Superheroes of Golarion

Game Master Scaffold-Kane

The tale of how Golarion's mightiest heroes united under a common cause.


1 to 50 of 130 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.

There have been those that would do to others whatever it takes for personal gain since the dawn of time. And there have been those that would do whatever it takes to stop them. The struggle of good versus evil, hero versus villain, is as eternal as time itself. Some, however, transcend that struggle. Where evil goes, the will to stop it is one step ahead. No matter how powerful.

“You have given them an ideal to aspire to, embodied their highest aspirations. They will race, and stumble, and fall and crawl....and curse....and finally... They will join you in the sun... In time you will help them accomplish wonders.”
-Jor-El

"I once stood in your place... So, might I offer you some advice? Forget everything you think you know."
-Mordo

Welcome all to my official recruitment to the most ludicrously hyper-powered game you can imagine. For what purpose? Superheroes in Golarion. Featuring; some potential cameos by comic book heroes!

I will be posting character creation, houserules, etc in Campaign Info so I can edit it if clarification on anything is needed. I will update that with an end date for the recruitment when one is determined.

The story will begin in Absalom, the city at the center of the world. All of you have a map that arrived at your feet in some mysterious way that is blank aside from a dotted line and several small Xs that seem to be converging on Absalom.

While the campaign does take place in Golarion, keep in mind one change to the setting: Magic is extremely special. Normal people do not have access to it in any way. Purchasing magic items is not prohibited (though you are free to flavor your class abilities and powers as being the result of minor magic items you possess, you can't use your wealth to buy Wondrous Items, Rings, etc, those are treated as artifacts within the world).

Last thing to note: I am a huge fan of the rule of cool and rolling with what makes sense. Have fun with this. I want to see what kind of concepts you guys can whip up!


Dotting this one hard still and hoping I can nail down one of my dozen or so concepts right now into something good. Indecision is running rampant but hot damn do I want to take a stab at this.


Everyone gets to Absalom, meets a Garundi guy with an eye patch.

"We had an idea. To bring together a group of remarkable people. Who could do the things no one else could do."

"...you mean like the Pathfinder Society?"

"Wh- ...no, shut up!"

Consider me intrigued... gotta come up with a good one for this.


CaptainFord wrote:

Everyone gets to Absalom, meets a Garundi guy with an eye patch.

"We had an idea. To bring together a group of remarkable people. Who could do the things no one else could do."

"...you mean like the Pathfinder Society?"

"Wh- ...no, shut up!"

Just hopping in to let you know I actually laughed out loud at this. Like an actual real life lol.

Thank you.


Ah, I made a tiny typo in the initial post. Buying magic items is prohibited.

Barely missed that edit window. Thanks for trying anyway, Keante.


Edited Campaign Info to add a new houserule I forgot to include:

-All restrictions to combat maneuvers based on size category are gone. If you have the superpowers needed to grapple something huge, you can do it.


Super-duper-uber-DOT!


DOT.


Ouachitonian wrote:
DOT.

After having reviewed all the stuff in campaign info...wow that’s a lot. I usually build in HeroLab, not sure I’m going to be able to put such a complicated character together by hand. Maybe, but don’t wait on me.


Ouachitonian wrote:
Ouachitonian wrote:
DOT.
After having reviewed all the stuff in campaign info...wow that’s a lot. I usually build in HeroLab, not sure I’m going to be able to put such a complicated character together by hand. Maybe, but don’t wait on me.

No worries, I knew it would be a lot so I'm patient. If you need help squaring away anything in your head, I won't be annoyed by questions. As I noted in the Campaign Info tab, you can also chat me up on Discord. I'll be quicker there than anywhere.


Dotting again, still working on some concepts, but I should definitely be able to throw something together in the next few days.

A couple things I wanted to ask on clarification on, though! On the note about monks and unarmed combat, is that monks are counted 4 levels higher than everyone else, giving them normal advancement, or monks are counted 4 levels higher than they actually are? I figure it's probably the first option, but I wasn't 100% sure on the wording. Also, probably a silly question, but are Brawlers functioning the same way?

Also probably kind of a silly question, but fractional advancement is still just using the better of the two options between your classes, yeah?


OllieTwist wrote:


A couple things I wanted to ask on clarification on, though! ...

Yeah, I probably should have explained the monk bit a little more thoroughly.

Basically, everyone gets Unarmed Combatant for free and their unarmed strikes still deal 1d3 damage (for a medium character). Beginning at level 5, they get 1d6 damage with unarmed strikes and progress from there as if they had a monk level equal to their character level - 4.

Monks, however, are treated as being 4 levels higher than they actually are for the purposes of determining unarmed strike damage. This starts them out at 1d8. At level 3, they will bump to 1d10, at level 8, they will go to 2d6, etc.

Brawlers also get this benefit.

As a side note, I definitely recognize that I have thrown monks A HUGE bone with my bastardized version of Pathfinder but monks are a class that could always use some help and their MAD nature should keep things in check so we'll see how it goes. If people seem to be min/maxing monks in their submissions, I'll have to revisit the topic.

Fractional advancement will only matter if you multiclass out of your original two classes in some way. Each level you take will just take the better fractional bonus of the two classes.


Dotting, just gotta come up with something really good.


Stepping out. As much as it sounds interesting, I can't get my head around the house rules and extra abilities. Good luck to you all and have fun!

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Will be applying, just have to pick which concept I want. I'm between a hulk inspired build and a deadpool inspired, overplayed concepts to be sure, but I assure you the origins and stories will be unique.


I'm thinking a Dr Strange type. Maybe a Wizard/Arcanist gestalt?
And are you okay with Kitsune?


spacefurry wrote:

I'm thinking a Dr Strange type. Maybe a Wizard/Arcanist gestalt?

And are you okay with Kitsune?

Yep! Sounds cool.


I'm actually considering a constructed pugilist brawler and a sorcerer with either the arcane bloodline (using his arm as his arcane Bond) or the mutated Sage bloodline to emphasize his incredible intellect... and just say that his arm is what's casting the spells.

Like a cross between Tony Stark and Bionic Commando.


DOT. If we are talking about playing superhero types in Golarion, I wish to bring to Scaffold-Kane's attention the godling classes from Rogue Genius Games. Creating a son or daughter of Pharasma, Cayden Cailean or Desna would usher in asgardian-olympian type play.

I know you wrote that you were against 3PP materials, but those classes really bring the 'super' aspect of play you might be looking for. I've played several godlings on the forums (honestly, I think it's what most posters associate me with), and if you wish to see some of my examples from discontinued campaigns, I'd love to share them with you.


Working on a wolverine- type submission, using Bloodrager for Fast Healing and Menhir Guardian Monk for Claws+Combat Ability. Couple of questions, however;

With Armor as DR variant, how does that interact with the archetype Spelleater?

Blood of Life (Su):

A spelleater’s blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging a spelleater gains fast healing 1. At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level). If the spelleater gains an increase to damage reduction from a bloodline, feat, or other ability, he is considered to have an effective damage reduction of 0, and the increase is added to this effective fast healing.

This ability replaces uncanny dodge and damage reduction.

Secondly- is there a way in which to, say, fleshgraft adamantine onto his bones? I really, really don't know how that would work, mechanically, but it's something I want, though I could live without it if need be.


Hi! This is trully a crazy and wild idea! Let's do some crazy and wild mayhem, shall we? :)

Okay, let me see if I understood: we're not using BAB, but we're using a stat called Fighting instead. Does that mean that a wizard with 16 Fighting has an equivalent of BAB +6? How does it work whit feats asking for BAB requirements? Could I buy Manyshot at 1st level with my archer?

Also, is there a deadline on submissions?

I'm thinking of a Demigod (offspring of a God) the kind of Hercules or Achilles, using some blessed weapon like a thundering hammer (what?) or a bow that creates its own arrows. How could I get some of those quirks?


Popping in here with team Dottage!

Quick question about the DR as armor: If I already have DR from something, would that DR stack, or apply normal rules for DR?


@CaptainFord

Really interesting idea! I look forward to seeing what you come up with.

@TheWaskally

The original reason I was against 3pp material (which I'd typically be happy to work in) is because it's going to be tough balancing the new rules as is. That said, you are right in that Godlings are perfect for what I'm going for. I'll do some reading and allow Godling submissions BUT...

If anyone submits a Godling character, I would also like an outline of how you expect the character to progress mechanically as you level

I don't want to be surprised with these characters. I want to be able to plan for what they can do like I could for the Paizo classes I know well.

@Artimus P.

You could flavor having a really high Constitution score as having an adamantine skeleton (having a Constiution of 16+ would give you DR not unlike wearing Adamantine). Otherwise, I'd simply treat it as you wearing adamantine armor at all times that you are not able to remove.

@Artimis P. and Vrog Skyreaver

The DR gained from armor or Constitution is independent of all other sources of DR and stacks with them. So the DR special ability of the Barbarian functions normally.

@Jereru

Ah! I forgot to mention how Fighting interacts with BaB requirements. Assume your BaB is equal to your character level for the purposes of BaB requirements. I'll be updating Campaign Info shortly.

Having a thundering hammer is fine in flavor but if you want a hammer that mechanically has the Shock enhancement, that would be an artifact you could seek out. The bow with endless arrows idea I'm perfectly cool with you having (since I'm certainly not going to make people keep up with arrow anyway).

@All

Hope that helps clear up some things!


This sounds weird. Fantastically so! I'm in.

Now only the tiny detail of having a character...

Hmm no size restrictions? Maybe it's time for some good old halfling throwing - only this time the halfling is the thrower!

We'll see :-)


So, question: the creation rules say each race adds +2 to two of their abilities scores in addition to their secondary race abilities. Does that mean that humans get 3 +2's to their ability scores, or am I misreading that?


CaptainFord wrote:
So, question: the creation rules say each race adds +2 to two of their abilities scores in addition to their secondary race abilities. Does that mean that humans get 3 +2's to their ability scores, or am I misreading that?

The two +2s are in place of the race's normal ability adjustments. A human could get three +2s if they give up their bonus feat and extra skill point as per the alternate racial trait (I forgot the name off-hand).


I know you didn't want 3pp material to over complicate things, but in keeping with the super heroic
theme I was going to have my kitsune caster trying to collect all 9 tails. To that end I was hoping to make a case for a 3pp racial trait variant.
On the d20pfsrd page for kitsune there's a a variant racial trait called Nine-Tailed Inheritor. Basically it makes it easier to gather tails by giving you the first extra tail and adding the Magical Tail feat to any feat list you have access to. You just can't gain 2 tails from 1 level up and you sacrifice your natural bite attack.


Scaffold-Kane wrote:
CaptainFord wrote:
So, question: the creation rules say each race adds +2 to two of their abilities scores in addition to their secondary race abilities. Does that mean that humans get 3 +2's to their ability scores, or am I misreading that?
The two +2s are in place of the race's normal ability adjustments. A human could get three +2s if they give up their bonus feat and extra skill point as per the alternate racial trait (I forgot the name off-hand).

So for say kitsune normally get -2 str, +2 dex, and +2 cha.

But instead now I would just choose 2 to the 3 abilities and apply +2 to them?


@CaptainFord

Short answer is a no to the 3pp bit. Long answer, that concept is super cool and that's the sort of thing I'll work into your niche if you are part of the party. So you can still apply as a kitsune seeking out the tails and I will definitely make it work your while.

As for the ability scores, you can just pick any two abilities you'd like and get a +2 to them. No restriction based on race or anything like that.


Ah, okay. :)


Man oh man oh man oh man oh man! I've been wanting to build the Flash or similar in a campaign for aaaaages! Will need to take a long hard look at these new rules (cause oh boy) but yeah, super ultra mega dot!

I just need to figure out what class to do alongside monk. Part of me wants to go Fighter and take Fleet every fighter level but I'm not sure if that will give me enough SPEEEEEEEEEEEEEED

Also, can those extra +2s be to stats that already get a +2 from race?


Aaaand I see I missed it for that last question. Still, super excited!

Flurry of Blows question-Normally it has you make those attacks at a -2, but gives you a bonus due to using your Monk Level as BAB. How will that translate for this with the removal of BAB?


TheGoofyGE3K wrote:

Aaaand I see I missed it for that last question. Still, super excited!

Flurry of Blows question-Normally it has you make those attacks at a -2, but gives you a bonus due to using your Monk Level as BAB. How will that translate for this with the removal of BAB?

Unless you have a particular need to use the core monk, I am requesting that everyone use the unchained version of any class that has one (in which case, monks get an extra attack at full BaB instead of the more complex rules for being a core monk).

Did you want to go core monk for a particular reason or would unchained work for you as well?


Number of attacks, as I think the original one gets more? Maybe? Honestly, I occasionally forget about unchained lol. Should work fine =]

Monk of the Four Winds is the archetype I was looking at, but I think those two work together.


Another question for you! One of the classes I'm going with for my character is unchained Summoner, and I'm curious about how the Fighting stat interacts with their eidolon. Does the eidolon get one to work off of? Does it use mine? Or is that just for PCs and eidolons/animal companions just use the bonuses as they're written?

... It's possible I might just be totally misunderstanding how Fighting works, too, so sorry if this is way off-base.


Yes, the substitution of the Fighting stat for BAB is alien enough for us that we have a lot of questions, I hope the GM doesn't go crazy :) Once we get the sense of it we'll be fine, I guess.

Another question about it: say I have Fighting 16, I get to add +6 to attacks and AC. Given the rarity of magic items, though, it is unlikely to have a big chance of iomproving stats beyond the +1 every 4 levels, so... what will happen when I reach level 8? or 10? Am I stuck with a +6 to attacks? I unerstand that having a +6 for one stat and another +6 or +8 from your classic physical stat is still quite powerful, but wouldn't the (tremendous) power of our beloved heroes slowly fade as they level up? Just asking, no criticising.


Scaffold-Kane, I present to you, whether Golarion's ready or not, Caleb Zephorn Caliean, godling son of Cayden Cailean. His character build is linked on his page. Please look over his starting gear to make sure it meets your approval, and I'm pretty sure I messed up Caleb's carrying capacity, so look at that as well. Thank you in advance for giving me an opportunity to create Caleb. I hope you like him as much as I do. If you have any questions, please message me.


Let's start this off with my backstory:

Backstory:

Henry Lassings was born the son of wealth and privilege. While his parents were not nobility, both had incredibly potent magical abilities. His mother served as an archmage in Nex for a time, before she grew tired of the politics of a country run by diviners, and his father was a renowned explorer and member of the Pathfinder Society.

For his part, Henry grew up rick and rather famous, which means he didn't really do anything and didn't bother applying himself to anything he tried. His complete lack of magical talent turned out to be a great waste of money on his parent's part, as they brought in tutors from all of the great magical traditions, certain that he would awaken to his ability one day.

Henry tried hard as a boy, but as he became a young man his continual failures to meet his parents' expectations turned him to a life of idle pleasure, and he wasted his life with wenching and drink.

His life took a turn for the weird when he received the package at his doorstep one morning: His first name written plainly on the outside of the box in his father's handwriting.

Prying the crate open, he discovered an armored gauntlet which appeared to be made entirely of obsidian. Picking it up proved to be his undoing. There was a flash of light, and when his vision returned, the Spiked Gauntlet had wrapped itself around his left hand and forearm. Henry spent the better part of the morning trying to break it, burn it, or rip it off, all to no avail.

His attempts would likely have continued through the night were it not for the cloaked and robed figures who crashed through the picture window of his townhouse.

In a panic, Henry swung his fist at one of the attackers, and runes began to glow in the color of magic. When the fist hit his attacker, the assassin exploded into powder.

The remaining assassins looked to each other and dove out the window, clearly unsure about what to do about this new threat that Henry represented.

Pulling clothes on, Henry made his way to his parent's home, arriving just in time to see the fire brigade arrive to put it out. Shortly thereafter, his parent's bodies were found and Henry was now more certain than ever that his parents had been killed by the same people who tried to kill him, likely for the gauntlet he now wore.

Leaving Oppara, Henry found a note in his jacket pocket he knew wasn't there before. An odd map, that seemed to lead to Absalom. Boarding a ship, Henry left his homeland behind looking for answers, or perhaps a way to remove this artifact that had attached itself to him.

Crunch:

So I am going to get him built and work on getting him posted tomorrow, but Henry is going to be a Battle Host Occultist/Phantom Thief Rogue.


@OllieTwist

Ah yes, companions! All companion types will begin play with a Fighting ability score of 12. You can increase it further as they level. Consider Fighting Str/Dex for the purposes of ability score boosts for gaining levels (if that makes sense).

More on that in my reply to Jereru.

@Jereru

Totally understandable concern! The main reason I didn't include this in my initial explanation of the houserules is because it won't affect the creation of your level 1 character.

Instead of gaining an ability point every four levels, you will gain them every even level. You will also get a +2 to an ability score everytime you pick up a mythic tier. That works out to +30 to your abilities by the time you're level 20 instead of the normal +5 in a standard game. And every point counts instead of every other point. This is to help you still feel that sense of progression. Trust me, all the enemies you face are going to be custom made.

@TheWaskally and Vrog Skyreaver

I'll read over everything you've given me (so far) and ask any questions throughout the day! Thanks!

@All

I've definitely been noticing that the bulk of issues people have been having transitioning to my strange Frankenstein's monster of a superhero game is the Fighting ability score. If you guys have time, please feel free to PM me with whether or not you'd prefer to move back to the normal BaB progression. Absolutely no judgment either way. I came up with the system so I don't know what it looks like coming from the side of someone learning it. If most people seem to prefer normal BaB, I can make very slight adjustments to character creation (namely, remove Fighting leaving 7 ability scores and reduce the point-buy to 30).

Thanks for being so patient! It'll be loads of fun, I swear. Haha


I'm still working on the crunch, but the general background and personality should be all set for this one!

Colt Warwick, the Tony Stark of the group, at your service!


I actually like the system, I think it's just new, so we want to make sure we get it right for character creation.

So I'm locked in on the monk half of the character, just torn between the other half. Investigator to go full Barry Allen, fighter to keep taking fleet to boost my speed, or go aero kineticist to be a living lightning bolt. Decisions decisions...

Is there a preference between classic hero recreations vs more original characters?


Sorry guys, busy day. I'm going to start compiling a roster and I'll let you guys know if I have any questions. For now, though, I'm super glad it's the weekend!

@TheGoofyGE3K

Thanks! It has been a work in progress so I'm excited to see it in action.

I actually prefer original characters but I understand that tropes exist for a reason so I won't dock you for using the Flash as inspiration. Especially Barty Allen. Haha


Okay, I never made a gestalt character before so if I made any mistakes I apologize.
I know I'm shooting myself in the foot a bit by double dipping into arcane caster, but I thought it fitting. Can you say Archmage. :p

Fluff/Backstory:

Many years ago, deep within a forest old,
children of the forest ran and played.
They swam and laughed, climbed and jumped,
they hid and hunted.

One day, a day like any other, a cub ran with suppressed laughter to her favorite hiding place. No one had ever found her there no matter how closely they passed by her. When asked she would never reveal her spot to her friends. It was only the hollow of an old tree, but it was her secret place. She could not think of what drew her to it in the first place, but she could always find her way to it without fail.
But this day would be different.
As she sheltered herself within the dark shadows of the hollow, trying not to giggle as the young satyr skulked past in search of his fellow playmates, she shifted her weight and suddenly found herself tumbling down a flight of hidden stair she had never noticed before.
At it’s end the young cub found herself in a large room, lit by a large fireplace and many lights that danced in jars. A curious child, she carefully began to explore this new place, finding halls that lead to rooms other rooms. Rooms filled with books, rooms filled with paintings and statues, rooms filled with plants and rooms filled with things she could not identified.
Venturing into one of the rooms of books, she found a large old looking tome sitting open on a table a single unlit candle. Slowly, as if drawn to it, the cub approached the open tome. The open page was covered in many symbols she didn’t recognize, but as her eyes lingered on it a single word began to take shape. The cub found herself trying to sound it out in a whisper.
“F-f-f-fa-wa-go…”
She frowned and cocked her head slightly. She found herself trying time and time again to pronounce the strange word. Not knowing how long she stared at the page she found with each try her determination grew, Finally, the sounds seemed to fall into place in her mind.
“Fuego.”
She whispered the word and something like a spark shivered through her, the candle by the book flickered to life. a steady yellow/orange light where there had been none earlier. She fell back with a squeal of surprise. carefully she pulled herself up, peering over the edge of the table at the candle. A wide grin spread across the cub’s muzzle as what she realized what she did. The other children would be so jealous when she told them what she had done.
But wait, she thought , they would want to see for themselves. They would want to see her special place. She could do that, So it would be her secret she decided with a serious nod to herself.

“A wise decision young one.” A calm and fatherly voice sounded from across the table. The cub yelped again, this time is surprise and fear. Falling back on her tail she found herself scrambling backwards, bumping into the wall. She stared, wide-eyed, at the older man sitting in the chair across the table. had he been there the whole time, had she been so caught up in the book, had he been watching her. Every instinct in her screamed to run, but something else kept her from fleeing like a frighten little forest creature.
The man made no motion to move. No attempt to stop her. But as she regarded him, the candle light reflecting in his eyes drew her in and he spoke again.
“You are the first to find your way into my home in a very long time.” He said, adding with a chuckle. “And possibly the youngest.” The man slowly rose from the chair and walked around the table. “You have shown the curiousness, the determination, and the talent I have been looking for.” The man came to a stop before the young cub. With a smile he leaned down and offered her his hand. “If you wish, I have such wonders I could teach you.”
The child slowly raised her hand, hesitating for a moment, but a twinkle in the man’s eyes seemed to speak to her and carefully placed her hand in his. With that she accepted the old mage’s offer and found herself taking the first steps on a long, magical journey.


Sorry if it's a bit too long, I think I got carried away.


Well the main thing I want to do is go fast lol. The concept I've been kicking around is an investigator who was called in to look at some strange alchemical creations of some mad scientist, only to somehow get dowsed in the stuff. Gets super speed. Wakes up with major physical enhancement, especially speed.

That said, things differ from there. He gets a bit addicted to the speed, and keeps making new alchemical concoctions to boost his speed even further.

In the interest of speed, you mentioned every 2 Dex above base gives boosts to other speeds. Does that mean if I have a 16 Dex, my climb speed is 22.5? If I drink an extract of Monkey fish,which gives me a 10ft climb speed, is my climb speed 10? Or 25? Spider climb gives me 30 ft climb speed normally. So is it then 15? Need to know for when/if I try to run up walls lol


I'm gonna dot in here because I have an idea... I'm gonna see if I can get it going this weekend
quick question: if I made a dhampir, would I be allowed to get breadth of experience because they have lifespans similar to elves?


Dot! I have a Zen Archer/Inquisitor build in mind, I'll try to get it ready over the weekend.


Here's my submission: Braeden Padgett, the man who wishes to be a hero, yet seems to stumble every time. Hsi backstory got really, really long; so I've narrowed it down to this, but if you want more details, I have plenty!

Backstory:
Braeden's has always been unlucky.

On the night of his and his twin sister's birth, his father was killed. His mother always claimed it was for abandoning the Fey Realms, that his grandmother, the Queen of Air and Darkness, was jealous- but then again, his mother had always been stark, raving mad, as long as Braeden could remember. Also a product of the Fey Queen, or so she claimed.

When Braeden was a child, around the age of 8, he lost his family. He went to pet the palace guard dog. Unfortunately, it was the wrong place, wrong time, and his rage manifested when a guard attacked him. He killed the guard, and fled. In order to save their own skins, the men who robbed the manor lied, telling the guards Braeden had been a part of the gang, and he was forced to flee- but only after his mother was killed. He and Verys ran to the edge of the woods, but Verys, not understanding, turned back- and Braeden was too cowardly to chase after her.

Braeden lived much of his life alone, in the woods, surviving day- to- day. He had some help from the local Athari, a clan of tribesman who lived and protected the woods; but Braeden shunned their contact in all but the most desperate of times, too eaten up by guilt to accept contact with anyone. For 14 years, Braeden lived this way, his only friend- if it could be called a friend, was an elder man named Reshi, a mna who occasionaly visited the woods and Athari. It was he taught Braeden the language of the forests, and how to be the master of the jungle. And it was he who promised, day after day, to look for Verys, promising that should he meet her, he would tell Braeden immediately.

One day, a group of dark elves entered the forest, and kidnapped several of the residents, Athari, and Braeden. They intended to sacrifice many of them to Lolth, and might have succeeded, had they not been rescued. It was here that Braeden acquited himself, standing up to the Dark Elves and protecting the Athari from them, until help arrived. Due to this, he was asked to partake in an important ritual amongst the Athari- a contest of champions. Braeden agreed.

Braeden did not truly comprehend the importance of the contest, until all of the Athari, not just form Braeden's forest, but form others, as well- more people than Braeden had ever seen in one place, including the city in which he'd been born.

The contests were brutal; tests of strength, skill, and speed- of survival in harsh conditions, of finding secrets, but eventually,m it was just Braeden and one other left standing. The two were given a final test; they were induced into a coma, and sent to the spirits of the forests to test. Before they were sent, they were given just one piece of advice: to not let their fears get the best of them.

And so Braeden went, down into the realm of the spirits. When he awoke, he saw two paths; one with a bright light, and one with darkness. He went towards the light, and kept down that path for a long while. And then, the extraordinary happened; along the path, came shouts of his sister, begging him to help. Braeden knew that this was a dream, yet he could not ignore the cries of his sister, and he ran to her- but never found her. Instead, what he found was a demon, a Balor, giant and incredible. It toyed with him, and Braeden attacked- in the dreamworld, he was much stronger than he was in real life- and he managed to drive back the demon. however, the demon taunted him, stating that he had been tricked, and his sister was not there. Braeden cried, and awoke.

Upon awakening, he realized something was different; he felt stronger, faster, more durable- better. Just better, and more powerful.

He was immediately ushered to a man- Reshi, the old man. Reshi was delighted to see his old friend had received the blessing, and welcomed him. He explained that this gift of the Athari was only given once every thousand years, and only in times of dire need. Reshi was himself the master of the clan of the Athari, and while not receiving the gift himself, was excited to see it. And so Braeden showed him.

And Reshi was horrified. Braeden had not received the blessing, but of a demon- he urged Braeden to seek help, to tame the blood within him. And then he sent Braeden away, using powerful magics that were virtually unheard of.

Braeden was left with just himself, and a map. He didn't know what it was, but it pointed to a city-it said the journey to find his sister begins there. And so he walked. Up and left, once again alone, but striving to do better. After all, he'd always protected people; whether against elves, or against thieves, he would do the right thing.

Don't know if that explains it well, but otherwise, it would have went on forever.

Here's the link to his crunch! If you need anything else, let me know!

Link

Scarab Sages

I'm working on Thaddeus Stanton, a begrudging recipient of a blessing from his deity which grants him superhuman strength, quickness, and resilience, but comes with the burden of continued responsibility. And Thaddeus just wanted to retire and be left alone...


@TheGoofyGE3K

Your climb speed is usually 0 ft. 16 Dex would give you a climb speed of 15 ft (0+5(6/3)). If you drink that extract, you climb speed will become 25 ft (15+10).

@RobL8675309

Sure. I love that feat and I feel like the pre-reqs are kinda silly.

@All

I have a lot of reading to do today but I'm enjoying where this is going!


This sounds...pretty unique. What the hell.

Welcome Kazador The Clanless to the mix. The Stone Dwarf.

Race: Dwarf!:

* Stats: +2 Str, +2 Fighting, +2 Con, +2 Wis, -2 Cha
* Darkvision: 60ft
* Lorekeeper: +2 knowledge history on dwarfs and their enemies, can make untrained
* Hatred (+1 hit orcs)
* Defensive Training (+4 dodge vs giants)
* Stone Cunning (+2 perception stone)
* Slow and Steady: 20ft movement, never modified by armor or encumbrance
* Stability: +4 CMD vs bull rush and trip
* Hardy: +2 saves vs spells, spell like effects, and poison
* Weapon Familiarity

Stats:

Str (18) Dex (10) Con (18) Int (10) Wis (18) Cha (7) Wealth (7) Fighting (18)

Movement Speed: 20 (base) + 40 (strength) = 70ft per round

AC: 10 (base) + 8 (fighting) + 4 (dex) + 6 (wis) + 1 (nimble) = 29
Initiative: +7
Damage Reduction: 8

Fort: 2 (base) + 8 (con) + 1 (resistance) = +11 (+14 hardy)
Reflex: 2 (base) + 1 (resistance) = +3 (+6 hardy)
Will: 2 (base) + 8 (con) + 1 (resistance) = +11 (+14 hardy)

Traits:

* Divine Power (Whether a demi-god or blessed with the favor of a god, you attained your power from a divine source. Whether you know it or not, there is a grander purpose for you. As a result, you’ve always seemed to have an almost 6th sense for danger. You receive a +2 luck bonus to initiative as well as a +2 luck bonus on all Perception checks specifically to notice danger.)
* Fate's Favored (+1 to all luck bonuses)
* Heritage Weapon (earthbreaker proficiency)
* Glory of Old (+1 hardy)

Class 1: Master of Many Styles Unchained Monk:

Unarmed Defense
Wis to AC

Class 2: Sacred Attendant Cleric:

Domain: Defense
* Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
* Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
* Replacement Domain Spells: 1st—shield, 2nd—barkskin, 7th—deflection.

Channel
* 2x per day
* 1d6 healed
* Can subtract 1d6 to heal 1 point of charisma damage

Nimble
* The sacred attendant gains a +1 dodge bonus to AC and CMD when unarmored, unencumbered, and not denied his Dexterity bonus to AC (regardless of whether he has a Dexterity bonus). At 2nd level and every 4 cleric levels thereafter, the dodge bonus increases by 1 (to a maximum of +6 at 18th level).

Nurture Grace
* Standard action. For 1 round, the subject gains an enhancement bonus equal to 1/2 the sacred attendant’s cleric level (minimum +1) on Charisma checks and Charisma-based skill checks. The sacred attendant can spend two uses of this ability to instead counsel a subject for 10 minutes; in this case, the ability’s duration lasts for 1 day.
* The sacred attendant can use this ability a number of times per day equal to 3 + his Wisdom modifier.

Feats (VMC Wizard...it will make sense), Skills, Equipment, Spells:

Feats
Lvl 1 Monk: Dwarven Hatred Style (+2 hit and +2 damage orcs)
Lvl 1 Monk: Improved Unarmed Strike (1d6)
Lvl 1 Monk: Stunning Fist
Lvl 1: Extra Traits

Skills
* Perception: 1 SP (+11)
* Diplomacy with Nurture Grace: 1 SP (+5)
* Knowledge Religion: 1 SP (+4)
* Intimidate with Nurture Grace: 1 SP (+3)

Equipment
* The clothes on his back
* Priest Kit
* Earthbreaker

Lvl 0 Spells
* Create Water
* Stabilize
* Mend

Lvl 1 Spells
* 1x Shield
* 2x Divine Favor (can become CLW)

Background:

Kazador stomped through the human. The dwarf looked around with a critical eye. They call this civilization? The dwarf thought bitterly. While shorter than the humans milling about him, the dwarf was far more broad. He wore nothing but a simple outfit...the one that he died in, he thought glumly.

The dwarf had hailed from Grung Varn, a mine located not far from Sandpoint. A village, as far as the dwarves would think of it. Kazador and his Clan had lived there, mining and smithing. They had moved there from Janderhoff after his cousin had found the seams of ore. It had seemed like such a good idea at the time. Kazador had come with his wife, not as a miner, but as a smith. Someone who could repair and make tools for the miners who worked the earth. They knew it would be hard work, but to start a new mine? The wealth of the earth was to be theirs. Far away from the competition in Janderhoff, it was how they would start their savings. Their family.

He scowled, the burning rage within him threatening to rise up. He could feel the hatred like an inferno, that threatened to consume him. He bawled his fists as he fought to control it. A passing lass looked at him with concern, seeing the look on his face. He took a deep breath. He wasn't angry at these people. No, it was not their fault. It was the giants...

He remembered the day like it was yesterday. When the giants came. A caravan had gone out to sell their ore. It failed to come back. Only Lokri did, with a broken arm and wide eyes. Giants! He had screamed the word as he ran back. The clan barely had time to get everyone underground before the giants came. They thought that would be safe in the mines, where the giants couldn't reach them.

The giants had laid siege to the mine, unable to get in, and the dwarves unable to get out. Day and night the giants bellowed and banged against the stone, trying to force the dwarves out. But Kazador and his Clan had no intention of fighting. They planned to dig their way out. And dig they did.

Even dwarves can make mistakes though, and his clan paid for their hastiness. For Grung Varn translates to 'the mine by the lake', and it was the lake that they breached in their haste to dig their way to freedom.

The memory of the water rushing towards him was all too real. Of the desperate flight. Of how he and the rare few of his clansmen who could ran out into the night. Right into the waiting giants. What followed was a slaughter.

Kazador...he ran. Everyone did. Scattering in all directions. What good could a half dozen dwarves do when outnumbered by giants? He saw poor Lokri with his broken arm get ripped in two when a pair of giants fought over him. The dwarf's screams still echoed in his dreams. He saw brave Bolgar try to make a last stand. He learned that day that a shield, no matter how well crafted, could not parry a giant's club.

Even now, in the safety of the town, he could see with his waking eye that fateful night. Of how he managed to get behind a boulder, of how he watched helplessly as the last of his kinsmen were slaughtered. As much as he had wanted to charge out, they had died before he could have even gotten to them. There was nothing that he could do. At least, that is what he told himself every night.

He was the last to go. He had seen his wife, cornered by a giant. He ran to save her. The last thing he saw was a giant's clumb falling towards him...

...he woke up, some time later. Only different. His skin was now completely made of stone, his beard was like spun gold. He was no longer the dwarf that he once was. He was faster, stronger, tougher...no longer mortal? It was scary, at first. Eventually? It was just a burning question.

He told himself, that he was brought back for a reason. That Torag had allowed him to live because there was a plan. It kept him sane. And right now, the only thing he could think of to do with the life gifted to him, was to ensure that what happened to him did not happen to anyone else.

So there we go! The dwarf of steel. I think I got everything correct in this.

How does power attack and iterative attacks work?

I'm making a few adjustment in profile as I go. But the basic idea, for the TL/DR is that he is a resurrected dwarf who is literally made out of stone. Very high Strength, Con, Wis, and Fighting stats. His dexterity? Not so much.

His high movement speed is him gliding along the ground, rather than walking or running. VMC wizard with teleportation school, eventually, so that at lvl 7 he can go into the ground and pop out somewhere else.

For mythic? Will go Heirophant, Dual Path Champion. For the swift action spell casting, and option to ignore DR using mythic.

The only item he will have is his earthbreaker (seemed appropriate), so he can swing a large hammer around.

So...yup. Fort and Will saves are through the roof. Reflex saves, not so much. He focuses on a few big, extremely powerful swings. If enemies do manage to hit him, his DR from high con is fairly high, which reflects him being made out of stone.

1 to 50 of 130 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Superheroes of Golarion Recruitment All Messageboards

Want to post a reply? Sign in.