Samnell's Against the Necromancers (Inactive)

Game Master Samnell

Sundabar and Environs
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Hello. I'm making a Slayer/Paladin of Kelemvor.

I had a question about the following trait.

Weapon Training

Ulfen isn't a thing in Forgotten Realms. Would I be able to take this trait since I'm planning on being from Illuskan decent (Northerners)?

I mainly wanted it for the Bastard Sword synergy with Kelemvor.


Love the spreadsheet. The only thing that needs to be changed is that Bolkvar is Lawful Good.


Jolgren Flintbeard wrote:
Do you have a year that this will start in. I know you said before a cetrain event but how far before that event?

The game will start on Kythorn (June to us.) 16 in the Year of the Worm, which is 1356 in the Dalereckoning. The inland North generally uses Dalereckoning for historical reasons, even though the dales are quite physically distant. Most people don't bother with the year and just go with its name, since that's more memorable. Except for scholars, it's usually enough to say "this year" or "two winters ago", round things to fives and tens for longer terms, or date them generationally: "That was in my grandsire's time."

They also count in terms of regnal years. In the latter case, it's also toward the end of the first year in the reign of Helm Dwarf-friend, Sixth Master of Sundabar. It's also 324 in the Northreckoning, which is how they count things along the coast and dates from the founding of Waterdeep. There are many other calendar epochs, though there's general agreement on the length of the year.

At least that's how humans do it and most non-humans go along because it's either of no concern to them or it's not worth the bother to constantly convert back and forth. It's also a bit grim to count things from the founding of a now long-dead kingdom where one's people were much more prominent and successful than they are now.


Bolkvar Stonebeam wrote:
Love the spreadsheet. The only thing that needs to be changed is that Bolkvar is Lawful Good.

Fixed.


The year of Shadows 1358 is when the time of troubles starts. This is just so I can make up a accurate background.


Phntm888 wrote:
How do you feel about the Aldori dueling sword for a weapon? Part of my gestalt is magus, and I'm trying to avoid going the stereotypical scimitar/rapier magus, and this seemed a decent fit. Is there some flavor we could possibly fit to it that it needs, as opposed to what it currently has?

Sure.

Curved blades of any sort are most common among elven smithwork or in the lands far to the south of Sundabar, but not by any means unheard of locally. The most common association is that elves and others known for their woodcraft (rangers, druids) favor the style, though they don't usually use the blades for dueling.


Hey, I'm very interested. I've got an idea for a PoW Zealot, with a Sleeping Goddess maneuver emphasis, and a general link to sleep and dreams (including the Sleepy drawback). Might gestalt with a psionic class, or oracle (heavens), or...

I only know the FR world a bit, and have been reading some to see how this might fit into the canon. Based on what I've read so far, I think the best fit might be Selûne or perhaps Sehanine Moonbow. Does this seem like a reasonable fit with someone who's a Sword of the Lady? Or an Oracle of the Moon? (And would either or both of those make thematic sense in the campaign you're planning?)

I enjoy playing halflings and gnomes as well, so if there's a deity of one of theirs that you think would be a good fit, please point me in that direction too. Thanks!

And now on to roll-playing:

4d6 - 2 ⇒ (2, 4, 6, 1) - 2 = 11
4d6 - 2 ⇒ (2, 5, 2, 5) - 2 = 12
4d6 - 2 ⇒ (6, 2, 2, 3) - 2 = 11
4d6 - 2 ⇒ (5, 6, 3, 2) - 2 = 14
4d6 - 3 ⇒ (6, 3, 5, 3) - 3 = 14
4d6 - 1 ⇒ (3, 1, 5, 2) - 1 = 10 14 pt buy

4d6 - 1 ⇒ (2, 1, 4, 1) - 1 = 7
4d6 - 2 ⇒ (5, 3, 4, 2) - 2 = 12
4d6 - 1 ⇒ (2, 4, 2, 1) - 1 = 8
4d6 - 3 ⇒ (5, 6, 3, 3) - 3 = 14
4d6 - 1 ⇒ (5, 2, 2, 1) - 1 = 9
4d6 - 1 ⇒ (2, 2, 5, 1) - 1 = 9 -1 pt buy!

4d6 - 4 ⇒ (6, 4, 6, 6) - 4 = 18
4d6 - 2 ⇒ (4, 5, 2, 4) - 2 = 13
4d6 - 1 ⇒ (6, 4, 6, 1) - 1 = 16
4d6 - 1 ⇒ (3, 3, 1, 6) - 1 = 12
4d6 - 1 ⇒ (6, 3, 1, 4) - 1 = 13
4d6 - 1 ⇒ (6, 1, 4, 4) - 1 = 14 40 pt buy!

YOIKS!! If that's too much, just let me know.


Jolgren Flintbeard wrote:
The year of Shadows 1358 is when the time of troubles starts. This is just so I can make up a accurate background.

It's unlikely to happen in-game, if that influences any plans.


Zektolna wrote:

I'll certainly understand if you don't have time to get up more info on Ilmater, but I would greatly appreciate it if you do. He's probably the God I'll be going with as it makes the most sense.

Also, would it be possible to take Deadeye Bowman as a trait? It's intended for worshippers of Erastil in Golarion, but it would fit really well with the backstory I'm working on.

Trait approved. Ilmater stuff coming in a few hours.


OK I've updated Marcus' build and tweaked his backstory to fit. I went with Warsighted Oracle of Battle for his second class. Torm (I presume) would be his patron. He's going to play like a Paladin with more spells than normal, mostly going for buffs and the usual status cures.

If selected Marcus' party role will be ranged & melee damage in combat, and party face with a dash of after combat healing. When it comes to RPing Paladins I prefer ones that lead by example, generally asking myself what would Paksenarrion do?


Brain_in_a_Jar wrote:

Hello. I'm making a Slayer/Paladin of Kelemvor.

I had a question about the following trait.

Weapon Training

Ulfen isn't a thing in Forgotten Realms. Would I be able to take this trait since I'm planning on being from Illuskan decent (Northerners)?

I mainly wanted it for the Bastard Sword synergy with Kelemvor.

Good news: the trait's just fine. Those are traditional Illuskan weapons and it was kind of Paizo to think of FR compatibility when they designed it. :)

Bad news: Kelemvor becomes a deity during the Time of Troubles, replacing the slain Myrkul as god of the dead. The game starts two years before that's all to take place, and I'm probably not going to incorporate the ToT if we get to that point in the timeline.

However, I do have a generally anti-undead LN death god that exists at the right time and could have paladins. He's really obscure (most people in-world probably haven't heard of him) and weird but he's available.

Jergal Lord of the End of Everything, Scribe of the Doomed, the Forgotten One, the Pitiless One

Alignment of Priests: LG, LN, LE

Concerns: Fatalism, order in death, proper burial, guardian of tombs, protector of the names of the dead.

Domains: Death, Fate (As Luck with the Fate subdomain), Law, Rune, Repose

Weapon: Scythe

Jergal teaches that each being has an eternal resting place that is chosen for him or her at the moment of creation. Life is a process of seeking that place and eternal rest. Existence is but a brief aberration in an eternity of death. Power, success, and joy are as transitory as weakness, failure, and misery. Only death is absolute, and only then at its appointed hour. Seek to bring order to the chaos of life, for in death there is finality and a fixedness of state. Be ready for death for it is at hand and uncompromising. Life should be prolonged only when it serves the greater cause of the death of the world. Undeath is not an escape or a reward; it is simply a duty of a chosen few who serve the Lord of the End of Everything.

Which bears a little unpacking. Jergali are not members of a doomsday cult. They believe there is a schedule set and advancing or delaying the timeline is a sin. (The end of all things could be millions of years hence.) The religion has strong LE and LN contingents and a few priests are kept on after their deaths to perform sacred duties, usually as mummies who sit in dusty tombs and silently record names and fates of mortals until Jergal calls them onward, but they're not fat crackling evil dungeon monsters bent on destroying all life. Except for those few he chooses, Jergal is profoundly opposed to the existence of sentient undead. He doesn't care so much about the unintelligent kind, teaching that those are empty bones that might be put to good use on occasion.

In the modern era, Jergal is most worshiped in far-off Thay but the faith teaches that as death is everywhere so they must be everywhere to mark it. The faith has some historical connections to the North, with some believing that Jergal was one of the gods the Sorcerer-Kings scorned.


Got to say, Legalistic is the perfect curse for an Oradin.


Marcus of Torm wrote:

OK I've updated Marcus' build and tweaked his backstory to fit. I went with Warsighted Oracle of Battle for his second class. Torm (I presume) would be his patron. He's going to play like a Paladin with more spells than normal, mostly going for buffs and the usual status cures.

If selected Marcus' party role will be ranged & melee damage in combat, and party face with a dash of after combat healing. When it comes to RPing Paladins I prefer ones that lead by example, generally asking myself what would Paksenarrion do?

Torm is a-ok by me, one of my favorites. :) Roster updated.


Samnell wrote:
Zektolna wrote:

I'll certainly understand if you don't have time to get up more info on Ilmater, but I would greatly appreciate it if you do. He's probably the God I'll be going with as it makes the most sense.

Also, would it be possible to take Deadeye Bowman as a trait? It's intended for worshippers of Erastil in Golarion, but it would fit really well with the backstory I'm working on.

Trait approved. Ilmater stuff coming in a few hours.

Great. Thank you. Looking forward to the Ilmater stuff.


It's been decades (probably) since I read the book about Cyric becoming a god but IIRC Jergal was kind of his Senchel inherited from Myrkul. Quite an interesting character, hadn't realised he is LN.

Shadow Lodge

Thinking about having Lathander as my patron deity


Samnell, this is the Avatar for my ST Shadow's submission an Elan Psion/Monk. Let me know if Elan is a problem and I'll scale him back to Human. He will be a worshiper of Oghma Lord of Knowledge.

Samnell:
In my "Homebrew" FR I have an interesting backstory for the Elan if you are interested, if not, I'll begin the game with Aldon seeking information about himself.

I'll take the 25 Point Buy.

This Avatar is currently a placeholder, I'll work on the character and post when it is complete.


Here is my submission. I changed from Kelemvor to Jergal. I didn't realize what year it was in DR until i posted. :)

A Paladin (Oath against Undead)/Slayer (Grave Warden) who follows the teachings of Jergal.

I'll have background, personality, etc up soon. Just wanted to make sure the mechanics were good first.

Scarab Sages

I haven't ever really played around with psionics before, but from giving it a quick look, Aegis seems pretty interesting. I'll probably try to come up with something like Aegis/Psion or Aegis/Vitalist, or possibly Aegis/Psychic for the really silly explode head. Most likely some kind of magic on the second half, but not really decided yet.

Right now, the leading flavor is a dwarf who conjures stones into the form of heavy armor (possibly increased size suits at later levels?) and wields either a butchering axe that he claimed from an orc he killed, or a very large hammer of some kind. Is there a good two handed hammer that isn't an earth breaker? Not a fan of the funky spikes sticking out of it.


Raisse: If you're alright with a reach weapon, the Dwarven Longhammer is pretty solid, and a martial weapon for dwarves.

Samnell: During this time, I'm pretty sure Mask is a Chaotic Neutral deity, correct? Regardless of that, I'm thinking of a reformed Maskarran, much like a "Dexter Morgan", but with thievery instead of MURDER but also maybe occasionally a little murder. I was thinking he might be a good fit in with The Watchful, especially since I plan to go around completely unarmed and unarmored, in civilian clothing, the majority of the time.


geeky FR plot suggestion:
Have you considered having a previously unknown Mythal out there somewhere? The alterations to the weave could have all sorts of useful properties, for example hedging in or out undead. Stopping aging, bolstering or dampening certain schools of magic or preventing scrying & teleportation. The ruins of some ancient mythal city could make a handy lair for a cabal of necromancers :)

Scarab Sages

Not too keen on the reach component, but it's a good suggestion.


Alternatively, you could take an Earthbreaker and reflavor it as a non-spiky Hammer. That's what I've, personally, done in the past. Sure beats using a Warhammer exclusively two-handed, or worse, using a Large warhammer with a -2 penalty.

Shadow Lodge

Oh and with a hammer you could go for a sunder build and try to find a maul of the titans later


Samnell wrote:
Phntm888 wrote:
How do you feel about the Aldori dueling sword for a weapon? Part of my gestalt is magus, and I'm trying to avoid going the stereotypical scimitar/rapier magus, and this seemed a decent fit. Is there some flavor we could possibly fit to it that it needs, as opposed to what it currently has?

Sure.

Curved blades of any sort are most common among elven smithwork or in the lands far to the south of Sundabar, but not by any means unheard of locally. The most common association is that elves and others known for their woodcraft (rangers, druids) favor the style, though they don't usually use the blades for dueling.

Okay. I think that helps me sort this out. Should have it done tomorrow or the day after :).


Joseph Soltz wrote:

Raisse: If you're alright with a reach weapon, the Dwarven Longhammer is pretty solid, and a martial weapon for dwarves.

Samnell: During this time, I'm pretty sure Mask is a Chaotic Neutral deity, correct? Regardless of that, I'm thinking of a reformed Maskarran, much like a "Dexter Morgan", but with thievery instead of MURDER but also maybe occasionally a little murder. I was thinking he might be a good fit in with The Watchful, especially since I plan to go around completely unarmed and unarmored, in civilian clothing, the majority of the time.

He's still Neutral Evil before the Time of Troubles, but all the better for a reformed type. There are underground groups of Maskarrans everywhere, because everywhere there's stuff to steal and schemes to hatch.


Aldondrick Volharan wrote:

Samnell, this is the Avatar for my ST Shadow's submission an Elan Psion/Monk. Let me know if Elan is a problem and I'll scale him back to Human. He will be a worshiper of Oghma Lord of Knowledge.

** spoiler omitted **

I'll take the 25 Point Buy.

This Avatar is currently a placeholder, I'll work on the character and post when it is complete.

Elan is cool, but see what I said previously about 'em for potential RP issues.

Shadow Lodge

Is lathander an appropriate deity for worship?


Oh whoops! I'm not intimately familiar with Faerun, obviously, but I thought it would be an interesting spin, and a fairly obvious tie in to the Temple of Tyr and Torm. A begrudging former thief, given the option of helping out or penal action, would likely change methods. Whether he starts to enjoy using his skills for the side of Law, and/or Good, or is constantly looking for an out, on the other hand... Who knows?


Samael Grigori wrote:

Here is my submission. I changed from Kelemvor to Jergal. I didn't realize what year it was in DR until i posted. :)

A Paladin (Oath against Undead)/Slayer (Grave Warden) who follows the teachings of Jergal.

I'll have background, personality, etc up soon. Just wanted to make sure the mechanics were good first.

I gave them a quick scan and they look good. Only thing that jumped out is the Velsharoon brand, Technically Velshie isn't a god until 1368...but his ascension happens off-stage and isn't tied into any big shakeup of the general order or dependent on anything that's likely to clash with the campaign. He could easily have become a god much sooner. It's cool by me if you want to keep it. The obvious substitute would be Myrkul, but there are a lot of evil gods that could work. Pick one with a church you'd have fun battling. :)


Samnell wrote:
Aldondrick Volharan wrote:

Samnell, this is the Avatar for my ST Shadow's submission an Elan Psion/Monk. Let me know if Elan is a problem and I'll scale him back to Human. He will be a worshiper of Oghma Lord of Knowledge.

** spoiler omitted **

I'll take the 25 Point Buy.

This Avatar is currently a placeholder, I'll work on the character and post when it is complete.

Elan is cool, but see what I said previously about 'em for potential RP issues.

That just makes me want to play one more ;-)

In fact that is part of how I treat the in Faerun as well.


Joseph Soltz wrote:
Oh whoops! I'm not intimately familiar with Faerun, obviously, but I thought it would be an interesting spin, and a fairly obvious tie in to the Temple of Tyr and Torm. A begrudging former thief, given the option of helping out or penal action, would likely change methods. Whether he starts to enjoy using his skills for the side of Law, and/or Good, or is constantly looking for an out, on the other hand... Who knows?

All of that would fit very neatly. Stealing is a holy act for Maskarrans and they're up to all kinds of skullduggery. So many things to repent. :)


Raisse wrote:

I haven't ever really played around with psionics before, but from giving it a quick look, Aegis seems pretty interesting. I'll probably try to come up with something like Aegis/Psion or Aegis/Vitalist, or possibly Aegis/Psychic for the really silly explode head. Most likely some kind of magic on the second half, but not really decided yet.

Right now, the leading flavor is a dwarf who conjures stones into the form of heavy armor (possibly increased size suits at later levels?) and wields either a butchering axe that he claimed from an orc he killed, or a very large hammer of some kind. Is there a good two handed hammer that isn't an earth breaker? Not a fan of the funky spikes sticking out of it.

Concept sounds neat.

Two-handed hammers that aren't reach seem in short supply, but you can reflavor an earthbreaker. You could also have a metal version of a greatclub with the same stats. Put a bit of a head on it and you have, say, a greathammer or an orcsmasher.


Samnell wrote:
Joseph Soltz wrote:
Oh whoops! I'm not intimately familiar with Faerun, obviously, but I thought it would be an interesting spin, and a fairly obvious tie in to the Temple of Tyr and Torm. A begrudging former thief, given the option of helping out or penal action, would likely change methods. Whether he starts to enjoy using his skills for the side of Law, and/or Good, or is constantly looking for an out, on the other hand... Who knows?
All of that would fit very neatly. Stealing is a holy act for Maskarrans and they're up to all kinds of skullduggery. So many things to repent. :)

Hey now, I never said he'd be finished with his service anytime soon. It only takes one time getting caught...

In any case, it sounds like my concept is kosher, so I'll get to work on the character more properly in the morning. :)


Presenting Kyle "Grimson" Chaney, repurposed alias for a new day.

Kyle “Grimson” Chaney

crunch:

Male human Gestalt (warder (dervish defender) /unchained rogue (knife master)) 3
CG Medium humanoid (human)
Init +3; +7 with Battle Dragon Stance; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex); +3 Int to AC and FF when wielding 2 weapons; +2 dodge when using inner sphere stance
hp 39 (3d12+3)
Fort +4, Ref +7, Will +6; +2 morale to Will when in inner sphere stance
Defensive Abilities blade sense +1, evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+4/19-20) or
. . mwk dagger +8 (1d4+4/19-20) or
.. mwk dagger +6 (1d4+4/19-20) and mwk dagger +6 (1d4+4/19-20) or
.. mwk dagger +8 (1d4+7+1d6/19-20) and mwk dagger +8 (1d4+7+1d6/19-20) Battle Dragon’s Stance
Ranged shortbow +6 (1d6/×3)
Special Attacks 1 flurry strike, 1 inner sphere stance, 1 pride movement, 2 flick of the wrist, 2 sun dips low, 3 battle dragon's stance, sneak attack (unchained/knife master) +2d8/2d4; known but not readied: 1 leaping dragon, 1 swift claws, 1 wyrmling’s fang
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 10, Int 17, Wis 14, Cha 12
Base Atk +3; CMB +3; CMD 16
Feats Combat Reflexes, Double Slice, Fast Learner[ARG], Improved Improvisation[ARG], Improvisation[ARG], Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits pragmatic activator, river rat (marsh or river), worldly
Skills Acrobatics +9, Appraise +7, Bluff +5, Climb +6, Craft (improvised) +7, Diplomacy +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +9, Disguise +5, Escape Artist +9, Fly +7, Handle Animal +5, Heal +6, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +9, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +9, Knowledge (martial) +9, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +8, Perform (all) +5, Profession (improvised) +6, Ride +7, Sense Motive +8 (+6 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +9 (+10 to conceal a light blade), Spellcraft +7, Stealth +9, Survival +6, Swim +7, Use Magic Device +9
Languages Aquan, Auran, Common, Ignan, Terran
SQ Aegis, Armiger's Mark, Defensive Focus, hidden blade, pride, rogue talent (weapon training), two-weapon defense
Combat Gear durable arrow (20); Other Gear darkleaf cloth studded leather, dagger, dagger, mwk dagger, mwk dagger, shortbow, flint and steel, masterwork backpack[APG], torch (2), trail rations (5), waterskin, wrist sheath, spring loaded (2), 2 gp, 4 sp, 8 cp

Background:

Kyle Chaney was born to a low man with a foul temper and poor education. His mother, Therene, died giving birth to Kyle, and his father Halrod "Grim" Chaney blamed the boy. From a young age, Kyle had to do everything around the family business along the Rauven and Redrun Rivers, taking on more and more as he passed from childhood to youth to adolescence and into adulthood. By the time he was 15, his father had drank himself to death, leaving Kyle with the debt of the venture. In two years, without the burden of his father, Kyle, now called "Grimson" by most, worked the business into a profitable stead.

He sold the boats on his 18th birthday, going to work for the Stone Shields. While he proved an apt soldier and a ready combatant against raiding orcs, he began to chaffe under the command structure. He could clearly see that his skills surpassed those of his commanding officer (whether that was truth or mere pride was never a concern) and his resentment grew, displacing the anger and frustration of years under Grim's roof. Grimson broke his commanders nose during an argument, earning himself a year in prison and a dishonorable discharge.

At age 23, he set out to find a new course for himself. His sense of superiority and desire for freedom from the thumbs of lesser men couldn't diminish the kindness he inherited from his mother, and he soon began helping out wherever he could as long as he wasn't being bossed around. His journeys have taken him far and wide across the north, and he's learned to do almost anything as well or better than most.

Appearance:

Grimson is a fair-skinned, redheaded Illuskan, wiry and lean, with a few days growth of a beard always scratching up his face. He wears browns, blacks, and greens, and is rarely seen without a knife or two in his hand(s). His green-grey eyes betray a soul that has seen more than its youthful share. His face is narrow, his nose long and with more than a few breaks of its own. His face is lined with emotion, and it is rare that he hides his feelings.

Attitudes and Idiosyncrasies:

He rarely smiles while working, but breaks into a broad grin and a bit of song when the workday is done. Grimson's biggest burden is his unyielding pride. He doesn't take insults well, not even playful ones. Extremely confident, highly flirtatious, and intensely freedom-loving, he values his companions for their skills and contributions to his fame and reputation- he is quick to chastise those who show cowardess-especially in the public eye.

Grimson still smarts over his prison time and his dishonorable discharge, and likely holds the same grudge against his superior officer as that officer holds against him. He holds deep affection for the priest of Lathander who helped him through his time there and insured that he didn't do anything foolish enough to keep him in prison or face worse.

Grimson is brilliant, a fact he rarely feels the need to hide or demure, and while not educated in the traditional sense, absorbs knowledge and skill readily and intuitively. His skill with a knife is indisputable, and he's been known to do more damage with a flick of his wrist than stronger men accomplish with a wide swing.

He likes to sing, his voice deep and slow, and completely untrained in any traditional sense.


Lord Foul here

Version one:

CG Elan soulknife/magus

Str 10
Dex 12
Con 14
Int 18
Wis 17
Cha 11
Feats
Paycrystal
Improved critical (mindblade)
Weapon focus (mindblade)
Psionic talent x2

Blade skills
Focused offense

Traits:
Psionic knack (soulknife)
Combat trained (iron shell)
Magical lineage

Drawback: hedonistic

AC 10+ 4(armor)+4 (shield)+1 (dex)

To hit +9 (+10 when using arcana pool)

Power points per day
3 (fcb)+5 (feats) +1 (class) +1 (mental stat bonus)

10 total

Powers known: shield.

Skills

3 ranks perception
3 ranks know (arcana)
3 ranks spell/psicraft
3 ranks diplomacy
3 ranks sense motive
2 ranks stealth
rank intimidate
3 ranks know (dungeoneering)


version two:

Ageis/magus Alton Vensryn:
magus/ageis

Str 17
Dex 14 (includes enchantment bonus)
Con 15
Int 18
Wis 10
Cha 11

AC 10+4 (armor)+2(dex)+1 (trait)

Skills 4+int per level

8x3=24

Skills of note
Perception +6
Spell/psicraft 11
Know (arcana) +9
Know psionics +8
Diplomacy +6
Bluff +4
Stealth +6
Craft (alchemy) +11

To hit
Melee
Black blade +8 (without power attack)
Ranged +6

Traits
Combat trained (iron shell)
Magical leniage
Defender of the society

Drawback
Hedonistic

Feats

Weapon focus
Power attack (placeholder)

Magus arcana: black blade

Customizations 5 points
Nimble
Speedx2
Evasion

Ranged Attack (1 point)
The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft.

Stalwart (1 point)

Stalwart (Ex): You are able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack.
Improved Stalwart (Ex): You are incredibly resistant to affects that assault the body or mind. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. If you fail the save, you instead suffer the partial effect.
As long as the aegis is wearing the astral suit,if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.

Climb (2 points)
The aegis gains a climb speedequal to 1/2 of his base land speed. (20)

Swim (1 point)
The aegis gains a swim speed equal to his base speed. (40)

Astral Repair (Ps)
An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Form Astral Suit (Su)
Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his astral suit.
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn.
(Editor’s Note: Full details on how astral suits work can be found here: Astral Suits)
Craftsman
Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
Damage Reduction
Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
Invigorating Suit (Su)
An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Reconfigure
Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.


The Promised Ilmater Stuff:

Ilmater (The Crying God, the Lord of the Rack, the One Who Endures, the Broken God)

Alignment of Priests: LG, NG, CG, LN

Concerns: Endurance, suffering, martyrdom, perseverance

Domains: Good, Healing, Law, Strength

Weapon: Unarmed strike

Symbol: A pair of white (as in chalk, not as in people) human hands bound at the wrists with a blood-red cord or (older) a blood-stained rack

Ilmater (Ihl-May-ter) offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other’s burden, to take the other’s pain. He is the god of the oppressed and unjustly treated.

Ilmater is quiet, kind, good-spirited, and slow to anger. He appreciates a humorous story and has a rather rustic humor himself. He appears as a man with broken joints who drags himself about in obvious pain, wearing only a breechcloth and bearing the marks of many tortures. When faced with cruelty, his rage can boil up and transform him into a figure of frighteningly righteous wrath. He takes special umbrage at those who harm children.

The Faith
The followers of Ilmater are often perceived as being intentional sufferers, but in reality they concentrate effort on providing proper treatment and healing those who have been hurt. They put others ahead of themselves, are sharing, and emphasize the spiritual nature of life over the gross material body.

Ilmater’s priests tend to be the most sensitive and caring of humans. When new to the faith, since they they see much suffering, they often weep. Over time, this constant tugging at their heartstrings wears at them, and they tend toward a cynical view of life in Faerun. They are distinguished from other cynics, however, by their inability to ignore or pass by others in need. Even when a cause is hopeless, they must help. Ilmatari are taught to be firm in their principles and fearless, with the result that they earn enormous respect with the general populace, but are often slain by brigands or those who hold different principles than they do. The church of Ilmater differs from many Faerunian faiths in that it has many saints, among them St. Dionysius and St. Sollars the Twice-Martyred.

Few priests of Ilmater are soldiers, and fewer still are merchants, but they do outstrip all other priesthoods in the size, number, and level of treatment in the many infirmaries and leper sanctuaries they maintain. From their inception into the priesthood, Ilmatari are trained in recognition and treatment of all known diseases, injuries, and conditions.

The process of joining the clergy of Ilmater is simple: A novice enjoys a gentle walk and talk with a senior priest, during which they discuss the novice’s views of life. They then dine and the novice is (knowingly) given wine that puts him or her into a gentle trance where various clergy and wizards friendly to the faith can easily employ mind-scrying spells to thoroughly explore the novice’s true feelings, loyalties, and aims. If no dedication to evil or precluding religious or secular loyalties are found, the novice is accepted and adorned with the simple robes of Ilmater. (This process was instituted to guard against those who pretended devotion with an eye to stealing as much physiclore and medicine as they could and bolt.)

All the Adorned (formally, Adorned Sufferers) are priests, but few other titles are commonly used in the clergy except Brother and Sister. For senior clergy, Reverend is added to this, and for the heads of temples, abbeys, and monasteries dedicated to the Crying God, Father and Mother are used. The chief divisions are between Healers, Painbearers, and Sanctars.The Healers work most directly with the common folk, often in slums and sanctuaries where the destitute and ill gather. Painbearers travel the Realms to lessen large causes of suffering by opposing wars, feuds, slavers, class and racial exploitation, even local bullying. Sanctars are the highest and most secretive group, the judges of the Adorned, internal investigators, and enforces who fight to protect their fellows and their work. Where most Ilmatari merely suffer and endure, the Sanctars punish any who harm or mock the faith.

Though the monastic orders usually dwell separately from the rest of the church in monasteries and abbeys (which may adjoin ordinary temples but more often stand far from them, in wilderness), some monks also abide in Ilmatari temples to teach other Ilmatari about fields of knowledge they have specialized in or to provide their special form of hand-to-hand protection to the institution to which they are assigned.

Ilmatari are found where they are needed, which is usually in the worst possible conditions, ministering to the needs of the oppressed, the deceased, and the poor. Those outside the faith often view this as strategic positioning of churches in areas which guarantee the persecution of Ilmatari. Ilmatari are also found among adventuring companies, and are often the ones to go off rescuing this clan of kidnapped halfings or recovering that pruloined family heirloom. It is not that they are foolish, but rather that they care for all things to the exclusion of their personal risk.

In the past decade or so, the reputation of the church has been plagued by the actions of a cult that believed in passing suffering around to others, especially nonbelievers. They are known for self-flagellation, kidnappings, and inciting riots and their example has made the faith unwelcome in some places, for all that orthodox Ilmatari condemn and oppose them.

Dogma
The Ilmatari are taught to help all who hurt to matter who they are, and that the truly holy take on the suffering of others. Ilmater tells them that if they suffer in his name, he will be there to support them. They should stick to their cause if it is right, whatever the pain and peril. They are to stand up to all tyrants, resisting in ways both great and small, and to allow no injustice to go unchallenged. They believe that there is no shame in a meaningful eath. Some followers of Ilmater take a negative or darkly humorous view of the world, and the church accepts them as well. “Today is the first day in what’s left of your life” fits very snugly into Ilmater’s dogma, but most Ilmatari would add, “So live it well.”

Novices in the faith are charged to “Persevere in the face of pain. Heal the sick, the wounded, and the diseased. Comfort the dying, the grief-stricken, and the heartsick. Take on the burdens and the pain of others. Champion the causes of the oppressed and unjustly treated, and give shelter and kind counsel to the lonely, the lost, and the ruined. Pursue the service of Ilmater, and he will provide-leave no gross riches and the acquisition of all but medicines to others. Take up the tasks no others dare.”

Typical Activities
Ilmatari share what they have with those in need and always take time to counsel those who are upset and give healing and tender care to the injured. They speak for the oppressed, guide the lost, feed the hungry, shelter the homeless, and gather herbs and make medicines at all times for disasters to come. When war is expected and time permits, priests of Ilmater gather in strength with litters, shovels, tents, splints, bandages by the cartload, and wagons of medicines and healing potions to tend to those who will soon suffer.

Priests of Ilmater see life as sacred and suffering as holy, but they do not stand in the way of others’ desires or condemn them for their chosen path. Ilmatari would not stop sorely injured warriors from rising up half-healed to plunge into battle again, openly seeking death while fighting the foe. Instead, they would freely assist the warrior by healing him enough to be mobile so that he could follow his own doom wish in the most honorable manner available to him.

Ilmatari bury the dead, treat the diseased, give food, drink, and firewood to the poor. They also tour wealthier cities and settlements of Faerun soliciting coin to support the church.

Holy Days and Ceremonies
Ilmatari have no specific holy days. Instead they organize their devotional life around six times daily prayers, every day. They practice two distinctive ceremonies.

A special Plea to Ilmatar may bring dispensation for a Rest, a tenday vacation from serving Ilmater’s dictates. Usually Ilmatari request this when they are emotionally exhausted, but some adventurer-priests use Rests to perform things Ilmater would otherwise frown upon. The custom is an established tradition that some leaders of the faith rely upon, sending their best fighting clergy out to do things that the church cannot otherwise accomplish, like covertly removing a tyrant rather than confronting him openly.

The most important ritual of the faith is the Turning: It is the duty of every priest of Ilmater to try to get dying persons to turn to Ilmater fo rcomfort, receiving the blessings of the Broken God before they expire. As veneration of Ilmater grows, even in death, his healing power becomes greater.

Major Centers of Worship
The faith is strongest in distant, cruel Calimshan. There it ministers to countless slaves and impoverished people, making wicked ways of an endless stream of viziers, pashas, priests, and potentates as bearable as it can. Ilmatari temples there contain sprawling sanitariums, monasteries, sanctuaries, hospitals, and facilities for the brewing of potions.

Affiliated Orders
Ilmater’s church has several affiliated knightly orders of paladins and other warriors, including the Companions of the Noble Heart, the Holy Warriors of Suffering, the Order of the Golden Cup, and the Order of the Lambent rose. Monastic orders are also numerous, including the Disciples of St. Sollars the Twice-Martyred, the Followers of the Unhindered Path, the Disciples of St. Morgan the Taciturn, and the Sisters of St. Jasper of the rocks.

Vestments
For ceremonial functions, Ilmatari wear a solid gray tunic, tabard, and trousers, or gray robes. They wear skullcaps in gray (or red for senior priests). Novices who have not yet been adorned wear no skullcaps. The symbol of Ilmater is worn as a pin over the heart or on a chain around the neck. Some of the older members of the clergy have a gray teardrop tattoo to one side of their right or left eye. Whilst in the field, Ilmatari wear garb fit for the mission and weather, but usually with gray tabards decorated with the Crying God’s sign on the chest near the left shoulder. They are never without their icons and a satchel of medicines, bandages, salves, splints, and slings.


Chaney, Grimson wrote:

Presenting Kyle "Grimson" Chaney, repurposed alias for a new day.

Kyle “Grimson” Chaney
** spoiler omitted **...

Does Kyle have a patron deity? Doesn't have to be a big part of his life, just one he feels most inclined towards?


Samnell wrote:
** spoiler omitted **...

Thank you for such a detailed background on Ilmater and the Ilmatari. I will definitely be incorporating many of those details into my character's backstory. When I was doing a bit of research on my own, I noticed there was an order within the Ilmatari called the Broken Ones who function as the defenders of Ilmater and/or his people. Do they exist during the timeframe in which this campaign takes place?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Samnell wrote:
Chaney, Grimson wrote:

Presenting Kyle "Grimson" Chaney, repurposed alias for a new day.

Kyle “Grimson” Chaney
** spoiler omitted **...

Does Kyle have a patron deity? Doesn't have to be a big part of his life, just one he feels most inclined towards?

Oops, yes (I have it in his profile in the fill-in the blank stuff):

Tymora Faircoin is his patron deity, and he has a fondness for Lathander Morningstar and Selune Stareyes ("Morning or Night, the gods watch over us, and guide us to greatness. Well, me anyway." Grin.)


Character is done, I am working on the background still and will add that soon.


Sent you a PM Samnell. Once I hear back from you on that I can finalize the Background.


@ Samnell

Strange question, but I find myself with a surplus of gold, so how much would a small tavern in one of Sundabar's poorer districts cost? I could figure up the total cost using Pathfinder's Downtime rules but I figure it would be easier just to ask.


Here's the crunch for Hakon. i'm working on his fluff now.
I got bored over the weekend, and started noodling with a necromonger idea, too. I know someone else posted it, but I wanted to see what I could do with the idea.

The plan for Hakon is he's a tank. he's got the hit point to soak up a lot of damage, and his PoW abilities will let him basically taunt foes to him (hopefully).

I built him to be a face (since he's got the charisma) and lead through inspiration and awe. Eventually, he'll be maximizing actions through intimidates and taunts. evolutions will be towards AC, stats, defenses, and reach. Maybe wings, too. I'm going to keep him humanoid with only 2 arms and 2 legs. The goal is to get as close to an archon/angel as I can get.

ps, remember, i sent you the dice rolls though PM while we were talking


4d6 ⇒ (3, 4, 6, 3) = 16=13
4d6 ⇒ (3, 5, 4, 1) = 13=12
4d6 ⇒ (4, 4, 6, 5) = 19=15
4d6 ⇒ (1, 5, 6, 5) = 17=16
4d6 ⇒ (1, 6, 1, 2) = 10=9
4d6 ⇒ (4, 6, 2, 5) = 17=15

Here are the rolls for my Silver Dragon (taninim) paragon/Sorcerer or paladin(still undecided).


Giles the Courser wrote:

@ Samnell

Strange question, but I find myself with a surplus of gold, so how much would a small tavern in one of Sundabar's poorer districts cost? I could figure up the total cost using Pathfinder's Downtime rules but I figure it would be easier just to ask.

Depends how cheap you want to be. A bar is 250 gp for the bare basics. That's basically storage space (not a lot of it), the bar itself, and a little bit of seating. Hole in the wall. If you want a more proper tavern, even if it's on the sleazy side of town, then it would be 300gp to add a common room. If you serve food too, that's a kitchen for 160. The rough part of town knocks 10% off these prices.


gyrfalcon wrote:

Hey, I'm very interested. I've got an idea for a PoW Zealot, with a Sleeping Goddess maneuver emphasis, and a general link to sleep and dreams (including the Sleepy drawback). Might gestalt with a psionic class, or oracle (heavens), or...

I only know the FR world a bit, and have been reading some to see how this might fit into the canon. Based on what I've read so far, I think the best fit might be Selûne or perhaps Sehanine Moonbow. Does this seem like a reasonable fit with someone who's a Sword of the Lady? Or an Oracle of the Moon? (And would either or both of those make thematic sense in the campaign you're planning?)

I enjoy playing halflings and gnomes as well, so if there's a deity of one of theirs that you think would be a good fit, please point me in that direction too. Thanks!

Sorry I missed this earlier. Thread's been a little hectic. :)

Selune and Sehanine are probably the best fits for a sleep and dreams themed PC, a bit more the latter (who literally has dreams in her concerns) but both can do it. Selune is a nocturnal deity of seekers and such, which is dream-adjacent. Lurue could fit too, but she's a bit more of a reach. I'll be trying to get stuff in for every PC chosen, but two of Selune's traditional enemies (Shar and evil lycanthropes) are probably not going to make major appearances. (Sehanine's anti-undead beef will be heavily serviced no matter what. :) ) If the celestial imagery is more salient, then Selune or Mystra would probably be tops for human gods and Aerdrie Faenya (elf god of flying stuff) is a fair prospect. If by celestial we're thinking more angels a-smiting, then the Lawful Good martial gods are always a great place to start.

I'm a huge halfling fan myself, but looking about neither they nor the gnomes seem to have much in the way of dream or mysticism-oriented powers. Nor did I see much in the way of sky imagery. Your best bet there might be the war gods of the pantheons, such as they are. That's Arvoreen and Gaerdal Ironhand.

Of course typical worshipers are only suggestions. If you're not drawing divine power from a deity then matches might come from personal values or circumstance ("I was raised Mystran, dammit! Doesn't matter if I'm a fighter!") are just as good a set of reasons.

Quote:

And now on to roll-playing:

4d6-4
4d6-2
4d6-1
4d6-1
4d6-1
4d6-1 40 pt buy!

YOIKS!! If that's too much, just let me know.

Wow. The dice gods love you. But a fair roll is a fair roll.


Soulknives, Crystal Hilts, ABP and The Deal

So here we are. Took some time to think about it and look things over. I think there have been a couple of misunderstandings on my part that caused confusion...also partially on my part. Way to go, me.

I didn't give any thought to soulknives and ABP because it's a gear replacement system. Why would they be any different? Then I was asked about it and looked, noticed that they had a pseudo-ABP built into them for their mind blades, which is more generous than actual ABP. Not thinking it over as much as I should have at the time, I decided there needed to be a house rule and slapped one on. Soulknife bonuses beat ABP so they stand.

Problem being that lots of stuff emulates little bits of ABP as class features. Paladins can do it with divine bond, for example. I didn't think at the time that those bonuses and ABP's were both enhancement bonuses, so the stacking rules already solve this problem. You use the better of the two, since enhancement+enhancement is a no go. The rules as written already worked how I thought they should. Go me. :)

Then here's the other issue. I was asked for a cyrstalline hilt for a soulknife blade. When I read that, I read the question as "I know soulknives have this default flavor where a blade just pops from their hand, but can I have mine come out of a crystal thingie instead?" I'm very easy with flavor, so I said sure. Did not realize at the time that crystal hilts are an actual psionic item which is basically a carrying case so soulknives can boost their mindblade a bit more...with an enhancement bonus. That one's on me. Go me. :(

By boosting the enhancement bonus of a mindblade, the hilts are basically a +X item. That's an issue for ABP for two reasons. 1) +X items are a no-no under those rules. You might find a flaming sword, but not a +1 flaming sword. Any item that grants a flat enhancement bonus to attacks and damage doesn't exist because they're what ABP was designed to replace. 2) The cheapest crystal hilt is 11,200gp on the market or 5,600 to make. A third level PC under ABP has 1500gp to spend on stuff (half the normal 3k), so it's not in a PC's budget even were it a kosher item with the rules.

Which means this whole business was the fruit of two my dumb mistakes of mine and I'm sorry for them. :(


So, I don't think what you've said really changes anything, other than "Crystal Hilts are a purely flavor based choice in this game", right? Much like the magus' arcane pool, the Paladin's divine bond, and the warpriest's sacred weapon, enhancement boni don't stack, ABP or not.

A pair of nifty looking Deep Crystal rings might be an interesting addition to my Maskarran... No reason he can't have stolen his own psionic catalyst, and gotten them stuck.

Edit: Do you have any restrictions on Magic Item pricing for what we spend our WBL on? I'd really like a set of muleback cords, but they're a little on the pricey side, at over half of our wealth.


Joseph Soltz wrote:
So, I don't think what you've said really changes anything, other than "Crystal Hilts are a purely flavor based choice in this game", right? Much like the magus' arcane pool, the Paladin's divine bond, and the warpriest's sacred weapon, enhancement boni don't stack, ABP or not.

That's right.

Joseph Soltz wrote:
A pair of nifty looking Deep Crystal rings might be an interesting addition to my Maskarran... No reason he can't have stolen his own psionic catalyst, and gotten them stuck.

As a flavor item, sure.

Joseph Soltz wrote:
Edit: Do you have any restrictions on Magic Item pricing for what we spend our WBL on? I'd really like a set of muleback cords, but they're a little on the pricey side, at over half of our wealth.

Nope. If you want to spend it all on one item, go for it.

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