characters have flight anyway.
| GM Rednal |
In general, the templates I'm likely to approve are less "completely change the type of being you are" (aside from the Half-X templates), and more "You're still you, but with these added traits". Psychic creatures from the Advanced Bestiary, for example, are a fairly good choice.
Animal Lord requires being 10+ HD, which you are not. Bramble is one of those "make you a very weird being" types, which is appropriate for Lovecraftian lore, but not necessarily for the cultists and minions being directed onto this mission. Fey creatures, likewise, are something of a total shift.
| GM Tribute |
First, I am a great Lovecraft fan. Couldn't resist submitting what will be a powerful character with the dream eater template.
I was taken on a tour of Pickman's personal gallery, hidden away in a run-down backwater slum of the city. As we delved deeper into Pickman's mind and art, the rooms seemed to grow ever more evil and the paintings ever more horrific, ending with a final enormous painting of an unworldly, red-eyed and vaguely canine humanoid balefully chewing on a human victim.
A noise sent Pickman running outside the room with a crossbow while I reached out to unfold what looked like a small piece of rolled paper attached to the monstrous painting. The narrator heard the thud of crossbow bolts and Pickman walked back in with the empty crossbow, telling a story of shooting a large rat, and we departed.
Afterwards, I realized that he had nervously grabbed and put the rolled paper in his pocket when the bolt was fired. He unrolled the paper to reveal that it is a rendering not of the background of the painting, but of the subject. Pickman drew his inspirations not from a diseased imagination, but from monsters that were very much real!!
The half giant learned his psychic abilities as both a psychic warrior (weapon master) and soul knife (cutthroat) fighting the horrible creatures in his paintings. With the blend of soul knife and psychic warrior, Pickman will fill the skilled rogue, party tank, and still have powerful psionic ability to fuel useful battle abilities. He will have full saves, access to heavy armor, and 6+int skill points per level. The combination of the two classes and his template will make him a fearsome creature to fight.
Currently Soulknife 7/Psychic Warrior 7, he will be the party tank, with the Dream Eater template:
“Dream Eater” is an acquired template that can be added to any living intelligent creature.
CR: Same as base creature +2.
Alignment: Chaotic neutral—most dream eaters are chaotic evil and become worshipers of chaotic evil deities, but Pickman is hanging on to a Chaotic Neutral Alignment by a thread.
Senses: The base creature gains darkvision 60 ft.; if the base creature already possesses darkvision, the range of that ability increases by 60 ft.
Immunity: The base creature becomes immune to mind-affecting effects.
Special Attacks: A dream eater gains two special attacks, as detailed below. Both of these special attacks have save DCs equal to 10 + 1/2 the dream eater’s Hit Dice + the dream eater’s Charisma modifier.
Dream Eating (Su)
As a full-round action that provokes attacks of opportunity, a dream eater can consume a creature’s subconscious dreams if the victim fails to resist with a Will save. A sleeping victim takes a –2 penalty on saving throws against this ability, but automatically wakens if the save is successful. On a failed save, the victim takes 1d4 points of Charisma damage, and the dream eater gains a number of psychic points equal to the Charisma drained, to a maximum amount of psychic points equal to the dream eater’s Hit Dice.
Psychic Assault (Su)
As a swift action, a dream eater can imbue any melee attack he makes with a psychic assault, infusing the mind of the creature struck with hideous nightmare visions and hallucinations. The magnitude of the effect depends on how many psychic points the dream eater spends in the assault. By expending 1 point, the dream eater can cause the victim to become dazzled for 1d6 rounds. By expending 3 points, he can make a victim become staggered for 1d6 rounds. By expending 5 points, he can make the victim nauseated for 1d6 rounds. By expending 7 points, he can make the victim confused for 1d6 rounds. And by expending 9 points, he can stun the victim for 1d6 rounds. The victim can resist the psychic assault entirely by making a Will saving throw.
Special Abilities: A dream eater gains telepathy with other dream eaters to a range of 30 feet.
Ability Scores: Str +6, Dex +2, Con +4, Int +2, Wis +2, Cha +4.
Skills: A dream eater gains a +4 racial bonus on Perception and Stealth checks. He also gains a +8 racial bonus on Knowledge (religion) and Knowledge (planes) checks, and these two skills are now always considered class skills for the creature.
And, profession(painter) will probably be added for flavor. I would also ask for access to the following magic item from D&D.
Only normal, inanimate objects can be created, but Pickman has found a way to use diabolical materials to create truly diabolical subjects. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.
Items created are not magical; the effect is instantaneous.
Strong conjuration; CL 15th; Craft Wondrous Item, major creation; Price 4,000 gp.
| HighonHolyWater |
Oohh. If you can be a non evil dream eater, can you be a non evil vampire? Sort of like Angel from the TV show.
My backstory would switch up a little bit with his family being killed in an attack by monsters and him being rescued. And he would be the one that got turned and subsequently freed but not killed.
Seranov
|
Dot. I've heard a lot about Rappan Athuk, and it sounds like it could be neat.
Hmm, so many options. Kind of tempted to make a Stalker/Vitalist with the Silver Crane and Veiled Moon disciplines and try to abuse all that delicious teleporting and self-healing stuff. Or maybe something a little more caster-y, because I'm 100% beatstick in your WotR game...
| GM Rednal |
I suggest being well-rounded. Don't try to be an ultimate melee combatant, ultimate caster, or ultimate anything else - just try to be versatile, adaptable, and good at surviving different kinds of threats. Narrow specializations will not be helpful here. XD Broad talents, on the other hand, will be.
| HighonHolyWater |
I have updated the backstory to him being a normal human. An oracle since he was a boy and then taught to be a monster slayer growing up. He will fight with two weapons. How is he not an evil bloodsucking monster? Well since his 'father' was killed before he could awake he never had that thrall mind forced on him and he could become his own vampire so to speak. So he is chaotic neutral instead of evil and he still wants to hunt down evil and has some far hope of redeeming himself so that the judgement will not be so harsh on him in the next life. And he knows his chances of surviving Rappan Athuk are small anyway.
Timothy grew very close to the Father's grand daughter. They trained together and hunted creatures for Griss as a team, vanquishing many foes in the attempt to protect their fellow men from those dark creatures that went bump in the night. She, Yvendra, was a sorcerer of some strength, knowing the ways of the Harrow better than many, a strong Diviner. Her insights proved valuable on their missions and saved them from many a close call.
As Griss grew older he could no longer go out in the field with them and stayed home, entrusting them with the mission. They were usually successful, destroying many evils, werewolf packs, haunts, undead and other unspeakable things which the common man would sooner forget existed and get along with their comfortable lives. They made few lasting friends, only contacts who fed them information. This rumour or that one, were they were needed. Griss had set that up when he was young. The network of souls he called it. The meaning of the name was a mystery to Timothy. With this help they eventually found a very old and hidden vampire lair. Only one remained and had until recently remained dormant. A string of missing people had tipped off their contacts and they investigated.
The old mansion they found in the middle of no where was the home of this ancient vampire. Guarded by grotesque undead and traps. They got split up and Timothy was cornered and alone. The vampire pounced and captured him, draining him of life before Yvendra could find him. He lay there in the coffin, dead. When he woke the next day, strangely he could not feel his master. She had defeated him and destroyed him coffin. He saw her standing over him, tears in her eyes. He could smell her, a new coppery smell. It was beautiful. He knew he was a killer now, but he resisted at first. She should kill him so he wouldn't harm anyone else. It's what they had fought for their whole lives. But she put the lid back on his coffin and walked away, unable to destroy the man she loved.
He waited for her to leave before he exited the mansion. All of the other monsters had been destroyed from here. Only the mansion still stood. He shouldn't exist, but he didn't want to die again. He forced himself to exist off animals. The bland taste of their blood gave no joy but kept him from becoming too hungry where he went after others. He managed to control the hunger, the empty spot in his mind where his master had barely resided could not influence him. Perhaps he was lucky Yvendra had destroyed him before Timothy woke and allowed him his own freedom of choice instead of being a thrall.
He knew of a place full of evil that they had never dared enter. Griss had always forbidden them to go to Rappan Athuk. Many other fools had gone and died there, even Griss had once gone and barely gotten out alive, the only one of his team to survive. Best to let some evil sleep he had said. Some things are too powerful and alien to even understand how to fight it. Rappan Athuk appeared to be infested with such. In the dark of night he snuck into Griss' secret basement, past the wards set up to prevent such as him from getting in. The failure being that the passwords had not been reset yet. He borrowed several items and magical weapons for his journey. First he had to survive the journey without being detected. He had no idea what to do once he got there but that could be figured out later. Unknown to him, Yvendra watched him leave, not knowing where he was going or what he was doing. She had kept the fact of his survival from her grand father to avoid the hunt he would undoutably order on him.
| sarpadian |
My idea is a drow cleric-wizard named Zarov. Already fighting his way upstream as a male drow noble, the final straw that got him exiled from his people was trying to get his House to convert to worshipping Azathoth. Now he is travelling around in search of knowledge and power that will enable him to return home to wrest control of the House from his grandmother. How do you feel about the line of Drow Noble/Umbral Scion feats?
| Edinoiz |
So I have a character idea: Go for Advanced Human Steelfist Commando Warlord 8 ||| Sanctified Slayer Inquisitor 5 / Dragon Fury 2
But I do have a question about the expected religion of these characters. My concept is that of an Iroran Inquisitor that is here to gain knowledge about certain secret ways to combat aberrations, would this work? Or could I perhaps have some help with suggested deities?
| Tirion Jörðhár |
Ok, I am sure that this will change, but I am looking at a boring human with the Simply-Advanced Template (+1). He (or she) is bitter and frequently intoxicated. Having never had great interest for religion, he had decided to play hooky on the fateful day. His family and most of the town were in services when the smoke began rising from the top of the temple. He ran to the door, to try to inform them, but it was stuck for some reason. He pounded and shouted, to no avail. Then, the prayers within turned to shouts of anguish and shouted begging to the god to free and save them. Well, no god answered, no god responded to their requests. Rather, they all burned to a crisp that day.
The youth, now with no family and most of the town dead, was taken into a monastery to teach him of the Lord. However, his skepticism from what he had seen soon caused him to flee the place. Long he searched, but no answers did he find. Wherever he heard of a miracle, he researched and concluded it was rather arcane magic or some act of nature.
Eventually, he began to loose hope and faith and sought to end it all. He cast himself off a cliff overlooking the see at sunset. He does not recall what happened, but when he awoke, he was lying on a beach, the waves lapping about him, unharmed. As he made to stand, the world swirled about him and it was as though he saw his family speaking to him, and begging him to aid others so that they would not suffer the fate of those burned alive in the temple.
Not knowing what this was, he fled. Running into the woods in the hope of escaping whatever this was, but he could not. Deep in the woods, the voices were less, but were still present from time to time. After several years, he began to accept the voices and decided that what many thought to be the act of deities were in fact truly the acts of creatures, some benevolent, some malicious. So, he decided that to protect himself, and perhaps aid others, he would strive to become one who could perform acts others would view as godlike. With this, he began to study animals, especially the largest and most powerful. He also would watch those others thought to be monsters, particularly giants, to see what they did.
While he has not managed to become a god, his powers have grown. He listens, although he does not always follow, the voices of his past. He has learned to take the form of great beasts. He has learned to fight some of the most powerful foes in the wild.
Unfortunately, his old demons are hard to dispel and more often then he would like to admit, he wakes up behind a tavern, or in a local constable's office, covered in bruises and smelling of stale mead.
Now, he has heard rumors of a place filled with horrors, a place from which heroes never return. He has decided that if there is a place from whence one can return and be thought of as a god, it would be from this dungeon, this Rappan Athuk. Whether he will make it there, or die drunk behind some flophouse with his throat cut, remains to be seen.
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Build would be Oracle or Shaman(Speaker for the Past) as the Gestalt class - level 7
Other class(es) would be Monk(martial artist)/2 - Druid(goliath druid)/6
I think that this should provide a fairly broad skill set capable of handling himself in combat, and with more than a few non-combat abilities.
------
Of course I may completely change my mind in the next few days, but this seems like a workable build. As I have never read Lovecraft, I hope that the background is a reasonable fit for the campaign. I will put it into more of a story/narrative with my actual application if the build is acceptable.
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QUESTION for GM Rednal - what is your ruling on Oracle armors, particularly the Ice Armor from a Waves oracle? Would this interfere with a monk's AC and flurry abilities? What about the Spirit Shield revelation from the Ancestor oracle?
| GM Rednal |
@Edinoiz: Ideally, your character will worship - or be interested in worshiping, or at least be generally interested in - a non-evil Mythos entity. Basically, the weird aberrations are on your side this time (er, as much as they're on anyone's side - it would be just as accurate to say they're slightly less hostile towards you than they are towards everyone else, assuming they notice you at all). Wanting to learn to fight aberrations is exactly the opposite of how you should be. Fight evil, not madness!
@Tirion: It grants an armor bonus, but is not armor in the same way that plate mail is. Since they're not actually -wearing- armor, monks do not lose access to their techniques when using abilities like Ice Armor. In the same way, Spirit Shield is an armor bonus, but does not count as actually using a shield or wearing armor.
Seranov
|
So I think I've settled on the foundation for my character, Iyashi Kei (who will prefer to be called by his surname). He'll be a CG Tengu Soulknife (War Soul)/Mender Vitalist who sees his powers as a gift from the Outer Gods. He will call himself an Exorcist, and most of his powers will be fluffed as channeling the power of the Outer Gods to heal his companions and strike down his enemies. He'll be doing a lot of teleporting, sneaking and squawking, while being the group's primary healer, a solid buffer and a decent frontliner, too.
As far as backstory goes, Kei'll have been hatched during an eclipse. Though the stars were not right, they were aligned in such a way that the young tengu chick was born more susceptible to the eldritch forces of the universe, furnishing him with psionic powers that didn't begin to manifest until his late teens. I need to put my nose to the grindstone and come up with more than that, but it's a start. :)
2) Soulknife gives Wild Talent at 1st level, which turns into Psionic Talent if you already are a Psionic character. Would Soulknife 1/Vitalist 1 count as "already Psionic" for this purpose?
3) The Soulknife's Focused Offense blade skill says that it replaces Strength rolls for to-hit and damage with Wisdom. Would this mean you get 1.5x Wisdom modifier to damage when using a 2H? I did a google search and it seems like even DSP isn't 100% on this. Here is the lead designer of Path of War saying "no", and here is another DSP staff member (Andreas Rönnqvist, under the username Angellis_ater) saying "yes".
4) I intend to have a Psicrystal Staff to keep my Psicrystal in. Would it be okay to channel my Mind Blade through the staff, effectively having the blade channeled through the psicrystal? This shouldn't affect anything mechanically, but it'd be really cool fluff-wise. I would stick to using the 2H mind blade form except when using Mind Daggers, which I'd fluff as the blade being thrown from the staff at enemies.
| GM Rednal |
1) An ability to understand the evil tongues might come in handy. Aside from that, you may come across the odd cryptic message and the like, where general ability to decipher languages could come in handy.
2) No. You aren't really gaining two separate classes - in gestalt games, you're technically gaining in one class that just so happens to have all the powers and abilities of two classes. As such, a gain on one side doesn't qualify you for something on the other side at that level. (Most commonly seen with feats and meeting Prestige Class requirements.)
3) *Runs it in Hero Lab* Survey says "Yes, you get the 1.5x bonus from Wisdom when using a 2H weapon".
4) Sure. ^^ That's fine by me.
| Marnarius |
Given HPL's proclivities and preferences, I'm a little surprised that this is the first catfolk submission.
In the waking world, a small black tomcat stirred from its accustomed spot in front of the hearth. He stretched and yawned, eyes closed, still mostly asleep--half in Dream and half awake--and then it happened. Divine power poured from the clouds over Ulthar into where the cat had been, streaming across the gulf that divides Dreamland from the waking world, and burning its way into the cat, changing wherever it touched. Darkness covered the creature, shadows crawling from the corners of the room. The fire died, and the cold of Hatheg-Kla’s heights fell onto the room. Take hands to hold weapons, skill in their wielding, knowledge of your task. Take language and a tongue fit to speak it. The cat yowled, more in surprise than in pain, rising on its hind legs to stand upright as its mind and body were forced to grow and change in strange and unaccustomed ways. Know that you will not fight alone. The blessing of the Great Ones shall stay with you. Call at need. And you shall have allies--the summons of the Other Gods has been carried across the worlds. You will work with them or die. Do not fail us. The cat’s startled yowling turned to words in the Aklo tongue, voice deepening. The darkness parted.
Standing in front of the hearth was a tall and handsome catfolk, with a jet-black coat and blazing green eyes. He wore a dark cloak, sheathed weapons in his belt, a pack on his back. He looked down at his hands, flexing his fingers, and tsked at the lack of claws before drawing a gleaming kukri and examining its razor edge. "It will do. Now, to find those allies, and then this Rappan Athuk...."
| Edinoiz |
Ok then, I have slightly restyled my concept and I'm done working with most of the crunch. My character will be Sajni Krama Bhargava, a Vudrani female from the Warrior caste, being styled as a Steelfist Commando Warlord 8 /// Slayer 5-Dragon Fury 2.
She was born under curious stars and have been influenced by the whispers of the Outers ever since. These whispers sent her travelling the world, venturig to Quain and settling there before she found more signs as to what the whispers might be intending. It might also help that her family line has been employing selective breeding for several thousand years which leaves her slightly... odd in mannerisms but with the benefit of the Advanced simple template and a very curious mind, however much of a curse that might prove to be in Rappan Athuk.
My character will be a dedicated frontliner with a mix of ranged options and utility in the form of a high number of knowledge skills thanks to a decently high Int score. With the Trapfinding slayer talent, high Disable Device, Perception, and KN: Arcana and Dungeoneering, she will, skill-wise, also be able to provide quite a bit to puzzle-/trapsolving situations and some limited self-healing and party buffing in combat through the various Gambits, decent saves and a high Cha score.
Seranov
|
Hero Lab also multiplies DEX by 1.5. It is a design error.
I figured, and I'm honestly not super worried either way (Kei is probably going to focus more on healing and buffing than doing damage), but I'll go with whatever Rednal decides.
Additionally, I switched Infernal to Aklo. I figure that we won't be dealing much with Hell, but at least Abyssal is the language of CE baddies from evil places.
| Edinoiz |
Does our Gracious GM have any suggestions for Outer Gods that are non-evil and deal with Knowledge? Sajni is becoming quite the martial scholar the more I flesh her out.
I also have a question regarding the Cestus, the light, simple, monk weapon. Does it modify unarmed strikes (for those with the Improved Unarmed Strike Feat) as it says in its entry? I ask mostly because I feel the Amulet of Mighty Fists is a very poorly designed item for anything that has less than 3 natural attacks, and as a human aiming to mainly use unarmed strikes with Two-Weapon Fighting I'd rather not have to deal with that particular piece of neckwear if I can avoid it.
| GM Rednal |
@Edinoiz: Yog-Sothoth has Knowledge in its domain. Yidhra - an original deity of mine - also has a thing for knowledge (although her idea of wisdom is having a book filled with nothing but Ice Cream Koans and telling her followers that it means whatever they want it to mean).
@Tirion: The selection of non-evil Lovecraftian deities is quite limited. From the Great Old Ones, there's Bokrug and Mhar. From the Outer Gods, there's Azathoth and Yog-Sothoth. Yidhra's an original. That's... pretty much it. However, if you'd like to go a bit beyond that, you can look at this list of other Mythos Deities, and we can work together to create a deity based on the information there.
| sarpadian |
I think my question regarding whether the line of Drow Noble feats were appropriate may have been overlooked, but here is a rough a draft of what the character would like if they are allowed. I've tried to use my spell selections to diversify a bit. Zarov can do some scouting, some debuffing, a little buffing, and hold his own in combat.
Male drow cleric of Azathoth 8-illusionist (phantasm) 8
CN Medium humanoid (elf)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +17
Aura bedeviling (30 ft., 8 rounds/day), madness (30 ft., 8 rounds/day DC 18)
DEFENSE
AC 22, touch 15, flat-footed 19 (+6 armor, +3 Dex, +2 luck, +1 natural)
hp 80 (8d8+16);
Fort +7; Ref +6; Will +11; +2 vs. enchantment
Defensive Abilities jingasa of the fortunate soldier 1/day; Immune sleep; SR 14
OFFENSE
Speed 30 ft.
Melee +3 conductive spell-storing longspear, +11/+6 (d8+6/x3), mwk cestus +8/+3 (d4/19-20)
Ranged light crossbow +9 (d8/19-20)
Special Attacks channel positive energy 4/day (4d6, DC 15)
Domain Spell-Like Abilities (CL 8th; concentration +12)
7/day—touch of chaos
Racial Spell-Like Abilities (CL 8th; concentration +9)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—dispel magic, divine favor, suggestion
Cleric Spells Prepared (CL 8th; concentration +12)
4th—chaos hammerD (Will DC 18), freedom of movement, greater magic weapon, spiritual ally
3rd—dispel magic, magic circle against lawD, magic vestment, prayer, speak with the dead (Will DC 17)
2nd—align weapon, defending bone, resist energy, touch of idiocyD, weapon of awe
1st—bless, comprehend languages, command (Will DC 15), ear-piercing scream lesser confusionD (Will DC 15), shield of faith (2)
0—create water, guidance, purify food and drink, read magic
Domains Chaos (Entropy) and Madness (Nightmare)
Illusionist Spells Prepared (CL 8th; concentration +12)
4th—dimension door, enervation, greater invisibility, reach vampiric touch
3rd—haste, major image (2, Will DC 18), vampiric touch (2)
2nd—glitterdust (Will DC 16), darkvision, haunting mist (2), mirror image (2)
1st—grease (DC 15), ear-piercing scream (Fort DC 15), mage armor, silent image (Will DC 16), unseen servant, vanish
0—acid splash, ghost sound (Will DC 15), message, prestidigitaiton
Opposed Schools Abjuration, Divination
TACTICS
Before Combat At the beginning of every day Zarox casts darkvision, greater magic weapon, mage armor, magic vestment, and unseen servant. If his longspear doesn’t have a spell stored in it, he also casts vampiric touch into it.
STATISTICS
Str 14, Dex 17, Con 10, Int 18, Wis 18, Cha 13
Base Atk +6; CMB +8; CMD 21
Feats Combat Reflexes, Drow NobilityB, Greater Drow NobilityB, Improved Drow NobilityB, Improved Umbral Scion, Reach SpellB, Scribe ScrollB, Spell Focus (illusion), Toughness, Umbral ScionB
Traits Fate’s Favored, Horrifying Mind
Skills Acrobatics +7, Heal +11, Knowledge (arcana) +15, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +15, Knowledge (religion) +15, Perception +17, Sense Motive +11, Spellcraft +15; Racial Modifiers +2 Perception
Languages Aklo, Common, Elven, Undercommon
SQ arcane bond (+1 conductive spell-storing longspear), aura, drow immunities, extended illusions, fearful touch, hasten the end, keen senses, poison use, spell resistance, spontaneous casting, surface infiltrator, terror 7/day, weapon familiarity
Combat Gear crossbow bolts (30); Other Gear amulet of natural armor +1, belt of incredible dexterity +2, mwk cestus, cleric’s kit, cloak of resistance +1, handy haversack, headband of mental prowess +2 [INT/WIS], light crossbow, pearl of power (1st), spellbook [all non-abjuration/divination cantrips and spells prepared, plus glitterdust, haunting mists, illusory poison, minor phantom object, unerring weapon], 4679 gp
If the feats are a no-go, how would you feel about a gnome follower of Yidhra who uses Ice Cream Koans to fuel Bewildering Koan?
| Edinoiz |
How would the Elder God Nodens be fitting in according to you? If he's not ok I might style Sajni as a Neutral/Chaotic Neutral/Chaotic Good worshipper of Yihdra devoted to keeping the Material plane interesting by opposing those trying to tip the scales too far in either of the four Extremes (LG, CG, CE, LE).
| GM Rednal |
Hmm... I think we could work with Nodens. Let me think...
Nodens
The Hunter of Nightmares
Alignment: Chaotic Neutral
Domains: Chaos, Madness, Strength, Water, Trickery
Subdomains: Ambush, Ferocity, Insanity, Oceans, Revelry
Favored Weapon: Trident
Symbol: Two tridents crossed in front of a seashell
Sacred Animal: Dolphin
Sacred Colors: Blue and White
Nodens is one of the Elder Gods, a group of beings approximately equivalent to Archdevils and Demigods in terms of overall power. The Hunter of Nightmares is most often found within the Dreamlands, the collective unconsciousness of all mortals, where he hunts down intruders (especially servants of the Great Old Ones) for sport. While he does not have any great interest in mortals, his preferred activity does rely on their existence, and he has a small but devoted following on many worlds across the cosmos. It's rumored that those who serve him well may become Nightgaunts serving him after they die, where they can join his other servants in the hunt.
| Simelien Cutanryl |
Always a curious person, Indrito took to exploring the ancient ruins left by the Thassilonian Empire's collapse, fascinated both by the wonders of their timelessness and by the enormity of time that had spanned their existence. In one such ruin, Indrito found the answers to his life-long questions of morality and vice bound between the covers of an ancient tome. This volume spoke of the gods beyond the stars, of Azathoth, Nyarlathotep, Shub-Niggurath, and, foremost in fascination to the young Emberkin, Yog-Sothoth, the Lurker at the Threshold, who awaits the end of eternity. Reading the time-lost pages, Indrito felt his mind freeing itself from the shackles of both society and biology, unbound from his previous notions of morality.
Since finding the tome, Indrito has traveled far and wide, pushing the boundaries of his moral freedom, subtly influencing events and people across Avistan. He has learned to master the little lies of life, those people tell themselves to make living bearable. He has forged his tongue into a weapon of chaos, and revels in the fire honing it. By the time he has finished with a lie, the listener swears it was theirs to begin with, and holds onto it as dearly as if it were. Nor is he above using magical means of manipulations.
During his travels, he looks for signs of the works of the Elder Gods, seeking clarity of purpose in their freeing madness. His recent works have brought the horrors of Rappan Athuk to his attention. Here is a place where virtue and sin clash for dominance, reminding him of the follies of ancient Thassilon. Here, there is opportunity for freedom to spread from under the thumb of either form tyranny.
"Of course it does not apply to me. I am the soul of honor, kindness, mercy, and goodness. Trust me in all things." -Corwin
"And I, of course, am innocent of all but malice." -Fiona --Chronicles of Amber, Roger Zelazny
Indrito Skalf epitomizes the spirit of these two quotes. A born, raised, and trained manipulator, he sows chaos through the spread of both information and misinformation, awaiting the day when the Great Old Ones and Outer Gods will come to Golarion and bring about a new age of chaos and wonder. Indrito plies his innocent good looks, the innate feelings of trust he engenders in others, and skills of deception born of a human's lifespan worth of practice to not only believe his words- but to spread them.
Indrito bring plenty of skills to the party; he is a decent trapfinder/disabler, consummate diplomancer, plentiful healer, powerful enchanter, and sage extraordinaire.
Male peri-blooded aasimar (emberkin) Inveigler Bard (Archaeologist) 7 Oracle (Psychic Searcher) 8 Gestalt
CN Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +3 shield)
hp 80 (8d8+16)
Fort +14, Ref +16, Will +17
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune exhaustion, fatigue; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee +1 mithral rapier +7/+2 (1d6+1/18-20)
Ranged +1 shortbow +8/+3 (1d6+1/×3)
Special Attacks archaeologist's luck 14 rounds/day (+2), charming falsehood
Spell-Like Abilities (CL 8th; concentration +18)
. . 1/day—pyrotechnics (DC 22)
Oracle Spell-Like Abilities (CL 8th; concentration +18)
. . 1/day—speed or slow time
Bard (Archaeologist) Spells Known (CL 7th; concentration +17)
. . 3rd (3/day)—charm monster (DC 25), cure serious wounds
. . 2nd (6/day)—anonymous interaction[ACG] (DC 24), blindness/deafness (DC 22), calm emotions (DC 24), cure moderate wounds
. . 1st (7/day)—charm person (DC 23), disguise self, hideous laughter (DC 23), innocence[APG], unseen servant
. . 0 (at will)—animate tools, canny effort, detect magic, mending, prestidigitation, sift[APG]
Oracle (Psychic Searcher) Spells Known (CL 8th; concentration +18)
. . 4th (5/day)—cure critical wounds, divination, divine power
. . 3rd (7/day)—cure serious wounds, invisibility purge, locate object, nap stack[APG] (DC 23)
. . 2nd (9/day)—augury, cure moderate wounds, hold person (DC 24), lesser restoration, sound burst (DC 22)
. . 1st (9/day)—cure light wounds, mistsight, murderous command[UM] (DC 23), shield of faith, shield speech, unbreakable heart[ISWG]
. . 0 (at will)—cleansing ray, create water, detect charm, discern health, enhanced diplomacy, lightning sand (DC 20), purify food and drink (DC 20), read magic
. . Mystery Time
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Statistics
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Str 10, Dex 13, Con 14, Int 20, Wis 12, Cha 30
Base Atk +6; CMB +6; CMD 18
Feats Antagonize[UM], Battle Cry[ACG], Divine Protection[ACG], Extra Revelation[APG], Extra Rogue Talent[APG], Greater Spell Focus (enchantment), Improved Feint, Noble Scion Of War[ISWG], Persuasive, Spell Focus (enchantment)
Traits fate's favored, innocent
Skills (Rank Stat Class Misc)
Acrobatics +3 (2 1 3 -3)(-1 to jump),
Appraise +10 (2 3 5 0),
Bluff +29 (8 10 3 8),
Climb +2 (2 0 3 -3),
Diplomacy +31 (8 10 3 10),
Disable Device +11 (8 1 3 -3+2),
Disguise +21 (8 10 3 0),
Escape Artist +3 (2 1 3 -3),
Fly +2 (2 0 3 -3),
Handle Animal +14 (1 10 3 0),
Heal +5 (1 1 3 0),
Intimidate +16 (1 10 3 2),
Knowledge (arcana) +12 (1 3 5 3),
Knowledge (dungeoneering) +12 (1 3 5 3),
Knowledge (engineering) +12 (1 3 5 3),
Knowledge (geography) +12 (1 3 5 3),
Knowledge (history) +12 (1 3 5 3),
Knowledge (local) +12 (1 3 5 3),
Knowledge (nature) +12 (1 3 5 3),
Knowledge (nobility) +14 (1 3 5 5),
Knowledge (planes) +12 (1 3 5 3),
Knowledge (religion) +19 (8 3 5 3),
Linguistics +11 (1 3 5 2),
Perception +15 (8 1 3 3),
Perform (act) +21 (8 3 10 0),
Ride +2 (1 1 3 -3),
Sense Motive +14 (8 1 3 2),
Sleight of Hand +7 (2 1 3 -3+4),
Spellcraft +16 (8 5 3 0),
Stealth +3 (2 1 3 -3),
Survival +2 (1 1 0 0),
Swim +2 (2 0 3 -3),
Use Magic Device +21 (8 10 3 0)
Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Sylvan, Thassilonian
SQ bardic knowledge +3, clever explorer +3, hidden enchantment, inspiration, investigator talent (amazing inspiration), lore master 1/day, oracle's curse (lame), revelations (knowledge of the ages, speed or slow time, temporal celerity), rogue talents (coax information, convincing lie), slow and steady, taken to the grave, truespeaker, truth be told, undetectable alignment, undetectable thoughts
Combat Gear extend metamagic rod (lesser), runestone of power (1st), wand of cure light wounds, durable arrow (20); Other Gear +1 mithral lamellar (steel) armor, +1 mithral heavy steel shield, +1 mithral rapier, +1 shortbow, handy haversack, headband of alluring charisma +4, ring of protection +1, ring of spell knowledge i, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, journal, masterwork thieves' tools, mess kit, mirror, pot, soap, torch (10), trail rations (5), waterskin, 76 gp