Gemknights of Xin Shalast

Game Master nate lange


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RPG Superstar 2012 Top 32

@Daedalus- metamixing works, yes.

@Amelia- are you asking if everyone can take an item like that or if you could make an item like that with a crafting feat/ability? Combining items does count as a custom item, so you'd only be able to do that if you have an appropriate feat/ability. If you do have the appropriate feat/ability then most or maybe all combinations would probably be fine, just run the specifics by me. I'll allow magic tattoo, just remember that the items become slotless (so the cost is doubled, unless its normally slotless already).

@Nikolaus- Ancient Osiriani wouldn't make sense because it wasn't spoken back then... sphinxes, however, are not confined to Osirion; their natural habitat (for most varieties) is "warm deserts and hills" so you easily could have found them in the southern parts of the Thassilonian empire. So, we can use Thassilonian and Sphinx for the two languages?

@Maka- I thought there was a rule that you couldn't spend more than half your starting wealth on one item... a quick search didn't turn that up, so I guess I'll allow you to go over that (at least until I have more time to check on it), but even so are you sure you want to spend 36 of your 41k wealth on the diadem? As for for the legendary item, that should be ok; I don't mind you fluffing it as a gauntlet, although it will still function in all mechanical respects as a shield (including legendary surge).

@Khenor- storm kindler levels should be fine. Just make sure to read the bit about fractional bonuses in the initial post (and ask questions about it if you have any).


nate lange wrote:
@Maka- I thought there was a rule that you couldn't spend more than half your starting wealth on one item... a quick search didn't turn that up, so I guess I'll allow you to go over that (at least until I have more time to check that), but even so are you sure you want to spend 36 of your 41k wealth on the diadem? As for for the legendary item, that should be ok; I don't mind you fluffing it as a gauntlet, although it will still function in all mechanical respects as a shield (including legendary surge).

Well apparently my group has been house ruling Magic Tattoos. We ran it with the same cost but they still occupied the item slot. Never used it before and having the item be a tattoo was mostly fluff so I didn't double check the feat, sorry about that. Definitely don't want to spend 1.5 the price for fluff, 18k is already pushing it for +1d6 to fire blasts. I'll just keep that as a standard headband.

Yeah gauntlet is merely fluff. Having a single armored arm is a pretty common fluff for me as I like the imagery so shouldn't be any issues with mechanics.

Scarab Sages

I like the idea of this adventure and want to apply with this character here:

Pai Song, a human emerald knight, representing the powers of nature as a uc monk (scaled fist/elemental monk/invested regent)/druid (feyspeaker/nature fang).
Devastating acid attacks with mythic elemental fist and dragon style, also able to create acid area effects with shaitan style paired with all the fun druid spells and abilities of a feyspeaker and some rogueshness from nature fang, which also brings some skill points.
This is a surprsingly strong melee combatant, very mobile with the combination of 60 speed, air step and wind jump ki power.
Decent ranged attacks with shuriken and limitless range mythic power.
All other information and the complete build is already in the alias.

I imagine this character being well meaning and good natured, with a hint at fey trickery and lots of natural influences.
Need a bit more time to do a more complete background.


Tattoo's are great for cheap but very useful magical items. Muleback cords, heavy load belt, ring of sustenance, basically nothing over about 2500 gp.

RPG Superstar 2012 Top 32

@Maka- that makes more sense (36k seemed like a lot for an extra 1d6). It doesn't have to be an actual diadem if you want to flavor it differently- anything that fits in the headband slot is fine (a circlet, a silk headband, a dainty filigreed tiara...)

@Pai- welcome


Hmmmmm... should I try to make another character...


@ Nate Lange
Just got home a couple of hours ago from vacation with family in CO. Finally done with unpacking and laundry. I will start to put all my thoughts of a character concept into a written form and I will have many questions that I will PM you. Thank you for running this game.


Please tell me your Black Pearl swashbuckler concept is some sort of Jack Sparrow character. That would just be fantastic.

RPG Superstar 2012 Top 32

@jovich- for reasons which will become apparent momentarily, I haven’t checked my PMs yet, so if this is too late already that’s fine, but please feel free to post all your questions in this thread! Partly that allows others to see the question/answer which might help them, but largely it’s just easier for me- I check the boards from my phone a lot and it’s weirdly difficult to keep up with PMs that way (it won’t notify me of new PMs, and when I check them manually the format is kind of wonky).

Scarab Sages

@Nate Lange:
Would you allow the combination of the seducer and white haired witch archetype? White haired witch replaces all hexes usually, seducer changes casting stat to CHA from INT and gives 3 hexes abilities.
The hexes and abilities are more flavorfull in my eyes, the main thing i would want from that is CHA as casting stat to combine this and the white hair with a CHA based monk for grappling fun.
This is a combination i could imagine besides what i got here with this character. Seems similar versatile and nature themed to me :D
Perhaps the hair could be reflavored as something else as well, but the hair is already funny.


It is too expensive (nearly 19,000) given how much else I want to get, but I'm curious . . .. Would a Beast Talisman be considered violating the ABP rules? No, I am not asking this to hide a question about something else I am looking at. I'm just curious.

Quote:

Description

Carved to resemble a predatory animal, this small charm hangs from a leather cord. While assuming the form of an animal (such as when using the wild shape class feature or when under the effects of a beast shape spell), its wearer can expend one prepared spell or spell slot of up to 4th level as a standard action (0-level spells cannot be expended in this way). When the wielder does so, she gains an enhancement bonus on all of her natural weapons equal to twice the level of the spell or spell slot expended. This enhancement bonus applies to attack and damage rolls made with the natural weapons and lasts for 5 minutes. The bonus does not allow the wielder’s natural weapons to bypass damage reduction, except for DR/magic.

Edit: Now that I chew on this more, I guess it also asks the question "are Greater Magic Weapon and Greater Magic Fang useable, or do they violate the ABP rules?" Not inconsequential at all!

RPG Superstar 2012 Top 32

@Pai- no, the rules are fairly clear that you can't stack archetypes that both modify the same class feature... I'm willing to be a little flexible in some cases (like if an archetype limits your options for ranger combat styles but doesn't give up any of the actual bonus feats I'd let you stack it with an archetype that did give up feats) but in this case both archetypes specifically give up (overlapping) hexes so I'd have to say no.

@hustonj- I've never seen that item before. I hate it. The last line is clearly a slapped on fix because the creator, apparently, forgot that letting someone get a +8 enhancement bonus jacks up a bunch of stuff (like penetrating all DR, including epic). Addressing the bigger question, spells like magic fang/magic weapon/magic vestments (and abilities like arcane pool/divine bond) still function, you just can't get magic items that do that. I mean, you can get magic weapon oil or a wand of magic vestment, I suppose, but not weapons/armor with their own enhancement bonus.


nate lange wrote:

@Maka- that makes more sense (36k seemed like a lot for an extra 1d6). It doesn't have to be an actual diadem if you want to flavor it differently- anything that fits in the headband slot is fine (a circlet, a silk headband, a dainty filigreed tiara...)

@Pai- welcome

Considered some kind of monk headband but I like the idea of a ruby circlet. A treasured gift from Aergoreth as a symbol of her rank of Ruby Knight. I picture her morning routine involving involving a bunch of crazy firebending training, then quite meditation as she re-braids her long hair, ending with delicately aligning the circlet with her Crown Chakra before leaving to eat a table full of food.


This is Kyras Aradan, Citrine-Knight and Empyreal Sorcerer 11 / Ranger (Planar Scout) 6, Horizon Walker 4, Fighter 1 / Archemage-Champion 3:

Crunch & Background:

Kyras Aradan
Male human Empyreal Sorcerer 11 / Ranger (Planar Scout) 6, Horizon Walker 4, Fighter 1 / Archemage-Champion 3
LG Medium humanoid (human)

Init +9
Senses Perception +23
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DEFENSE
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AC 27, touch 15, flat-footed 24 (+11 armor, +3 Dex, +1 natural, +2 deflection)
hp 146 (d10 +2 CON +3x FCB +toughness)
Fort +12, Ref +12, Will +17, Bonus +1 vs. fire, +2 vs. hot weather
Resistances acid 10, cold 10
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OFFENSE
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Speed 60 ft.
Melee large bastard sword +16 (6d8+60 19-20/x2) (Vital Strike, Power Attack)

Sorcerer Spells known (CL 11th; concentration +16)
5th (5/5 used)-Teleport, Telekinesis
4th (7/7 used)-Remove Curse (b), Mythic Dimension Door, Enervation, Greater False Life
3rd (7/7 used)-Macic Circle against Evil (b), Mythic Heroism, Haste, Fly, Dispel Magic
2nd (7/7 used)-Resist Energy (b), Darkvision, Mirror Image, Invisibility, Glitterdust, Whispering Wind
1st (8/8 used)-Bless (b), Mythic Enlarge Person, Grease, Liberating Command, Protection against Evil, Expeditious Retreat
0th-Arcane Mark, Detect Magic, Ghost Sound, Light, Prestidigitation, Read Magic, Resistance, Spark, Touch of Fatigue

Ranger Spells prepared (CL 3th; concentration +8)
1st-Cheetah’s Sprint, Lead Blades, open slot

Special Abilities Dimension Door (Sp) (8/day), Channel Energy 4d6 (8/day, DC18), Astral Plane Planar Bond (30 feet/day as move in 5-foot increments), Favored Terrain (Astral Plane +2, Plains +2, Underground +6), Favored Enemy (Evil Outsider +4, Undead +2)
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STATISTICS
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Str 23, Dex 16, Con 14, Int 10, Wis 20, Cha 8
Base Atk +11; CMB 17; CMD 30
Feats Alertness, EWP (Bastard Sword), Toughness, Eschew Materials, Power Attack, Combat Reflexes, Endurance, Demonic Style, Furious Focus, Vital Strike, Iron Will, Dual Path, Dimensional Agility, Dimensional Assault, Improved Vital Strike, Mythic Vital Strike
Skills Climb +10, Fly +7, Heal +9, Knowledge (Arcana) +4, Knowledge (Local) +6, Knowledge (Religion) +14, Perception +23, Spellcraft +14, Stealth +17, Survival +9 (+3 follow tracks, +2 avoid lost), Swim +10 ACP -3 (not included)
Background Skills Knowledge (Geography) +16, Linguistics +14
Traits Reactionary, Tropical Upbringing
Languages Qadiran, Common, 22 more
Gear see bottom
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SPECIAL ABILITIES
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Spoiler:

Racial
Wayfarer Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.

Ranger (Planar Scout)
Favored Enemy At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
Track A ranger adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Planar Empathy A planar scout can use wild empathy only on animals with the extraplanar subtype. He can use this ability to influence outsiders with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Planar Terrains At 3rd level, a planar scout gains a planar terrain. Planar terrains function in all ways like a ranger’s favored terrain; he must select a new plane each time he gains a favored terrain.
Planar Bond At 4th level, rather than forge a bond with an animal or his allies, a planar scout forms a bond with a specific plane. The planar scout becomes infused with the essence of his plane of choice, taking on physical characteristics of denizens native to his chosen plane as well as the abilities listed below.
Astral Plane: Each day, the planar scout can teleport up to 5 feet per ranger level as a move action. This must be used in 5-foot increments. At 10th level, he can do so as a swift action.

Horizon Walker
Favored Terrain At 1st level, a horizon walker may select a favored terrain from the ranger favored terrains table. This works exactly like the ranger favored terrain ability. The horizon walker gains an additional favored terrain at 2nd, 4th, 5th, 7th, 8th and 10th level, and he can increase the bonus from an existing favored terrain as described in the ranger ability. If the horizon walker has abilities from other classes that only work in a favored terrain (such as a ranger’s camouflage and hide in plain sight abilities), those abilities work in favored terrains selected as a horizon walker.
Terrain Mastery At 2nd level, a horizon walker selects a favored terrain to master. When within this terrain the horizon walker may, as a move action, grant a +2 bonus on Climb, Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him. This bonus lasts for a number of rounds equal to the horizon walker’s Wisdom modifier (minimum 1).
Astral Plane: The horizon walker’s fly speed increases by +30 feet on planes with no gravity or subjective gravity.
Plains: The horizon walker’s movement is not reduced by wearing medium armor or carrying a medium load.
Terrain Dominance At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.
Astral Plane: The horizon walker gains a +1 competence bonus on attack and damage rolls against outsiders. He gains dimension door as a spell-like ability a number of times per day equal to 3 + the character’s Wisdom modifier (caster level equal to the character’s level).

Sorcerer
Celestial Bloodline Familiar Jerboa
Heavenly Touch 8/day, your familiar can grant fast healing 2 to an allied creature it’s touching. This effect lasts 5 rounds or until the familiar stops touching the creature, whichever comes first.

Fighter

Mythic Archemage / Champion
Mythic Spellcasting You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
Fleet Charge
Wild Arcana
Impossible Speed
Component Freedom
Hard to Kill, Surge +1d6, Amazing Initiative, Recuperation


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BACKGROUND
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Kyra is of Qadiran descent. His dark skintone is in heavy contrast to the golden-yellowish clothes and armor that he wears, when he is not hiding it under the white, traditional galabeya that protects his people from the heat. At home, he worked as a guide and merchant guard throughout the massive plains and deserts around his home city. He was well-known for his scouting skills and always highly requested. The most imminent danger to his city was a nearby rift to the astral plaen that was sometimes used by demons to enter the material plane. His city was recently destroyed by a large raiding party of demons headed by the powerful demon lord Codricuhn. At the time of the attack Kyra was out in the desert and he came too late to save his people and his family. However, the demon lord's track were fresh and Kyra followed him. He would have followed him to the end of the world and so he did. Through the rift he tracked Codricuhn to the Storval Plateau, where a recent Runelord was attracting powerful followers. On a lone plateau he finally confronted the demon and slew him after a three-day long battle. Out of gratitude, Iomeda herself appeared and granted him ascension. In return, he swor to defend the world against demonkind and other evils. Nowadays he carries Codricuhn's large adamantine bastard sword as a trophy and to intimidate future demon enemies.
Because his home was no longer, he decided to stay and eventually joined the army that went towards the Runelord.

The citrine color represents his energetic nature. With a yellow personality he is impulsive and makes quick decisions, but often, out of anxiety, jumps in too quickly and rushes things rather than taking things at a steady pace. While he can judge situation very clearly, he prefers the direct way of confrontation.
The golden-yellow also reflects his view of the astral plane that he studies so thoroughly. Most things there are only vaguely shaped and outlined by thin golden lines on a void background. He demonstrates his affinity with a golden armor. It's a mithral full plate, but the mithral has been alchemically colored into a yellowish gold.
Finally, golden-yellow is also the color of the Qadiran desert that he called his home. The only thing left from home is his small friend Pinky the jerboa. The little mouse joined him one cold desert night and never left. It's acting as an advisor in difficult times and a friend in desperate lonely times.

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GEAR
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Feather Step Slippers 2000
effortless lace 2500
mw large adamantine Bastard sword 6670
Fighter's Kit 9
Belt of Thunderous Charging 6000
Ring of Feather Falling 2200
mithral fullplate 10500
Handy Haversack 2000
lesser Rod of Extend 3000
Wand of Longstrider 750

5371 gp

Notes Sword damage dice progression: 1d10 -> 2d8 -> 3d8 -> 4d8 -> 6d8

it's 97% finished, the rest is for after accpetance.


Ok, I finalized the character, and will work on writing a more thorough background. I posted the stats to the Alias.

Scarab Sages

nate lange wrote:

@Pai- no, the rules are fairly clear that you can't stack archetypes that both modify the same class feature... I'm willing to be a little flexible in some cases (like if an archetype limits your options for ranger combat styles but doesn't give up any of the actual bonus feats I'd let you stack it with an archetype that did give up feats) but in this case both archetypes specifically give up (overlapping) hexes so I'd have to say no.

That's cool. I'm very satisfied with the character here as is and there are probably a ton of options in this character already i'm not even aware of^^

Have to admitt i imagine this a bit as Toph Bei Fong :D
Even thought about making it an oracle with the vision curse, but i couldn't quite decide on a mystery.


There, that should have me finished except for clerical spell prep. I tweaked my skills some but should be done with that at this time.


Pai Song wrote:
nate lange wrote:

@Pai- no, the rules are fairly clear that you can't stack archetypes that both modify the same class feature... I'm willing to be a little flexible in some cases (like if an archetype limits your options for ranger combat styles but doesn't give up any of the actual bonus feats I'd let you stack it with an archetype that did give up feats) but in this case both archetypes specifically give up (overlapping) hexes so I'd have to say no.

That's cool. I'm very satisfied with the character here as is and there are probably a ton of options in this character already i'm not even aware of^^

Have to admitt i imagine this a bit as Toph Bei Fong :D
Even thought about making it an oracle with the vision curse, but i couldn't quite decide on a mystery.

Truly unfortunate that Metal doesn't lend itself better to the build. However Nature Fang Druid is one of the best things in the game. It goes great with the Emerald Knight theme.

RPG Superstar 2012 Top 32

Pai Song wrote:

Have to admitt i imagine this a bit as Toph Bei Fong :D

Even thought about making it an oracle with the vision curse, but i couldn't quite decide on a mystery.

Ummm... there’s a stone mystery too? (Toph was an earth bender after all...)

Scarab Sages

Yeah i know and looked at it, but i liked the druid thing a lot better.


Well, here's What I've worked up so far. Reused an old, stale alias.

He needs a little mundane gear and spell selections. He could also probably do with another couple of Wild Shape forms having the numbers worked out ahead of time.

The unlimited Wild Shapes into a Small Air Elemental is for scouting purposes, to go with that big Perception he has.

He's set to do a LOT of non-casting healing, even having the ability to grant his +33 Heal Check to replace the saves vs Poison or Disease.

He can contribute in a front-line role, but his AC (in pretty much any form) means he's going to end up taking a great deal of damage in this kind of game, I think.

I DID come up with another question about this build that I guess I assumed an answer for originally . . ..

QUERY: The core text on polymorph effect say that the receiver loses all form-specific EX and SU capabilities (whether from race or class), and that it should be obvious when this applies. The Urushiol archetype's Toxic Secretions (Su) says the Druid can secret the venom onto a "natural weapon, unarmed strike, or manufactured weapon." As the archetype trades away access to an Animal Companion in order to gain the Toxic Secretions, the intent must not have been to coat an Animal Companion's natural weapon(s). The two combine to suggest to me that the archetype's Toxic Secretions are not form dependent, but, that's most certainly going to require a DM call to avoid issues later. So, what do you think?


We're now preparing everything to get the presents ready for the kids when they wake up tomorrow morning, having a nice evening eating the typical cake, etc. I will update the list tomorrow. I'm seeing a lot of wonderful and colourful (pun intended) builds, surely Nate will have a hard time choosing.


So, I'm thinking of playing the Opal Knight, Chak Onyxfeather, the tengu URogue 4/Swashbuckler 7|Witch 11. I'm going with (Black) Opal for a combination of two reasons--the black 'base' color matches his feathers, and the rainbow hues opal is known for matches the fact that he is so multi-talented.

The basic outline of his life is that his parents were former members of pirate crews who met in the Shackles, got married, decided they'd rather raise their kids somewhere else, and managed to get to Sargava without anyone suspecting their true identities. Chak grew up there enamored with the 'romanticism' of the pirate life, for his parents never spoke of their experiences. They did, however, teach him their skills--his father the ways of the blade, his mother the secrets of witchcraft--including getting his lifelong friend, his raven familiar Ebonwing.

Eventually his fascination with the sea got him in trouble, as he was jumped at the dock and forced into a pirate crew as a 'jinx eater'. Chak found real pirate life much less pleasant than in stories--especially the killing people part. He almost immediately started plotting his escape, eventually accomplishing it when he learned to turn himself invisible and swam to shore on a dark night when they were near the shore.

He found himself in Cheliax, which he found little to his liking, between the devil worship and the slavery, and so he managed (after some misadventures) to make his way to Korvosa. He found the city somewhat less distasteful, but still not to his liking until he found purpose in joining the Bellflower Network, secretly helping to make a new route for slaves to escape into Varisia.

This activity eventually brought trouble to him again, and he had to flee the city, heading for Kaer Maga in hopes of losing his pursuers. It was here that he heard of Aergoreth's new nation, and deciding he liked the sound of it better than Kaer Maga's near-anarchy. Here he found his wide variety of talents well-appreciated, eventually taking the test to become a Gem Knight. It was not only he who was changed by the Starstone--his familiar and friend, Ebonwing, changed from a raven to a creature resembling a cross between a raven and a faerie dragon He takes Improved Familiar at 7th level when he gets his first mythic rank, but wants to keep his same familiar, so his raven became a faerie dragon, basically.

Since then he has served with distinction in the nation of Xin Shalast, using his talents with stealth, subterfuge, swordplay, and witchcraft to identify threats, learn about them, and eliminate them before they can damage the nation. He has also tried to re-establish contact with the Bellflower Network, hoping to bring escaped slaves here, far beyond the reach of Chelish slavecatchers.

*********************

So... my summary was already several paragraphs long. XD How would you like me to expand on it? I've got a pretty clear idea of his stats, but I wanted to run the basic idea by everyone before going and starting to do the build.

RPG Superstar 2012 Top 32

@hustonj- yeah, that kind of seems like shoddy work on the part of that author... I think, maybe, the stuff about natural attacks is intended for characters of races that get those naturally? There are a number of allowed races in this game that would, or could, apply to; tieflings, tengu, kitsune, half-orcs (just off the top of my head) all have options for gaining natural attacks. Something else to consider though... the god-king that the knights serve is a paladin (he might not be crazy about regular use of poisons...)

@Jereru- enjoy your Epiphany celebration. I certainly will have a difficult time choosing.

@Almonihah- that should be enough background for your application. Please do me a favor though- when you finish the mechanics either include the background in a spoiler wherever the crunch is or drop a link to that post with it.


nate lange wrote:
@jovich- for reasons which will become apparent momentarily, I haven’t checked my PMs yet, so if this is too late already that’s fine, but please feel free to post all your questions in this thread! Partly that allows others to see the question/answer which might help them, but largely it’s just easier for me- I check the boards from my phone a lot and it’s weirdly difficult to keep up with PMs that way (it won’t notify me of new PMs, and when I check them manually the format is kind of wonky).

I will do that...


Dαedαlus wrote:
Please tell me your Black Pearl swashbuckler concept is some sort of Jack Sparrow character. That would just be fantastic.

Not Jack Sparrow...although that would be interesting. I may have to add some of his quirks...maybe.

I took inspiration from three sources...Elric Melnibone, Count of Monte Cristo, and Porthos of the Three Musketeers. I hope to have a character up soon.


Answered some questions to fill Maka out a bit more.

Character Questions:

1. Does your character have siblings or family members in their age group? Which one are
they closest with?
a. Maka considers her monastery members and friends to be her family. Sullivan
Queen is her closest friend. They have been on many adventures together and
Maka loves him like a brother.

2. What is/was your character’s relationship with their mother like?
a. Maka never knew her mother. She was found in the wilderness and raised in the
Dragon’s Eye Monastery. Though she did have female masters, none were of the
role of mother.

3. What is/was your character’s relationship with their father like.
a. Maka also never knew her father. However, the priest that discovered her, Zhen
Riko, carries a fatherly affection for Maka. An affection which is returned by
Maka. The pair have been close since Maka’s arrival at the Monastery, and the
proudest and saddest moment of Zhen’s life was when Maka left for her own
journeys. Maka sends the occasional letter to Zhen and her family at the
monastery.

4. Has your character ever witnessed something that fundamentally changed them? If so,
does anyone else know?
a. Maka has had multiple fundamental moments. The first was a vision in which
dragon’s flew her around the world. It was this vision which began her travels.
She has shared the story with numerous people.
b. Minor Test of the Starstone: Maka partially passed the minor test of the
starstone, giving her a small spark of power and setting her on her Mythic Path.
c. First Fight with Aergoreth: One of the happiest moments of Maka’s life and the
first true test of her new power. It was this battle which brought her to the service
of Aergoreth and gave her even greater levels of determination to improve
herself.

5. On an average day, what can be found in your character’s pockets?
a. Maka keeps snacks in her pocketed scarf. She has a number of protective
magical charms, gifts from friends during her travels, which she always wears. In
addition, she is almost always wearing her ruby circlet. A gift from Aergoreth and
a symbol of her rank as Ruby Knight.

6. Does your character have recurring themes in their dreams?
a. Maka often dreams of flying with dragons, and has for as long as she can
remember. One of these dreams, in which the dragons flew her around the world,
spurred her to her journeys.

7. Does your character have recurring themes in their nightmares.
a. Maka rarely has nightmares, and her monastic training gives her a degree of
control of her dreams.

8. Has your character ever fired a gun? If so, what was their first target?
a. Guns are extraordinarily rare in the Inner Sea. Maka has never seen an actual
firearm, but has seen fireworks and similar devices utilizing explosive powder in
Absalom.

9. Is your character’s current socioeconomic status different than it was when they were
growing up?
a. Yes, but in some ways no. The Dragon’s Eye Monastery is fairly wealth, as
Monasteries go. She never wanted for things, and had access to advanced
training and magical equipment. She did not have a true grasp of money until she
arrived at Absalom. Even then, grasp is a strong word, as her abilities made it
easy for her to acquire and she only ever spent it on food.
b. As one of Aergoreth’s Knights, her wealth and status is technically considerably
higher than when she was growing up. However in practise, this is not fully the
case. Maka continues to have a loose grasp on wealth, and does not judge
herself or others upon how they stand above or below other people. In Maka’s
mind, her position is little different than at the monastery. She trains, helps out,
has her needs provided for, and has access to advanced training and magical
equipment.

10. Does your character feel more comfortable with more clothing, or with less clothing.
a. Maka feels about an equal comfort. Her monastic training often involved hot
weather, little clothing, and lots of close contact. As such she feels no discomfort
with her body or others, and has a poor sense of personal space. While her
typical monastic garb is relatively conservative, she also has a fondness for
loose, and revealing, Vudrani dance garb.

11. In what situation was your character the most afraid they’ve ever been?
a. When Sully and Maka were ambushed in Cheliax. Maka’s fear was not for herself
or the dire situation, but for Sully’s safety.

12. In what situation was your character the most calm they’ve ever been?
a. Maka does not have the calmest nature. However, her monastic training gives
her the ability to achieve a true state of calm during meditation. The only time she
has achieved a higher state was during her test of the Starstone, though she has
no memories of the event.

13. Is your character bothered by the sight of blood? If so, in what way?
a. No. While the Dragon’s Eye Monastery fostered respect, they had numerous
healers which granted the students the opportunity to push themselves and one
another. As such, Maka grew up used to seeing her own blood and that of others.
However, she does not care for the suffering of others. Rough housing, even that
involving broken bones, is a world apart from harming someone.

14. Does your character remember names or faces easier.
a. Faces by far, Maka is not the best with names.

15. Is your character preoccupied with money or material possession? Why or why not?
a. No. Maka was raised in a monastery with her needs provided for. She has little
value for material possession, though she does make exceptions for gifts from
those she cares about. Maka didn’t have a grasp of money until she arrived at
Absalom. Even then, her ease in earning it and desire to only buy food didn’t
leave her with the best grasp.

16. What does your character idealize most: Happiness or success?

a. Happiness, but for Maka happiness brings success and success brings
happiness. Or at least, they should. Her goal is personal improvement, mostly
through combat and training. The idea of achieving success in something that
doesn’t make you happy doesn’t make a lot of sense to Maka.

17. What was your character’s favorite toy as a child?
a. The training dummies.
18. Is your character more likely to admire wisdom, or ambition in others?
a. Wisdom. While Maka highly values desire and determination, she was taught that
perfection is a journey, not a destination. Her experience in Cheliax showed her
that ambition not tempered by wisdom can be a very dangerous thing.

19. What is your character’s biggest relationship flaw? Has this flaw destroyed relationships
for them before?
a. Maka’s biggest relationship flas is likely her passion and naivete, though in some
ways they are also her biggest strengths. Her zealous nature causes discomfort
for some, especially the more introverted, but it is also what makes her such a
steadfast friend. It has yet to ruin a relationship for her.

20. In what ways does your character compare themselves to others? Do they do this for teh
sake of self-validation, or self-criticism.
a. Maka doesn’t do a lot of comparison. She views herself and others for their own
self-worth. Not in how they stand above or below others.

21. If something tragic or negative happens to your character, do they believe they may
have caused and deserved it, or are they quick to blame others?
a. As a Vudrani, Maka has a strong belief in Karma. However, this is in regards to
the natural order of the universe. She does not use this as justification for the
harms inflicted by others.

22. What does your character like in other people?
a. While Maka has great respect for helping others, passion, ability, and drive this
is not all she likes in others. Maka has a great gift in seeing the value in other
people, even when they can’t see the value in themselves. Possibly the thing she
values most, however, is the ability to cook.

23. What does your character dislike in other people?
a. Make does like like cruel or evil people. Those who take joy in the suffering of
others.

24. How quick is your character to trust someone else?
a. Though Cheliax thought her some lessons, Maka is still far too quick in trusting
others.

25. How quick is your character to suspect someone else? Does this change if they are
close with that person?
a. Maka does not have a suspecting nature and requires a good deal of evidence to
raise suspicion. This is especially true if she is close with the person.

26. How does your character behave around children?
a. Maka is fairly good with children. Though they are typically initially afraid of her
imposing stature and draconic appearance, their curiosity typically wins out.

When this happens, they are often treated to delightful shows of fire and shoulder
rides.

27. How does your character normally deal with confrontation?
a. By punching it.

28. How quick or slow is your character to resort to physical violence in a confrontation?
a. Very quick, typically her first option.

29. What did your character dream of being or doing as a child? Did that dream come true?
a. Mastering the flame and traveling the world, which is so far going swimmingly.

30. What does your character find repulsive or discusting.
a. Cruelty and overly bitter food.

31. Describe a scenario in which your character feels most comfortable.
a. Maka feels most comfortably in a fight with a powerful and willing opponent.

32. Describe a scenario in which your character feels most uncomfortable.
a. A court appearance in which there is no dancing, food, or music and Maka had to
wear a dress. A really itchy and stuffy dress.

33. In the face of criticism, is your character defensive, self-deprecating, or willing to
improve?
a. Maka’s monastic training taught her to handle criticism well, always looking for a
way to improve herself.

34. Is your character more concerned with defending their honor, or protecting their status?
a. Of the two, honor. Maka is barely aware of status.

35. Is your character more likely to remove a problem/threat, or remove themselves from a
problem/threat?
a. Maka takes problems head on.

36. Has your character ever been bitten by an animal? How were they affected (or
unaffected)?
a. Maka has been bitten by a LOT of things. Didn’t bother her more than any other
wounds.

37. How does your character treat people in service jobs?
a. Very well, especially those in food service jobs. Maka does not view servants as
lesser and grew up doing chores. In fact, she still helps out with chores around
the keep.

38. Has your character ever had a dependent figure who was not related to them?
a. No, Maka is typically the one more in the dependent role.

39. How easy or difficult is it for your character to say “I love you?” Can they say it without
meaning it?
a. Maka has never said the phrase nor truly considered it. She was not raised with
the Inner Sea’s traditional ideals of romantic or sexual love. However, she is not
celibate and does love her friends as family.

40. What does your character believe will happen to them after they die? Does this belief
scare them?
a. Unless she earns a particular award, her soul will go on a, sometimes long,
journey to the Boneyard to be judged and then eventually be reincarnated back in
the Material Plane. This seems as natural to rain and does not scare Maka.


1 person marked this as a favorite.

RED GEMS
rorek55: Fighter/? - Ruby
Corrik: Kineticist/Monkadin - Ruby

WHITE GEMS
Joynt Jezebel: Oracle/Sorcerer - Moonstone (Diamond) ?
GrinningJest3r: Barbarian/Monk - Diamond
Joe Ludwick: Paladin/Oracle - Diamond

BLACK GEMS
mdt: Spiritualist/Druid - Black Diamond
Jovich: Swashbuckler/Magus - Black Pearl
Daedalus: Arcanist/Investigator - Black Star Sapphire
Almonihah: Swashrogue/Witch - Opal

ORANGE GEMS
Jereru: Ranger/Warpriest - Fiery Opal (Orange)

PINK GEMS
Ieinathan: Samurai/Occultist - Opal
Drogoney: Bard/Cleric - Beryl

BLUE GEMS
Leunadrarr: Druid/Monk - Sapphire
Simeon: Kineticist/Barbarian - Sapphire

GREEN GEMS
andreww: Oracle/Paladin - Emerald
Hayato Ken: Monk/Druid - Emerald

PURPLE GEMS
BinkyBo: Wizard/Alchemist - Amethyst
Ouachitonian: uMonk/Sorcerer - Amethyst
bigrig107: Illusionist/? - Amethyst

YELLOW GEMS
Ellioti: Sorcery/Ranger - Citrine

COLOR-CHANGING GEMS
hustonj: Druid/Ranger - Emerald? Alexandrite?


@Jereru, thanks for making the list. Makes it so much easier to browse through the selections. A lot of fun characters to read over.


Definitely, the list is pretty great for looking at what people are bringing to the table.


My character is finished btw, so if you wouldn't mind adding my link to the list next time you post it I'd appreciate it.


nate lange wrote:
@hustonj- yeah, that kind of seems like shoddy work on the part of that author... I think, maybe, the stuff about natural attacks is intended for characters of races that get those naturally? There are a number of allowed races in this game that would, or could, apply to; tieflings, tengu, kitsune, half-orcs (just off the top of my head) all have options for gaining natural attacks. Something else to consider though... the god-king that the knights serve is a paladin (he might not be crazy about regular use of poisons...)

Might want to reconsider your gut reaction to the word poison.

This is a never-lethal, resistible debuff that removes only the most frail of active participants from the matter at hand (Maximum total effect is 6 points of Str damage).

If you think that won't matter to your NPC, well, then there we have it. That venom is central to the archetype. At maximum level it can be delivered 4 ways:

1) Applied to weapons (injected dosage)
2) Released into the mouth of something that bites the PC (ingested dosage)
3) Ooze from the pores (or somethign similar) to create a touch attack with it (contact dosage) - requires 2 uses per day to activate
4) Released as an area effect cloud around the PC (inhaled dosage) - requires 3 uses per day and more levels in the archetype than I think likely we'll be getting.

Central to the archetype? Yea, the archetype grants immunity to poisons early, at the same point that this ability is granted. I'm going to guess you see the immunity as form dependent, too, though, right?

Note: I didn't pick the archetype for the poison, I picked it because it eliminated most of the class ability duplication between Druid and Ranger.

RPG Superstar 2012 Top 32

@hustonj- If it were lethal I would have just said it wasn’t allowed. I’m not saying you can’t take it (or that you won’t get picked because of it), I’m just pointing out that in most cultures using poisons, even non-lethal ones, is not considered honorable. Also, if all you want is to get rid of overlapping abilities, your ranger archetype gets rid of wild empathy which (iirc) only leaves woodland stride (and a lot of Druid archetypes trade that). Regarding poison immunity, this may seem weirdly arbitrary but I’m fine with that working while wildshaped (that all hinges on trying to define what’s form dependent... making poison requires some kind of poison-gland, which seems like an intrinsic part of your form; being completely immune to all poison is more than just having a great liver or whatever- your form can’t/doesn’t account for it, so you don’t lose when switching forms). Does that make sense?


Ah, quite the stiff competition. Maybe I should go for a gem that's not sort-of black. :D

A couple questions for the GM: How do you usually treat familiars? Does the owner role-play them, or are they more like NPC's? I'd been planning on playing Ebonwing as almost as much of a character as Chak, in terms of speaking roles.

How do you feel about familiars using wands and scrolls? Since he's using faerie dragon stats, Ebonwing actually has access to the Sorcerer/Wizard spell list, and he also has a good UMD. I generally see faerie dragons being pictured as being able to grasp things with their forelimbs, so he'd be able to hold a wand, but I don't want to buy a bunch without seeing how you feel about it.

RPG Superstar 2012 Top 32

@Almonihah- I always have players control their familiars (and animal companions), though if you have them consistently doing things that don't make sense for what they are I may say something (like if a low Int pet is acting like a master-tactician in combat without you directing it; or your "curious, occasionally reckless," familiar is being super cautious all the time). Pets that can speak and hold things can (try to) activate wands/scrolls/etc; usually that means using UMD, but the faerie dragon is one obvious exception to that. That said, remember that your familiar will be way more fragile than any party member (so if it annoys an enemy too much it might get squished).


I am not too familiar with ABP but I do understand it enough to get by.
Can you purchase Magical armor that has a special ability: Say like the Mist Mail. It is a +1 Chain shirt that has other abilities...Would we remove the price of the +1 enhancement or do we pay the full price???


1 person marked this as a favorite.

I thought I already posted this after posting in the original interest thread for healing, but alas I didn't see it.

This is my mostly complete submission for the Diamond gem (healing, white). If you were going with yellow for healing I was going to worship Sarenrae instead, but white goes with Pharasma (one of her sacred colors) and I need my Healing domain. If picked I'll make a new alias and name this character.

This character is a healer, doctor, surgeon, midwife, and veterinarian. He uses Rope Trick to setup a field hospital space to treat his patients whether they be humanoid or animal. His hope is to one day have his own permanent demiplane where he can setup a permanent hospital to treat everyone and everything.

Character:

Unnamed Hero
Aasimar cleric of Pharasma 11/sorcerer 11/gestalt 11/Hierophant 3 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +25
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 17 (+4 armor, +2 deflection, +1 Dex, +1 natural)
hp 100 (11d8+12)
Fort +10, Ref +7, Will +16
Defensive Abilities death's embrace, hard to kill; DR 2/bludgeoning; Resist acid 10, cold 10, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 holy reliquary gold plated dagger +10/+5 (1d4+2/19-20)
Special Attacks channel positive energy 11/day (DC 23, 8d6), eldritch breach[MA], faith's reach[MA], mythic power (9/day, surge +1d6), wild arcana[MA]
Spell-Like Abilities (CL 11th; concentration +19)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 11th; concentration +15)
. . 7/day—bleeding touch (5 rounds), rebuke death (1d4+5)
Sorcerer Spells Known (CL 11th; concentration +19)
. . 5th (5/day)—permanency, teleport
. . 4th (8/day)—dimension door, greater invisibility, remove curse
. . 3rd (8/day)—fireball (DC 23), fly, haste[M], lightning bolt (DC 23), magic circle against evil
. . 2nd (8/day)—glitterdust (DC 20), merge with familiar[UW], mirror image, resist energy, rope trick, see invisibility
. . 1st (8/day)—bless, feather fall, keep watch, mage armor, magic missile, snowball[UW]
. . 0 (at will)—acid splash, dancing lights, detect magic, light, mending, message, prestidigitation, read magic, spark[APG] (DC 20)
. . Bloodline Celestial
Cleric Spells Prepared (CL 11th; concentration +15)
. . 6th—heal[D], sustaining legend
. . 5th—breath of life[D] (DC 19), cleanse[APG], life bubble[APG] (DC 19)
. . 4th—anti-incorporeal shell[ACG], brightest light, cure critical wounds[D,M], freedom of movement, restoration
. . 3rd—create food and water, cure serious wounds[D], invisibility purge, remove blindness/deafness, remove disease, communal resist energy[UC]
. . 2nd—cure moderate wounds[D], delay poison, communal protection from evil[UC], remove paralysis, lesser restoration, suppress charms and compulsions
. . 1st—ant haul[APG] (DC 15), cure light wounds[D], endure elements, obscuring mist, unbreakable heart[ISWG]
. . 0 (at will)—create water, detect poison, purify food and drink (DC 14), stabilize
. . D Domain spell; Domains Death, Healing
. . M mythic spell
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 10, Int 14, Wis 18, Cha 26
Base Atk +8; CMB +8; CMD 21
Feats Alertness, Dual Path[M], Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Iron Will, Mythic Spell Lore[M], Selective Channeling, Spell Focus (evocation), Spell Specialization[UM]
Traits seeker
Skills Diplomacy +10, Fly +15, Heal +20 (+22 to treat poison, +22 to treat poison, +22 to provide first aid, +24 dealing with humanoid pregnancy or birth, +23 to treat common animals, but +1 to treat other creatures), Knowledge (arcana) +10, Knowledge (history) +16, Knowledge (religion) +10, Linguistics +16, Perception +25, Sense Motive +6, Spellcraft +16, Use Magic Device +12; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Ancient Osiriani, Celestial, Common, Dtang, Dwarven, Elven, Gnome, Halfling, Hon-la, Hwan, Infernal, Sylvan, Tien, Undercommon
SQ amazing initiative, bloodline arcana (summoned creatures gain DR 4/evil), energy conversion[MA], healer's blessing, heavenly touch, recalled blessing[MA], recuperation, wings of heaven (11 minutes/day)
Combat Gear potion of cure serious wounds, potion of neutralize poison, scroll of comprehend languages, scroll of infernal healing, scroll of monkey fish, scroll of touch of the sea, acid, air crystal, alchemist's fire (2), alkali flask[APG], antiplague[APG], antitoxin, holy water (4), perfect ice, soothe syrup[APG], sun cream, vermin repellent[UE], vomit capsule[ACG]; Other Gear mwk holy reliquary sunsilk silken ceremonial armor[UC], mwk holy reliquary gold plated dagger, first aid gloves, handy haversack, phylactery of positive channeling, ring of protected life, specialized healer's satchel (long-term care), bedroll (2), belt pouch, cot[UE], cot[UE], doctor's mask, doctor's outfit, earplugs[APG], everburning torch, flint and steel, holy text (Pharasma)[UE], leeching kit[APG], mess kit[UE], midwife's kit[UE], mug/tankard, pot, silk rope (50 ft.), silver holy symbol of Pharasma, soap, spell component pouch, stretcher[UE], surgeon's tools[UE], veterinarian's kit[UE], waterskin, wooden holy symbol of Pharasma, wrist sheath, spring loaded, 623 gp, 5 sp, 5 cp
--------------------
Special Abilities
--------------------
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).
Bleeding Touch (5 rounds, 7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 5/evil (doesn't stack with other DR).
Cleric Channel Positive Energy 8d6 (11/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Damage Reduction (2/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Embrace (Ex) Heal damage from channeled negative energy.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Familiar Bonus: +3 to sight-based and opposed Perception checks in shadows or darkness You gain the Alertness feat while your familiar is within arm's reach.
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.
Healer's Blessing (Su) Your cure spells are empowered for free.
Heavenly Touch (Fast Healing 2, 8 rounds, 11/day) (Su) Familiar can touch creature to grant it fast healing while touching it.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+5 dam to negative HP target.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Flame Strike) Pick one spell and cast it as if you were higher level
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wings of Heaven (11 minutes/day) (Su) Can sprout wings and gain a 60' Fly speed with good maneuverability.
--------------------
silk rope is cut into a 5' length and 45' length. The 5' length is used for the rope trick spell.

Familiar:

Arcane Familiar CR –
Snowy owl
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 50 (1d8)
Fort +7, Ref +6, Will +9
Defensive Abilities improved evasion; SR 16
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee talon +13 (1d4-2)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 13, Wis 15, Cha 6
Base Atk +8; CMB +9; CMD 17
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-5 to jump), Fly +21, Heal +13, Knowledge (arcana) +6, Knowledge (history) +12, Knowledge (religion) +6, Linguistics +12, Perception +20, Spellcraft +12, Stealth +15 (+19 in snow), Use Magic Device -1; Racial Modifiers +4 Perception, +4 Stealth, +4 Stealth in snow
Languages speak with animal (same kind only), speak with master
SQ empathic link
--------------------
Special Abilities
--------------------
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (16) You have Spell Resistance.


@scottg0 wrote:

...His hope is to one day have his own permanent demiplane where he can setup a permanent hospital to treat everyone and everything.

Nurse: Doctor Scottg0! Doctor Scottg0!

Doctor: Get a hold of yourself man! What is it?

Nurse: A Yeti just got received, it has Fire Flu!

Doctor: A Yeti with Fire Flu? That's impossible.

Nurse: *Hands the doctor some burnt remains of a hospital gown* See for yourself.

Theme Song

Yeah I'd watch that show.


Here is Jovich's Submission
I wanted to get it up so that you may take a look at it when you have time.

I wanted to do a Drow. I have a few more things to add to the character like spending money on equipment and magic items. I also need to adjust the background a lot. The background was a start and no where near done. Should have the final adjustments up in a few days.

RPG Superstar 2012 Top 32

@Jovich- yes, you subtract the cost of the normal enhancement bonus from things like mistmail. Unfortunately, there are a couple issues with your character right off the bat. Chaotic Neutral is on the list of prohibited alignments, and drow are not on the list of approved races.

@scottg0- you can pick a yellow gem if you prefer... or, you can stick with white/diamond and worship Sarenrae- you don’t need to match your gem to one of your god’s colors


nate lange wrote:

@Jovich- yes, you subtract the cost of the normal enhancement bonus from things like mistmail. Unfortunately, there are a couple issues with your character right off the bat. Chaotic Neutral is on the list of prohibited alignments, and drow are not on the list of approved races.

@scottg0- you can pick a yellow gem if you prefer... or, you can stick with white/diamond and worship Sarenrae- you don’t need to match your gem to one of your god’s colors

Sorry the Alignment is my fault as I am still adjusting the character to a gestalt 11th level mythic. I will miss a few things. Sorry about that.I fixed that.

I did edit my characters post but did not hit submit before I closed out and that is my fault...again.

So I will try again. Origianlly I ask if it was ok with me playing a drow character as it fits with the concept I was coming up with. It is not a problem if not but I liked the idea I had and wanted to see what your thoughts were.

DM Nate wrote:


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.

I thought I read something somewhere that you were not allowing drow nobles...

RPG Superstar 2012 Top 32

@Jovich- the alignment isn't a big deal, as long as its fixed by the time I go through to make decisions. I took a quick look at your background (to see why being a drow was necessary) but honestly its longer than I have time to read right now. If you're up to PMing me just a couple sentences about why its critical to the build I'll get back to you next time I'm on, otherwise I'll read through what you've got when I have time and get back to you after that.


What's the rule on multiple submissions? I saw it asked earlier but I might have missed the answer.


Okay, here's the basic build for Chak. I built him in HeroLab, so some numbers may be suspect (for example, I'm not sure the Enhancement bonus from ABP should stack with his force armor effect from his Enduring Armor path ability), but it should be good enough to give an idea of his build.

Basically, he has a lot of different skills, he can do a lot of debuffs/buffs/general trickery with his spells, he can stab for a fair amount of damage, and if he can sneak attack the damage can add up and add some debuffs thanks to Debilitating Injury. He's got enough healing to cover emergencies and a wand of cure light wounds for when it's not an emergency. And his familiar can flit around using some wands or scrolls while trying to stay out of any serious combat (though if he gets hit Chak's Greater Familiar Bond lets them share the damage).

EDIT: and I forgot to get thieves' tools, I'll fix that the next time I open HeroLab.


nate lange wrote:
@Jovich- the alignment isn't a big deal, as long as its fixed by the time I go through to make decisions. I took a quick look at your background (to see why being a drow was necessary) but honestly its longer than I have time to read right now. If you're up to PMing me just a couple sentences about why its critical to the build I'll get back to you next time I'm on, otherwise I'll read through what you've got when I have time and get back to you after that.

I sent you a PM


1 person marked this as a favorite.

RED GEMS
rorek55: Fighter/? - Ruby
Corrik: Kineticist/Monkadin - Ruby

WHITE GEMS
Joynt Jezebel: Oracle/Sorcerer - Moonstone (Diamond) ?
GrinningJest3r: Barbarian/Monk - Diamond
Joe Ludwick: Paladin/Oracle - Diamond
@scottg0: Cleric/Sorcerer - Diamond

BLACK GEMS
mdt: Spiritualist/Druid - Black Diamond
Jovich: Swashbuckler/Magus - Black Pearl
Daedalus: Arcanist/Investigator - Black Star Sapphire
Almonihah: Swashrogue/Witch - Opal

ORANGE GEMS
Jereru: Ranger/Warpriest - Fiery Opal (Orange)

PINK GEMS
Drogoney: Bard/Cleric - Beryl

BLUE GEMS
Leunadrarr: Druid/Monk - Sapphire
Simeon: Kineticist/Barbarian - Sapphire

GREEN GEMS
andreww: Oracle/Paladin - Emerald
Hayato Ken: Monk/Druid - Emerald

PURPLE GEMS
BinkyBo: Wizard/Alchemist - Amethyst
Ouachitonian: uMonk/Sorcerer - Amethyst
bigrig107: Illusionist/? - Amethyst

YELLOW GEMS
Ellioti:: Sorcery/Ranger - Citrine

COLOR-CHANGING GEMS
hustonj: Druid/Ranger - Emerald? Alexandrite?


nate lange wrote:
@scottg0- you can pick a yellow gem if you prefer... or, you can stick with white/diamond and worship Sarenrae- you don’t need to match your gem to one of your god’s colors

I do like the thematic element of keeping with my God's sacred color as my gem color so I'll just leave it as it. Plus Pharasma wants me to use my divinely gifted mythic power to heal everyone that can be healed and if they can't, send them on their way to the Boneyard.


I added a background story to the profile.

Scarab Sages

My backstory is in development and will be added to the profile within the next 2 days.

RPG Superstar 2012 Top 32

@Jovich- I looked over your PM... I’d prefer you stick with the approved races. The shady upbringing/redemption angle could be done in a number of different ways within those options (you mentioned maybe being human- you could have been raised as a Nidalese slaver, or a Chelaxian devil-worshiper?)

@GrinningJester- I said you can work up as many characters as you want; I’ll answer questions about all of them, and you can see how they might compliment (or compare to) other submissions, but you have to choose which one is your official submission by the deadline.

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