| DM Nate |
This is the official recruitment thread for a high powered game set in Golarion a few years after the events of Rise of the Runelords. Characters will be 11th level gestalt, with 3 mythic tiers. And each one should be built around a theme that connects somehow with a particular gemstone. The game will also use the automatic bonus progression rules from Pathfinder Unchained.
Please read the following spoilers before asking questions. I’m sure there are things I didn’t think to include but they should answer most of what you might be wondering.
Aergoreth the Just was a baby-faced servant of Abadar with only a few small adventures under his belt when he arrived in Sandpoint. The charming and handsome paladin had a knack for inspiring people through his songs and his example, and when goblins attacked the swallowtail festival he rallied the townsfolk and drove them out. He stuck around the town afterwards and was instrumental in uncovering and thwarting several plots there. One of these plots led to the revelation of a corrupt Justice in Magnimar, and Aergoreth assembled and lead a team of inquisitors in bringing him to justice. The seemingly disparate events were united by a strange symbol which eventually led to the shocking discovery that one of the ancient Runelords of legend had awakened.
Aergoreth mustered a small army and fought against the Runelord’s minions. When it became apparent that the Runelord himself would have to be defeated, he traveled to Absalom to take the lesser test of the Starstone. He returned successful, having ascended to a semi-divine state, and lead his army to the forgotten city of Xin Shalast (in the Kodar Mountains, in the northeastern corner of Varisia) where he defeated the Runelord. He and his men purged the city of the evils that dwelt there and established it as the capital of a new nation.
A few years later, the kingdom of Xin Shalast covers most of the Storval Plateau and the giants (and other creatures) that dwelt there have fled or become mostly-compliant vassals. Aergoreth the Resplendent, as he has come to be known, rules as a benevolent god-king. He no longer serves the Master of the First Vault, but remains on good terms with his former liege. Since his ascension, his skin has turned to solid gold and his eyes are topaz. It was this appearance which inspired his naming of his chief lieutenants after gemstones. When first selected, these lieutenants are sent to the cathedral of the Ascendant Court in Absalom where they too must complete the lesser test of the Starstone; those who succeed return with a spark of divinity of their own and serve among the famed Gemknights of Xin Shalast.
tl;dr- One guy basically solo’d Rise of the Runelords and came out of it as a demi-god. The PCs are his quasi-divine, bad@ss lieutenants.
For hit points: we’re going to use max at every level (enemies will be equally durable, which will help lessen the ‘rocket tag’ effect).
Everyone can pick two traits. Normal rules on one per category apply. No campaign traits are allowed.
Background skills will be used, but we won’t use the extra skills like artistry or lore.
Wealth will be standard for an automatic bonus progression game: 41,000 gold. If you’re not familiar with ABP that probably feels really low, but you don’t have to (and can’t) buy the normal ‘big 6’ items so you get to spend that all on cool/interesting stuff. ABP forces the characters to be a little more well-rounded with their equipment, which I know some people don’t really like but it helps prevent people from having glaring weaknesses that get them dead quickly (or from becoming one trick ponies). Anyone going for an unarmed or natural attack build can attune those as if using an amulet of mighty fists but that costs both sides of attuning 2 weapons (so you’d be at +1 @11th level).
Aergoreth (the god-king you serve) is lawful-good. The best alignment options for characters are LG, NG, and LN; I’ll consider CG, N, and LE applications but you should offer some explanation of how/why you came to serve a LG leader. (CN, CE, and NE are flat out prohibited)
You can also play an aasimar of tiefling. If you do, you can choose any of the variants like angelkin or pitborn, but cannot roll on (or choose from) the big lists of variant powers.
You can play an ifrit, oread, sylph, or undine; and, their racial energy resistance is increased to 10 instead of 5.
You can also play any of the following rare races, but your background should definitely include what you’re doing serving as a ‘knight’ to a god-king on the Storval Plateau: kitsune, nagaji, samsaran, suli, or tengu.
If you have an idea that only works with a race not included you can ask and I might make an exception, but it’ll have to be pretty interesting idea. Feats and other options that bring in elements from excluded races (like the half-elf “drow magic” racial option, or the racial heritage feat) will most likely be fine but please run it by me.
For classes that worship a god: you can worship Aergoreth but are not required to. He can grant spells up to 6th level (so possibly not a great long term option for clerics if we continue the game) and his domains are glory (heroism, legend), good, and law. Abadar is maybe the best alternative, but Iomedae, Torag, Apsu, Sarenrae, or Irori are all good fits, and really any LG, NG, or LN god is alright. You can pitch characters whose alignment fits the game but who worship gods one step further out (like a NG ranger/warpriest of Desna, or even a LN follower of Asmodeus) but your background needs to explain why you’re serving here.
I’m fairly flexible on unchained classes... if you’re going to play a rogue you should really use the unchained version (it’s just better). Monks you can use original or unchained as you prefer. Barbarians, I prefer the original version but if you really want to use an unchained one that’s ok. Summoners are probably balanced better as unchained, but in a mythic/gestalt game your eidolon is going to lag so either is probably fine.
I’m not banning occult classes but I will say that I’m less familiar with them than any other classes... if you play one and do something that doesn’t seem right to me you may have to look up the rules you’re using and link them for me. (Also, in the interest of full-disclosure, in the unlikely event that you and another player are tied for a slot and they’re only using classes I’m familiar with that might be the tie-breaker.)
We’re not using variant multiclassing at all. Regular multiclassing is fine but if you do please read the section on fractional bonuses carefully (and ask any questions that come up). Prestige classes are fine too, but if you try something abusive (like sorcerer/oracle up to 4th and then 7 levels of pally/mystic theurge) there’s a real good chance that you’re not going to make the cut.
Basically, for everything that increases with level (like BAB, saves, caster level, etc) instead of gaining +1 at some levels and +0 at others you gain the same fractional (or decimal) bonus at every level of a given class... so, a cleric doesn’t gain +0 BAB at 1st and +1 at 2nd, they gain +.75 at first and +.75 at second. At every level you take whichever fractional bonus is better from your two classes, so a rogue/wizard adds +.75 BAB regardless of whether its their 4th level of rogue or 5th, a fighter/bard adds +.5 to every save whether its 5th level or 6th, etc.
This affects spell casting improvements as well... so a fighter/sorcerer 5 who picks up a level of fighter/dragon disciple gains +.75 caster level (which effectively does nothing since you always round down). If they instead took a level of dragon disciple/sorcerer they would gain +1 caster level (from sorcerer) and go up to 6th, however if they took a level of fighter/DD at 7th they would then gain the +.75 caster level at that point (and thus be at 6th either way).
Finally (and this is important), good saves increase by +.5 each level while bad saves increase by +.33 (technically 1/3 but I wanted to stick with decimals); any save that is good for any of your classes gains a +2 bonus on top of this progression, but you only get that bonus once not once per class that has that as a good save. So, a slayer/witch 1 who takes fighter/investigator for his 2nd level goes from +2 base saves to +3 instead of +4 (because the +.5 bonus increases to +1, but he doesn’t gain the extra +2 again).
Like I said, feel free to ask if/when questions come up.
For most mythic stuff, we’re going to follow RAI instead of RAW (I’m looking at you mythic vital strike).
Tier 1 gems (color; examples of potential themes)
Diamond (white; life/healing, light, purity, force)
Sapphire (blue; sky, water, cold, calming/subduing)
Ruby (red; fire, rage, courage, deserts)
Emerald (green; nature, plants, acid, vitality)
Amethyst (purple; shadows, illusion, penitence)
Black Pearl (black; you may need some imagination, I keep thinking of evil things like undead)
I know RL gets in the way sometimes but I’m really looking for people who can/will commit to trying to post 5-7 times per week (like, 4/5 weekdays and once over the weekend, or slightly more). And, I really enjoy the RP elements of the game; I expect there will be a fair amount of combat but I really appreciate when people include a little RP in combat posts (banter with allies or enemies, inner monologue on the combat or some distraction, interesting descriptions of actions, etc). I’m recruiting 3-5 characters for a self contained adventure that I’m guessing will take a few months in PbP, but if I and the players enjoy it I’ll likely work on a follow up adventure after that (and there could be cast changes in between).
To apply: I know fully developing a character at this level is a lot of work, especially for a game you might not get picked for, so I’m not going to ask for a fully completed character. I need enough background to get a feel for who your character is (and your writing style). I need your stats and a breakdown of which classes (and archetypes) you’re taking at every level. I need enough of your traits/feats/skills and selectable class features (like arcana/hexes/talents/etc) to really understand how your character will function (and be tied to your theme). I need pretty much all of your mythic stuff (that can be too much of a game changer to not know ahead of time). And, I need to know which gem you’re associated with (and why, unless it’s super obvious). You are more than welcome to give more than that (being more finished certainly isn’t going to hurt your chances) but that’s what I need to make decisions. Recruitment will run until 11:59pm GMT on January 11th, and I’ll try to have selections made by the end of that weekend.
| Jereru |
Okay, yes, as I said I'm super excited about this. The idea hooked me from the beginning.
My character is one that rebelled (in a way) against his destiny, who rejected the stagnation of his people and went away to seek his own future despite the flavour of treason left in his mouth. A guy who has the guts to tell his family and friends in the face that they were tricking themselves and that they didn't really want to act as they preached. He is the one who escaped the cavern in the myth. For all of this, he stills considers himself a black sheep and, as such, can be adjudicated the Black Pearl (that's picking from your example, I'll see if I can find a better one anyway)
I have a small question about archetypes, though. After having a look around, I found out the Ilsurian ranger to fit perfectly with what I was envisioning above (the guy thinks the Ilsurians do nothing to recover Korvosa other than talking), and then I decided to combine it with Arsenal Chaplain Warpriest (since he feels very close to Iomedae, etc). But... then I discovered that the Arsenal Chaplain is indeed the Molthuni Arsenal Chaplain (thank you, Archives of Nethys) and I cannot unread that (sadly xD).
So, how would you feel about a small re-fluffing of it, just ignoring the "Molthuni" part and assuming it's just a "more martial" version of the Warpriest (maybe limiting it to worshippers of Iomedae or Aergoreth, that is, more war-like gods). Tell me honestly if you don't like the idea and I'll look for anything else; the point is to reach a middle point where you and I have fun equally.
Edit: One more thing: Does Aergoreth have a portfolio, apart from his Domains (Glory, Good, Law) and does he have a favoured weapon? I don't even know if he's required to, sorry.
| Joynt Jezebel |
I have a concept to float with DM Nate.
From an online source on Moonstone's meaning-
"Introduction to Meaning and Uses of Moonstone
As ancient as the moon itself, Moonstone holds the power of mystery. Its secrets are locked beneath a pearly veil, and with them, our own hidden truths. Only within its reflected light can we begin to understand what it has to teach us. Moonstone is foremost a talisman of the inward journey, taking one deep into the self to retrieve what is missing, the parts of the soul left behind or forgotten, then brought to light.
Since earliest times, Moonstone has been a tangible connection to the magic of the moon - an amulet of protection for travelers, a gift of lovers for passion, a channel for prophecy, and a path to wisdom. Our ties to the moon are strong. As it waxes and wanes in cyclic perfection, it creates the tides and rhythms of our mother, Earth, and influences our behaviors, emotions and spiritual growth. Moonstone calms and encourages, teaching us the natural rhythms of life."
Other sources also say Moonstone's energy is feminine.
So my Gem Knight concept is moonstone, a female Kitsune. The plan for the character mechanically is relatively simple, just 2 classes.
The character is a level 11 Oracle, Cyclopean Seer Archetype [prophecy]with the Dragon Mystery. The associated dragon is the Moon Dragon [associated with the Moon, duh]using the option for the Form of The Dragon Revelation to use Form of The Alien Dragon.
The other class is Sorcerer 11, using the Kitsune favoured class bonus to be a brilliant enchanter. This ties in with the moon influencing our behaviors and emotions.
No I don't have any levels of Paladin :P. I like the idea, even if the GM does not, but it does not fit the concept at all.
I thought I would run this past Nate before doing the numbers, which will take a while.
| Runt the Diamond |
GrinningJest3r here with Runt. Let me know if you have any questions or concerns or if there's something you would like to see expanded on or changed.
He was told when he was young how his tribe found him, crying, nearly dead from exposure to the sun, dehydration, and hunger, but even in their camps the Dawnflower can be found. These orcs, overseen by another half-blood, took him, despite being obviously physically different than any in the region, and nursed him back to health. Due to the lack of proper nutrition in the days following his abandonment, Runt earned his name. He never quite grew into his body as well as others thought he should have, but his strength shown in other ways. Having a smaller, thinner body, combined with the nomadic nature of his father's tribe seemed to have given him the ability to outrun most of his compatriots. He took to this with all of his heart - the one thing that he could do better than the others.
That didn't stop orcs, even half-orcs, from ridiculing and picking on the runt. He grew up quick, and he grew up mean, his fists got hard, and his wits got keen, and it was only after several years of this that the tribal chieftain took him aside and pointed out that, despite the rage that he had built up towards some of the others in the tribe, it was his size, and the others' treatment of him that helped to make him strong. The chieftain told Runt that he was at a crossroads in his life; nearly an adult, he could embrace the anger, let the bitterness and hatred turn him into what others fear when they see the color of his skin: a bloodthirsty orc with no regard for any life save his own. Or, he could acknowledge it, learn to control it and focus it, take all of his resentment and channel it into something worthwhile. He could take that which he was most ashamed of, and accept it, thereby turning it into a shield against others' perceptions. It was proudly told to him that, despite his physical heritage being a jungle orc, he was raised as a Sandkin and should consider himself as such, and represent himself as such.
Runt walked out of the camp that night, only uttering a small prayer to Desna to help him find his own path in life.
Runt again found piece in running. He would run for miles at a time and, while it always left him exhausted, the sheer exertion of it always left him feeling better about himself. At least, until he arrived in the next settlement or town. His mentor was correct: most saw him only as a bloodthirsty monster. But he found that it stopped bothering him after a while, instead of bothering him more as time went on. He grew adept at measuring the attitude of the towns that he came into, and quickly joined a courier's guild in one that didn't resent him outright. He figured that, if he was going to move into and out of a village within a couple of days at most, he might as well get paid for it.
It was exactly this which led to his enlistment in Aergoreth's army. The military's strict hierarchy allowed Runt to find acceptance based on his personal merits instead of finding hatred based on preconceptions from his skin color. Able to traverse terrain which proved too deadly or rough for others, Runt was (relatively) quickly assigned to carrying messages to and from Aergoreth's command posts directly, messages which needed to be sealed against all forms of scrying and so could not be transmitted through the arcane aether; the military's commanders could never be sure exactly what arcane abilities the old Runelord had at his disposal, or so he was told. Runt's most distinguishing feature, however, is that he couriered these messages without arms or armor.
By the time the Runelord was defeated, Runt was in command of the intelligence battalions, charged with ensuring that communications both magical and mundane were available and uninterrupted, and it was this that allowed Aergoreth to coordinate his war so successfully. When Aergoreth sent Runt to the cathedral of the Ascendant Court, Runt asked for a change in position, should he Ascend. He requested that, with the military no longer required to operate at its recent level, he be allowed to take to the road again. Using his prowess to keep the King's Roads clear of thugs and bullies. Asking that the request at least be considered, even if not granted, Runt made his way to the Ascendant Court and stepped into the test.
The only difference in Runt's physical appearance when he emerged was the color of his eyes: a nearly pure white, speckled with red flecks. Runt walked out in what appeared to be a full ceremonial uniform* of white, gold, and blue. With a quick glance across the crowd that inevitably awaited anyone attempting the Test, Runt began the trek back to his waiting God-King. When asked, Runt stated without a trace of uncertainty or doubt, "Your Grace, I have returned. I am Your Diamond Knight.
Male half-orc unchained barbarian (spirit totem) 11/monk (martial artist) 11/gestalt 11/Champion 3 (Pathfinder RPG Advanced Player's Guide, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 8)
NG Medium humanoid (human, orc)
Init +7; Senses darkvision 120 ft., scent; Perception +18
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Defense
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AC 25, touch 22, flat-footed 23 (+2 armor, +2 deflection, +2 Dex, +2 enhancement, +2 monk, +1 natural, +4 Wis)
hp 170 (11d12+38)
Fort +12, Ref +12, Will +14
Defensive Abilities danger sense +3, hard to kill, improved evasion, improved uncanny dodge; DR 2/—; Immune exhaustion, fatigue
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Offense
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Speed 100 ft.
Melee unarmed strike +21/+16/+11 (2d8+10/19-20/×3) or
. . unarmed strike flurry of blows +30/+30/+25/+25/+20/+15 (2d8+10/19-20/×3) or
. . bite +17 (1d4+9)
Special Attacks flurry of blows, mythic power (9/day, surge +1d6), rage (36 rounds/day), rage powers (beast totem[APG], greater beast totem[APG], lesser beast totem[APG], brawler[APG], increase damage reduction +2), stunning fist (2/day, DC 20)
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Statistics
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Str 22, Dex 14, Con 14, Int 10, Wis 18, Cha 10
Base Atk +11; CMB +20; CMD 37
Feats Combat Meditation, Deepsight[APG], Improved Critical[M], Improved Unarmed Strike, Keen Scent[APG], Meditation Master, Medusa's Wrath, Pummeling Style[ACG], Slow Time, Stunning Fist, Weapon Focus (unarmed strike)[M], Weapon Specialization (unarmed strike)
Traits bully, reactionary
Skills Acrobatics +13 (+52 to jump), Intimidate +17, Linguistics +11, Perception +18, Profession (Courier) +18, Sense Motive +10, Survival +18 (+20 to avoid becoming lost); Racial Modifiers +2 Intimidate
Languages Abyssal, Celestial, Common, Daemonic, Dwarven, Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon
SQ aerial assault[MA], amazing initiative, exploit weakness, fast movement, fast movement, high jump, impossible speed[MA], maneuver training, mythic rage[MA], orc blood, pain points, physical resistance, recuperation, sudden attack[MA]
Combat Gear caltrops, vicious; Other Gear bracers of armor +2, stonefist gloves[MA], bedroll, belt pouch, belt pouch, belt pouch, belt pouch, belt pouch, blanket[APG], canteen[UE], chalk, collapsible plank[UE], compass[APG], cot[UE], everburning torch, folding chair[UE], folding ladder[UE], folding pole[UE], folding shovel[UE], folding table[UE], masterwork backpack[APG], mug/tankard, pot, scroll case, signet ring, small tent, star charts[ARG], tent cover[UW], twine (50')[APG] (4), 26,512 gp, 9 sp, 3 cp
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Special Abilities
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Aerial Assault (+30 ft) (Su) When charge use 1 power, add to jump distance & +1d6 wep dam/10 ft of height, or grapple and pull foe down.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Combat Meditation (11 rounds, 4/day) Can lose Med. Master bonus to roll a check 2x. As a full rd action, count as meditated for 1 rd/lvl.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Darkvision (120 feet) You can see in the dark (black and white only).
Exploit Weakness +15 (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the mar
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flurry of Blows +20/+20/+15/+15/+10/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
High Jump (+11/+31 with ki point) (Ex) +11 to Acrobatics checks made to jump.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Impossible Speed (+30 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Increase Damage Reduction +2 (Ex) While raging, DR increases by 2.
Maneuver Training (Ex) CMB = other BABs + Monk level
Meditation Master Meditate 1 hour after 8 hours of rest to get +1 Insight bonus to any roll over next day.
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Mythic Rage (+1 rounds) (Su) Recover rage rounds w/mythic power, attacks bypass DR for rest of turn.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Physical Resistance 2 (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum redu
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Rage (Unchained, 36 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Slow Time (1/day) (Ex) After using Combat Meditation: Gain effects of haste for 1 rd/2 lvls.
Stunning Fist (2/day, DC 20) You can stun an opponent with an unarmed attack.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +3 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Weapon Focus [Mythic, Unarmed strike] 1 MP: As a swift action, add half tier to attack with selected weapon.
Mythic notes:
Tier 3 Champion.
+2 Str
Champion's Strike: Sudden Attack
Path Abilities: Aerial Assault, Impossible Speed, Mythic Rage
Mythic Feats: Improved Critical [Mythic] - Unarmed Strike, Weapon Focus [Mythic] - Unarmed Strike
| Jereru |
Let's see what do you guys think about it:
The kid was born with clearly strange features, and that divided the opinions between “he’s God sent” and “he’s the Devil, burn him”. You all know how a kid that’s different can suffer at the hands of other children, and that wasn’t different in a small community as Ilsurian. He, however, showed a tremendous resilience and patience facing the scorn and hate, and used the love and support of his relatives and friends to progress through his teens nevertheless.
From a young age, though, he showed a knack to question everything that he was told, which didn’t really help his social problems but rather unsettled his teachers and acquaintances. He wasn’t exceptionally intelligent, nor did he memorise tons of books, but he was always the one at school to raise his arm and ask the teacher why. It was really tough for him to accept “just because” for an answer,and that started to be dangerous in the eyes of those who thought that Gabriel’s origins were ill-fated.
Once a young adult, Gabriel felt more and more constrained by his home city. He reached the conclusion that the Ilsurans, once the proud descendants of Ilsur and bound to regain Korvosa from the claws of evil, were just stagnant people who had long forgotten their task and just survived on the talking. Talking about the gods, talking about their destiny, a lot of talking, but none of them really pursued their dreams - if those were still their dreams, which Gabriel seriously doubted. Gabriel, boosted by the rashness of his youth, decided it was time to seek for his own destiny. Asking for the blessings of his family and his favourite deities, Iomedae and Erastil, he left Ilsurian and wandered through Varisia for a time.
He heard of the events involving the awakened Runelord, and played a very minor role in its defeat, but he thought to himself that every bit helps and kept on pursuing his ends. When he heard of Xin Shalast he thought this to be the perfect place for him - a kingdom governed by the hero Aergoreth would certainly be more dynamic fighting evil. He set foot there to offer all his skills.
He’s been serving under Xin Shalat banner from then on,at the command of Aergoreth the Resplendent and his Gem Knights. Recently, he underwent the test of the Starstone and came out triumphant and changed. His hair has turned ink black from his original straw yellow, same as his eyes, and a majestic pair of angelic, black and white wings appeared on his back. When asked, he stated to now be Gabriel, the Black Pearl Knight. When Gabriel appears in battle, bow and sword in hand, enemies know for certain that his arrows will rain death on them until evil is purged from the battlefield.
Gabriel
”The strength of the arrow comes from its momentum. An arrow must move to be deadly. A still arrow poses no danger to anyone, and might be as well dead.”
- Gabriel the Black.
Gabriel appears to be a faithful servant of Good, but his true leitmotiv is doubt. He questions everything, doubts about whichever idea he thinks has a breach, and understands that nothing is hundred percent consistent. He knows sometimes you need to commit “grey” acts to pursue a greater good, and he knows that you shouldn’t be blamed for that. All is truly inside, only your god knows if you’re acting selflessly or not. Would you condemn a whole city to save a single soldier’s life? Would you tolerate evil acts just because tolerance is assumed on a servant of Good? To Gabriel these things are obvious, though not usually easy. Good is Good, and sometimes it’s pure white and others it’s dark grey. That is because Evil is also a thing, and it corrupts. Good is no exception, and gets corrupted as well. But, as mere mortals, we cannot hope to achieve total triumph of one of the axis points over the other. Even gods can’t! Thus, remaining too rooted in law and tradition can easily lead to corruption. Tradition is nice because it gives a basis from which to work, but to remain true to oneself one must constantly move, be dynamic,, and question everything. Once you start taking things for granted, that’s only a matter of time before it all crumbles.
Any incongruencies, grammar or lexical errors, or whatever you think is wrong, please let me know.
| Amelia Blackheart |
And a spreadsheet to show where all those abilities came from, equipment on second tab
Name : Amelia Cordelia Evangelia Blackheart
Age : Unknown, looks in her late teens (at least in her 50's)
Race : Appears human, is actually Aasimar
Alignment : Lawful Neutral (with LG tendencies)
Classes : Spiritualist (Scourge) 11|Druid (Uroshiel Menhir Savant) 2/Investigator (Spiritualist) 9
Gem : Carbonado (Also known as Black Diamond) - Carbanado is the hardest of all diamonds currently known. Found only in smaller deposits, it has a black opaque appearance that can sometimes be confused for onyx. Carbonado is often used by jewelry makers to cut and polish the relatively softer white diamonds. Some jewelry makers do make rings using it however.
Weapon : MW Voidglass Scythe The blade often crackles with energy while Amelia holds it in her hands.
Appearance : A dark haired girl with black eyes and pale skin. No matter how much time Amelia spends outdoors, her skin stays the same color, no doubt a hereditary thing from her celestial ancestors.
Amelia was born in Carrion Hill, a major metropolis of the kingdom of Ustalev during the height of a reign of terror by a serial killer. She was an orphan, left on the doorstep of the orphanage. Her mother was a noble woman, and her father a celestial who had a minor fall from grace while working to defeat a demon who was behind the serial killings.
From a young age, she scared most of the Orphanage staff, speaking to ghosts, especially one named Lilly. This was especially terrifying to the staff, as Lilly was one of the orphans killed by the serial killer. For Amelia, good and evil were concrete options, for she grew up knowing evil was real, as related by Lilly. As she grew up, the staff became more and more fearful of her, for she seemed to age so slowly. Finally, after she had been in the orphanage for 25 years, they threw her out, telling her she was 'old enough' to make her own way. She looked like she was 14 at the time. Lilly came with her, and the first pervert who tried something with Amelia found out the hard way that Lilly wasn't an imaginary friend, and that Amelia was made of stern stuff as well.
Her training has been... varied, to say the least, but Amelia and Lilly have made names for themselves, be it as someone to get rid of malevolent spirits, or someone to guard you, or just someone you can trust to deliver messages unopened and unread, the duo have earned a reputation for thinking outside the box, and surviving situations that many older appearing folks lost their lives to.
Amelia and Lilly have moved from place to place across Golarion, constantly seeking Lilly's bones. The serial killer used them to make cursed magical items, and Lilly cannot rest until all her bones are either destroyed or cleansed and laid to rest.
Their search has brought them to the attention of the King, and the two accepted the position of Knight of Corbonarum, although every one just calls her Black Diamond.
Amelia is a worshipper of multiple gods, when she bothers to go to worship. She admires Irori for his knowledge and patience, she admires Erecura for she knows how to live in evil without becoming it, she remembers to send a thanks to Anubis when she sends a soul on to it's reward as she respects his iron grip on the lands of the dead, and she has a special connection to Magdh for the weapon they share. She's even made a few offerings to Empyreal lords, especially Ragathiel, for his righteous anger is much as her own (Lilly just likes that Ragathiel rips his enemies apart with a sword and burns them).
Amelia (and Lilly) are basically in the business of putting an end to undeath and helping spirits who can't pass on get to their final reward (and sometimes helping some really deserving people to hasten their final reward in a bloody manner).
In combat, Amelia swoops around the area, slashing and attacking, flanking with whom she can, and generally splattering the area with blood from her scythe. Lilly roars, curses, and tries to rend her enemies limb from limb.
When not in combat, Lilly is a much calmer and less gory ghost with a sarcastic tone and no fear of any living or undead thing, and no sensor on her mouth. Amelia on the other hand, has a blunt but effect way of communicating, her honest sincerity usually overcoming a blunt personality. Amelia is an expert on spirits, ghosts, haunts, and other supernatural issues (primarily by talking to the spirits, and less by memorizing books). However, she can usually comment on any given subject with some authority. She can use her inspiration on about half her skills, without spending any of it. Additionally, she is trained at least minimally in almost every skill.
She excels at noticing things (perception), is hard to bluff or lie to with her sense motive ability, she can juggle and hide things or even steal (in a good cause) with the best of them, and she's a professional level acrobat. She is also excellent at diplomacy and lockpicking (again, in a good cause).
Her exposure to undead over the years has given her the ability to sense undead and other spirits at will, and has also lead to some contamination of her blood that makes it moderately poisonous. She'll sometimes, if wounded, rub her blood on her scythe blade, to poison others.
She has a strong resistance to death effects and negative energy. And she can commune with the spirits on many subjects.
For this game, she'd be the specialist in containing undead and clearing out haunted houses.
I'll get Lilly statted up soon. Wanted to get Amelia out for consideration early. Also, to the GM, I know you were a little concerned about non-core classes, but the Spiritualist is basically just a summoner with a pre-determined Eidolon and a few extra bits thrown on, nothing too complicated, and the spell list is basically a mixture of cleric and some arcane.
| Maka Zaci |
Still interesting in this game. I'll need to level Maka up and make some changes to fit the campaign requirements, but the character sheet currently in the profile gives you the overall idea of the build and character for now. Kineticist gestalted with Monk(with a Pally dip), Maka is tied to dragons and fire, as would her crystal. Maka reflects her element well; Powerful, brash, quick to anger, but also quick to forgive, warm, and pure. The ruby gem seems a natural fit.
| nate lange RPG Superstar 2012 Top 32 |
@Jereru- the idea of someone trained as an Ilsurian archer but growing disillusioned with a lack of change and leaving for Xin Shalast definitely works. Also, I just read through the Molthuni arsenal chaplain again and don't see any reason why it would really have to be confined to Korholm- there easily could have been an arsenal chaplain living in or around Korvosa who took on a few disciples to train (one of which was you), so your build should work fine. The gem I'm a little less sold on... a play on words (the black gem for the 'black sheep') isn't a very strong connection. I'm not sure what else to suggest though... you mentioned Erastil- a ranger/warpriest of Erastil could play up the nature aspect and go for emerald? The uncertainty/skepticism angle is interesting, I'm not sure how to tie that to a gem though, especially since it may not necessarily be popular with more certain types (like Aergoreth, who is a paladin); curiosity is sometimes associated with yellow, if you wanted to tip his questioning in that direction you could look for a suitable yellow gem?
@Joynt- the moonstone is a white gem, so it would actually be a lower tier version of the diamond. You could attribute all those descriptors/characteristics to diamond and apply for that spot; you could pitch something else and hold on to this idea in case I decide to run a lower tier game in this setting later; or, you could tweak this for a different slot? I could see umbral dragon/enchanter going for the amethyst slot, or void dragon (maybe with a different sorcerer focus) going for the black pearl spot?
@Runt- that's an interesting concept but I'm wondering what you see as the connection to diamond?
| Jereru |
Alright, I will keep on working on the stone connection. It's actually tougher than I thought at first glance! But I'm up to the challenge.
As for now:
rorek55: Fighter/? - Ruby
Joynt Jezebel: Oracle/Sorcerer - Moonstone (Diamond) ?
GrinningJest3r: Barbarian/Monk - Diamond ?
mdt: Spiritualist/Druid - Black Diamond
Corrik: Kineticist/Monk - Ruby
Jereru: Ranger/Warpriest - Emerald ?
Yeah, emerald could work.
| nate lange RPG Superstar 2012 Top 32 |
@Ellioti- Gorum is too big of a stretch, yes. However, I do allow vital strike to be used on a charge normally (which is apparently officially not ok anymore, but I know early on some of the creatives behind the game were doing it). Also, you might want to check out the Heritor Knight prestige class' 6th level ability "mighty strike." But remember, we're using RAI for mythic vital strike so your eligible bonuses would be x2 for vital strike or x3 for improved vital strike regardless of how many actual dice you roll (no using a 3d6 large greatsword to get x9).
@Amelia- I recognized the character right away (and I hope Zed's alright too, it was kind of crazy how he just vanished like that). And using carbonado instead of black pearl is fine (although there'll still only be one black slot, so you'll still be in competition with anyone going for black pearl).
@Maka- sounds good, let me know when your changes are done.
@everyone- sorry, I forgot about portfolio, favored weapon, etc for Aergoreth... I have some RL stuff to do right now but I'll post all that later today.
| Joynt Jezebel |
@Joynt- the moonstone is a white gem, so it would actually be a lower tier version of the diamond. You could attribute all those descriptors/characteristics to diamond and apply for that spot; you could pitch something else and hold on to this idea in case I decide to run a lower tier game in this setting later; or, you could tweak this for a different slot? I could see umbral dragon/enchanter going for the amethyst slot, or void dragon (maybe with a different sorcerer focus) going for the black pearl spot?
My mistake for not reading things thoroughly.
Which isn't the sort of thing one would expect from me, but I was trying to take in a few things at once, I am mostly familiar with more vanilla Pathfinder.
I might try diamond or your amethyst suggestion. The second seems better as my first character idea does not fit so well with diamond, well as you described it.
Which leads to another question. Can we use other traditional associations of the gems you list. Or should we stick to how you presented them?
| Jovich |
I am leaning towards a swashbuckler/magus bladebound.
I have an idea of what I am looking at and will get it up soon. Leaning toward a black pearl with a slight twist. Will send you a general idea when I get home from the holidays. In CO with family right now and my wife will not be happy if I disappear for a few hours to create a character.
| Leunadrarr |
Just to throw my idea, to see if it works...
Am considering building a Bard 5/Battle Herald 6, Cavalier 11 (Beast Rider) character with the Marshal path.
She will be contending for the Ruby gem, and is definitely gonna be based quite a bit about buffing her allies. And as a side bonus, will carry a flaming weapon, riding on her tiger companion.
She'll have:
Rally as a Marshal Order
Lightning Performance, Dispel Fear and Demagogue as Path Abilities
Mounted Combat, and Skill Focus [Perform (Oratory)] as his Mythic Feats.
Tsoma was born in the Shriikirii-Uah (Hawk Clan). She studied riding, and using her oratory skills to aid her allies, but it was only later, when she met Firepelt, a wounded tiger, that her life really changed. He was wounded and starving, and had a nasty burn mark on the side of his pelt. Befriending the creature, she helped nurse it back to health, and formed a bond with it, and it now carries her to battle when she is called for. She shortly after joined Aergoreth, serving as a messenger and herald, and when needed, as a war leader.
Her skill, and care, made her a person people admired, and she gathered loyal men to her. Proving her worth, he sent her to Absalom, where she completed her test, and rose as the Ruby Knight.
| Jereru |
rorek55: Fighter/? - Ruby
Joynt Jezebel: Oracle/Sorcerer - Moonstone (Diamond) ?
GrinningJest3r: Barbarian/Monk - Diamond ?
mdt: Spiritualist/Druid - Black Diamond
Corrik: Kineticist/Monk - Ruby
Jereru: Ranger/Warpriest - Emerald
Jovich: Swashbuckler/Magus - Black Pearl
Leunadrarr: Bard/Cavalier - Ruby
| nate lange RPG Superstar 2012 Top 32 |
Sorry this wasn't in the original post...
Aergoreth, the Resplendent
God-king of Xin Shalast
Alignment: Lawful-Good
Portfolio: heroics, leadership, resolve
Domains: Glory, Good, Law
Subdomains: heroism, legend
Favored Weapon: greatsword
Symbol: a golden disc with a hole through the center (evoking a crown or halo)
Aergoreth can grant his worshipers spells of 6th level or lower.
I still have some RL stuff going on but I'll be back later to start answering questions again.
| Maka Zaci |
Most likely upgrading Legendary Item for the Lv3 mythic ability. The original concept was Bracers of Armor but it looks like those don't normally exist with the Automatic Bonus Progression rules. Would a legendary minor artifact be enough to replicate those or should I come up with a new item? Cool either way, just going to make it intelligent and base the "character" on the form so want to make sure I have my ducks in a row.
| Jereru |
Well, ABP grants you an armour bonus (+2 at 11th level), but I think nothing stops you from applying it to your clothes, braces or whatever. The surge you get from the bracers being legendary is another story, though, so the bracers would grant you a +2 to AC and then they would allow you to surge for Saves for being legendary. At least to my knowledge.
By the way, Happy 4719 !!
| Leunadrarr |
Seeing as there are several candidates for the Ruby Knight, I think i'll make another concept for the Sapphire one. A bit unconventional, but what is conventional in a game like this?
Khenor Coldsnap is an unusual creature serving Aergoreth as the Sapphire Knight. An Undine by birth, he claims that he was born mid-ocean in a terrible storm, and was the result of a Marid and an air elemental having an affair. While his claims are generally disregarded, his druidic abilities certainly seem to revolve around storms, and his monk abilities seem to revolve around cold.
But the worst of it is when he gets a hold on you. One successful attack can lead to great torment as he grabs you tight, and leeches the life away from you.
Khenor is an Undine with Druid (Storm Druid) 11, Monk (Tetori) 11, and tier 3 Champion.
His Champion Strike is: Fleet Charge
His Path Abilities are: Aerial Assault, Impossible Speed, Fleet Warrior
His Mythic Feats are: Elemental Fist, Improved Grapple
His favored tactic is to get close to his enemy, and grapple them. And then let things go from there.
| Jereru |
rorek55: Fighter/? - Ruby
Joynt Jezebel: Oracle/Sorcerer - Moonstone (Diamond) ?
GrinningJest3r: Barbarian/Monk - Diamond ?
mdt: Spiritualist/Druid - Black Diamond
Corrik: Kineticist/Monk - Ruby
Jereru: Ranger/Warpriest - Emerald
Jovich: Swashbuckler/Magus - Black Pearl
Leunadrarr: Druid/Monk - Sapphire
| nate lange RPG Superstar 2012 Top 32 |
@Amelia (and everyone else)- sorry, no drawbacks allowed.
@Ouachitonian- I'm going to have to say no to fetchlings. Aasimar is really as potent as I'm willing to go on races and fetchling is a little bit further than that even.
@Jereru- Aergoreth's eyes are like the mystic topaz (multicolored, with a lot of purple and green) so finding a good yellow gem is still a fine option.
@Joynt (and everyone else)- the themes I listed for different gems were just a few possible examples to help get people thinking; please feel free to come up with other related themes.
@Simeon- amber isn't technically a gem... and if it were I don't think it would be valuable enough for a top tier knight (though I could be wrong about that). If the eidolon being connected to amber is somehow important to the character you can do that, but you'd still need a theme that somehow connects to a high-value gem.
| nate lange RPG Superstar 2012 Top 32 |
A point of clarification for everyone:
Your build doesn't have to involve any kind of actual/physical gem... Aergoreth has golden skin and topaz eyes so he decided to title his lieutenants after gemstones; if he had feathers for hair and eyes like an eagle you'd all be going for Cardinal or Crow or Dove. Using traditional meanings or properties for different gemstones could be a great source of inspiration, but the point isn't really the gems themselves. The point is to have a theme for your character that distinguishes them from the other characters even while they're all being united by the overarching theme of being part of this order.
I hope that's helpful... as always, please feel free to ask questions!
| nate lange RPG Superstar 2012 Top 32 |
@Ouachitonian (and everyone else)- this is Golarion, so its Emerging Firearms (guns are very rare and you basically need the gunsmithing feat to make the viable).
@Rednal (and everyone else)- sorry, no 3pp materials are allowed. I know some of it's pretty good but there's a lot to keep track of just with paizo materials, I don't know that I could handle all that extra stuff (plus I don't know any of that material like I do the paizo stuff, so I would struggle to anticipate how characters would work).
That's all I have time for right now- be back with more answers later.
| andreww |
Name: Orlanna Den
Age: 28
Race: Human
Alignment: Lawful Good
Deity: Erastil
Classes: Oracle (Spirit Guide)|Paladin (Holy Guide)
Mythic Path: Heirophant
Gem: Given her natural world theme this could easily be Emerald. Given her strong sense of purpose, purity and paladin levels Diamond also works.
Weapon: A simple walking stick
Appearance: Orlanna is a young, dark haired woman dressed in sturdy travelling clothes with a pack slung over one shoulder. Her skin is tanned and her eyes are a deep brown, calm and piercing. She carries a simple walking stick with a shield slung over her back but otherwise is weaponless. She is rarely far from her companion and mount, Fade, a great black furred dire wolf.
Background
Orlanna was born into poverty, part of a small family of the many Shoanti Wolf Quah's. Early on in the rise of Karzoug her family were enslaved by the Empires giant allies and she grew up in the mines of the Iron Peaks. It was here that she discovered something magical, the ruins of an old city, long since gone to ruin. Exploring she fell into an ancient shrine holding strange statues of men and women with the heads of animals. Exhausted she slept where she had fell and had the strangest dreams.
It would be months before she first started to understand more about what had happened to her. She had to hide her burgeoning gifts from the ogre overseers but slowly she started to encourage her people to resist their oppressors. In time she lead them in battle, securing the mountain base for her people and driving out the ogres and their giant leaders. Over time she came to recognise Erastil as her divine patron and see's his will in preserving her people.
When she learned of Aergoreth and his army she moved to pledge her people to support him. He represents a potential to help free her people from poverty, to give them hope and a chance to preserve their way of life in the face of the hardships of the Storvald Plateau.
Now she works as Marshall, Defender and Teacher. She spends her time travelling the plateau and the mountains, healing the sick, watching for the encroachment of evil and telling stories so that the next generation should not forget the great evil that nearly came to pass.
Party Role
Orlanna is primarily a support and control orientated spellcaster who brings a wide range of buff spells to the table as well. With inspired spell she can access any level 5 or lower divine spell as needed. Against evil creatures she possesses powerful offensive spells and, if buffed, is capable of wading into melee. Her companion, Fade, is largely there to help get her around the battle field and protect her but he can melee if needed.
I know you said you didnt want a full stat block but here is one anyway. It helped to get an idea of what Orlanna can do while pullling together her other stuff. I have included the effect of magic vestment on her shield in the stat block. She took +1 skill point FCB for the first 3 levels then +1 spell known.
Orlanna Den
Female human (Shoanti) oracle (spirit guide) 11|paladin (holy guide) 11|Hierophant 3
LG Medium humanoid (human)
Init +7; Senses Perception +18
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
--------------------
Defense
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AC 29, touch 21, flat-footed 20 (+3 armor, +2 deflection, +9 Dex, +1 natural, +4 shield)
hp 155 (11d10+45)
Fort +24, Ref +17, Will +23
Defensive Abilities hard to kill, improved uncanny dodge; Immune charm, disease, fear
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Offense
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Speed 30 ft.
Melee +2 club +12/+7/+2 (1d6+1)
Special Attacks channel positive energy 7/day (DC 24, 6d6), inspired spell[MA], mythic power (9/day, surge +1d6), smite evil 4/day (+9 attack and AC, +11 damage)
Paladin Spell-Like Abilities (CL 11th; concentration +23)
. . At will—detect evil
Oracle (Spirit Guide) Spells Known (CL 11th; concentration +23)
. . 5th (6/day)—breath of life (DC 24), contact other plane, mass cure light wounds, flame strike[M] (DC 28)
. . 4th (8/day)—air walk, blessing of fervor[M,APG] (DC 23), cure critical wounds, dismissal (DC 23), freedom of movement, grove of respite[APG], holy smite[M] (DC 27), legend lore
. . 3rd (8/day)—archon's aura[UM] (DC 26), borrow fortune[APG], cure serious wounds, dispel magic[M], locate object, prayer, communal resist energy[UC], sand whirlwind (DC 22), speak with plants
. . 2nd (8/day)—barkskin, blinding ray[ARG] (DC 25), burst of radiance (DC 25), cleromancy, cure moderate wounds, delay poison, grace[APG], sound burst (DC 25), tongues, undetectable alignment (DC 21)
. . 1st (9/day)—charm animal (DC 20), command[M] (DC 20), cure light wounds, deadeye's lore[UC], divine favor[M], identify, liberating command[UC], shield of faith, tap inner beauty
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 19), read magic, stabilize
. . Mystery Lore
. . S spirit magic spell; Spirit Nature Wandering Spirit
Paladin (Holy Guide) Spells Prepared (CL 8th; concentration +20)
. . 3rd—heal mount, holy whisper[APG] (DC 26), second wind
. . 2nd—paladin's sacrifice[APG] (2, DC 21), shield other
. . 1st—hero's defiance[APG] (3), honeyed tongue[APG], lesser restoration
. . M mythic spell
Mythic Spells
Command, Divine Favour, Dispel Magic, Blessing of Fervour, Holy Smite, Flame Strike
--------------------
Statistics
--------------------
Str 8, Dex 8, Con 16, Int 16, Wis 14, Cha 28
Base Atk +11; CMB +10; CMD 21
Feats Empower Spell, Extra Revelation[APG], Greater Spell Focus (evocation), Improved Share Spells[APG], Mythic Spell Lore[M], Outflank[APG], Skill Focus, Skill Focus (Sense Motive), Skill Focus (Survival), Spell Focus[M], Spell Penetration
Traits fate's favored, poverty-stricken
Skills Bluff +23, Diplomacy +26, Disguise +12, Handle Animal +16, Heal +6, Intimidate +12, Knowledge (history, nature) +26, Knowledge (all others) +16, Perception +18, Perform (oratory) +19, Ride +7, Sense Motive +24, Spellcraft +16, Survival +25, Use Magic Device +20
Languages Common, Draconic, Giant, Shoanti, Sylvan
SQ amazing initiative, bonded spirit, bonded spirit hex (friend to the animals [30 ft.]), divine bond (mount), divine metamastery x2 [MA], favored terrains (mountainous +2, urban +4), lay on hands 14/day (5d6), mythic spellcasting[MA], oracle's curse (powerless prophecy), recuperation, revelations (focused trance, lore keeper, mental acuity, sidestep secret), spirit, storm burst, teamwork feat (outflank)
Combat Gear lesser extend metamagic rod, scroll of comprehend languages (x4), scroll of fly (x2), scroll of heroism (x2), scroll of invisibility sphere (x2), scroll of see invisibility (x2), wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), wand of longstrider (50 charges)
Other Gear +2 silken ceremonial armor[UC], mwk darkwood heavy wooden shield, mwk club, circlet of persuasion, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone x2 (sense motive, survival), equestrian belt[UE], eyes of the eagle, handy haversack, lucky horseshoe[OA], ring of revelation (lesser)[APG], spell component pouch (3), trueseeing components (2) (worth 500 gp), commune components (500gp), 798 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Bonded Spirit Gain a wandering spirit each day.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Metamastery (level adjustment <= 2) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain.
Favored Terrain (Urban +4) (Ex) +4 to rolls when in urban terrain.
Focused Trance (+11, 9/day, DC 24) (Ex) Trance state grants +11 vs. gaze or sonic effects, but only allows move actions. After 1d6 rounds, make an Int-based skill check at +20.
Friend to the Animals +9 (Su) Animals in 30 ft gain +9 to saves.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Share Spells If your bonded creature is within 5' of you when you cast a spell, you can split the duration 50/50 between the two of you.
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lay on Hands (5d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paladin Channel Positive Energy 6d6 (7/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (4/day) (Su) +9 to hit, +11 to damage, +9 deflection bonus to AC when used.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Storm Burst (12/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 3 rd. Wielded weapons are thundering.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Teamwork Feat (Outflank, 8 rds) (Ex) As a standard action, use 1 smite to grant the use of your teamwork feats to all allies in 30 ft.
Animal Companion
Celestial wolf N Large animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 26 (+5 armor, +1 deflection, +3 Dex, +11 natural, -1 size)
hp 117 (9d8+45)
Fort +13, Ref +11, Will +7 (+4 morale bonus vs. enchantment effects, +9 when within 30' of Orlanna)
Defensive Abilities evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 15
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +15/+10 (2d6+14 plus trip)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 27, Dex 16, Con 20, Int 6, Wis 14, Cha 6
Base Atk +6; CMB +15; CMD 29 (33 vs. trip)
Feats Additional Traits, Bodyguard[APG], Combat Reflexes, Improved Natural Attack (bite), Power Attack
Traits fate's favored, helpful
Tricks Aid, Air Walk, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Deliver, Down, Exclusive, Fetch, Flank, Get Help, Guard, Guide, Heel, Hunt, Maneuver (Grapple), Maneuver (Trip), Protect, Stay, Track, Work
Skills Acrobatics +7 (+15 to jump), Climb +12, Perception +10, Stealth +3, Survival +2 (+6 when tracking by scent), Swim +12
Other Gear mwk darkleaf cloth studded leather
| Jereru |
rorek55: Fighter/? - Ruby
Joynt Jezebel: Oracle/Sorcerer - Moonstone (Diamond) ?
GrinningJest3r: Barbarian/Monk - Diamond ?
mdt: Spiritualist/Druid - Black Diamond
Corrik: Kineticist/Monk - Ruby
Jereru: Ranger/Warpriest - ?
Jovich: Swashbuckler/Magus - Black Pearl
Leunadrarr: Druid/Monk - Sapphire
andreww: Oracle/Paladin - Emerald
| hustonj |
Alexandrite for a Shifter, or wild-shape-based Druid?
I mean, the color changes based on the type of light it is viewed under . . .. From a cool bluish mossy green to a red gem with a warm raspberry tone. That's not variations across stones, that's the varied appearance of the ONE stone.
Just thinking aloud.
| Yvegni Pekar |
Pretty much done with background.. and most of crunch (on profile)
Yvegni spent years within a dark world, but persevered. In time, he fought his way to the lair of the demonic ruler. With strategic strikes and retreats, he thinned the vile lord’s defenses. With the aid of those he freed from the tower cells, he defeated the evil lord. Though they’d won the day, there was no clear way out. Within the grim tower was a vast library - hoarded knowledge from all planes. He searched and learned.. gleaned what he could. For years they held the tower, and fought off horrors who came to claim it and their souls. Until one day they discovered a way.. a way to dissolve the pocket dimension entirely. Yvegni had grown confident they would be spit out back into the prime material plane. And they were.
They appeared in their home world (right where he'd left), but though he’d been gone for less than a decade, more than seventy years had passed on Golarion. A regiment of forces was now occupying the estate. They were on their way to support a greater army under the Xin Shalast banner. He knew that name from his studies... a forgotten city in the Kodar mountains. Once told of the dire situation in Golarion, he informed the commanders of his vast knowledge and abilities. For years I've fought for myself.. to survive, but I will lay down my life for a cause such as this.
It did not take long for Yvegni to earn a command. He led a force which specialized in learning the enemy and exploiting their weaknesses. Strategic strikes against enemy leaders and their champions... annihilating the keystones to their defenses. He was dubbed the amethyst knight due to the lavender glow of his arcane armor and devastating arcane assaults.
| mdt |
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Gemstones By color :
Clear : Diamond
Black : Diamond, Pearl
White : Opal, Moonstone, Pearl
Red : Ruby
Orange : Citrine
Yellow : Citrine, Topaz
Green : Emerald, Jade, Peridot
Blue : Alexandrite, Sapphire, Aquamarine, Tanzinite, Topaz
Indigo : Alexandrite, Tanzinite
Violet : Amethyst,
Pink : Tourmeline (Rubillite), Morganite
Brown : <See Below>
Sapphire and Tourmeline and Garnet can pretty much be found in any color except clear/white and black. Everyone thinks of blue for sapphire, but they literally come in a rainbow.
Diamonds also come in most colors, clear, white, black, yellow, pink, blue, and so on.
Jaspar, Tourmaline, and Opal also come in multicolor gems, that is, all the colors in one gem.
| Ouachitonian |
I think I may make a play for Amethyst, with a Gemsoul* Oread Scaled Fist unMonk/Primal(Crystal) Draconic Sorcerer/Dragon Disciple, Dual Path Archmage/Champion.
The idea would be an Oread distantly descended from the Crystal Dragon Messentrel the Purple, who himself has amethyst scales, who came to Xin Shalast following rumors of a Kingdom of Gems on the material plane, which reminded him of his home in Messentrel's realm on the Plane of Earth.
*One of the new alternate elemental heritages from the Plane Hopper's Handbook, basically it flips the Wis and Cha penalty/bonus. And the fluff is convenient too.
| Ouachitonian |
What gem would you suggest for a character with the Mobility/Travel/Astral plane theme? I imagine something yellowish, but that's not available. Maybe the Citrine?
He will be caster 11 / Planar Scout Ranger + Horizon Walker
Make the caster a Druid and go Emerald. It's not quite the stereotypical "Nature" theme, but it's close enough.
| nate lange RPG Superstar 2012 Top 32 |
@Maka- Jereru is correct, you could have bracers for your item (allowing the save bonus mythic power) but they can't be bracers of armor; bonding with them for your +2 AC bonus might be pushing it just a little, but I'd allow it. Spells like mage armor and shield do still exist though, so if you're going with an intelligent item you could choose something like that for an item power. Does that answer your question?
@Andreww (and anyone else with an animal companion)- that was a tough question... I did some searching and couldn't find a good answer. I can't just give it all those bonuses for free, usually equipping your companion has to come out of your own wealth... but I can't really give it nothing either because you don't even have the option to buy it basic boosting items if you were willing to... Here's my stab at a compromise: animal companions gain +1 resistance bonus to saves, +1 enhancement bonus to their natural armor, and the eldritch claws feat; characters can transfer parts of their own bonuses to their companion if they wish, but can only do so 1/day after resting and/or regaining spells (so, if you wanted, you could 'give away' a +1 resistance bonus from yourself to your companion, putting you both at +2; or, you could sacrifice your +2 physical prowess to let the companion gain it instead).
@Ouachitonian- I'm only going to consider one application per player but there's a lot of time left in the recruitment window... if you want to work up 2 or 3 (or 10) different characters you're welcome to do that and then you have until the final day to declare which one is your official application.
| nate lange RPG Superstar 2012 Top 32 |
@huston- I kind of like the idea of a variable gem for a shifter or wildshape build, but I think the one you're asking about is a little too variable. If you could find one that was within a single color family (like a wide variety of oranges, or something like that) that would probably work better.
@Jereru- it kind of depends what aspect of the sun you want to focus on... as a source of light and life, diamond would work; for heat or fire, ruby would probably be the best bet; or if it's something else you could look for an appropriate orange or yellow gem.
@mdt- thanks, that may be helpful for people thinking about other gem ideas.
@Ouachitonian- that idea may have some overlap with both the scaled fist/kineticist that's been pitched, and the dragon oracle/sorcerer that was pitched... there's certainly no rule against that (and even with like 30 classes to choose from I expect we'll see some overlap in submissions no matter what) but I just wanted to make sure you noticed.
@Ellioti- that list was not meant to be exhaustive, if you want to pitch an idea for a yellow gem go ahead. For some reason the astral plane makes me think of white (diamond) or blue, but I could see like yellow or orange being associated with movement/travel (they seem like energetic colors), or you could rely a little more on the caster class to suggest a gem?
| Ouachitonian |
@Ouachitonian- that idea may have some overlap with both the scaled fist/kineticist that's been pitched, and the dragon oracle/sorcerer that was pitched... there's certainly no rule against that (and even with like 30 classes to choose from I expect we'll see some overlap in submissions no matter what) but I just wanted to make sure you noticed.
I hadn’t, actually. I was focusing more on theme and color than the actual class mechanics of other submissions. Thanks.