The Faceless GM's: On the Dying Sea (Inactive)

Game Master kamenhero25

Adventurers from deep beneath the earth journey across dark waters to face a dangerous hidden danger.


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I'm interested; working on a caligni oracle concept. I should have fluff and crunch done by the end of this weekend.


If there are any questions about the character please let me know. I adjusted this late night mostly and I may have missed a thing or two.


Ok, here's the crunch for Aramondis Ja'kyorai.

Will drop the fluff in there as well shortly.


Nice to hear that.

I'll hopefully have something worth a glance after the weekend : )


Presenting Yngvild Sloinneadh, an unstoppable duergar mercenary. She's a booze hound, but ultimately a reliable hire and one of the toughest people in Telderist.

Appearance:
Despite her stout stature, Yngvild cuts an intimidating figure clad head-to-toe in obsidian-black plate armor, her spiked hammer thrown up over one shoulder. When she raises her visor, steely gray eyes show that she brooks no foolishness, and she has the scars to prove that she can take as well as she gives.

Seeing her in combat is a terrifying prospect, because she plants her feet and literally throws people around, and seems completely unfazed even by being stabbed with a sword.

However, seeing her with her armor off in relaxation mode is a different experience. Her cheeks are red from the plum wine and a sharp barking laughter fills the room. Her buzzed hair and bald face cuts a sharp contrast to the typical bearded and thick-haired male dwarf, but she is still unmistakably duergar with gray eyes, slate skin, and the stout musculature.

Backstory:
Yngvild is from a typical duergar fortress-city. She was, like all of her people, conscripted to join the military at a young age. She was, like all of them, expected to participate in community construction events, expected to toil at the many sweatshops dedicated to Droskar, and expected to go to sleep at the appointed time and wake at the appointed time and war at the indicated intervals and capture slaves at the agreed-upon period.

For some reason that she couldn't quite explain, Yngvild always hated it. Despite taking readily to the martial training and performing well in raids, Yngvild couldn't master the discipline required to work as part of a unit, and never pursued slaves with the fervor or energy that was required of her. She always slacked at the forge, having no real talent for making weaponry, and the mating matches that her family demanded of her were angrily refused outright. Eventually, Yngvild's family had enough of her insubordination and simply exiled her from her home city. She would have no place among duergar culture if she couldn't bring herself to just participate. This caused Yngvild no problems nor tears. She was strong enough that traveling through the Darklands rarely caused problems for her, and it wasn't that long before her travels brought her to Telderist.

Yngvild likes Telderist. It is a lawless and cosmopolitan place, filled with opportunities, danger, friends, alcohol. All things that Yngvild likes to pursue. Yngvild fell in with the Black-Tooth Clan quickly, quickly earning a name for herself as powerful and implacable warrior on the battlefield and a fun drinking companion off of it. Her reputation with the guild improved as her paycheck did, and she recently has saved enough money to buy herself a new suit of armor... a whole suit of plate made of the unbreakable skymetal adamantine. Of course, she only became tougher in her new unbreakable armor, and gained the notice of the Nightrunners Guild after she and a handful of Clanmates went out on a mission. The mission went sour after a predatory feeding frenzy drew underground hunters for miles and Yngvild ended up being the only one to escape the job alive.

Statblock:
Yngvild Sloinneadh
Female duergar fighter (unbreakable) 2/barbarian (invulnerable rager, drunken brute) 6
N Medium humanoid (dwarf)
Init +1; Senses Perception +14, darkvision 120ft., light sensitivity

--------------------
DEFENSE
--------------------

AC 23, touch 12, flat-footed 22 (+10 armor, +1 Dex, +1 deflection, +1 natural)
hp 97 (6d12+2d10+38)
Fort +12, Ref +5, Will +7 (+2 vs. spells and spell-like abilities, +1 vs. mind-affecting, +4 vs. fatigue, starvation, thirst, weather, and suffocation)
Immune paralysis, phantasms, poison DR 6/- Resist cold 2
--------------------
OFFENSE
--------------------
Spd 20ft.
Melee +1 earthbreaker +13/+8 (2d6+7/x3)
Special Attacks rage (+2, 18 rounds/day), rage powers (accurate stance, knockback, guarded life)
Spell-like Abilities (CL 8th)
1/day - invisibility, ironskin
--------------------
STATISTICS
--------------------
Str 18, Dex 12, Con 18, Int 10, Wis 16, Cha 8
Base Atk +8; CMB +12; CMD 24 (32 vs. bull rush or trip)
Feats Diehard, Endurance, Combat Expertise, Power Attack, Raging Vitality, Stalwart, Furious Focus
Traits black-tooth mercenary, threatening defender
Skills Intimidate [8] +11, Knowledge (dungeoneering) [6] +9, Knowledge (engineering) [8] +11, Perception [8] +14, Profession (soldier) [8] +14, Survival [4] +10, Swim [2] +9
Languages Common, Dwarven, Undercommon
SQ automatic bonus progression (resistance +2, deflection +1, weapon/armor attunement +1/+1, mental/physical prowess +2, natural +1), unflinching +1, extreme endurance (cold), roaring drunk
Combat Gear potions of enlarge person (4), potions of cure light wounds (2); Other Gear +1 earthbreaker, +1 adamantine full plate, heavyload belt, stagger-proof boots, minor bag of holding, tengu drinking jug,, a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, trail rations (5 days), a waterskin, 151gp


@ The Faceless GM: I've begun working on character crunch, and my current concept relies on rules that are a bit hazy to me. My basic thought is an oracle with the shadow mystery and the Shadow Projection revelation. The mechanics of how that revelation work are unclear to me. To avoid unnecessary post length, I've spoilered the issue below.

Shadow Projection questions:
The revelation mimics the spell shadow projection, with some minor changes. My questions are really on how the spell works. In short, you possess your own shadow and detach it from your body, gaining the physical form of a shadow whilst leaving your normal body behind. My concern is this: what class abilities would I be able to use while in this shadow form?

It seems most folks are basing the function of the shadow-body off of magic jar, focusing on this portion of the text ([bracketed] text added by me): "You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The [shadow] body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities."

Okay, but what constitute "mental abilities"? Would I be able to cast spells while in my shadow? This question is further muddied by the fact that the official paizo stat block for a shadow doesn't contain a Language section; James Jacobs has said this was an omission and that they're fluent in common, which is why the d20pfsrd contains it as unofficial errata. The issue here is if they have no Languages, some people think it implies that they can't speak at all. Personally I don't follow that logic, as animals can roar/whine/meow/birdcall etc and mutes can know languages, but then I'm not the DM here :)

Would I be able to use other revelations while in my shadow? For instance, could I activate the Cloak of Darkness revelation after entering my shadow to gain its benefits?

My concept is for a physically feeble character who would enter their shadow in potentially dangerous situations; however, if they're then unable to use most of their abilities, I don't think it'll really work. I'm still in the relatively early stages of character creation, so if this idea isn't going to work, I can adjust :)

EDIT: And then there's the whole incorporeal angle to suss out as well. At best I'd only be able to cast spells with verbal and somatic components. But does an incorporeal creature casting a damaging spell on a corporeal target deal full damage or half damage?

If all this seems like it'd be too much of a headache for you as DM, please let me know and I'll come up with something different!


Faceless GM and everyone, unfortunately I am going to drop out of the race for this one - it definitely feels like an amazing game in the brewing, so I hope everyone has a blast.

See you around the boards, and good gaming all!


@ Nymz: I don't see any backstory problems, but I specifically said no drow noble. Baseline drow only.

@ TTitB: I see nothing about shadow projection that is supposed to prevent you from casting spells or using abilities. It seems like it's mainly just supposed to make you incorporeal. You'd still maintain any other abilities you had after that, aside from ones that require a physical body (like say holding a weapon).


@Tick: James Jacobs on Shadow Projection

That said, it's a pretty awesome ability even if you can't cast in it. It's one hell of a recon/assassination trick.


Ah. Was not aware there was developer input on that. It is still a very useful ability though. Especially when it's not taking spell slots.


I did not see that on the character creation rules, Sorry.
I will adjust.


@ A. Drallidur & The Faceless GM: Thanks for the clarification! Not as awesome as I'd hoped, then, but possibly still worthwhile. As a caligni it stings a little to have a reconnaissance power that reduces one's range of vision (60 foot darkvision for shadow versus their normal see in darkness) but the flight and incorporeal probably make up for it :)

Or possibly I could re-work as a different race, but I've been in love with dark stalkers and dark creepers since I first got my hands on a Fiend Folio and have never gotten to play one... Either way I should still be good for a completed character submission by end of day May 13 ET.


@Tick: Keep in mind that you still get the strength damage touch attack. Against an unprepared foe, you can lie in wait and assassinate them just with your touch attack. Obviously if stealth/scouting/assassination isn't your character's kit, it's not as attractive though. The downgrade from see-in-darkness does kinda stink too :p


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I have on offer: A vignette about Yngvild, partying in a tavern.

Shamefully Positive:
Balgrim grumbles, his lips halfway sunk into his ale-mug, as he tries to drown out the shouting and yelling and overall merriment all around him. When he had come to this bar four hours ago, it was blissfully empty, and he had been able to finish his first nine ales in peaceful silence... but then some crowd of mercenaries had burst in, led by a shamefully happy dwarf, ordered (seemingly) a thousand beers and the bar's largest table heaped with meat and potatoes. Since then, Balgrim's pounding headache has returned, and he's graduated to fourteen ales trying to damp it back down again.

Grumbling, Balgrim considers just leaving the tavern and going back to the damnable Embassy to go to sleep, but he hesitates. All he wanted to do was spend a quiet night alone, away from his duties to this blasted city, getting completely drunk off his ass. But that... Weak paper excuse for a dwarf had to ruin it. Standing up, Balgrim staggers over to the table where the other dwarf sat with her friends - two orcs, a hobgoblin, a caligni and a drow. Drinking and laughing, they stop and turn to look when Balgrim lays a hand on the dwarf woman's shoulder, growling, "Hey Sgothach gu ìre, 'yer too damn loud, find another damn bar."

Dwarven:

Spoiler:
"cloud-licker"

Turning, the woman dwarf just laughs and shrugs off his hand, brushing it away with a flick of her fingers. A momentary flicker passes over her face as she sees it is another dwarf that addresses her, but she smiles and beckons to him. "Oh, shove off it," she says, although her tone and face says she's being neither aggressive nor completely serious. "We're just celebratin'. Come on, join in. We got money to spend!" she says, emphasizing the last word as she throws up her tankard. Her mercenary-mates cry and raise their own, laughing.

At the gesture, Balgrim stiffens. What did she think he was, some kind of vagrant who needed charity in order to afford a drink? Someone desperate enough for company that he would associate with these smelly, disgusting swords for hire? Bah. Staggering back, Balgrim raises a fist, a deepening frown spreading on his face. "'Ere's what I think 'o yer celebration!" he shouts, clocking the dwarfess solidly across one cheek with a powerful blow of his fist.

The dwarfess barely flinches, and Balgrim actually feels some pain. Her skin was as hard as rock, gods damn it. That hurt!

In an instant the woman's smile drops from her face, though her companions seem more excited than ever. She stands up, grabs ahold of the dwarf who had punched her, and lifts him bodily into the air. "Yer bein' bounced," she says, her affect flat. Though Balgrim tries to struggle, he cannot escape from her iron grip as she kicks the door open and hurls him across the street into an alleyway. The sinking feeling of flying through the air is the last thing he remembers before he slams into a wall and blacks out.


Hi :)
Just got over a head cold that was making thinking (and character creation) practically impossible :/
Now that I am better I am working on my Goblin twins again! That said, I am also finding that this just may be a weaker submission then I expected, so I will be doing what I can to ramp it up :(
(Worst case, I may have to make some rather drastic changes, such as dropping the Goblin race. That -2 Cha HURTS!)

In the meanwhile, I have some questions for you.

Eidolon Hps: How do I calculate the Eidolons Hps? The normal rules is 5.5 per d10 hit die (+Con), so 33+Con for my 6hd Eidolon. Do you want me to use this or do something else?

Twinned Summoner exclusive Evolutions: Ya, this is an odd one, and I imagine it is simply an oversight :(
The Twinned Summoner was designed for the Unchained Summoner and was written with its rules in mind (including having a new Subtype specifically for Unchained). It also came out with 3 Twinned specific Evolutions: Extra Feat, Shared Evolution, Shared Slot.
The USummoner Eidolon even references 2 of them specifically.

Extra Feat, Shared Evolution, Shared Slot:
Extra Feat wrote:
The eidolon gains an extra feat. It must meet the prerequisites of the feat. Requirements: Twinned eidolon.
Shared Evolution wrote:
Select a 1-point or 2-point evolution the eidolon has. As a standard action, the eidolon can touch the summoner and transfer the selected evolution to him. This functions as the summoner’s aspect ability, and the same limitations apply. The summoner can touch the eidolon as a standard action to return the evolution. The evolution returns to the eidolon automatically if the eidolon is dismissed by the summoner or sent back to its home plane. Requirements: Twinned eidolon.
Shared Slot wrote:
Select a magic item slot. A magic item worn by the eidolon in that slot remains active even if the summoner is also wearing a magic item in that slot. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new slot. Requirements: Twinned eidolon.

The (odd) problem is the these Evolutions are not actually listed as available for the Unchained Eidolon, they are only listed in the base Eidolon :/

My question is; Can I take these? I would assume yes, but I need to ask first?

Eidolon Equipment I remember reading before that the Eidolon cannot take anything with it back to its home plane, basically anything it is carrying just drops to the floor when it is unsummoned.
Now? Now I can't find that bit of text anywhere and I am wondering if my imagination just made that bit up :S
So the question is how will you handle the Eidolon picking something up and then getting unsummoned? (Major repercussion of this is how/can I equip the Eidolon with combat gear or does it have to re-dress itself every time it comes back)
Just a fyi, a potential exploit of this would be for my Eidolon to pick something up, I unsummon him, then I re-summon him next to me, effectively teleporting the item.
But it would be hugely helpful to know how this will be played out, as that will greatly affect how I chose to spend my starting wealth.
That said, my default understanding has always been that the Eidolon was nude, so I am perfectly fine if that's your ruling :)

Background Skills Does my Eidolon get Background Skills? I would assume not. Alternatively can I give my Eidolon one of my own background skills instead of taking it myself? I would give him K: Geography (to go with his Survival skills).

The Nightrunners Guild I was looking at the traits and I have pretty much decided to take this one, but I don't know all that much about them. Could I get a bit more background info on them?

Bonus hilarity I found out. My character will have zero ranks in survival. Hes kinda useless in finding food and is usually clueless about which direction he is facing. His older brother, however, will have a fair few skill ranks in Survival, and he has to guide his hapless younger brother through the underdark and find food to feed his useless brother... :/
Also, skills. The Summoner only gets 2 skill ranks per level and has an absolutely useless Class Skill list >:( That part of him is not fun!)


Edit: 2 more questions.
Would it be alright for me to take the Shadow Blend Evolution from the Chained Summoner? I think it might be fun to take that and key it to the Share Evolution Evolution and then we could pass off the ability to dissapear into the shadows to each other (but only one of us can do it at a time, and we both have to be present to do it).
It might be a fun gimmick, I dunno. I am still deciding on Evolutions.

Shadow Blend:
In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.
Second question was about my Twinned Transposition ability.
Twinned Transposition:
At 6th level, as a standard action, a twinned summoner can swap locations with his eidolon as if each were using dimension door, using the twinned summoner’s caster level. If the eidolon is out of range, the ability is wasted. If either the twinned summoner or his eidolon occupies more squares than the other, each must occupy one or more squares that were occupied by the other if possible, or as close as possible if not. The twinned summoner can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th. At 8th level, he can use this ability as a swift action.
How subtle would using this be? I can cast it as a swift action to swap places with my Eidolon (and we look almost identical, he has a +17 to disguise himself as me), but if I do it while being observed would people notice? (probably) What if I dashed out of sight or into a hiding spot for a split second (and then cast as a swift action), could I do it without being found out then?

Also, sadly found out that the Share Evolution has to be keyed to a specific Evolution, you can't pick and choose like I originally thought :,( it has a lot less utility now D:
Oh well, still looks like fun :)

Scarab Sages

I've been reading the mesmerist class and I really want to play one in this campaign. I keep finding myself tempted to multiclass into fighter or slayer so the character is better placed to deal damage when needed...but you give up a lot when you multiclass. Let me ask this: do you expect the final selected party to be balanced enough that the mesmerist (if included) can be a lousy damage dealer and the group will be okay? If so, this character really would be better off focusing on his support and debuff capabilities.


@ Gobo Horde: That is a lot of questions! I will endeavor to answer them completely.

HP: You are correct in your calculations. Companions are generally a little lower in HP. You can maximize his first Hit Die like a PC character.

Evolutions: There's a write up of those evolutions in the book, so I assume they're for both.

Equipment: I actually am having trouble finding a ruling on this. I'll do some digging and get back to you. Honestly, since he can sit around as long as you want each day, you can just have him get dressed in the morning like a regular person.

Background Skills: Your eidolon does not get background skills.

Nightrunners: This is an organization I made up for the purposes of this game. The easiest way to describe them is the post office, but loaded with spies and mercenaries. They're run by the house of messengers and assassins, and do actually serve as the equivalent of the postal service for most of the drow empire. However, a large portion of their members are spies and assassins who use the network spread all across Sekamina and parts of Nar-Voth to gather information, move it from place to place, and eliminate targets given to them by their patrons. They're been around for nearly are long as house Misraria has, so they're fairly integral to keeping drow society running. Without their guides and messengers, travel between cities would be horribly dangerous without a massive caravan for defense and individuals letters and messages would never get anywhere. Some also dedicate their time to exploring, as there are almost always new paths to explore for hiding places or new routes and there are secrets to uncover in ancient ruins and the like that can be very valuable to the right person.

Shadow Blend: I think that evolution is supposed to be race locked to Fetchlings.

Twinned Transposition: I would say looking straight at you when you do it would be obvious, but if you stepped out of sight, you could pull a swap without too much trouble.

@ Keante: I try my best to make a balanced party and there are plenty of ways to contribute to combat without straight damage. I will do what I can to make sure support characters don't feel useless.


Yup it is! I have been building them up over the last couple of days...
HP: Fixed.
Evolutions: Available.
Equipment: Well, the main idea is that I am going to be summoning and dismissing him quite regularly throughout the day. I don't intend for him to just stand around all the time, at least not most of the time. And I can do lots of fun things using the summon/unsummon mechanic.
No Background skills for the Eidolon.
Nightrunners: Thanks! That means the general intent of where I am taking my character should fit well enough. He is basically a courier in the darklands, he slinks his way from one settlement to another as stealthily as possible (With a high Escape Artist to fit in pretty tiny cracks!), usually with the intent on delivering something or some information. At least that's his job in the Nightrunners. Underground Postal Service sums him up great! :)
Shadow Blend: Nope. Moving on.
Twinned Transposition: Perfect, that's pretty much exactly what I was hoping for :)

Thanks for the swift replies! I have been able to get quite a bit completed today so he is coming along nicely. However, I do have 2 stat blocks to build :p


@Keante: Mesmerists are great! I don't know what you're going for, but just their Stare abilities and a feat or two have you inflicting something like - 5 to a list of things just for looking at someone when someone hits them!

Scarab Sages

Corvynn wrote:
@Keante: Mesmerists are great! I don't know what you're going for, but just their Stare abilities and a feat or two have you inflicting something like - 5 to a list of things just for looking at someone when someone hits them!

Yeah I'm pretty excited by the benefits of the stare as well as the tricks. So cool!

I'm thinking I'll do VMC bard, as well.

I haven't landed on the race, though. Caligni seems cool but I haven't yet come up with a story for how he leaves the dark folk tribe. Is he fleeing the control of the tribe's owb master or on a mission for it? I know there's a cool story to be made, but I haven't got the ideas yet.


A whole bunch of good characters and I am not so sure about mine, so I am going to bow out. Have fun! I'll make sure to read the thread to see how the story evolves :)


@ The Faceless GM: Do you have any thoughts on dark folk naming conventions? The only one mentioned in your linked material is "Heart Bringer." Would all dark folk have similarly descriptive names in your campaign? If not, is there any specific language or culture dark folk names should evoke?


The only major named Dark Folk I could find was August Caller, so I used that as a basis. You're welcome to come up with your own style of name.


I'm still working on finishing up my submission, but you can look at this profile to see where I'm at with it. I should be done in a couple days, but if you want to close submissions early let me know and I'll cram through completing it tomorrow night.

My basic idea is a caligni oracle who believes the owb are parasites who hold back his people. He's got a whole "without light there can be no shadow" thing going on, and has both darkness and light based spells. Mechanically he's a reconnaissance character with healing and spell combat capability, and decent "face" skills.

His life goal is to establish an owb-free dark folk society. What I'm really stuck on is whether or not I want to take the Leadership feat. His cohort and followers would be the result of his travelling the Darklands preaching anti-owb and self empowerment rhetoric (basically a cult). His followers would pretty much just sit around and grow mushrooms for him, while his cohort would be a bodyguard to protect him when he's meditating or out-of-body via shadow projection.

While I think it's a cool idea, I don't know if it's really practical for the campaign. The alternative is to take the extra revelation feat, which is less interesting, but much simpler.


@Tick:

Followers setting up a base of operations could be an interesting story element. Also plot hooks for finding a location, getting supplies, etc.


@ Kaelmourn Vexidyre: I agree, I just don't know if that's something The Faceless GM wants to explore in this game. It seems like he's been working on this campaign idea for quite some time, and I don't want to add any more to his workload than really necessary.

I'll probably still submit with Leadership and see how it goes.


I don't inherently mind the idea. Having characters with more goals than just "follow the plot thread" is usually helpful to keeping people invested and I don't want people to feel bored with the game. I do ask that you meet me halfway and be willing to put focus on working with the party and playing out the story as well as meeting your own character goals. Of course, the fact that you're worried about it at all makes me think you can manage that.


I think most of my character's goals just involve exploring his power, getting in good with associates to guarantee better jobs, enjoying the thrill of Underdark life and probably finding ways to undermine and spite his overbearing, murderous mother.

Easy, right?


Background is in the hero lab stat block below.

Pentrax Perpetua application:
Pentrax Perpetua
Female daemon-spawn tiefling arcanist (occultist) 8 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+2 armor, +1 deflection, +2 Dex, +1 natural, +1 shield)
hp 50 (8d6+16)
Fort +6, Ref +6, Will +7
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +2 (1d4-2/19-20) or
. . dagger +2 (1d4-2/19-20)
Special Attacks arcane reservoir (4/11), arcanist exploits (familiar[ACG], potent magic[ACG]), consume spells
Spell-Like Abilities (CL 8th; concentration +11)
. . 1/day—death knell (DC 15)
Arcanist Spell-Like Abilities (CL 8th; concentration +14)
. . 1/day—augury
. . 1/week—contact other plane
Arcanist (Occultist) Spells Prepared (CL 8th; concentration +14)
. . 4th (3/day)—emergency force sphere
. . 3rd (5/day)—fly, slow (DC 19)
. . 2nd (6/day)—command undead (DC 18), glitterdust (DC 19), invisibility
. . 1st (6/day)—ant haul[APG] (DC 17), burning hands (DC 17), grease, heightened awareness[ACG], magic missile
. . 0 (at will)—acid splash, detect magic, mage hand, mending, message, open/close (DC 16), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 14, Int 22, Wis 8, Cha 16
Base Atk +4; CMB +2; CMD 15
Feats Augment Summoning, Improved Familiar, Spell Focus (conjuration), Superior Summoning[UM]
Traits fast-talker, pragmatic activator, reactionary
Skills Bluff +15 (+13 for 24 hours when you fail an opposed Charisma based check, +19 to tell a lie), Diplomacy +3 (+1 for 24 hours when you fail an opposed Charisma based check), Disguise +3 (+1 for 24 hours when you fail an opposed Charisma based check), Fly +10, Intimidate +3 (+1 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +10, Knowledge (nature) +16, Knowledge (nobility) +11, Knowledge (planes) +16, Knowledge (religion) +15, Linguistics +17, Perception +7, Spellcraft +17, Use Magic Device +17
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Necril, Orc, Orvian, Sakvroth, Sylvan, Terran, Undercommon
SQ beguiling liar[ARG], conjurer's focus (Summon Monster IV, 8 minutes), prehensile tail[ARG], vain
Combat Gear lesser persistent metamagic rod[APG], wand of infernal healing (50 charges); Other Gear haramaki[UC], mithral buckler, cestus[APG], dagger, arcanist starting spellbook, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 163 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (11/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Beguiling Liar +4 to Bluff to tell a lie.
Conjurer's Focus (Summon Monster IV, 8 minutes) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Vain -2 to Cha checks for 24h after failing an opposed Cha check
--------------------
Pentrax Perpetua grew up outside of Cheliax among so many other orphaned tieflings born there to parents who wanted nothing to do with them. She has spent her life rebelling against the lawful evil inclinations of the country she was cast out of. She's been a lifelong devout worshipper of Desna, and recently even communed with an avatar of Desna herself (Lyrakien Azata improved familiar). She's been constantly traveling from a young age, seeking out libraries, arcanamiriums, and other centers of knowledge all over Golarion. Having traveled most everywhere on the surface of Golarion, Pentrax journeyed into the Darklands a few years ago and has become fascinated by the stark differences from the surface world. She continues to wander, seeking out secrets and hidden knowledge.

Pentrax has always felt most at ease around other outcasts and those with little regard, or even contempt for laws of the land. She's motivated by a deep drive to be a force for chaos in the world. Telderist felt like a natural home base for her in the Darklands. While she continues to explore and gather knowledge wherever she can, she returns to Telderist when it's time to collect her thoughts, organize her extensive chronicles, and decompress. Her considerable knowledge of all things, along with her remarkable arcane power, are always marketable skills. She often joins on with various groups who are traveling together for one reason or another, either as a scribe, knowledgable guide, protection, or most often lately, all three. She's a bold wanderer, unafraid to venture where most would just as soon stay away from, fully capable of being responsible for her own safety. Her adept skill at summoning creatures from other planes to her side to defend her and whoever she might be traveling with, along with her excellent magical capabilities, have earned her quite a reputation.

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My submission is below. It can also be found on the True Shadow (link) profile, which includes an extended background piece I'm mucking around with :) I went with the descriptive naming convention being the Undercommon translation of dark folk names from their native language.

True Shadow, Proselytizing Dark Folk Oracle

"Without light, there is no shadow - only darkness."

Statistics:
True Shadow (Anino Tinuod)
Male caligni (stalker-kin) oracle of shadow 8
NG medium humanoid (dark folk)
Init +3; Senses Perception +15 (+17 in dim light) (see in darkness, low light vision)
------------------------------
DEFENSE
------------------------------
AC 17/23*, touch 14, flat-footed 12/18* (+6* armor, +1 deflection, +3 Dex, +1 natural, +2 shield)
*if Cloak of Darkness is in effect
hp 91 (8 x d8 + 4 Con + 1 Toughness + 1 FCB)
Fort +8, Ref +7, Will +9
Cannot be dazzled.

------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee

Ranged +9 ranged spell attacks
------------------------------
STATISTICS
------------------------------
Str 7, Dex 16, Con 17 (19), Int 8, Wis 12, Cha 18 (20)
Base Atk +6/+1; CMB +4; CMD 17

ABP armor attunement +1/+1, deflection +1, mental prowess (Cha) +2, physical prowess (Con) +2, resistance +2, toughening +1, weapon attunement +1/+1.

Traits

  • Dim Seer (Regional)
  • Dangerously Curious (Religion)
  • Nightrunner Apprentice (Campaign)
  • Drawbacks

  • Tainted Spirit
  • Feats

  • Skill Focus: Perception (Character level 1)
  • Eldritch Heritage: Solar bloodline (Character level 3)
  • Skill Focus: Stealth (Stealth Mastery revelation)
  • Toughness (Character level 5)
  • Leadership (Character level 7)
  • Signature Skill: Stealth (Stealth Mastery revelation, oracle level 8)
  • Adventuring Skills (24 points; 32 class - 8 INT)

    Bluff +9 (1 rank + 3 class + 5 Cha + 0 feat + 0 racial + 0 trait)
    Perception +15 (8 ranks + 3 class + 1 Wis + 3 feat + 0 racial + 0 trait)
    --------------> +17 in dim light (+2 trait)
    Diplomacy +10 (2 ranks + 3 class + 5 Cha + 0 feat + 0 racial + 0 trait)
    Sense Motive +5 (1 rank + 3 class + 1 Wis + 0 feat + 0 racial + 0 trait)
    Stealth +25 (8 ranks + 3 class + 3 Dex + 3 feat + 2 racial + 1 trait + 5 competence)
    --------> +29 if Cloak of Darkness in effect (+4 circumstance)
    Survival +6 (1 rank + 3 class + 1 Wis + 0 feat + 0 racial + 1 trait)
    Use Magic Device +12 (3 ranks + 3 class + 5 Cha + 0 feat + 0 racial + 1 trait)

    Background Skills (16 points; 16 character level)

    Craft (aromatics) +4 (2 ranks + 3 class - 1 Int + 0 feat + 0 racial + 0 trait)
    Knowledge (geography) +5 (6 ranks + 0 class - 1 Int + 0 feat + 0 racial + 0 trait)
    Linguistics +7 (8 ranks + 0 class - 1 Int + 0 feat + 0 racial + 0 trait)

    ACP of 0 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, and Swim.

    Languages: Aklo, Common, Dark Folk, Draconic, Dwarven, Elven, Gnome, Goblin, Orc, Undercommon.

    Oracle Mystery & Curse, Solar Bloodline:

    ------------------------------
    SHADOW MYSTERY
    ------------------------------

    Class Skills: Bluff, Disguise, Knowledge (dungeoneering), and Stealth.

    Bonus Spells: blurred movement (2nd), invisibility (4th), deeper darkness (6th), shadow step (8th), vampiric shadow shield (10th), shadow walk (12th), mass invisibility (14th), greater shadow evocation (16th), shades (18th).

    Revelations:

  • Level 1 - Cloak of Darkness (Su). You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

  • Level 3 - Stealth Mastery (Ex). You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don’t meet the feat’s prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.

  • Level 7 - Shadow Projection (Su). You infuse your life force and psyche into your shadow, causing it to separate from your body and act as an independent creature. This ability functions as shadow projection except as follows. Your shadow has the outsider type and the phantom subtype instead of the undead type. As a result, this ability does not have the evil descriptor and your shadow cannot be turned or affected as undead (though it can be affected as an outsider). You can use this ability for a number of hours per day equal to half your oracle level. These hours don’t need to be consecutive, but they must be spent in 1-hour increments. Your shadow’s hit points are not replenished between uses, although your shadow can be healed in the same manner as any other outsider. When this ability isn’t in use, any healing done to you also heals your shadow for an equal amount. You must be at least 7th level to choose this revelation.
  • --------------------------------
    BLACKENED CURSE
    --------------------------------
    Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

  • You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
  • At 5th level, add scorching ray and flaming sphere to your list of spells known.
  • At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
  • At 15th level, add delayed blast fireball to your list of spells known.
  • --------------------------------
    SOLAR BLOODLINE
    --------------------------------
    Via the Eldritch Heritage feat:

    Sunsight (Su). At 1st level, you gain low-light vision and cannot be dazzled. If you already have low-light vision, you instead gain a +4 bonus on saving throws against blindness effects.

    Gear/Possessions:

    ------------------------------
    GEAR/POSSESSIONS
    ------------------------------

    Shawl of life-keeping Wgt 1 lb (1,000 gp)
    Shadow falconer's glove Wgt 1 lb (8,000 gp)
    Hand of the mage Wgt 2 lbs (900 gp)
    Lesser rod of extend spell Wgt 5 lbs (3,000 gp)
    Ring of stealth +5 Wgt -- (2,500 gp)

    Outfit, explorer's (free starting outfit)
    Buckler, masterwork +2 shield bonus [attuned], ACP 0, ASF 5%, Wgt 5 lbs (155 gp)
    Soothing incense (2 sticks) [material component] (400 gp)

    Money 45 GP / 0 SP / 0 CP

    Carrying Capacity
    Light 0-23 lbs Medium 24-46 lbs Heavy 47-70 lbs
    With ant haul: Light 0-69 lbs Medium 70-128 lbs Heavy 139-2100 lbs
    Current Load Carried 14 lbs

    Background Precis:

    True Shadow (or Anino Tinuod in the tongue of the dark folk) was born Gloom's Price (Bili Kasubo), so named because his clan's owb, Actuary Gloom (Kasubo Abogado), made a bargain with his parents, taking the light from his soul in exchange for guaranteeing all their future children would be made stalkers like they were [Tainted Spirit]. This also resulted in his stunted growth, which angered his parents; as recompense, the clan's callers gave them magical trinkets to satisfy them. As a child he played with these trinkets and learned how to make them work without being taught [Dangerously Curious]. When his brother Gloom's Promise (Saad Kasubo) was born and made a stalker, his parents grew resentful of the burden Price's shortcomings posed, and the clan's callers convinced them to send him into the farthest reaches of the fungus fields to work. There Price worked among the glowing dwuza fungus, learning to see better in their dim light [Dim Seer].

    Meanwhile Actuary Gloom and the clan's callers convinced Promise that Price planned to usurp power from the stalkers and rule the clan himself. Price overheard this triumvirate plotting his demise and chose to flee, eventually making his way all the way to a mountaintop cave opening to surface world. There he saw the sun, which burned his arms when he blocked his eyes and filled the darkness left inside him by Actuary Gloom with fire and light, revealing the true nature of Shadow to him. Now empowered by primal light and shadow and convinced of the owb's malignant tyranny over his people, he re-named himself True Shadow, and returned to his clan to expose the owb's lies and overthrow it.

    Unfortunately Actuary Gloom had foreseen Price's possible return, and his callers and Gloom's Promise had convinced the clan that Price had fled after a failed attempt to murder his brother. Upon arrival True Shadow battled his clan's stalkers, callers, and even Actuary Gloom, and was forced to flee back into the wilds.

    True Shadow commenced a nomadic life in the Darklands, preaching his messages of owb tyranny and dark folk empowerment to any settlements of his people he came across, gradually gaining a small following of believers. He also came to know the lands and tongues of many of the Darklands other inhabitants. This life hardened his body while his meditations on Shadow strengthened his soul.

    He and his followers eventually came across a Nightrunner agent beset by a storm of stirges and faring badly. True Shadow intervened, driving off the stirges and providing the agent succor. Impressed by his abilities and willingness to confront danger, the agent proposed to put in a good word with his employers in Telderist - the Nightrunners Guild - if he was ever looking for employment. The promise of a relatively safe home for his followers and employment that allowed him the opportunity to travel the Darklands wilds (and preach to any dark folk settlements he found there) was too good to pass up, and so True Shadow came to Telderist to make his and his people's fortunes [Nightrunner Apprentice].

    Appearance and Personality:

    Emaciated even by dark folk standards, True Shadow's frame borders on the skeletal. While he follows the dark folk custom of dressing in multiple layers of cloth, colored fabrics of red, orange, yellow, grey, and white are woven in with the more traditional black garb. On his left arm he wears an elbow-length leather glove that seems over-sized on his spindly limb; in fact it looks as if it would fall off without the fine buckler strapped on over it holding it in place. His right arm is bare to the elbow, the exposed grisly flesh charred black. When in public he covers his face with a silken, diaphonous shawl; in private he may lower the cloth to reveal a pale face of stark intensity. Often the heady scent of strange incense clings to him.

    True Shadow is cautious and slow to trust strangers, save those dark folk who have been swayed by his sermons. Even so, he can be moved to help others if there seems little risk of sociopolitical entanglements (for instance he may assist someone being attacked by feral monsters, but he's not going around freeing slaves or anything). He trusts fellow Nightrunners to look out for him while on the job, and does the same for them. In general he prefers moderation and compromise, though when provoked his response is proportional to the provocation. (In the case of the owb, their provocation is untold centuries of subjugating his people through deceit and induced mutation, so he's pretty adamant about them having to go.)


    Leadership:

    True Shadow's disciples basically tread the line between commune and cult. My thought was his followers are mostly other caligni, with one or two dark creepers and maybe a lone dark stalker thrown in. His cohort I would like to be a caligni martial type, preferably either a fighter or a ranger.

    I'd be more than happy to work up the cohort's stats, personality, etc. and some names/races for his followers. I didn't want to presume I should, though. I'd also be happy to just control the cohort character as one might an animal companion or familiar, but again, I don't presume that's the case, as technically by RAW they're an NPC.


    This is your friendly GM reminder that we're nearing the end of the recruitment period. I think almost everyone has been keeping up and has at least a partially finished character in the mix, but I still want to remind everyone that characters need to be finished by midnight on Friday or you will not be in the running to play. I'm looking forward to going over everything in depth and picking out a group for this adventure :)


    @ The Faceless GM: If you end up having any questions or comments on my submission I'd love to hear them :)


    @ Tick: I'm not going over mechanical stuff yet, but I like what I'm seeing in your background. I like the light/dark dichotomy and the relationship with his former tribe and family. My one thing would be that I'd like to see you design your cohort. You can simply use the caligni stats and flavor them as another type of dark folk, if you'd like.


    Just re-posting so you remember my submission Faceless :-)

    Good luck to all.


    The Faceless GM wrote:
    You can simply use the caligni stats and flavor them as another type of dark folk, if you'd like.

    Oh, that's a cool idea. I may do that!


    Remember: Every expedition needs a cook!


    And every cook needs fresh and high quality ingredients!

    ---

    In other words I'm 98% done with my frugal monster slayer Jhaelwyn.

    The things left to do is simply to spend most of the remaining gold on consumables and other questionable substances.

    There's also a feat I haven't decided on yet - leaning somewhere between Poison Focus and one of the Item Mastery feats. If no-one minds I'd like to pick that one after the group has assembled if there are any glaring holes that need to be filled (and Jhaelwyn is picked of course!).

    If there's anything odd or something that needs to be expanded on please don't hesitate to poke me : ) //Lessah

    Edit: And if you are looking to get a better feel for Jhaelwyn her old posts might be helpful. While she might have changed in form and class, the personality is certainly still there!


    Variant tieflings allowed? Considering an Oni spawn.


    Variant tiefling bloodlines are fine.


    I would like to present the crunch for Zorin Blitz. Vivisectionist Alchemist Derro. I will have his story posted by tomorrow.


    *lollygags rambunctiously.*


    @ The Faceless GM: Here's a link to Enduring Grace, True Shadow's cohort and acolyte. I've also linked her on True Shadow's profile page. I built her on a 15 point stat buy and didn't officially equip her as I was unsure of how much wealth she should have.


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    Hi everybody!

    I've compiled the below list of character submissions as of this posting. It's not intended to be a definitive compilation - I've done my best to make it complete, but if I have missed anyone I apologize ahead of time. I thought it would be nice to see what we've got so far. We had two folks (Albion, The Eye and Alias ad Tempus) officially drop from submitting, and several others who expressed interest but have yet to semi-formally submit anything solid in this thread.

    List format is player profile [link] - character profile/submission post [link] - alignment race class (archetype) level. I didn't read through everyone's complete character sheets, so if these pieces of info didn't jump out at me I didn't really go digging, hence some of it may be absent from this list.

    Folks who are still working on submissions, remember -
    Estimated recruitment close is tomorrow - FRIDAY 17 MAY 11:59 PM EDT (UTC -4)!

    And so, without further ado..

    The List!:

    Decimus Observet - Kaelmourn Vexidyre - CE drow anti-paladin (dread vanguard) 8 VMC cavalier (Order of the Star)

    rorek55 - Drovic Daerthe (mythweavers) - LE drow arcane sorcerer (tattooed sorcerer) 8

    adsapiens aka The Chess - Squeeze Bits - CN goblin unchained barbarian (feral gnasher) 5 / unchained rogue 3

    ginganinja - Nimue Durmada - CN half-drow cleric 8

    The Lion Cleric - Captain Valiana Snarltusk - LN half-orc unchained monk (sage counselor) 8

    Corsario - Salty Valaravans - TN half orc alchemist 8

    BinkyBo - Plik "Peebee" Brish'tok - CN kobold unchained rogue (underground chemist / vexing dodger) 8 VMC alchemist

    Doomed Hero - Kassii the Bloodscaled - serpentfolk nightmare witch (gravewalker) 8

    Teiidae - Nezaquetzual - LE serpentfolk arcanist 6 / sorcerer (crossblooded) 1 / wizard 1

    Dennis Harry - A'streth - NE serpentfolk spell less ranger (sentinel) 2 / unchained rogue 3 / swashbuckler (inspired blade) 1 / accursed sorcerer (eldritch scrapper) 1 / assassin 1

    Corvynn - Eskr Ruel Pentia - TN ghoul spiritualist (fractured soul) 7 / witch (seducer) 1

    Daynen - Vasz - NE drow stone oracle (elementalist oracle) 8

    Jereru - Airyss - TN half-drow magus (hexcrafter) 8

    TheUnthinker - Korva Mappo - LE tiefling investigator (cartographer) 7 / swashbuckler (inspired blade) 1

    Lessah - Jhaelwyn - NE drow occultist (psychodermist) 8

    Axolotl - Vraal - TN serpentfolk arcanist (occultist) 8

    Kiora Atua - Miriel of House Misraria (post) - CE drow water witch (sea witch) 8

    jovich - Nymz Mlezziir - CN drow magus (blade bound) 5 / swashbuckler 3 VMC rogue

    A. Drallidur - Aramondis Ja'kyorai - CN drow cavalier (daring champion) 6 / hydrokineticist (aquakineticist / overwhelming soul) 2

    leinathan - Yngvild Sloinneadh main character post & vignette - TN duergar barbarian (invulnerable rager / drunken brute) 6 / fighter (unbreakable) 2

    into the aether - Pentrax Perpetua (post) - CG tiefling (daemon-spawn) arcanist (occultist) 8

    goodwicki aka The Tick in the Barrel - True Shadow - NG caligni shadow oracle 8

    loc - Zorin Blitz - NE derro alchemist (vivisectionist) 8

    Gobo Horde - No official submission yet, but it seems like he's working pretty hard on his goblin twins. Can 2 goblins be considered a horde? I hope we find out!

    EDIT: I went ahead and added a spoiler. Somehow while compiling the list I didn't realize just how many submissions have been made!


    Wow that's actually a lot. Good luck picking!

    Also interesting to note that there's three whole occultists - how common is that really? Though two of them are Arcanists ... :P


    Wow. I was going to put together a list tomorrow once things were done. Thank you very much :)


    I don't envy choosing from that list!

    And cheers for the list. :)

    Silver Crusade

    sorry, I finished up his background. I basically assumed he hasn't done much to date and that most of his power came from surviving as a Drow male haha


    Good luck everybody!

    And sorry about listing the wrong calendar date for recruitment close in my post yesterday /. .\


    Crossing my fingers. :)

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