Trapped Beyond Time (Inactive)

Game Master Rednal

A Mythic Gestalt Dungeoncrawl by GM Rednal.

Current Dungeon Map


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Introducing Alene the Bladebound magus / cleric of Sarenrae.

stats:
NG Medium Humanoid (Human, Dual Talent +2Str/+2Int)
Bladebound Magus 1/ Cleric of Sarenrae 1
Favored Class Magus
Deity: Sarenrae
Init +2, Perception +3

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DEFENSE
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AC 15, Touch 11, Flat-footed 14
HP 8 (1d8)
Fort +2 Ref +1 Will +5

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OFFENSE
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Speed 30 ft.
Melee Scimitar +3(1d6+3/18-20, x2)
Melee Morning Star +3(1d8+3/20x2)

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STATISTICS
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16 STR, 12 DEX, 11 CON, 16 INT, 16 WIS, 12 CHR
Base Attack +0 CMB +3 CMD 14

Abilities:

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Special Abilities
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Favored class: Gain 1/4th Arcane pool.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends

Spellcombat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Healing Domain
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Day Domain
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Day's Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Domain Spells: 1st—endure elements, 2nd—Continual Flame, 3rd—Daylight, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

traits:
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Traits
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Arcane Temper: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

Blessed: Some divine agent watches over you and heeds your call. Once per day as a swift action, you gain a +1 trait bonus on all saving throws for 1 round.

feats:

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Feats
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Combat Casting:You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

skill:

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Skills
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Knowledge (arcana) 7
Knowledge (religion) 7
Spellcraft 7
Knowledge (plains) 7
Diplomacy 5

gear:

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Gear
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Chain Shirt, Scimitar, Morningstar, Backpack, Holy Symbol(silver).

Known Spells
Magic Weapon, Shocking Grasp, Magic Missile, True Strike, Shield, Burning Hands.

personality:
I have not completely worked out back story/personality yet but here is the jist of it Alene used to be power-hungry not caring who or what got hurt in her quest. One day she walked by a temple to Sarenrae and was entranced by the priests swordplay. At this moment She felt by Sarenrae herself and forgot about her quest for power. She now uses her power to help those in need. She tries to rid wrong she goes and spread Sarenraes redemption. Sadly however evil must sometimes be removed with the blade.

Alene Is mostly a Combat Medic, light buffer from both arcane and divine schools, and damage. Potential for off tank when she gains feats to ignore arcane failure in heavier armor.


Hmhmhm... ^^ And now we're starting to get more submissions! That's definitely quite helpful.

Ah, I should probably note that I plan to keep submissions open for at least a few more days, so people who weren't on over the weekend have enough time to see the thread and decide whether or not they'd like to try and get in.


I was just getting ready to ask how long recruitment would be open. Nice timing. :-)


Building gestalts is fun, but in my experience, it also tends to take awhile. XD I want to be sure people have plenty of time to build, but won't have to wait TOO long to actually go adventuring.


Ready for review.

Bane88's character.


heads up, changed him to Neutral Good, I thought I had him there before, but relooking him over I realized I had left him at True Neutral.

And the way I role-play NG is to being really honorable during quite a few scenes when necessary, then being really chaotic during another set of scenes when necessary. Thus act lawful here, but chaotic there, it all balances out in the end.

But he is good, so I understand chaotic does not mean evil or go destroy things.


@Bane: First, I'm not particularly sure why you have a Major Ascendancy on the list. Those are much higher in level. Secondly, Adept Godlings can't multiclass with Eldritch Godlings, and that does include Gestalt. Whiiiiiich... looking back, I wrote Adept before, didn't I? o wo; Thaaaaat... was a mistake I should not have made, and the system won't let me correct it. XD; The character was Clever, not Adept, and I got them confused. Though you'd previously mentioned Mighty/Adept?

@DG: I see. ^^


Dangit! If Harakani isn't doing that, in which case I'll have to do something else. I was like oh you've played an Adept/Eldritch? that's cool. LIES!!! otherwise I might do Mighty/Adept or Mighty/Magus, or even Fighter/Eldritch Knight//Eldritch


Me I'll admit I'm new to this mythic stuff, so I picked the one I think would be easiest to use, easiest to select abilities, etc.
I have no idea if champion combined with what I have is OP or even if Champion is a horrible idea. I though melee character and it would work.

I take it Bane88 has played Mythic before? You seem to know some good combos some OP.

Dark Archive

Hey Rednal I'm doing some work on my character and I was wondering about your opinion on Dragonrider/Cavalier the two classes together while obviously having a bit of a clear focus(both are mounted combat classes) both provide interesting pieces of group utility, Rider providing casting, and Cavalier adding group-related goodies(Plan is to go with 'surprise surprise' the Order of the Dragon) in the form of the Banner, and granting Teamwork feats to the group.


Actually DG, I've not played mythic or ever gotten into a gestalt game, I just really like Greek Mythology and that is what the godlings are in this setting, I was just reading the class info and was like "Oh look at that, I could max out my caster level at close to 50 with that power and feats at level 20!"


Dragonrider and Cavalier, working together, should be workable. ^^ Buffs for the team certainly won't be hurting any, particularly in those long, vicious dungeons I'll occasionally be generating.


Yo, Jon here with my Bard/Vanguard wordcaster.

For fun and flavour I've used (probably badly done) Hebrew words for the Wordcasting. I've also listed there basic effects, 'cos this is the first time I've used Words of Power (I figured it was a good way to get familiar with the system when 'speed' means posting that day, not the next 30 seconds).

I also took the Attached trait, which I would suggest be used for the Totem Spear, as it's important to her.

Alkariani:

Alkariani Spearsong
Female Half-Elven Wordcaster Vanguard/Sound Striker Bard
Neutral Good Medium Humanoid
Initiative; +2 Perception +5
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Defense
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AC 16, touch 12, flat-footed 14
hp 10
Fort +3, Ref +4, Will +1
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Offence
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Speed 30 ft.
Melee +4 Masterwork Totem Spear (1d10 + 4 damage)
Words Known
Bard Level 1 Words (2 per day) -
Lesser Cure (Pachut Rafa) - heals 1d6 + caster level to a target.
Fade (Dahah) - 1 round of invisibility.

Bard Level 0 Words (at will) -
Sense Magic (Gilah) - Detects and Identifies magical auras.
Beacon (Otet) - Creates a fixed point the caster can detect.
Decipher (Pin’echa) - Translates a written passage.
Echo (Hed) - Creates a sound based illusion.

Bard Metawords (4per day) -
Boost (Dachaf) - Boosts certain effects of various words.
Lengthy (Arkh) - Doubles the length of a word effect.

Vanguard Level 1 Words (2 per day) -
Dash (Shibesh) - Increases movement speed by 30 feet or 1 round per caster level.
Fog Bank (Arafel) - Creates a cloud of fog for 1 minute per caster level.

Vanguard Level 0 Words (at will) -
Flame Jet (Esh) - Deals 1d4 fire damage.
Cold Snap (Karah) - deals 1d3 ice damage.
Acid Burn (Ar’siy) - Deals 1d3 acid damage.
Spark (Zek) - Deals 1d4 electric damage.

Vanguard Metawords (1per day) -
Boost (Dachaf) - Boosts certain effects of various words.

Target Words
Personal (Atsmi) - Spell targets the caster..
Selected (Bachar) - Effects a target within 25 ft plus five ft for every two caster levels.
Burst (Aviyr) - Effects all target in a 10 ft radius within 25 ft plus 5 ft for every two caster levels.
Line (Shurah) - Effects all target in a 20 ft line.
Cone (Konus) - Effects all target in a 10ft cone.

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Statistics
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Str 17 Dex 14, Con 12, Int 12, Wis 9, Cha 16
Base Atk +2; CMB +4; CMD 16
Feats Arcane Strike, Exotic Weapon Proficiency (Totem Spear), Meta Word Mastery,
Traits Forlorn, Armour Expert, Intense Artist
Drawback Attached
Racial Traits Low-Light Vision - Elven Immunities (+2 against charm effects and is immune to sleep) - Keen Sense (+2 to perception) - Multitalented (Two favored classes, Bard and Vanguard)
Skills Perform (Wind Instrument) +8, Perform (Song) +8, Diplomacy +7, Intimidate +7, Perception +5, Linguistics +5, Craft (Food) +5, Bluff +7
Languages Common, Elven, Draconic
Combat Gear Chainshirt
Other Gear
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Special Abilities
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Arcane Bond Weapon - Gain a masterwork weapon as an arcane bond item, tied in to all Vanguard powers.
Vanguard Blast - Fire a blast similar to a magic missle inflicting 2d4 force damage 6 times per day.
Bardic Knowledge - Add half of Bard level to all Knowledge checks, and try them untrained.
Bardic Performance - Allows a Bard’s performance to create various supernatural effects (8 rounds per day)
- Countersong - Use performance to negate sound based spells.
- Distraction - Use a performance to create a distracting illusion.
- Fascinate - Allows the bard to fascinate a number of creatures with a performance.
- Inspire Courage - Inspires allies to fight better, adding a +1 to attack and damage and against fear and charm effects.

Appearance:
A taller, intimidating looking woman carrying a long, heavy bladed spear at almost all times, Alkariani is not typically what most people think of when they think of the elf blooded. The only real hint to her past is the pointed ears of the elves and her dark eyes. She is quite obviously a warrior, and her body is hard and well built to go with it.

Still, with tied back red hair and smooth skin only lightly covered in thin, nearly invisible scars, Alkariani, she is not an unattractive woman. Her elven heritage means that despite her strength she is not as bulky as a human would be, although she is certainly quite obviously stronger than most. When out of her armour she tends to wear simple gear, although on occasion will dress in Elven style gowns and dresses as it’s appropriate.

As an adopted Shoanti, Alkariani has also adopted the ways of her family, and has the Iyavak rune on her left shoulder and a styilized tattoo of a copse of trees on her left shoulder blade.

Alkariani’s voice is a mezzo-soprano with a slightly more light and lyrical tone than usually associated with the range.

Appearence Picture

Personality:
Alkariani is a curious woman. Raised by humans and never really knowing the Elven half of her nature, she is fascinated by the Elves and their culture. Equally, she loves the Shoanti society she was raised in. Her most prized possession is the Totem Spear given to her by the Sklar-Quah Shoanti, and she is skilled in it’s use.
Raised among the Shriikirri-Quah Shoanti, Alkariani is a patient and diplomatic person. She was trained to serve as a diplomat for the Shoanti with the local Chelaxian populations, and is quite skilled in those arts, but is also a powerful warrior in her own right. In battle she is determined, but understands that her abilities mean she will often switch rolls - fighting foward when needed, falling back to heal comrades, supporting with magical spells and songs as required. She is proud of her ability to serve in most roles to at least some point.

With friends, family and those she trusts, Alkariani is open, friendly and giving. With strangers and those she dislikes she is still warm and friendly, but not trusting. She has a natural dislike for Chelaxians, and has to work to overcome it when she meets one - if she thinks they are worth the effort.

Background:
It surprises few to learn that the pale skinned, red-haired Half-Elf was a foundling of the Shoanti. As her adoptive parents tell the tale they were hunting Chelaxian bandits that had been raiding the local population when they came on the bandits latest victims - the charred remains of a caravan. What hadn’t been stolen had been burned, and when they found the charred bones of the wagon’s children they didn’t hold any hope for survival.

But a piercing shriek from nearby proved them wrong.

Following the noise, the found the body of a Varisian woman. The screams came from a tree close by - hidden in the roots was a small baby girl who had apparently been silent enough to escape the bandits notice. Until now…

Taken by one of the woman of the tribe, whose husband had died before giving her a child, she raised the child in their ways. Alkariani grew up in the ways of the Shriikirri-Quah Shoanti, the diplomats for her people. It was decided that Alkariani would make an excellent diplomat - versed in the ways of the Shoanti as only one of them could be, but her appearance marked her as obviously non-Shoanti to the Chelaxians she would be dealing with.

But her training stalled. The usual bardic abilities worked for her, but her spells were locked. She could feel the power, trapped inside her, but couldn’t work out a way to unleash them. She was still working on the problem when she was sent to with her mother to talk to the Sklar-Quah to observe a deal being brokered.

The xenophobic Sklar-Quah were almost as difficult to deal with as the farmers that wished to use one of their wells, but eventually a deal was struck. During the festivities to celebrate, deep into the night when many of the finest warriors were too drunk to stand, the worst happened - a a Rock Troll assaulted the camp, smashing through the sentries with ease.

Too young to drink more than watered wine, Alkariani tried to fight with the rest, snatching up a fallen spear and stabbing with a dozen others. But the troll was cunning if nothing else - it had kicked dirt over the few fires still going, and was healing the wounds inflicted on it as it crushed half-drunk warriors with contempt.

Despairing, the Half-Elf watched as the monster hauled a woman’s remains into the air to sniff at them before smashing a fleeing man with the corpse. There was nothing she could do. If only she had her magic…

Bachar Ar’Siy…

The words floated in Alkariani’s mind. She had no idea what they meant. She had no idea what they did. But she felt compared to say them.

A blast of acid erupted from the Troll. It barely singed the creature, but the beast roared as it hadn’t when mere spears had cut it. Worse, the wounds it suffered didn’t instantly start to close…

Alkariani moved from place to place, saying the words over and over, her voice growing stronger and more confident as she went. The Rock Troll, it’s ability to regenerate hampered by the simple acid spell and being overwhelmed, attempted to retreat - but the warriors of the Sklar-Quah had gathered, and the monster was riddled with arrows. Without the power to regenerate it fell, and didn’t rise again.

As thanks, the Sklar-Quah granted Alkariani the spear she had picked up - one of there Totem Spears, rarely seen even among the Shoanti. But now, more importantly, she knew something else - her power lay in words…

Alkariani developed her powers as she grew, and focused her talents on both singing as the Totem Staff’s eerie, dirge like song, often combinging the two as she performed. She formed a close bond with the weapon, and as she approaches adulthood looks forward to serving her people.

Dark Archive

Oceanshieldwolf wrote:


Aha. A very good point Zain. I shall have the author flogged.

Me: Did you write this execrable excuse of a dragon-themed option?
Me: Yes your honor. But I had help. I was more interested in the less fantastic, more bestial options.
Me: No excuses. Let the flogging commence.

* I'll get back to you with an answer...

Hah I did not realize you were the author the class is overall really interesting, I think I shall await the results on this, as hard as I try I'm finding it more and more difficult to work out a proper Dragonrider so this might provide a nice middle ground.

----

The big problem I've found is that the dragons are at the early stages just a bit too 'weak' to properly carry a fully equipped warrior without incurring encumberance penalties that would make the dragon move much slower than is reasonable unless I cheese the weight of my character heh.

The prince and the dragon may not be a dream concept I can fully realize at this stage since there appears to be no means of increasing the dragons strength from level 1.


So i FINALLY figured out what i want to play as >.>
Ill list the basic crunch concept to make sure its ok first then work on the full submission.
He will be an Elan (or human, but im pretty sure ill go elan) Psion Egoist/Tactician and take the Psionic Talent feat quite a few times. As soon as he can he will go into the metamind prestige class (probably on the psion side).
He is a devout follower of Nethys and believes that magic power is everything. As such he is constantly using his mental powers to do everything for him (and i mean everything). Hopefully very soon he will have enough power points to do even the most basic and stupid things with psionic energy. Seeing as he would have quite a few powers and the ability to aid the party via tactician he should be pretty flexable. Note, i care more about a massive power pool then i do about boosing his poelwer levels to any extremes.
How would you rule gaining power points from different classes?

If that dosent work, the next idea is a Psion/Wizard worshiper of Nethys, again believing that magic power is everything. I am thinking of trying to go into mystic thyruge and/or cerebramancer to be a font of psionic, arcane and divine power but i have to work the details of that one out :)
your thoughts?


@Gobo: As I recall, gestalt rules for various power pools are that the pools remain separate, and only apply to the class they're a part of. This is the same thing that stops full spellcasters from combining their lists and spells per day, and since I'm enforcing that for them, I figure it's only fair if I do the same for you. XD Of course, you can get a pretty big power pool anyway if you build yourself up right...

@Jon: I have a spellcaster who chants in my best approximation of Aklo. XD I don't really worry about grammar, either, considering how screwy the beings that use it are. The profile looks good!


Alright, sounds good. Actually, how would that work with other things granting pp?
As it is, i get 2 pp for lvl 1 in each class, 2 pp for 18 int (is that doubled, 2 for each class, or just 2?), 1 pp for favored class and 9 pp for taking psionic talent 3 times (which i intend to do).
So a single pool with bonus pp from int only once would have 16 pp.
A double pool would be base 4/4 but how would i add the extra 10 pp? 14/4? What if i split the psionic talent feats between the two pools?
Once this is ironed out everything else should be smooth sailing :)


Base PP from each level adds as normal to your pools. Bonus PP from INT would also go into both pools, in the same way that casters receive bonus spells per day for both of their sides. PP from Favored Class will go into the pool for that class. As for taking Psionic Talent, mmm... since I accept (and have personally built) things like Divine Trait points for gestalt Godlings being spent on either side, I'd say that any bonus PP points (from feats, etc., not granted as normal by the class) can be split between your two pools any way you want. ^^


Ok! I can make that work :)
I doubt i will have any other problems so i will get my guy built up here :)

so i figure by the time i hit lvl 6 (and can actually take metamind) i will have something like 51/72 pp >.>
65/93 pp at lvl 7! I should be able to do absolutely EVERYTHING with psionic energy by then XD


After looking the godling class over, I'd like to try it out. No worries for Bane though. I plan I being a big meat shield that heals so he can swing out damage to his hearts content.


@Gobo: Good! ^^ Some of these random dungeon designs look pretty vicious, after all, so you're probably going to need the energy.


Aaaaaand just to keep track of current submissions (Let me know if I missed you or got something wrong!), we have:

Alene Lucsana (Magus/Cleric) - Healing/Offense/Mild Buffing and Tanking - Mcridill
Alkariani (Vanguard/Bard) - Buffs/Offense - JonGarrett
Cordeth (Mighty Godling/Eldritch Godling) - Tanking/Healing - Bane88
Jack Speed-Runner (Fighter/Arcanist) - Damage/Buffs - DoubleGold
Ryn Boril (Monk/Sorcerer) - ???/??? - Sarpadian
Thackery Binx (Wizard/Alchemist) - Control/Debuffs - Whack-a-Rogue


I'm doing a Mighty/Eldritch Godling, Tanking and Healing. I've got most everything figured out, just need to fill his inventory and give him a face.


I'm also going to make sure Binx has a ton of Utility scrolls and Alchemicals. He'll eventually have ranks in all Knowledges as well. My goal is for him to be the ultimate backup man.

"Looking for secret doors? I've got a scroll for that! Ugh, it sucks being nauseated, doesn't it? Take this alchemical remedy! Swarms? Here, Alchemist's Fire for everyone! No safe place to sleep? I'll use my scroll of alarm so we have an early-warning system!"

I think you get the idea. ;-)


I approve of utility, and especially trapfinding and other abilities good in dungeons. XD These locations probably won't be friendly to any group lacking those.


Exactly. :-) While Binx will need a damage-dealing meatshield to hide behind in combat, I'll do what I can to make sure he can do pretty much everything else at least adequately. By level 3, he'll even be able to provide a little out-of-combat healing. Come to think of it, I'm probably going to take the bonded item instead of the familiar to give me a little more spell versatility.


The only problem with this is that my stick psion (sticson, i got my name!) will be about as strong as a twig, not good for carrying loot ^_^
While i dont know about utility, he should have plenty of versitility.


one low str character in the group wouldn't matter that much, teammates can help you carry what you can't.


There will be a lot of loot to carry... but I'm sure you'll all be able to find ways to deal with that. XD


hehe, I'm looking at a str 18 and a MW backpack so my light load is over 100lbs.

@GM Rednal: If I take the Godling Trophy Taker ability via the Extra Talent Feat, at level 1 can I bring a trophy with my as starting equipment or do I need to wait until we kill something in the dungeon?


Extra Talent only allows you to select from the list of Scion Talents, not Divine Traits, so that would be a 'No' for even getting Trophy Taker that way. ^^; Unless I missed something in the Talents list that would allow it, anyway.


whoops, my bad I was thinking Emergent Divinity, but even that can only be taken once every three levels. I'm assuming that can be taken at 3rd, 6th, 9th, and so on. Unless you would allow it to be taken at 1, 4, 7, etc....


Mmm... since feats are only gained at odd levels, I'm going to say 3/6/9/etc. for choosing it. XD Of course, you can also get the human's FCB for a Godling, which (over the course of 20 levels) will equal a full line of divine trait powers and allow you to spend your feats on other important things...


I'm definitely interested. Will be a sneak/skill monkey of some sort, since that appears to be lacking.

Not sure what classes, but I have a few ideas kicking around.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

HI MONKEY!!!!!!!!! I am interested too. I was thinking Offense/Sneak. Been a while since I played a good offense style of character.


Hey Monkey. :-)


Yo, yo, yo.

OK I totally know what I want to play: Shadow Assassin/Shadow Sorc, but the one from Deep Magic, not APG.

Possibly a Drow, would love Noble, but I am sure that's too powerful.


I will also submit interest...

Not sure about my concept yet, looking over the composition to look for a place to slot myself. Expect me to look a bit into Psionics, but I will probably go with solely Paizo stuff.

Roles that seem to be missing just seem to be the potential sneak/utility character. Thinking of rolling up a Bard/??? for that?

I will post again with a more complete submission.


Alright, I will bow out in favor of Bane88 and Grixus.
Looks like a great game - have fun guys.


So my first concept is that of a Human who, in his vulnerabilites, seeks to shore up his weaknesses. He does this through collecting the souls of whatever we'll be fighting, and using them to augment himself. This is planned to be done through the Souleater Prestige Class, which requires Neutral Evil alignment. So, I'd like to have permission for the class before actually going with it and finalizing my submission.

My other concept involves an Arcane Archer, but that feels a lot more par for the course than the first.

EDIT: Also, what are we starting with for wealth?


150 GP for starting wealth. Souleater is a Paizo class, so it's automatically approved as long as you fulfill its requirements - which you can do in part by taking Beyond Morality (for the alignment restriction). ^^ I won't be having anyone lose class features for not acting evil if they have that.


Red,

Can I be a Noble Drow, or just commoner?

And is the Shadow Assassin OK as well?


I think Commoner would be best, since Noble DOES have... rather more racial points than anyone else here would have.

Shadow Assassin is okay. ^^


GM Rednal wrote:

I think Commoner would be best, since Noble DOES have... rather more racial points than anyone else here would have.

Shadow Assassin is okay. ^^

I am interested in joining also. What is your limit on racial points for nonstandard/core races?


I'd prefer to see somewhere around 20 RP as the limit. ^^ Which leaves it pretty open, of course - though there ARE advantages to remaining Core, and I'm more likely to approve things along those lines than anything really far out there.

Oh, and note that if you die, you can't roll a new character that's in the Featured/Uncommon races selection until you've built the Foreign Quarter... XD So be careful about race selection - depending on what the generator comes up with and how the dice roll, you could lose that rarer race very quickly and not have the chance to get it back for quite some time.


Ok, So I have pretty much everything stat wise fleshed out for Taranis Nox. He is a Mighty/Adept Godling focusing on tanking with some back up healing. I'll have to transfer the information to a profile, but here is a link to the Google Spreadsheet. Taranis Nox.


Looks good to me. ^^


GM Rednal wrote:

I'd prefer to see somewhere around 20 RP as the limit. ^^ Which leaves it pretty open, of course - though there ARE advantages to remaining Core, and I'm more likely to approve things along those lines than anything really far out there.

Oh, and note that if you die, you can't roll a new character that's in the Featured/Uncommon races selection until you've built the Foreign Quarter... XD So be careful about race selection - depending on what the generator comes up with and how the dice roll, you could lose that rarer race very quickly and not have the chance to get it back for quite some time.

So Ogre (23RP) is out, or does it fit in the 'somewhere around' ~20?

I am thinking Mighty Godling/Eldrtich Godling.


An Ogre (or other Large race) can only be submitted if you take the Young Creature template - this would A) Give it some drawbacks, reducing its effective AP cost to a level closer to everyone else, and more importantly B) Allow it to fit in the five-foot-wide corridors. XD That's rather important for this campaign.


GM Rednal wrote:
An Ogre (or other Large race) can only be submitted if you take the Young Creature template - this would A) Give it some drawbacks, reducing its effective AP cost to a level closer to everyone else, and more importantly B) Allow it to fit in the five-foot-wide corridors. XD That's rather important for this campaign.

Ok thanks for the clarification! Being large I guess would be a pain in a small dungeon ;)

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