Lords and Ladies of the Gossamer Worlds (Inactive)

Game Master Divinitus


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I'd like to submit the fluff for my custom race as well as my WIP profile on the character Id be playing, I had trouble with names so I borrowed some if you'd prefer I can change them
Also as part of my Backstory I was going to have a god contact Lucina would that be allowed or too powerful?

Gwyndolins:

Culture:
Due to the scarcity of resources on Ariamis Gwyndolins live within three clans that are spread about five days caravan travel apart. Each clan is responsible for gathering the natural resource in their area and supplying those resources to the trade caravan that travels to a different clan every week, this trade route allows all three clans to be have access to natural resources that would other wise take much longer to get. The clans are set up in a triangle to allow an easy trade route and to protect "The Bastion" from minor attacks. The Bastion is the Capitol for Gwyndolins and is located within the center of the three clans, no race besides Gwyndolins are allowed to step foot within as it is considered a sacred city.

Physical Appearance:
Generally slightly shorter than humans, Gwyndolin possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an Gwyndolin can contain surprising power. Their eye color is various but are normally dark colors making their already pale skin seem even brighter.

Government:
Each clan elects one Gwyndolin every five years, a person can run as many times as they like but can be voted out of office at any time by the majority, this elected person acts as a local government controlling things like the trade route but should a large problem arise all three leaders will meet within The Bastion to solve it togather. Every clan leader is allowed to pick one advisor to assist him or take control should the leader be unavailable for any reason, in the event of a leaders death his advisor will take control until a new leader Is elected.

Relations:
Elves: Gwyndolins and Elves get along well and are sometimes mistaken for one other by the other races

Dwarfs: Gwyndolins and Dwarfs worked well togather as the Gwyndolins Dark Vision allowed them to work within the Dwarven mines without light but since the attack they are sworn enemies

Humans: Gwyndolins were neutral with Humans until the attack and now hate them and blame them for starting the wars.

*Gwyndolins can not crossbreed with another race.

Darkroot Clan:
The Darkroot Clan study life magic and are the primary supply for food among the Gwyndolins, they were the most social clan welcoming outsiders and hosting most of the festivals.
Favored Classes:Bard, Cleric, Druid, Paladin, Rangers, Summoners, Shaman, Hunter, Investigator

Darksun Clan:
The Darksun clan focus almost purely on magic spending hours a day studying old tomes and books while they do not ban visitor few ever came likely due to the fact they are mostly ignored.
Favored Classes: Sorcerer, Wizards, Alchemist, Magus, Oracle, Witch, Arcanist

Darkmoon Clan:
The Darkmoon clan are mostly military dedicated to defending other Gwyndolins and protecting The Bastion, they also provided minerals that needed to be mined.
Favored Classes: Barbarian, Fighter, Monk, Rogue, Gunslinger, Cavalier, Inquisitor, Warpriest, Swashbuckler, Brawler, Skald, Slayer

The Bastion:
The capital of the Gwyndolins located between the three clans. It is a heavily defended fortress that said to be protect by all three gods of Ariamis. The Bastion has people from every clan as well as a storage of goods from each, during dire times of war the clans retreat into The Bastion to fight off any attackers.
Favored Classes: Any

+2 Con: Gwyndolins are hardy people able to thrive in various climates since the start if the wars this racial tolerance has only become stronger.
+2 Cha: Gwyndolins survive by relying on each other and must often make deals to keep their society functioning.


Ange de la Nuit wrote:

Ok, so I plan on playing a wild mage type character who is a Master of Umbra, so I can turn the relatively harmless effects of wild magic into horrifyingly deadly and whacky effects for my character's enemies! Cloud of butterflies? I'll spend a mythic point and make them FLAMING CARNIVOROUS BUTTERFLIES OF UNDEATH! ^_^ I have spoken with the GM and he will let me draw from the Harrow Deck of Many Things in exchange for 100,000 GP of my starting wealth. If I get bad rolls, who cares? All character's fates are determined by the dice and my character's is no different... he is just having to roll more!

I will let everyone know the results of my rolls I send him via PM!

That is mad genius and I love it so much.


Ok, so the cards I drew were The Marriage, The Empty Throne, The Cricket, The Bear, The Rakshasa, The Tyrant, and The Feathered Serpent.

The three cards drawn via The Cricket are The Waxworks, The Mountain Man, and The Unicorn.

I have yet to decide on my favor via The Tyrant and my Wish via The Feathered Serpent.


I also wonder if feats from racial hit dice are static or can be chosen anew when building the character.


Most of the time, when playing with monster levels, you can choose anew.


Got the character crunch finished and written down in my notebook (Too many times Paizo has reset my typing, I've learned my lesson!). I'll be posting it all for your consideration shortly, but I will say this:

Tiny blurb!:

Blind alacritous sîshen-Laô iaijustu master (modified human Magus[Kensai 13]/Samurai[Sword Saint 11] with the Alacritous creature template), whose world was conquered by the Dwimmerlaik because he was too weak to stand against them as they crossed the Door he was oath bound to guard (He refers to this Door as the entrance to Feng Du . When his companions (His Nycar familiar and pet Tiger) saw that he was about to be cut down, they knocked him through the Door which was being having it's connection to The Grand Stairs cut. He floated, unconscious, surrounded by pure Eidolon and Umbra in the void for less than an instant, and when he woke in the passages of The Grand Stairs, he could see for the first time in his life, but it wasn't with his eyes.

All of my crunch will be up soon, and I'll be writing my character, racial, and both of my world's fluff for the next two days! I hope you enjoyed the smattering of my basic concept.

For the record, I was considering a Grey Jedi for a minute! Haha!


Adalric Chauncier (Ducas Vatatzes)

Appearance:
Ducas is a tall man, with powerful arms and legs, short hair and a thin scraggly beard. Both brown. His skin is light but has warm undertones, as if he were naturally tan but has not seen the sun in months.

Background:

So, you want to know more about me, then? Where I came from? I don’t see why it matters to anyone now, but here. This is a journal I kept before finding myself on the staircase. It refers to me by my old name, Adalric. I don’t think I am that person anymore, but if it will put you at ease I have no problems with you examining it. What you may need to understand before you read it is I was born in a world almost entirely without magic. Until I received the letter my father wrote me, I didn’t even know it was real. He shrugs I guess it just goes to show you how quickly things can change here. My father was a minor noble but I was somewhere on the line of succession to the emperor’s seat because of who my mother was. I was never very good at genealogy, I just wanted to play games of power with the gentry assembled in the capital, so my father sent me there. The important bit picks up on the dog-eared page there, when I’d been there about a week.

Third Month, eleventh day.
It has come to my attention that father has died while I am here. I must return home to attend to the necessary affairs. I will no doubt inherit Brightly Manor in light of his passing. I hope I will still have time to see Bernice, maybe I will ask to have her shipped to Brightly Manor with me.

Third Month, thirteenth day.
I received a letter from father today. I will keep it in this diary in case someone need see it. it sounds almost too outlandish to be true, but father was never a man to put stock in superstition. For him to be convinced of magic and daemonic rituals he must have heard it from a reliable source. For him to be so openly affectionate means he must have truly feared for his life. I suppose there’s nothing to be lost by taking the men I can get to come with me to Brightly Manor.

My dear son Adalric,

I have made a grave mistake. I had hoped to use the power of our house to build for you an avenue to return our family to prominence and our empire to glory, but it seems that the gods were not on our side, for reasons I might explain. Within our home, Brightly Manor, there was a secret. Dark things were buried underneath our home, deep in the depths under the cliffs and the lake. I believe Palvareaux had built a trap for monsters from another world there, to use their power to unite our Empire and spread its influence further. Unfortunately, it seems I lack the skill to do what he did all those years ago.

I spent most of the family fortune to acquire the means to use the rituals Brightly Manor was built for, and to excavate the way to the deep and the dark places there, and I fear I may have succeeded. I send you this letter after I escaped from some truly calamitous attack by some invisible monster; to my knowledge only I made it out. I know that the creatures come for me, and by the time the letter reaches you, I will no doubt be dead. It grieves me to leave you the duty of cleaning up my failings, but perhaps you are the only one who can save this village of ours and maybe even our entire empire from destruction by these terrible creatures.

Return to Brightly Manor, my son. Do whatever you can to save whomever you can.

I love you dearly.

Your Father,

Emaund Chauncier.

Third Month, 20th Day

The servants I spoke to say that father had moved into the castle’s yard, insisting that he was safer living in a tent outside of the castle itself, since “what we have awoken” would undoubtedly find him in there. They also said he was killed by an unseen intruder, and was found ripped in half at the waist. This has confirmed my suspicions that I need to investigate this further. Tomorrow I will enter the house with Alphonse, Jean, and a small company of mercenaries I brought from the capital. The entrance is in a small hole in the floor in the old dungeon cells.

Third Month, 21st Day

First day of investigation. Damp, no sign of anything unordinary. Rats underfoot.

Second Day of Investigation
Made it to the first sign of something strange. Carved tunnels, not natural caves. Mining scaffolding visible. Still damp. No sign of life. Rats have left.

Eighth Day of Investigation

One of the mercenaries has began asking to leave. He says he wants to see the sun. If nothing happens in the next two days, we’ll leave. Mining scaffolding has continued.

Ninth Day
Edine, the mercenary from before, woke up screaming last night. I found a small idol under a rock which she does not respond favorably to. The mining scaffolding has become scattered as the walls become smoother.

Tenth Day
It seems our new locale is what my father was referring to. There are frescoes on the wall. They show a large staircase with shadowy figures waving near the bottom, reaching upward. Edine says she sees shapes moving just out of our light.

Ducas shakes his head. That was the last day I cared to enter anything in it. The next day we found a large altar. Standing before it was a man-shaped creature. He was made entirely of worms. I still don’t know where he came from or how he got into my little mundane world, but he was there. He pointed his finger at us and suddenly two of the men were lifted into the air by invisible assailants and destroyed. Their essence was simply scattered to the wind - I don’t know where the wind came from in that hole, but it came from somewhere. Edine was simply laying on the ground screaming and crying blood. My good friends, Alphonse and Jean, both knights, charged valiantly while I stood watching. A pair of grotesque slug-shaped creatures fell on them and exploded, leaving more to come in and eat the remains. I stood there while the soldiers around me were slain and did nothing. I could do nothing. Eventually our failsafes were our only option. I ran from the room while the great worm-beast laughed and spoke in a language I did not understand and I blew the room up with bombs I had laid. I awoke in the tunnels, alone, and wandered until I found myself walking out of a cave into the great fields of the plane I call Hallidos. It was there I first realized I was on another world, as great beasts I had never seen before strode by, and trees taller than any I had ever seen rose in a grove not far from where I was emerging from my massive cave.

I met my friend Tgll’Alawee, a gossamer lord, and shaman of the people there, and he explained that there were many worlds and the one I came from may have been due for destruction, or if it wasn’t due, my father had undoubtedly hastened its demise. He is the one who taught me of Umbra and Eidolon, the Staircase and the Shadow. I took it upon myself to seek out places like the one underneath Brightly Manor, places where the foolish and the desperate may make contact with the Umbra, not knowing what they bring to their world, and those who come from other worlds as conquerors or destroyers, like the worm-beast that came to my world.

After I walked through a door for the first time on purpose, I knew what I had to do. I have since been travelling worlds, seeking the dark places there so that I can bring them under and block the access of either the peoples or the Umbra that they shall not meet and worlds and the people on them shall have just a little longer to play, grow, and learn. Who knows what potential was lost when my world was destroyed? What wondrous art or music or even if another potential Warden was to be born if the world had ended but months later? I refuse to let entropy take what has a right to exist as long as I have a choice. He sighs, his body relaxing after having tensed through his rant about his beliefs.
I apologize, you have not come to listen to me ramble about philosophy. Tell me, what can I do for you?


Personality:

After his world’s death, Ducas is very people-oriented. He believes that sentient beings deserve the chance to exist and to grow. He seems tireless and relentlessly benevolent at first, but after a while the wear and tear his beliefs and his crusade have taken on him begin to show.

He drinks frequently (‘It’s the reason I studied alchemy in the first place’ he’s fond of saying), and he occasionally prays to the god of his home world, but he mostly writes in a journal to cope with the fact that he is waging a one-man war against the natural course of the multiverse. He’s adopted the name Ducas Vatatzes after an emperor of a far-away country in his home world, one famous for his numerous children. Beyond that, he won’t explain his reasoning to most people, though his older friends claim to know.

Goals/Motives:

Ducas knows he can not keep entropy at bay forever, but since he feels that his home world has been put to the torch unfairly and before its time, he has decided to prevent the destruction of any world he can, by either personally fighting back the forces of Umbra and keeping it in check or by destroying ancient relics of the Dwimmerlaik, designed to take worlds into the Shadow Between or do who knows what else to them, like the altar beneath Brightly Manor.

Home World:

He has named his home world Ducasheim, though if another person has another name for it he has no objections to it, it just means Ducas’s Home in his old language. It’s a world divided. The ancient empire that spanned it’s entire breadth has long since collapsed, and with it, some would say, the peak of civilization. The remnants of the empire are split into two large empires, one in the northern, central part of the continent where Ducas is from, and the other in the southeast, where the Emperor Ducas got his alias from. The two empires both lay claim to the heritage of the great old empire, and thus relations are tense. Ducas’s empire is in a state of corruption and decay, as the nobles scheme and plot to fight each other over the last bits of power before their empire too collapses. It has since been destroyed by some outside magical force, having next to no magic ofits own, or else Ducas has not been able to find it on the staircase. It is largely covered in temperate forests with mild weather all year round and has four seasons.

World you are attuned to:

His current home world is a world called Hallidos. It has three suns, and thus is never dark except in incredibly rare moments of eclipse. It is covered in great fields of grassland and flowers as far as one can walk, dotted with forests of trees miles high. Great monsoons roll across the plain in large elliptical motions, seemingly fueled by magic. Everything is a great green and yellow swirl of life and color.

It is populated by the large Ganoros race. Resembling bipedal elephants without tusks or large ears, the Ganoros stand roughly 12 feet tall and run amazingly fast. They are of human intelligence and live nomadic lifestyles, following the monsoon clouds across the endless plains. They worship many ancestral spirits as well as a spirit of the rain, who they believe created the clouds for them to follow.

How your character became a Gossamer Lord:

He does not know this for a fact, but he believes he died in the explosion and subsequent collapse in the ruins beneath Brightly Manor, and was reborn as a new being on the plane of Hallidos. Others believe he simply opened himself a door to some dark part of the staircase to escape his doomed homeworld and walked his way to the world of Hallidos. Both would explain why he has not been able to make it back to Ducasheim.

Notable NPCs:

Ducas’ First mentor: Tgll’Alawee, a Ganoros shaman and Gossamer Lord. Tgll’Alawee is the one who explained the workings of the Staircase to Ducas as well as taught him how to use his new powers as a cosmological figure. Tgll’Alawee is old and has mostly left the machinations and politics of the Gossamer Lords behind him and now serves as a spiritual guide for his troop of Ganoros, though he is always happy to see when Ducas comes to see him.

Ducas’ Squire: Tormod, a young mage-king on the world of Erascind, a world of constant war and chaos, served as a squire to Ducas as he searched for an artifact that he hoped would lead him to a specific world, namely, Johnheim. The artifact was rumored to be on Erascind for safekeeping because the constant war and death made it nearly impossible to keep track of anything. Tormod does not seem to have the ability to become a gossamer lord, but does know of other worlds, and one day hopes to raise his army to fight on one, hopefully demonstrating to the one who first showed him the existence of other worlds that he was always ready and worthy to fight at his side in his crusade to protect the worlds from those who seek to conquer them.

I'll get crunch set up ASAP, but this is what I have so far for my Ranger/Alchemist.


Sashin wrote:
Anyone wanna get a little in character roleplay going?

I'd recommend doing it in another thread (or via PM, or asking the GM to open up discussion for this purpose for the so-inclined). This recruitment is likely about to see a dozen or two more submissions, and it might be simpler for people both discussing characters and roleplaying if the two types of posts don't get in each others' way.

Ange de la Nuit wrote:
I have spoken with the GM and he will let me draw from the Harrow Deck of Many Things in exchange for 100,000 GP of my starting wealth.

This sounds incredibly dangerous. I'll just be over here, in my attuned meditation plane full of no weapons or danger. (Also the cards you got seem awesome—a huge werebear with +30ft base speed? Can you say 'ultimate grappler'?)


That's actually not a bad idea.
I've always thought that establishing the character ideas and personalities is a good thing.

That being said, could we get the discussion thread open?
Would love to continue there.


I have a filling the party may be full of very hard hitting PCs, My PC is not like that, she's more brains and tech, dos not really fall into the classic Lots, like Tank, Spell slinger, Skills Monkey {she is high in skills etc} just what something with a new kind of flavour.

:)


A mythic game needs the same roles as any other—spells, healing, buffs and trapfinding as well as damage dealing, but it also benefits from extra focus on things like combat maneuvers and persistent/dazing/rime/terrain-modifying spells. That said, gestalt means (or should mean) that characters can hit as hard as they want to and still be able to fill a secondary function, switching into whichever of their roles makes the most situational sense until the party is appropriately balanced for the situation at hand.

It actually seems to me like most of the characters I've seen don't hit any harder than a normal, regular level-13 offensive character; the difference is that many people seem to have interesting and unusual defenses, attack-driven effects, or mobility options.


Interested, also good lord so many awesome character concepts.

Secondly for my idea I'd like to know what your opinion on the Nightmare Lord (CR+2) template would be relating to my gestalt levels.

I'll also be making an Oracle/Bloodrager but one with a much larger focus on the SPEEELLLZ rater than Thunderbeards very cool concept for mounted raging death beast.


Ok everyone, after I get back online, I will answer everyone's questions. 53 posts is a lot to sort through! I was just going to get online to reply to a few things, make an interest check, and log off.


Ange de la Nuit wrote:

Ok, so I plan on playing a wild mage type character who is a Master of Umbra, so I can turn the relatively harmless effects of wild magic into horrifyingly deadly and whacky effects for my character's enemies! Cloud of butterflies? I'll spend a mythic point and make them FLAMING CARNIVOROUS BUTTERFLIES OF UNDEATH! ^_^ I have spoken with the GM and he will let me draw from the Harrow Deck of Many Things in exchange for 100,000 GP of my starting wealth. If I get bad rolls, who cares? All character's fates are determined by the dice and my character's is no different... he is just having to roll more!

I will let everyone know the results of my rolls I send him via PM!

I was under the impression we only had 85,000 gp.


For billy. And others that didn't spot this one in the deluge of posts this recruitment has gotten. hooray I'm helpful!

GM Merchant Zoruugasz wrote:

NOTATION: I FORGOT TO CHANGE THE GP VALUES TO MATCH YOUR LEVEL! IT IS NOW 140,000 GP!

Interesting ideas thus far!

Gavmania, I am somewhat leery of Leadership, because a lot of people abuse that power and, especially at high levels, everyone having a cohort bogs down combat, which can kill a game fast. I will allow it with the presumption that you will not abuse it and form a peasant army to tag along on all adventures. If I see a lot of people taking it to gain a ton of help in combat, I will ban it, however.

Derz, I would prefer if people did not use pre-existing characters, though you may certainly use characters identical to them with minor changes. Just 'file off the serial numbers' on the character, so to speak. For example, change his name to Lord Ashriel and change a few Golden Compass references to something similar in flavor and bam! You've got Lord Asriel that doesn't break that fine line of believability. It's more to keep players from thinking 'oh this is the Super Smash Bros/Playstation All Stars of roleplaying' than to really restrict your options. Make sense?

Philo Pharynx, you are correct in assuming as much. More than full BAB, a higher Sorceror level than their CR would suggest, and a suite of abilities would call for such. Most dragons definitely take up both sides of the gestalt, since a great deal of them are practically already gestalt-powered. That said, your Sorceror levels will stack with your pre-existing levels from your race to determine your spell-casting and the numerical values of your class abilities, though not how early you get said class abilities.

Hotaru, your concept already sounds quite awesome, so don't think you're not up to the task! Having a Once Upon A Time-like writer whose works become reality is, in my opinion, VERY interesting. All you have to do is remember that you were not necessarily 13 gestalt/mythic 1 before reaching the Grand Staircase. You might have been nearly that powerful before opening that first Door or you might have been one of the...


Mora Clark, Felicia, the Felicians, and Ancus:
1. Appearance: Mora Clark is typical for her species, standing at a robust 3’ tall, and having the typical slender build of a halfling. She is well groomed at all times (at least when she finds it possible to be), and has Chestnut hair in something approaching a slightly longer pixie cut. Her Hazel eyes are on the brighter side, and always carry a spark of interest and curiosity. She wears more modern clothing, including a warm hoodie that she can’t seem to part with and a bag on her side. This is a work in progress. I haven't even begun to spend gold!

2. Background: Mora Clark is typical for a halfling from an urban environment, in many ways. She wears highly-processed clothes, and has a bit of a knack for technology. Unlike the Felicians of her world, however, Mora has seen combat, and has experienced a great deal of other things within other worlds.

Before her awakening to realize that she could see into the multiverse, and indeed, reach into it to manipulate the things around her, she was a writer. A well-renowned one, in fact. She created believable worlds that were so far askew and different from the people in her world could realistically imagine. Lands where people fought over food. Lands where one man could hold sway over millions of people. Lands where people killed one another because they valued an object more than a life. Lands of dragons, and tall folk, and magical swords, and towers filled with magic, and serene lakes with fae, even worlds where demons stalked steadily outwards from a portal seeking to destroy all life as that world’s people knew it.

But it wasn’t until her awakening that she ever once wrote of the gossamer stairs; indeed, it was considered to be something of a novelty work. Despite being the last book that her people would ever receive, Mora had broken the fourth wall and self-inserted, shortly before her disappearance. The book was never completed, but was published in the form that it was discovered in by a friend. Rightly so… that’s what Mora would have wanted.

Mora had a personal connection to her readers, at least to some degree, based upon the foreword within her books. She always spoke out about what she felt was right and proper, and she always did her very best to convince people to use their imaginations. To seek real adventure where they could find it, and most of all to simply not give up and persevere. Despite this, the last book came with a warning. And this warning sent shockwaves throughout her reader base. Her disappearance only added to the credence that maybe the writer really knew something that the rest of them didn’t. The warning was simple: There is a staircase of gossamer that leads to every place you have ever imagined, but between those places is an all consuming darkness, that seeks to taint and destroy everything that we love. Mora compared them to Memory and Time. One would wear on the other, but as long as one maintained hope, shared their lives and tales with others, and sought understanding, Memory could live for far longer than time.

The story that she wrote was not at the heart of Ancus, but instead at the world’s edge. She was transported to the Serpent Isles, and with the aid of the goddess of the sea, and the aid of her companions, was able to secure a treaty that would allow the dragons and their allies to live alongside humanity.

3. Personality

Mora’s eventual decision to self-insert into her story is what drew her to the land, and reshaped who she was as a person; a simple destined dreamer with an imagination, and an uncanny knowledge of how the world works. Mora indeed had a seemingly magical knack for shaping the world around her. Mora has always been an inspiring figure within the Felician’s world.

She is quick to react, and quick to be helpful to others. She values a work of art as being roughly equivalent to a life… especially given her position as a writer. A single book can create a hundred multiverses with hundreds of thousands of lives within each, but at the same time, a single artist can create hundreds of works in a lifetime. The cycle feeds into itself, and as a direct result, Mora simply opposes the concept of death, quite often. There are, of course, people who cannot be pardoned.

Of course, there is also another side to Mora; while she is a writer at heart, she is also a protagonist now. Her self-insertion was no accident, and while she is quick to listen to other’s points of view, and help to guide them, she is not herself averse to action… after all, all Felicians seek adventure with all of their hearts.

She is also very aware of the world around her, and understands several meta concepts. A favorite tool is simply being genre-savvy. If you wind up in a world covered in zombies, having written about the subject can lead to a great many things... likewise, 'were I writing a story, where would I place this' is another favorite question.

4. Goals/Motives

Mora’s primary goal is to maintain creation, and continue creating; she isn’t directly tied to the stair in this goal, but does understand the role that it plays in maintaining reality. Indeed, without the stair, the worlds would be isolated, and would never stand a chance against the Umbra. This runs completely counter to everything that she has lived her entire life for. She didn’t dream up (or perhaps dream of) worlds simply to see them destroyed by the ravages of entropy.

Mora seeks to create more and more so that entropy simply cannot win. And when she’s finished doing that, she’ll fight the Umbra head on.

5. Home World

Felicia is a world rich in natural resources, flora, fauna, geography, and even climate ranges. The halflings that make it their home have spent centuries developing their ways of life and live in a reasonable harmony with the world around them. They use only the resources that will give their lives more meaning, and take little from the world, in return enriching it with beauty and diverse life.

Mora’s home world is of a reasonable tech level, having access to portable windup light sources and the like, but having no need of things like guns or weapons of war. As such, they’re roughly in line with modern times, as long as you leave out war devices and space travel forays.

6. World you are attuned to, along with a description of it

Mora wrote herself into (and ostensibly out of) a world known as Ancus My Homebrew world, so lots to draw on… it is a typical high fantasy world, like any you would discover within pathfinder. There are nine gods, monsters and men, a storied history of several different kingdoms (ostensibly ruled by man) and wild lands surrounding them. I can provide a lot more information, just ask.

7. How your character became a Gossamer Lord (Think of how Planeswalker Sparks work in Magic the Gathering)

The catalyst for Mora’s awakening was a slow building of her art form. She wrote of impossible realities that were indeed possible, while shaping her surroundings with this magic. In her youth, she had a vivid imagination, but only once she put pen to paper did things truly begin to change. Her spark is in art, specifically within the written word, but also tied into any form of art she may create.

It wasn’t until her late teens with her sixth published book that she discovered the truth of her abilities; she made a drastic change, and rather than writing about a distant world, she chose to write about a location near and dear to her… and so the changes began. Never again did she choose to write of her homeland, for exercising control over the lives of real people that you knew… or perhaps simply divining insight into things you had no right to know, was a power that she did not wish to exert.

In her early twenties, she decided to seek the adventure that thrummed into her heart, and made a conscious decision to enter the world of Ancus… a world she had written with the help of her muse, and from there aided in changing the course of history for the better of all civilized races. From there, she traveled to the Gossamer stairs, seeking new adventure.

8. Notable NPCs in your characters background (At least two, but more are preferred,)

Geana the Scaled: Granddaughter of the World Serpent Mala. Goddess of Chaos, Good, Liberation, Travel, and Water. When Mora first arrived on Ancus, she found herself within the Serpent Isles, a magical place filled with dragons, elemental mysteries, and ancient magics, only scarcely populated by the ‘civilized’ races. Humans were encroaching upon this land, and the dragons and their allies decided that scouring the pests from the world was the only answer. Several months passed, and with the guidance of Geana. Mora and her allies managed to reach a treaty, in which the dragons would sleep, and would live alongside humankind when they awoke.

Valus Wyrmrider: A halfling cavalier of the paw from Ancus, and Mora’s best friend there. A guardian of mankind, and Mora’s Cohort. He rides upon a Giant Eagle, and bears upon his skin and within his blood (indeed, within the blood of his heirs) the Treaty of the Dragonstorm… should something become of him (and the rest of his bloodline), the treaty will end immediately, and the Scalykind will be free to act as they choose.

9. Race
Base Fluff is perfect. It really does fit what I was going for with the race to begin with, and it’s why I ultimately chose halflings.

Physical Description: Felicians rise to a humble height of 3 feet. They prefer to walk barefoot, leading the bottoms of their feet to become roughly callused. Unlike most halflings, their hair is straight, and can be of any color found within flora. Likewise, their eye color is flora-chromatic. It’s not uncommon to see a Felician with pink hair and azure eyes, nor to see one with brown hair and brown eyes. Their skin runs a gamut of earthy tones, able to reach the flesh tone of a human, and even dipping to chestnut colors. Their ears are slightly pointed, but proportionally similar to those of humans.

Felicians prefer expression over simplicity when it comes to clothing. While they are very much concerned with the conservation of anything that they cannot simply create at their leisure, it is not unheard of for a Felician clothing designer to create clothing that is incredibly obscure in tastes, nor for a Felician to simply opt to wear a linen robe.

Society: Felicians live within a very much modern world. Trains travel from community to community, which can vary drastically in size and can ship people just as efficiently as goods with a simple change of cars. Felicians do not have one singular government to tie them all together, but instead invest heavily within their own communities. If a single halfling is willing to go to great lengths to make his home presentable, the same is true for an entire community. On the other hand, what is presentable for one group is perhaps gaudy to another. But this isn’t really a problem for the Felicians; the choice is an option. A Felician need not ever go to a community that offers things that they’re not interested in.

One Felician settlement may be a sprawling urban jungle, while another is little more than hovels dug into hills to commune with nature, while still another is a city floating on conjoined ships. For the most part these are all linked by the train network, though for obvious reasons, some locations are more accessible than others. It’s only been in recent years that the Felicians have begun to experiment with underground railways.

A common job for male Felicians is to utilize their create water ability for a few hours per day to run the hydro-electric generators that power entire cities, while in other settings, taking care of animals used for other means isn’t entirely uncommon. Truly, the communities decide upon which occupations are most valuable, and communism is very much alive here.

A Felician is typically raised by an entire community within a group, known as Kender that covers three years of births at a time. As a direct result, Felicians often adopt the customs of their homeland.

Relations: Felicians are the sole sentients within their world, and casters powerful enough to summon outsiders are a rarity, though not completely unheard of. A summoner is just as likely to call up an elemental or angel for conversation as they are to do so in order to perform some sort of labor.

Alignment and Religion: Felicians are loyal to their friends and families, and since they dwell in a world not dominated by races twice as large as themselves, and are capable of providing themselves with food at water with relative ease, they’ve become accustomed to an easy way of life. Felicians run the gamut of alignments, generally as a direct result of the community that they were raised within. When a Felician grows to disagree with the local customs, he simply spends time talking to others and learns of a society that is more accepting of his personal beliefs and desires. Religion for Felicians is a strange thing. One community may be very grounded in science, while another is very grounded in faith. They certainly know that there are other things out there (after all, where else do they pull such wondrous conversation partners from?), but worshipping such things is entirely up to the individual in question.

Adventurers: For Felicians, adventure is typically simply traveling to another locale. A Felician with actual class levels is a rarity, as there simply isn’t much in the way of adventure, and the last war happened millenia ago; Felicians tend to bend when the wind blows, and take on a live and let live attitude.

I have changed the Felician race slightly; Weapon Familiarity didn't fit, so I instead gave them terrain stride based on their homeland (Urban in Mora's case), meanwhile, I changed their racial SLA to be different for males compared to females. Males may create water at will, while females may create goodberries at will.

Felician Racial Traits:

+4 Dexterity, +2 Intelligence, Wisdom, Charisma, –2 Strength: Felicians are agile and fluid creatures, but live sedentary lifestyles where tools provide much of the assistance they need to perform labors. Their society supports mental and social pursuits, as well, resulting in Felicians being capable in nearly any mental occupation.
Small: Felicians are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: Felicians receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Felician luck.
Felician Luck: Felicians receive a +1 racial bonus on all saving throws.
Keen Senses: Felicians receive a +2 racial bonus on Perception checks.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.

Languages: Felicians begin play speaking Common and Halfling. Felicians with high Intelligence scores can choose any bonus language they like (except secret languages)

Panacea Vaccine: Felicians have discovered a substance that when injected into a creature near birth, provides the creature with resistance to many ailments. Felicians receive a +2 v disease, ingested poison, nausea and sickened. These bonuses stack with Felician Luck.

Gifted Linguist: Felicians have a knack for words, creating languages, and learning the languages of others with practiced ease. Different communities may have very different words for many of the same things. Felicians receive a +4 to Linguistics Checks andain twice as many languages from Linguistics.

Intimate Understanding: Felicians are naturally curious people, and as a result are adept at seeing the things around them. Likewise, Felicians are natural linguists. Felicians treat Linguistics and Perception as Class Skills.

Beyond Scarcity: Female Felicians are capable of casting Goodberry at will, while Male Felicians are capable of casting Create Water at will.

Homeland Stride: Choose a ranger favored terrain type, this terrain type becomes your Homeland. Felicians can move through natural difficult terrain at their normal speed while within a terrain type that matches their homeland. Magically altered terrain affects them normally.

If you need more of anything, just let me know... now to get started on actually building the -character-. XD


thunderbeard wrote:

A mythic game needs the same roles as any other—spells, healing, buffs and trapfinding as well as damage dealing, but it also benefits from extra focus on things like combat maneuvers and persistent/dazing/rime/terrain-modifying spells. That said, gestalt means (or should mean) that characters can hit as hard as they want to and still be able to fill a secondary function, switching into whichever of their roles makes the most situational sense until the party is appropriately balanced for the situation at hand.

It actually seems to me like most of the characters I've seen don't hit any harder than a normal, regular level-13 offensive character; the difference is that many people seem to have interesting and unusual defenses, attack-driven effects, or mobility options.

With Sashin, I definitely built her as a battlefield control type character, who can, and will, hit when needed.

Basically a mobile missile platform that moves people around, and grapples everything (grabbing style/drag/master + greater grapple).


Wodin is going to be a very powerful group healer with some decent buffing, in addition to being a solid frontliner with some debuffs. He'll be rather decent all-rounder, with his only real lack being that his offensive ability is based entirely around whacking things with his mind blade/daggers.

@GM: Have you had a chance to think about the RP values for Powerful Build and Psionic Aptitutde? You asked me to remind you. :)


OK, story Q now:
My character is fey and comes from a world much closer to the First World than Golarion (time is fluid and unpredictable, laws of nature are less dependable, lots of creation and change...though in some ways much timelessness too).

His backstory hinges on a Dwimmerlaik coming his homeworld to steal some magic essence/stuff of life and creativity. Would that be Eidolon? Based on my limited understandng that seems only sort of right...but my hesitation is that Eidolon is about order and the stuff of the fey is quite chaotic. Perhaps what he steals is an artifact that helps to keep high levels of Eidolon and Umbra in balance? Or perhaps something unrelated to those two forces?

Thoughts welcome from all--and in particular from @DM and any others who are familiar with the Gossamer Worlds.


Right now Barrett is a little behind power-wise so I'm working on rebuilding/tweaking his levels so he won't be a drag on the rest of the team.

My goal is to design the perfect, archetypal, Clint Eastwood-esque showdown master. To that ends I seek two things: make him fast and make him self-sufficient. The first I feel I've accomplished with a pretty titanic initiative bonus (so far only rivaled by Sashin I think) and a bunch of attacks on any given round. The second is a lot more difficult; but with fast healing, DR, and spellcasting I'm hoping he'll be a real pain-in-the-butt to actually finish off. Whether or not it actually works out like that is a different thing entirely.


Still working on Garron's attuned world and backstory. should be done soon. I believe his crunch is all done.


Barrett Armstrong wrote:

Right now Barrett is a little behind power-wise so I'm working on rebuilding/tweaking his levels so he won't be a drag on the rest of the team.

My goal is to design the perfect, archetypal, Clint Eastwood-esque showdown master. To that ends I seek two things: make him fast and make him self-sufficient. The first I feel I've accomplished with a pretty titanic initiative bonus (so far only rivaled by Sashin I think) and a bunch of attacks on any given round. The second is a lot more difficult; but with fast healing, DR, and spellcasting I'm hoping he'll be a real pain-in-the-butt to actually finish off. Whether or not it actually works out like that is a different thing entirely.

You definitely have a higher initiative bonus than Sashin.

It was higher, but I took away Improved Init and Mythic Inoroved Init in order to get all the combat capability I wanted with her.


@Barrett: That concept makes me wish Iaijutsu (samurai sword saint full round action) could be used with guns. Could you imagine how awesome that could be?


Hotaru of the Society wrote:
@Barrett: That concept makes me wish Iaijutsu (samurai sword saint full round action) could be used with guns. Could you imagine how awesome that could be?

There's so many things I love about the Samurai that don't appear anywhere else in the game. Iaijitsu Strike is one of them, though Resolve is my favorite by far (I actually have a character in a different game that is based of Shaman King using a Sword Saint/Shaman multiclass).

I kind of have a similar thing going on right now but it's based off of filling the air with as much hot lead as possible rather than one super-deadly shot. I can only hope that there'll be an opportunity for at least one high-noon shootout (assuming I manage to get in of course, lots of good competition).

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Appearance:

Geina Xirk is around 5'7" tall, thin, with olive skin and dark green-within-red almond-shaped eyes. Her hair is shoulder-length and colored walnut brown. She tends to wear loose-fitting, comfortable clothes, with a long, cape-like cloak that hides her third arm until it is needed. She carries a pouch at her belt, and a pack and quiver on her back, two hand crossbows at her hips.

Background:

Geina was born and raised on Xillaxin (see home world, below) in the Wastes of the Living Lightning. Her clan was nomadic, ranging the breadth of the Wastes in search of both food and what comfort could be found. Always a worker, Geina found work with the clan's smith at an early age, also serving as the huntress and cook for her elderly father and toddler brothers once her mother passed in a freak Living Elemental battle.

Geina loved nothing more than exploring the ancient ruins of Sophron, a pre-Polymorph Storm city, long abandoned by humanoids, digging up long-lost magical trinkets and figuring out their workings. Reliable magic being a scarce commodity, the clan elders looked the other way from her adventures, as long as she contributed to the clan with her findings.

It was in one of these adventures she met the man who would forever change her life. As a fairly recent Gossamer Lord himself (less than 100 years!), Reevard found Xillaxin while exploring the staircase. A self-proclaimed "collector of oddities", Reevard found Geina and her world fascinating, if extremely dangerous. After meeting the clan elders, the wily Gossamer Lord convinced them to allow Geina (whom he had for some reason apparent only to him nicknamed "Ariel") to travel with him.

While Reevard thought of "his little Ariel" as an amusing companion, her trip to the Grand Staircase proved her to be something else entirely... A Gossamer Lord in her own right! Reevard was taken aback, but decided to help her understand her new role in the universe in the same way he had once been shown. They have since parted ways, each seeking something different among the Gossamer Worlds.


Personality:

Geina was raised in post-apocalyptic wild magic world filled with living energy creatures, polymorph-mutated monsters, and untold dangers left behind by a civilization collapsed. She tends to be fidgety, always looking for the next danger coming. She was forced by her mother's death to grow up early, and has a serious demeanor that seems at odds with her youthful appearance. On the other hand, she has a burning curiosity and self-assurance that pushes her to explore the limits of her capabilities and discover new vistas. Not afraid of hard work, she always seems to have several projects going at once. She always seems to overpack.

Geina respects the advice of experts, and seeks the council of those more experienced than she when prudent. Seeking order in her life and world, she has become attuned to the Eidolon, and sees it as a glorious reflection of what could-and should-be. She has come to understand the Umbra's role in the apocalypse of her homeworld, and resents its destructive nature.


Goals/Motives:

Geina wants to explore the untold Gossamer Worlds, as well as the Grand Stairs itself. She craves order, and wants to prevent any further Umbra-inspired "accidents" like the one that claimed the lives of millions on Xillaxin. She seeks a means to restore her homewold to its pre-apocalyptic civilization. As a means to these ends, she is attempting to learn what she can about this new universal paradigm she has been thrust into.

Home World:

Xillaxin was once a world not too unlike Golarion during the Azlanti's primacy. Master magicians with unrivalled power ruled the world, playing games of politics and powers. The world was abundantly supplied with mana, and even the most common of its people had access to cantrips and orisons to help their everyday lives.

Xillaxin's society was destroyed by an apocalyptic mingling of the Umbra with the ley lines of the world. Magical energies took on lives of their own, some malignantly intelligent. Polymorph storms swept across the world, altering creatures with horrible mutations, or turning them to stone, salt, or even diamond. Living energy creatures warred across the world, burning all in their path. For forty-one years, the apocalypse raged, decimating Xillaxin's population, until the Umbra's effects ran their course and stability began to return to the world.

Now, hundreds of years later, Xillaxin is still a world fraught with unnatural perils, scarce resources, and magical mayhem.


Attuned World:

Reevard wanted "Ariel" to be attuned to a world more pleasant than the one she grew up on, one where she could still explore her martial and inventive pursuits, without having to look over her shoulder every minute, so he took her on a fortnight-long journey along the Stairs, finally arriving at (one of ) the Door(s) to Avaylion.

Avaylion is a fantasy steampunk world, where minor magics supplement the steam-powered technology of the Euyropean peoples, aiding in their efforts to explore and colonize the "darker corners" of Avaylion, steaming jungles and vast mountainous regions.


Becoming a Gossamer:

Reevard's introduction of Geina to the Grand Staircase sparked something in the young Trillark. She fell ill almost immediately upon stepping through the Door from her world, as her ancestral Eidolon heritage purged the chaotic energies from the Umbra-infused magic of her homeworld from her. After almost three days of nursing her back to health, Reevard revealed his theory of what her illness portended. He sought out confirmation from "a friend", and began her instruction almost immediately. When she was well enough, he brought her to Avaylion, introducing her to the potential of nigh-infinite Gossamer Worlds.


Notable NPCs:

Atein, Geina's father, He was elderly when Geina left Xillaxin, but retained a quiet dignity despite his heartbreak over loosing his wife Helia years before.

Steinol and Feid, Geina's younger brothers. Twins, they were teenagers when Geina left. Steinol was facing some resurfacing anger over his mother's death, rebelling against the elders' expectations, and resentful over Geina's departure. Feid was left in the position of family caretaker, caring for Atein and taking up an apprenticeship as a leatherworker.

Reevard, Geina's mentor, ex-lover, and occasional rival, comrade, or instructor, Gossamer Lord, collector of oddities. Reevard and Geina spent a few years together on the Stairs and in the Worlds, but eventually Reevard's interests turned elsewhere and he left her to her own devices. They occasionally meet again. Sometimes it is awkward, sometimes it is friendly, sometimes it is argumentative, rarely, it is steamy in all the right ways, often, she wants nothing more than to wipe the smirk off his damned smug face, but never is it boring.

Darius, Geina's hidden nemesis, Umbral Lord. Some few hundred years ago, this Gossamer Lord experimented with Geina's homeworld. One day, they may meet....

Race, Trillark:

Race: Trillark

Monstrous Humanoid (3rp)
Medium (0rp)
Normal Speed (0rp)
Standard Language (0rp)
Racial Language: Sylvan
Flexible Ability Scores (+2 Dex, +2 Wis) (2rp) Trillark have reflexes and senses honed from the dangers of their world.
Darkvision 60'
Flexible Bonus Feat (4rp) Retaining the flexibility of their ancestors in an uncertain world, Trillark may choose any feat they qualify for as a bonus feat at first level.
Multi-armed (4rp) Trillark have three arms. One arm counts as primary, the other two as secondary.
Skill Training (1rp) Trillark are trained from an early age how to sense deception or emotional trouble, as well as how to bypass dangerous situations and creatures. Sense Motive and Stealth are always class skills for Trillark.
Spell-Like Ability At-Will (Resist Energy{Ranger Lvl 1}) (2rp) Trillarks have the ability to protect from energy dangers common on their world.
Spell-Like Ability At-Will (Endure Elements {Druid Lvl 1}) (2rp) The harsh environs of Xillaxin after the polymorph storms are not as dangerous to Trillarks, thanks to their ability to protect anyone they touch (including themselves) from such hazards.
Static Bonus Feat (Alertness) (2rp) Trillark live in a world where dangers lurk around every bend, and vigilance is a necessity of survival. They gain alertness as a bonus feat.

Trillark are the descendants of the victims of the polymorph storms that ravaged Xillaxin in the years between 1432 and 1473. Forever touched by the magic of the storms, these creatures have adapted to the wilds of the ruined world. Seeking out the remnants of their lost civilization, they recover magic relics to help defend against the mutated monsters of the wasted wilds.


Hotaru of the Society wrote:
@Barrett: That concept makes me wish Iaijutsu (samurai sword saint full round action) could be used with guns. Could you imagine how awesome that could be?

Err, there is. It's called Mythic Vital Strike, and yes, it works even better with laser guns. Once you get mythic initiative at tier 2, you can be firing off two shots per round, each of which hits as hard as three normal ones—while this isn't mechanically a ton better than your normal six attacks, it's got quite the fun flavor to it (just like most of the Samurai's stuff is also cool but not powerful).

Also, Barrett you're a level 11 mixed caster with some crazy defensive template abilities—that's not bad at all. And you get an absurd number of attacks per round, which looks like it's already one of the more powerful builds proposed, though I haven't seem damage (although I've heard a lot of PFS GMs complain about Pistoleros). I'm not quite sure why you've dumped all those feats into tripping, but there's probably something I'm missing there involving shutting down a large number of enemies.


@Wodin, Is it just me or does your icon look just like Hawke from dragon age?

@thunderbeard thanks for the tip about mad magic I will be using it if i get selected

Questions:

Are we allowed to attune to our home worlds?

If I used Vampiric Touch on a spell storing armor would the spell auto hit when someone hit me or would I need to roll to hit to see if it works?

If it autohits would my spell crit if they did?

Since the healing is an immediate action would I be able to gain the temporary hitpoints before they hit me so their damage removed from that instead?

If I took mythic Vampiric Touch would I be able to store the mythic version in spell storing armor?


...And another thing! My basic crunch is settled now: Harbinger 13 on one side and Battle Imp 11 on the other. That gives me two class levels to play with. I have at least a half dozen things I'm considering, including a couple 3pp classes that I wanted to run past you:
- Godling
- Paladin of Freedom

Expect to have more fluff and crunch to share soon.

Shadow Lodge

ok later today, thankfully i got some time to myself i'll have race and character done yay!! :D lol though im not sure what mastery Path a pure Martial Character would have, so was just wondering about that :3


@gyrfalcon: Godlings come with a LOT of lore, so keep an eye out for that when you're writing a story

Raphael Valen wrote:
ok later today, thankfully i got some time to myself i'll have race and character done yay!! :D lol though im not sure what mastery Path a pure Martial Character would have, so was just wondering about that :3

Welcome to Gossamer and Shadow. You were pure martial, until you got here, and now you've inherited a strange, supernatural, more-than-just-punching-stuff gift, likely based on some part of your personality either intentional or subconscious. What is it, and is it something you never asked for?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Geina Xirk


I believe everything is done for Garron.

Description:
He looks kind of like this.
Height 28'/7'
Weight 8,375 lbs/300 lbs
Eyes brown
Hair completely hairless
Skin tan, scarred
Garron is mountainous,but not in the sense that he's big a burly compared to normal human. Garron weighs over 4 tons and is over two stories tall. He wears heavy iron bracers and armored pants including a massive belt and what used to be a chain shirt. The shirt now hangs down mostly only covering his lower torso and upper legs. His upper torso and feet remain bare. Garron's head looks small between his massive shoulders but brutal all the same. His nose has clearly been broken on countless occasions. One long scar runs from above his right eye halfway around his head. Another scar crosses his jawline. Numerous scars of all shapes and sizes adorn his bare chest and shoulders. When using his shape changing abilities Garron prefers to take his original form, that is his form before he traveled the stair.

Fluff:

Personality Garron is a fun loving kindhearted person at heart. That said he has a terrible temper and isn't afraid to fully give into the brutal rage that flows through his veins. He is incredibly trustworthy and refuses to lie even if will be detrimental to his well being. If put in a position where his only option is to lie he will always choose to remain silent. He is cautious about trusting people but once someone has his trust they have it for life and he will put his life on the line to protect them.
Backround/Becoming a Gossamer Lord
Krelos Helmsmasher, the chieftain of the Kalush vakNaruth tribe found Garron as child. He was about to be dinner for a crag wolf but Krelos fought the beast off and brought him back to the tribe. Most of the giants assumed Garron was a giant with some sort of birth defect. One wise woman spoke up and told the legend of the humans. After discovering what he was most of the tribe thought he should be left to die, but Krelos kept him and raised him as his own. Garron was large for a human, about 7' or so. While they were young he was even able to hold his own against some of the smaller giants. No matter how hard he tried Garron could never be as strong as he peers and was quickly left behind. He was still respected in the tribe but he couldn't be a true warrior.

Everything changed when Gregor showed up. Gregor was a human as well, and a sorcerer. He showed up out of nowhere and awed the Kalush vakNaruth with an amazing display of power, destroying a massive snake in defense of Garron. Gregor offered to take Garron to a faraway world where he would be far stronger than the men around him. Garron didn't wan to leave home but he understood that he wouldn't survive much longer on Davroth. He left his tribe and went with Gregor.

When Gregor first opened the door to Grand Stair Garron didn't know what to do. He had never been exposed to magic, much less interplanar travel. However when Garron took his first step he felt a surge of energy flow through his body. As he travelled he could feel his body physically changing. When Garron and Gregor entered the next door Garron placed out, when he awoke he had truly taken on the from he had always wanted. He was a giant.

Gregor and Garron traveled to many different worlds but Garron's favorite was the city of Aukrelia. It was the exact opposite of Davroth. Garron entered his first pit fight when he was sixteen. After all he had never won a fight since he was a child... His first punch broke his opponent neck. Despite his somewhat aggressive nature Garron is well respected by the other pit fighters, and has a good relationship with Doran, the pit-master.

Goals/Motives Garron loves to fight but he will not start pointless violence. He will always put the safety of his companions over his own. Protecting the worlds and those who live within them is more important than any individual's life.
Home world - DavrothDavroth is a brutal world comprised of huge mountains, vast plains, and forests of skyscraper sized trees. The creatures there are massive primal beast and the only intelligent inhabitants are nomadic tribes of giants. Legend has it that humans used to inhabit Davroth as well but they were wiped out long ago. The tribes rarely run into each other but when they do meet it's a cause for celebration, they drink, dance, fight, and play games all through the night. The morning after the two tribes back up there camps and continue on there way. There is no magic on Davroth, every tribe has an apothecary or wise woman of sorts but they can do little else but mix together alchemical concoctions. Because of the lack of magic healing the massive feral beast of Davroth pose a great threat. The giants are well equipped to deal with the animal but still there are many casualties.
Attuned world - AukreliaAukrelia is a civilized city-world. Almost the entirety of the world is covered by one city (think coruscant from Starwars). Government is left up to representatives from each of five guilds. The guilds are: The gladiators, the city watch, the arcane school, the church of the many, and the common folk. The part of Aukrelia that Garron spends what time he has there is the arena district. There people from all over Aukrelia come to compete and spectate. Garron has earned quite a reputation as pit-fighter. Garron trys to return to Aukrelia when possible but has been back less and less recently.
Notable NPC's
All the members of the Kalush vakNaruth tribe.
Krelos Helmsmasher: Garron's adopted father. They haven't seen each other in years but are very close.
Gregor: The Gossamer Lord who introduced Garron to his destiny as a Gossamer Lord and travelled with him for a time. As far as Garron knows he is dead.
Pit-master Doran: The Gladiator who runs the pit Garron fights in.


Crunch:
Garron
Male Giant Advanced Gossamer Human barbarian/brawler
Master of the Umbra
CG Huge Humanoid (giant)
Init +9 Senses Perception +18
Hero Points 7
Mythic Power 5/day
----------------
DEFENSE
----------------
AC: 36 {37}
T: 23 {21} FF: 24 {25}
hp 250 {298}
Fort +24 {+28}
Ref +23
Will +15 {+18}
----------------
OFFENSE
----------------
Spd 50ft
Melee +27/+22/+17
unarmed strike +30/+25/+20 6d6+20
x2 bludgeoning
{unarmed strike +33/+28/+23 6d6+23)
rage claws +30/+25/+20 2d6+18
x2 slashing

body +23/+18/+13 dmg by size+22
x2 bludgeoning
{body +26/+21/+16 dmg by size+27
Ranged +19/+14/+9
hurled object +19 vs. touch falling damage +15
x2 DC 30 reflex for half damage
{hurled object +22 vs. touch falling damage +18
x2 dc 33 reflex}
Space 15 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 40
Dex 25
Con 22
Int 14
Wis 16
Cha 14
Base Atk +12/+7/+2
CMB +29 {32} (+11 grapple, +4 trip, +1 bullrush)
CMD 46 {49} (+9 vs. grapple, +5 vs. trip, +1 vs. bullrush)
Feats
dodge
power attack
improved unarmed strike (6d6, +3 atk, +5dmg)
improved grapple
raging vitality
greater grapple
rapid grappler
improved natural armor
grabbing style
grabbing drag
grabbing master
weapon focus unarmed strike
weapon specialization unarmed strike
improved trip
Improved grapple (mythic)

Traits
hard hitter
reactionary

Skills
acrobatics +22
diplomacy +14
intimidate +19 (or +23)
knowledge (local) +17
knowledge (nature) +17
perception +18
sense motive +18
survival +18
Total Points: 96
Languages Common, giant
Combat Equipment
furious impact amulet of mighty fists
+3 brawling chain shirt
Other Possessions
ring of protection +3
belt of physical might (str, dex) +4
cloak of resistance +4
boots of speed
1,600 gp
----------------
SPECIAL ABILITIES
----------------
defensive training
alter self at will
fast movement
greater rage 32 rounds/day
savage grapple
improved savage grapple
pit fighter
DR 2/-
Rage powers
superstition (+4)
lesser hurling
lesser beast totem
beast totem
body bludgeon
brawler's cunning
martial flexibility (immediate)
martial training
unarmed strike
brawler's flurry (improved two-weapon fighting)
maneuver training 3
AC bonus +2
brawler's strike (magic, cold iron, silver, good)
knockout 2/day (dc 31)
surge +1d6 (mythic)
hard to kill (mythic)
limitless range (mythic)
sudden attack (mythic)


thunderbeard wrote:

A mythic game needs the same roles as any other—spells, healing, buffs and trapfinding as well as damage dealing, but it also benefits from extra focus on things like combat maneuvers and persistent/dazing/rime/terrain-modifying spells. That said, gestalt means (or should mean) that characters can hit as hard as they want to and still be able to fill a secondary function, switching into whichever of their roles makes the most situational sense until the party is appropriately balanced for the situation at hand.

It actually seems to me like most of the characters I've seen don't hit any harder than a normal, regular level-13 offensive character; the difference is that many people seem to have interesting and unusual defenses, attack-driven effects, or mobility options.

I agree with you, thou I'm don't have any experience in seeing what other 11+ lvl individuals are typically capable of.


Quote:
Also, Barrett you're a level 11 mixed caster with some crazy defensive template abilities—that's not bad at all. And you get an absurd number of attacks per round, which looks like it's already one of the more powerful builds proposed, though I haven't seem damage (although I've heard a lot of PFS GMs complain about Pistoleros). I'm not quite sure why you've dumped all those feats into tripping, but there's probably something I'm missing there involving shutting down a large number of enemies.

Yeah, that's Barrett after the rebuild. Before it was two levels of Grand Marshal instead of the two templates. At first I didn't mind being behind in power, but with each submission the disparity grew. I felt that my character was no longer bringing anything unique/interesting to the party so I decided to rebuild, dropping the two levels of Gun Marshal and maintaining my full 'Slinger levels.

Dunesage I chose because I felt that it had great flavor to go along with my character. It seemed to me to really reinforce the concept of a desert-wandering gunslinger while also adding the interesting twist of a shaman/spirit-guide that is depicted in some media. Mechanically it provided me two major benefits: INT to initiative and tremorsense to deal with invisible creatures. That stat changes were a little difficult to work with as I had to move some points around to keep my DEX at 28 but ultimately I am pleased with it.

Alacritous Creature solidifies Barrett as the fastest gun in the west. I worked with the GM via PM to drop several abilities to reduce it to a CR +1 rather than a CR +2. Improved Evasion, Improved Uncanny Dodge, Pounce, and the SLA were all removed to that end. That left me with the movement speed increase, the feats (which are a mixed boon), Duck Aside, and Split Second. I think the biggest thing for me here was Split Second which is super-cool as an ability and free Improved Initiative which gave me the opportunity to take Greater TWF through advancement.

In the end I'm ending up with 8 attacks a round (9 with haste) and a +22 (+26 with spells and items) to initiative. My HP and AC aren't great so I'm mostly relying on my ability to finish combats before something ganks me. Damage for each attack is 1d8+3d6+13 with some situational variants - not great on its own but goes well with all of my attacks. The tripping feats were free via one of my hexes so no gimmicks there, multiple enemies will be difficult for me to keep up with.

Without rehashing any discussions about Gunslinger power levels I'd say that I'm satisfied with my current build. That being said: if anyone thinks I have overstepped bounds or that I've overcompensated I'm more than willing to do further tweaking.


Aannra will be a
Master of the Grand Stair
Master of Wrighting

I've played a lot of very high level games, they can be great fun with some really Inventive builds. With this game there is a lot of Flavour building as well, witch a really love in a game. That being said,
GM I have an idea, would you let in the Time Thief Class I'm have an idea to link it to Psionic Tech.

If not then I think I may drop Monk for Cryptic->Grammaton to get her just like I want, looking at the options now.

Aannras Gossamer world is a world of Psionic tech, and in space, a vast space bound Ring world like the book Ring world.


Barrett Armstrong wrote:
The tripping feats were free via one of my hexes so no gimmicks there, multiple enemies will be difficult for me to keep up with.

This is easily fixed.

1. You have Twirling Guns twice. This should give you an extra feat to work with.

2. Take Weapon Finesse. Buy a masterwork Elven Branched Spear. You won't be proficient with this unless you're an elf, so you'll take a -4 to hit with it, but it gets a +2 on AoOs and uses finesse.

3. After you attack, use Gun Twirling to holster your pistols for free and quick draw the Branched Spear. Anyone who tries to move provokes an AoO trip attack from you with a +25 CMB (not great, but decent), and that enemy falling over provokes more AoOs from your buddies. (If you can afford Gloves of Storing, that will let you holster your spear quickly for use on subsequent turns)

4. With Combat Reflexes at level 15 (or maybe a fighter dip or something to pick up elven weapon proficiencies), you can make even better use of this, becoming a fast-running gun twirler who knocks everyone flat with spear-fu who tries to get up in his space.


I don't see Twirling Guns twice...

Right now I'm planning on sticking to my guns (lel) by splitting up my attacks over multiple targets when the situation calls for it. I still have a bunch of feats I'd like to take so I'm hard pressed to spare any for Weapon Finesse. I'm content with not being optimal against hordes since I still have spellcasting to cover that gap.


Huh, my bad, could've sworn I saw that. You could always take a few fighter/swashbuckler levels on your oracle side for extra feats, but if the idea of melee self-defense doesn't make sense to you, that's fair—it just seems a shame to waste all that greater trip.

Shadow Lodge

ok decided not to create a new race and instead ask if this race would be allowed :3

The Obitu


thunderbeard wrote:
Huh, my bad, could've sworn I saw that. You could always take a few fighter/swashbuckler levels on your oracle side for extra feats, but if the idea of melee self-defense doesn't make sense to you, that's fair—it just seems a shame to waste all that greater trip.

I haven't planned out if I'll dip or not. I do know I'll go for 13 levels of Shaman to get my Spirit Shield upgraded.

You do make a good point though...

Perhaps I should switch my spirit from Stone to Battle or Nature. Battle would give me a pretty large offensive boost while Nature would give me abilities that are more in line with my flavor.


You could also spend a single feat (or dip) to get improved unarmed strike, and that would allow you to AoO in melee range -and- make trip attempts. But that may be too gun-fu for your tastes. :)


Problem is that I'd still need to pick up Weapon Finesse or Agile Maneuvers since I'm running with only a 10 in STR.


There is a third option. If you can cast, get hit with, or permanency Mythic Reduce Person (or regular Reduce Person on a small-sized race), you get Agile Maneuvers for free. You also get bonuses to hit, defense, and damage (as a gunslinger, because of the dex boost).

Dowside is you have to be, like, two feet tall. But you can start with a naturally small race (0 rp, +2 dex, -2 str) and purchase a Permanent Reduce Person with your starting wealth (2,500 gp, additional +2 dex, -2 str). Downside is that you no longer threaten without reach weapons, and your reach weapons themselves drop to 5' in range; upside is that any polearm will now serve your tripping purposes.

As added gravy, you can take the Titan's Bane mythic Champion ability to get the ability to run through everyone's squares (both enemy and ally) without provoking AoOs, as well as running underneath people and shooting them in the legs.


Is it possible for me to make my rapier 'Wit' an intelligent weapon? :)


The mythic path ability Legendary Item allows for that.


Just pay for one using the normal intelligent item tables.

Alternatively cast Impart Mind and hope the GM will let you cast Permanency.


Changed some equipment around, as I didn't need some stuff anymore.

Got better at grappling as well.


Sashin wrote:

Changed some equipment around, as I didn't need some stuff anymore.

Got better at grappling as well.

Everyone needs a hug now and then.


Tony the Lune wrote:
Sashin wrote:

Changed some equipment around, as I didn't need some stuff anymore.

Got better at grappling as well.

Everyone needs a hug now and then.

Exactly!

And especially from a cuddly two-headed dragon!


Is there a way I could get something likethis without the +2 for cheaper? I could afford it if I sold some of my cooler items and I still might since it's such a great item for me but i don't really need the con and my belt slot is already being used so I'd have to either ditch it or pay extra to have the slot changed

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