| Spooky GM |
I'm giving the warning now; barring someone needing a bit more time, recruitment will close in 12 hours. It is currently 7:30 AM where I am (Montreal), so you have until it hits 7:30 PM. If need be I will extend it by maybe two hours at the most for people who need it, but we'll see when it's close to hammer time.
| Elisa Anima |
I've already applied but I'd like to put your questions directly here instead of only on my profile
also the flavor I have has kaylee using her father's broken rapier with the fixer perk to avoid penalties, would you allow me to upgrade the broken weapon without repairing it or would she need to have it reforged to add things like frost and +1?
Kaylee is an average sized human with jet black hair and light blue eyes, What she lacks in strength she makes up for with speed and while not nearly as intelligent as her sister she has enough knowledge to get by even if her emotions get in the way of some of the more common sense situations.
Kaylee is rarely unarmed, even if her weapon of choice is her father's shattered rapier, when she is training or expects a fight she wears light leather armor. Her casual wear looks as if it's meant for explorers with plenty of pockets and a hood to protect from weathering.
Kaylee is determined to find and rescue her parents, deeply in denial about their deaths, she treats most things with a serious demeanor sometimes to an intimidating point.
She is also quite protective of her adopted sister and tries to act more casual around her but fears how she will react upon entering the world wound.
Kaylee is in denial of her parents death and seeks to find and return them from the world wound.
Front line DPS but will also be using combat maneuvers like intimidate and Feint when I get the swashbuckler advantage for them.
| Spooky GM |
Due to being very sleep-deprived and very sick, I'm going to hold off closing recruitment. The deadline is now pushed back 24 hours, because I can't see straight enough to do the amount of reading a halfway decent party selection requires. So, you all have until tomorrow evening. You're welcome. I'm going to crawl into a hole and die now.
| Hotaru of the Society |
It would be pretty minor. Basically you just lose any penalties associated with your age, while keeping any bonuses.
So... if you're 'old' then you'd get a +2 to int, wis, and cha with no drawback.. once you're mythic. But until then, you'd be eating a -3 to str, dex, and con. Of course, it -is- a mythic path ability to buy it, and there are a lot of other options. I figure it's really a better option for a caster who won't miss the stats.
| Elmae Valmia |
Well, I think it works for Elmae. Since I'm still typing up backstory, I'll just say this here.
Elmae's role in the party is primarily damage, and while she can deal it decently at close-range, she's much more proficient at dealing it from a range past level 3. Starting at level 7, she will also be able to deal single-target crowd control on command (without saves, mind you). If I'm doing my math right, she'll be able to fling starknives at a maximum range of...40 ft range increments. If I took Aim For The Eye, I believe that'd technically give me an 80 ft range, as it specifically says that any ranged attacks are counted as being one increment closer than they are. Add in the the full BAB, and she can do impressive things.
Her big weakness is anything immune to precision damage, of course.
| Hotaru of the Society |
Range increments are actually a bit different from that. Your range isn't your max range. Your max range (outside of other modifiers) is five times the listed range. Each time you go up one increment, (a multiple of your range) you take a cumulative -2 penalty. Treating them as one range increment closer means that you'd ignore the first range increment's penalties. So if your range is 40 by some means, then anything 80 feet or less takes no penalty. You may be able to even throw up to 240 feet thanks to that. I can't be sure, personally. A lot of the stuff is left to the imagination, especially in trickster. :)
| Elmae Valmia |
Aah... @_@; That's quite scary. I might take a nap soon and hope I wake up with less of a sore throat, but the TL;DR of the background is that she was born in Almas, Andoran by two well-known actors. The whole family worships Desna and puts on plays in her favor, but she ended up being much more taken by acrobatics and using one's body as a piece of artwork. A traveling circus came to town, she got to watch it, and shortly after that, she begged them to come along, something her parents (hesitantly) agreed to. She became something of a well-known act along the Inner Seas, and eventually, they came to Kenabres (and subsequently, the Worldwound). Elmae let her curiosity get the best of her, ended up trapped in the Worldwound in less than pleasant conditions, and then STUFF! Plot stuff!
| Lily Taharial |
Worth noting that as a Trickster you can pick up Limitless Range to multiply the range increment of your ranged attacks by 5 feet, which puts you even further.
And yes, I never really understood why people called the Trickster path weak, when a Mythic Ninja Trickster becomes fully undetectable and gets guaranteed sneak attack just for picking up Titan's Bane, as well as picking up Path Dabble for stuff like Fleet Warrior from the Champions path. Every path has its own strengths and weaknesses (although I do wish that Hierophant didn't focus so much on "dedicated healers" for the vast majority of its abilities), which makes it exceptionally fun =]
| Tim Woodhams |
Here is my second application Deimne Mac Camhaill of clan Fenian he will be an Archmage
| Tim Woodhams |
Who is Marcus, Tim?
Spooky, hope that sleep helps. If not, try a warm whisky with ginger wine. Knocks me out every time.
Cheers
Well caught, it is another character that I copied the character layout from. I need to go through the whole character and proof read it (the background and appearance was rather rushed, and my typing gets sloppy when I'm tired and rushed), but I am so tired right now.
| Spooky GM |
Thanks for the wishes, guys. I'm okay; on the back end of death cold actually, it's just a really s~+@ty back end.
Hierophant is made up of a lot of boring-but-practical powers, but there are a few decent ones in there. I think the biggest problem was in trying to make something for divine casters without getting too deep into class-specific abilities. Helping the cleric in my meatspace party find his first path ability was an interesting experience because of how underwhelming they were, and he's even playing a healbot.
Trickster's big thing is that it's got really flashy and fun abilities, but that it's best in enhancing what a class already has. I think the best Trickster ability might be a feat and that feat is Mythic Weapon Finesse. Oh god is that being cheesed at my table so hard.
| Hotaru of the Society |
@Cinna: I'd never noticed a mistake, and haven't looked super closely outside of the d20pfsrd version.
Sadly, I feel it's even worse than that, Spooky. I think something like 30% of it -is- class feature related. They just seemed to really not have any idea what to do with Hierophant besides 'healer'. The useful things that aren't just healing or class feature buffs seem to be nipped from other things like Archmage and reflavored. Sustained by Faith is amazing flavor. Pilgrim of the Sky -would- be amazing... if not for Archmage's infinite flight bubble... so on and so forth.
Hierophant is just outclassed for cool. On the bright side, dual-path really fits just about anyone who would go hierophant, and the universal path abilities are also super nice once you get tired of healing. As an example, a cleric of Iomedae may well go champion/hierophant, while one of Desna may dip trickster. A Paladin of Torag may desire guardian, while dualpathing archmage would work pretty well in relation to Nethys.
And besides. There's always extra mythic power so you can just throw out more hierophant spells. :)
| Lily Taharial |
Agreeing with Hotaru, although I think comparing Hierophant with Archmage is a little unfair. Archmage is pretty much the strongest mythic path in existence although I agree that paizo stuck with the "healbot" way of viewing things. I just wish Archmage didn't specify "arcane spells" for so many of its paths, there are some cool path abilities archmage offers that could easily work for a divine caster, but for some reason the mythic writers just put Divine Casters in a box and said "lets assume all you can do is heal" :(
That said, it wasn't particularly difficult to find good abilities for my Purifier Oracle, I just wish I could have been challenged for choice more like I am in various other Mythic paths.
| Elmae Valmia |
I personally think this is why we have homebrew. =P For instance, a DM of mine personally changed how Amazing Init works. Instead of sacrificing 1 mythic point for an extra action, he changed it to give a +20 to your rolled initiative, though it does not give you an extra turn if you get high enough because of it.
On another note, I think Spooky gave me whatever kind of sick he had. ;_;
| Peter Avoir |
... because I'm not missing Gotham and Sleepy Hollow.
Wise choice..
All done here. Peter came together well. I like the scarred on the inside friendly on the outside vibe.
I hope you do not mind my making him a member of the city watch/militia. I expect everyone in this town contributes somehow. It is a rather focused place.
| Elmae Valmia |
Okay, should be all done!
Female Aasimar (Musetouched) Flying Blade 1
NG Medium Outsider (Native)
Init +3; Senses: Darkvision 60ft; Perception +5
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Defense
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AC: 16, Touch: 13, Flat-Footed: 13 (+3 Armor, +3 Dex)
HP: 12 (1d10+2)
Fort +2, Ref +5, Will +1
Defensive Abilities: Celestial Resistance (Acid Resist 5, Cold Resist 5, Electricity Resist 5)
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Offense
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Speed 30 ft.
Melee: Starknife +4 (1d4+1/x3; Piercing)
Ranged Starknife +4 (1d4+1/x3; Piercing; 20ft range)
Special Attacks:
Subtle Throw
Opportune Parry and Riposte
Swashbuckler Finesse (Use Dex mod for attack rolls)
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Statistics
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Str: 12, Dex: 16 , Con: 14 , Int: 12 , Wis: 13 , Cha: 16
BAB +1; CMB +2; CMD 15
Feats: Point-Blank Shot
Traits: Chance Encounter // Perseverance
Skills: Acrobatics +7, Bluff +3, Diplomacy +3, Escape Artist +3, Intimidate +3, Kn: Religion +2, Perception +5, Perform: Act +7, Sense Motive +7
Languages:Common, Celestial, Abyssal, Draconic, Necril
SQ Favored Class: Flying Blade
Combat Gear: Starknife, Masterwork Studded Leather
Misc Gear: Bedroll, Silk Rope (50 ft), Belt Pouch, Reinforced Scarf, Metal Canteen (filled), Silver Holy Symbol of Desna, Trail Rations (4)
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Special Abilities
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Skilled - +2 to Linguistics and Sense Motive
Spell-like Abillity (Sp) Aasimar SLA Chart #40: +2 INT
With her love for the acrobatics in mind, her parents used their knowledge of construction and sets to build her a little exercise/jungle gym, so she had something other than a house that she could fill her time climbing. Of course, she took to it like a natural, using the equipment to climb, swing, leap, and the like, without a care in the world. However, even that wasn't enough to last, and by the age of about fourteen, she was right back to using the city as an obstacle course, putting her directly in the eye of the citizens when she decided she wanted to put on a show. However reckless it was, it certainly drew attention, not to mention rumors that would soon spread across the Inner Sea region. It wasn't long before Almas was getting far more attention than usual, and a few months after Elmae's fifteenth birthday, her hometown was visited by what could only be described as a traveling circus, calling themselves "The Wandering Braves"
With her curiosity piqued, Elmae begged her parents to take her to see this strange band of travelers, and so they did, all to happy to treat the excitable young teen to a treat. Once the show began, she fell in love in short time, watching the various acts, animals, stunts, and flair. To her, it was more than just an act. It was a group of like-minded people who could appreciate and enjoy the act of using one's body as a work of art, communicating such joy and emotion through the simple act of movement, even going so far as to devote it all to Desna herself. In short...she'd found a group of people who understood her. After several days of pleading, crying, and bargaining, her parents finally relented, allowing her to travel with the circus under the condition that the others would protect her, as they would be taking the place of her guardian while on the road. With a heart full of joy and excitement, she set out with the troupe, poised to travel Golarion!
And so she did, taking her already impressive acrobatics and training them further. No longer was it just something she entertained herself with, no! Now she could bring that same joy and entertainment to others who attended the shows and get better and better at it with each showing. Along the way, some of her elders taught her useful skills for defending herself, which she incorporated into her own act, such as the art of using a starknife not as a clumsy weapon, but as a way to pinpoint vital areas from a distance, bringing pain from afar. Elmae, seeing an opportunity, practiced during her shows. Combined with her impressive feats of acrobatic prowess, her precision earned her the nickname, "The Steel Angel".
Two years later, she was still traveling on the road, taking a well-deserved break while the troupe was on the way to their next stop, Kenabres. There was an opportunity to bring at least some form of relief and entertainment to the poor townsfolk, and it would be one of their largest shows if things went well. However, as it is with many things, disaster would strike at the worst moment. Once they arrived in Kenabres, Elmae lazied about the city to enjoy herself and take in the sights. Along the way, many whispered rumors of the Worldwound and the strange incidents it brought met her ears. Being as curious as she was and believing she was following Desna's guideleines. Surely it was better to explore and apologize later than to have never experienced such an oddity, right? She returned to her troupe in a few short hours, explaining that perhaps they could investigate this "Worldwound", as it might have such strange oddities that could enhance the circus experience. Even if it didn't, it was surely worth exploring! The others offered up one million reasons why it was a bad idea, but she would have none of them, and hesitantly, the other thirty individuals followed her into the Worldwound in the dead of the night.
She should have listened to the others and avoided it, of course. Within a few hours of entering, the sound of an almost hissing noise pierced her ears, and shortly after that, something else pierced her skin, leading her to a quick sleep, lulled by the twisted melody of screams all around her. When she awoke, she was in a dreadfully tiny cage with a few of her troupe mates, bound in shackles. The air was much damper than what she was used to, and there was something...sinister about this place. A sudden sharp pain on her back reminded her of what had happened earlier, and with a wince, she discovered it seemed to have been caused by a weapon of some sort, but where...
It would be a day or so before she had any visitors, and upon seeing the form of the one who greeted her, perhaps she would have wished for none. Towering above the prisoners was a marilith, proud and haughty. Had she been the one to injure her so?... As if to answer Elmae's thoughts, the demon unsheathed a scimitar, and the crimson liquid that stained its blade would become visible for all to see. It became obvious in a short manner of time that they were her prisoners, but she would not simply starve them. No, in a few days, they were brought into a massive dome and ordered to fight each other in gladiatorial combat, a sort of twisted war game for the demons' amusement...Something only a marilith would dare to think up. Elmae refused again and again to fight, distressed and guilt-ridden at the thought of being the cause of all of this madness, something her captors didn't take kindly to. With no regard for her health, it was decided that if she did not comply, she would be made to comply through force.
Time and time again, the aasimar would find herself chained to a wall, being struck repeatedly until her punishment was over, marked by a pained scream and the sound of blood splattering against the walls. Two prominent scars came out of this, located on her upper back. Strangely enough, the placement resembled that of wings, though there was no such elegance to the wounds. Still devoid of a fighter, the marilith thought of a new wicked plan to force her captive into the arena, and for a brief period of a week, Elmae found herself resting peacefully, praying to Desna in her sleep. Of course, the crafty marilith knew of this, and reasoned that if she was denied proper rest, she could neither pray nor reason...For that purpose, she called for the services of a night hag. A single bite and a spell was all it took to begin the torture, placing Elmae into a deep slumber. Night by night, her dreams shortened and her rest grew more and more limited. Shortly after that, she grew weary and desperate, and finally gave in if she were allowed to rest. To her dismay, she was forced to fight against her fellow troupe mates one-by-one, but in her condition, she was hardly in a proper state of mind...So she was forced to fight to the death, slaying her own traveling family for the entertainment of others, all because of her own mistake, something she could have avoided.
Of course, it was not over yet. Nearing her eighteenth birthday, she was still being forced to fight, and her sleeping patterns only grew worse. Her dreams had been slowly replaced by terrible nightmares, images of her comrades' expressions in that terrible place. It was the night hag's fault, of course, for she had been blackening Elmae's dreams for so very long...It was a slow torture, painful in ways one would not imagine, but it mattered not, for the marilith got her entertainment. After a particularly grueling combat, her captor came to her with that same superior look on her face, bringing an offer. She'd seen Elmae fight, and offered her a position of power if she would offer her devotion to her. She wanted her as one of her officers, leading a small army of demons under her command. Of course, this position would come with some measure of rest and privileges, something she knew the aasimar wanted desperately. Just when she was desperate enough to say "Yes", several loud noises made themselves known, drawing the marilith's attention away for several moments. In such a short measure of time, a strange robed figure managed to unlock her cell, guiding her hand and legs to an escape. Though she could not see the mysterious figure's face, she felt some sense of connection with her at the sight of her holy symbol, identifying her as a worshiper of Desna.
Shortly after the daring escape, the figure cast some form of spell and shattered Elmae's bindings, almost seeming to disappear after that, with no words to respond to. She'd gone as quietly as she had arrived, and Elmae could find no words to thank her.
The circus never came to Kenabres that year...
With nowhere left to go at the time, and no nearby family to answer her support, she remained in Kenabres, performing tiny shows for gold, hiding what had happened to her under the guise of a happy face, always a happy face, for that was what made a circus entertaining, was it not? Over time, the two large scars upon her back seemed to fill with energy, taking the form of two butterfly wings. Was this the stranger's spell, or was it a sign from Desna herself? Whatever it was, she would force herself to carry on by herself for now, carrying with her the weight of her troupe's death.