The Spire of Rappan Athuk (Inactive)

Game Master Diamondust


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Submissions so far

Interest
Warsor
Aipaca
Lord Foul II
dwilhelmi
caster4life
Daedalus
Jereru
Artemis P.

In progress
Player Name - Character Name - Race - Classes - Backstory
avr - unknown - unknown - Monk(Unchained)/Witch(Ashiftah) - no backstory
Jovich - Nymz Mlezziir - Drow - Magus(Black Blade)/Swashbuckler - no backstory
Ioganic - Sansu - Tiefling(Grimspawn) - Warder(Fiendbound Marauder)/Psionic - no backstory
Critzible - Anton Silverseed - Halfling - Swashbuckler(Mouser)/Rogue(Unchained) - no backstory
Albion, The Eye - Hedrak - Half-orc - Fighter/Investigator(Empiricist) - no backstory

Complete
@scottg0 - Feenith - Aasimar(Plumekith) - Hunter(Patient Ambusher)/Slayer(Woodland Sniper) - complete
Doomed Hero - Praetor Grey - Half-orc - Warpriest/Shaman - complete
Zorblag - Kaillum - Grippli - Conscript/Incanter(Warlock) - complete
Seranov - Victor von Ulmen - Tiefling(Hungerseed) - Alchemist(Internal Alchemist/Reanimator)/Warder(Fiendbound Marauder) - complete

Updated Character Creation Rules:

Ability Scores: 30pt. buy(max 18, min 7), if your character somehow doesn't have a stat(like constructs and undead having no con or ghosts having no str) then reduce your pt. buy by 5 for each stat you don't have.
Alignment: All are allowed and regular class restrictions don't have to be followed. All types of characters and personalities are allowed, though working together despite your differences will be the only way to win.
Race: Anything created with the pathfinder base including third party sources.
Class: Standard Gestalt starting at level 2. Any pathfinder class, like race, is open to consideration.
Feats: Gain 1 per level and a bonus feat at level 1. Feat tax rules are also in place as well as feat progression(i.e. feats eventually turn into their improved and greater versions when prerequisites are met without having to spend a feat).
Skills: Classes that give 2 instead give 4 per level. Everyone also gains 2 background skills per level.
Traits: Select 4 traits as long as they are from different categories(combat/magic/etc).
Wealth: You may select any weapon+armour+shield combo apropriate for your class and character and 1 set of clothing worth 10gp or less. You then have 500gp to spend on other equipment, special materials, masterworking, consumable magic items and permanent magic items. Items from dnd3.5 or other settings/worlds if your character is from there may be allowed if we can convert them to pathfinder rules(check with me).
Hitpoints: Max each level, you will need them.
Extras: Automatic Bonus Progression will come online at level 3. Templates may be obtainable. Mythic tiers may be obtainable.


This is caster4life's submission in progress. I think androids do have a constitution score?

Also, just to note that I will be doing spell combat with bombs to cast and bomb but not spellstrike. I don't think eldritch archer would normally allow that. Plus I'll generally be casting buffs and crowd control spells instead of touch spells. But thanks for letting spell combat work!

Scarab Sages

Here is Artemis P's submission! Introducing Alyssa Mirai, hero foretold, not that she remembers. Pretty classic trope, but I hope ya'll will like her as much as I do.

Backstory:
Once upon a time, there was a grand, benevolent kingdom. Ruled by an omniscient woman known only as the Seer, this land was a aland of happiness and abundance. Nothing bad ever happened, for the Seer saw all, and looked out for her people. Everyone had enough food, for she saw it to be so. No one was ever hurt, because the Seer would warn of danger. Warmth was plentiful. And, all of this was possible, because of magic.

This illustrious society continued for many years, until one day, the Seer was troubled. She saw visions of dark times, of a Black Spire, crawling out of the ground, reaching into the heavens as thorn- covered vines destroyed the world she loved so dear. So she acted.

Thousands of plans went into effect. Hundreds of hours, divining the meaning and the cause of this great Spire that so haunted her dreams. Hundreds of plans, thought to be able to stop the mess, yet all of hers brought only the spire closer and closer, the destruction it wrought worse and worse. After a hundred years of attempts, the Seer had a revelation.

The only variable she had not changed was herself. She did not know what to do, how to stop this future she so dreaded, but it seemed an inevitable conclusion. So she sent her daughter, newly discovering her own prolific powers, into a deep stasis, to await the time of the Spire’s arrival, and hopefully defeat it.

And then the Seer fled. The world has been abandoned ever since.

-------------------------------------------------------------

Alyssa Mirai woke up just a few minutes ago. She doesn’t really remember where she is, or how she got there. Her body aches as if it’s been slumbering for a long time, and guessing by the amount of dust lying where she awoke, she would hazard a guess that her limbs aren’t lying.

She’s just seen a tower, a black spire, dotting the landscape. Somehow, she’s pretty certain she’s meant to go there. To traverse the inside of the spire, and defeat it. She doesn’t know why she knows this, or how she knows it; it just is.

So she sets off.

Still need to purchase things, but otherwise, she's set.


Hey guys, I see a lot of interesting submissions flying around - this will most likely be one heck of a game.

I am going to respectfully bow out of the race though, as I don't think I have the system mastery to be able to stand toe to toe with the other builds being put forth.

Good luck all, and game on!

Grand Lodge

If I will be putting something together. I have a few ideas rattling around. Good luck all.

I'm thinking feyspeaker druid and bloodrager. We will see if I can make that work.

The Concordance

Here's the finished sheet, but I'm going to try to make another one (since it's so similar to another one)

character:
Sansu
Female Tiefling Tiefling Daemon-Spawn (variant) Warder(Fiendbound Marauder) // Psychic 2
TN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 19 (+6 armor, +4 Dex,+2 shield +1 natural; (-1 depending on stance )
hp 24 (2d12)
Fort +2 , Ref +6, Will +1; (+1 vs spell, spell-like, poison)
Resist fire 5
--------------------
Offense
--------------------
Speed 30’ (20’ in Pugilist Stance)
Melee Fiend’s Grip +6 (1d8+4) 5’-10’ range (Able to attack adjacent and reach)
Ranged Longbow +6 (1d8)
Warder Maneuvers and Stances Known (IL 2nd, 4 readied)
. . [maneuvers] Pummel Strike, Strength of Hell, Flurry Strike, Fear Eating Technique
. . [stances] Pugilist Stance, Iron Pikeman’s Attitude
Spells (Psychic)
. . [0] Daze, Stabilize
. . [1] Magic Missle, Painful Goad, Sleep

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 18, Wis 6, Cha 16
Speed 30 (medium armor counted as light)
Base Atk +2; CMB:Trip/disarm/sunder:+11 CMB:Other +2 CMD 16 (+2 vs trip/disarm/sunder)
Feats Combat Expertise, Deadly Aim, Power Attack, Combat Reflexes, Enforcer, Deft Maneuvers, Deadly Agility
Traits Bred for War (+1 Intimidate, +1 CMB) (race), Accelerated Drinker (drink potion move) (Combat), Trap Finder (campaign) (+1 disarm, disarm like rogue), Blades of Mercy (no penalty non lethal slashing) (religion)
Skills Acrobatics +8, Bluff +7, Climb +5, Diplomacy +7 Disable Device +8,Handle Animal +3,Intimidate +9 Knowledge (local) +8, Knowledge (planes) +8, Linguistics +9, Perception +4, Ride: +8, Sleight of hand +8, Stealth +5,
Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Common, Abyssal, Infernal, Dwarven, Orc, Gnome, Draconic, Undercommon
Equipment Agile Breastplate, Spiked Gauntlet x2, Heavy Wooden Shield, Longbow, Travelers Suit, Swarmsuit, Sleeves of Many Garments, Potion of Remove Fear x2, Potion of CLW, Potion of Long Arms x2, Acid Flask x3

--------------------
Special Abilities
--------------------
Power Attack (-1 attack roll, +2 damage)
Combat Expertise (-1 attack roll, +1 AC)
Weapon Finesse: Dex to attack rolls and trip/disarm/sunder
Deadly Agility: Dex to damage on finesse weapons
Combat Reflexes: Class feature, included as bonus feat, use Int instead of Dex
Blades of Mercy:Slashing weapons can be used non lethally for no penalty
Enforcer: On non lethal damage, able to make free action Intimidate check to demoralize. If successful, shaken for damage in rounds. On crit and successful demoralize, frightened for 1 round first
Prehensile Tail: swift action to retrieve small objects
Accelerated Drinker: Move action to drink potion
Fiendish Sprinter: 10’ additional movement to charge, run, or withdraw
Dark Mark: On hit, free action to curse. Cursed targets suffer 10% arcane spell failure, and have -4 attack rolls vs other targets, 4/day
Aegis: Allies within 10’ receive +1 morale bonus to AC and Will, self not included. LoS required
Phrenic Pool: 4, refreshes daily
Overpowering Mind:Spend 2 Phrenic to increase Will DC by 1
Defensive Focus: Full Round, recover all maneuvers. Threatened area increase by 5’. Able to move to reach

Fiendish Grip: move action, summon weapons in place of spiked shield gauntlets, Increase range, and damage, and benefits from all enhancements from Spiked Shield Guantlets
Pain Reminder: As a swift action, cause an enemy to take 1d6 points of nonlethal damage if dealt damage to that enemy with a spell since the start of the previous turn

description:

In most public areas, you’ll see very little of Sansu, besides her hood and assorted bags. Even her hands are gloved. Sometimes you’ll catch the fidget of a long thin tail fidgeting under her cloak. Her face is clearly not human, covered in cracks, like overdry earth. It’s a light grey color, but her violet eyes draw more attention. They seem to glow from an inner light. Until you’re next to her, you don’t notice quite how big she is. She stands a head taller than most around her, when she’s not slouched or sitting.

backstory:

Sansu’s first memory is of crouching in a dark room, surrounded by bodies and a the gentle hand of her Sergeant Ling reaching out to save her. He took from a profane temple and raised her along with some men from his company. They were good people, all of them, and she was quite happy there. Sansu was able to grow up there in the small village where they had eventually retired, until her teens. Then her grandfather came for her.

More accurately, he sent Mjkal, an infernal devil to possess her, to bring her in line with his plans. Sansu doesn’t remember much of that time, except for the occasional dream, but she does remember the blinding screaming in her head when she awoke. A cleric had managed to partially exorcise Mjkal. Because he had been bound by blood, thanks to her grandfather, he was instead driven to a small corner of her mind. That was enough, though. Although Sansu didn’t understand it at the time, but her psychic powers had awakened and she was able to lock Mjkal away.

She was subsequently detained while the clerics of Desna determined if she was a threat. Over several months, despite everything, they came trust that she was free of any infernal influence. She even helped them with a few missions. In the process, she discovered that she could coerce some of Mjkal’s abilities and knowledge. Her stolen abilities manifest as semi ethereal claws. Sometimes Mjkal would share interesting tidbits of knowledge. Confident in her new abilities, she set out on her own, to have a bit of fun.


Anton lived and worked in the High Dale. On the border between Sembia and Cormyr, the dale was a very prosperous place were both nations could discuss and interact both diplomatically and illegal when tensions were high. Anton made his living as a chef, his dishes grand and decadent at a few of the Dales well to do establishments. Eventually, this led him to become a traveling chef to a mercantile company and after a bit of observation and training learned to fight with his speed and size than with strength.

As he traveled his company 'The Silver Knights of the Dueling Dragons'.They passed the Vast Swamp several times. During the days of the journey, it required to past he and a few others had fitful dreams of a huge black tower with strange imagery of tentacled monsters and strange premonitions. After a few years of that and a couple of the others left to find it. Anton felt the pull taking his things and heading to the tower.

He saw a few other corpses of his fallen friend taking their gear as well as the gear of others. He defeated a multitude of small fights and avoided others. Eventually, he got to it the Tower. like other intelligent being around it, he stood transfixed for a bit before he strode inside.


I guess eldritch archer would allow spellstrike bombs but it requires two levels of eldritch archer and I don't want to delay my bombs, extracts, and discoveries more than I need to.


@Albion, I would encourage you not to bow out if you're seeing this. Fighter empiricist is a fine gestalt and should be fun to play in a game like this. I wouldn't worry about not having mastered all the systems, just build with what you know and you should be fine.


@caster4life Unless it specifically says they don't then yes androids have a con score.

@Ioganic Remember to put something(even something small or insignificant) in your backstory about the spire.


This isn't final (no gear besides weapons yet for one thing) but it shouldn't change much.

Sheyann the Swift

stats, draft #2:
LG female elf ashiftah witch (aurora patron) 2 // unchained monk 2
Str 14, Dex 16+2 race=18, Con 12-2 race=10, Int 16+2 race=18, Wis 14, Cha 8
HP 20 (2d10)
AC 20 (armor +4, Dex +4, Wis +2), FF 16, T 16 (incorporeal touch 20), CMD 20
F +3, R +7 (evasion), W +5
Init +6, Speed 35
Perception +9 (low light)

Unarmed strike: Attack +6/+6, Damage 1d6+2, B, 20/x2
Temple sword: Attack +6/+6, Damage 1d8+2, S, 20/x3
Javelin: Attack +6, Damage 1d6+2, P, 20/x2, 30 range incr.

Traits: Warrior of old (race), magical lineage: frostbite (magic), beaten, not broken (combat), omen (social)
Feats: Improved unarmed strike (B), stunning fist (Fort DC 13) (B), bodyguard, combat reflexes (monk bonus 1), scorpion style (Fort DC 13) (campaign bonus 1), deflect arrows (monk bonus 2), hex strike (campaign bonus 2)
Hexes: Evil eye (Will DC 15)
Skills: Acrobatics +9, Artistry (poetry) +9, Climb +6, Intimidate +4, Knowledge (arcana) +8, Knowledge (religion) +8, Linguistics +9, Perception +9, Spellcraft +9, Stealth +9, Survival +4, Swim +6
Languages: Common, Elf, +6 more
Alt racial trait: long-limbed (replaces weapon familiarity)
Other racial traits: low-light vision, keen senses, elven immunities, elven magic
FCB: +2' base speed (no in-game effect yet)

Known spells
0: All witch cantrips
1: Color spray (B), burning sands, cheetah's sprint, cure light wounds, frostbite, identify, ill omen, mage armor, nature's paths, sure casting

Prepared (concentration +6, spell penetration +4)
0: Dancing lights, detect magic, message, stabilize
1: Color spray (Will DC 15) (*2), mage armor

Other class abilities: Flurry of blows (extra attack), protecting veil (familiar/spellbook), ghostwalk (vanish & 5' step as a move action after using a hex)
Gear:


background, draft #1:
The glacier reflected the Northern Lights with an unearthly blue glow. Sheyann sighed - the sight was beautiful in its way but if she stayed here forever she would fade away. As elves colouration adapted to their environment her skin and eyes would take on the local whites and blues rather than her original warm colours, besides being possibly driven to madness by the loneliness. Already it seemed that the spirits of the icy north had called to her in dreams.

Exile by those fearing the omens of her birth was no joke. While someone needed to watch the entrances to Icerazor to see who would deal with the demon's servants, leaving it to one alone was asking for death, deception or corruption to prevail.

As she settled into a trance to keep watch the iceberg city seemed to shudder then break apart by the emergence of a tremendous spire of stone from beneath the waves, with dust from the broken city forming crooked trails over the surface of the weird obelisk. Between one startled blink and the next the vision ended. Sheyann scrambled to gather her belongings then released the bird that would hopefully call someone to replace her. There was no choice - she had to dare the paths down the ice cliff to the shore to see if there was indeed anything in the bay...


Kaillum wrote:
@Albion, I would encourage you not to bow out if you're seeing this. Fighter empiricist is a fine gestalt and should be fun to play in a game like this. I wouldn't worry about not having mastered all the systems, just build with what you know and you should be fine.

Thank you for the encouraging words Kaillum ;)


Definitely interested! Thinking a Rakdos Firewheeler, from the Ravnica setting.

Crazy demon worshipping pyrokineticist sent visions of a hellish paradise inside the dungeon.

Likely one side will be Pyrokineticist. Not sure about the other side. Maybe some version of divine caster. Worshipping Zon-Kuthon as an extension of Rakdos?


Would the Mad Magic feat let me use Kineticist abilities in a bloodrage?


Phew... Finally finished my three spellbooks... Good thing we have plenty of time for this!


Yeah... I've been reviewing all classes (all, damn) in search of my second part of the gestalt. It's quite the paperwork, believe me!


Hello again. As I said above, I'm settled on my basics (a Double Channeler Soul Weaver, wielding the forces of Life and Death, or Yin and Yang, or you name it). I also have a rough background in mind. I'm still not certain, though, about my second class.

What's your policy on Multiclass Archetrypes?


@bigrig107 That feat only works with spells, not spell-like abilities or supernatural abilities like a kineticist gets. Of course supernatural abilities can be used during a rage already since they don't require concentration. It's just the spell-likes that you need to be careful of.

@Jereru I'm not sure about them. Which one are you wanting to use?


Not sure either. For my secondary class, I'm looking for something that allows me to cast some spells (some staple ones like Invisibility, Mage Armor, etc) and packs in some defense. The primary class will provide with Channeling and special features to add to Channeling, and that provides the base with which I want to work with. The PC will be a master of Yin/Yang energy, raised in a monastery by some bodhisattvas to fulfill an already set destiny.


is Variant Multiclassing allowed?


@Ellioti Yes you can VMC, though that doesn't start until 3rd level anyway.


Oh I have no idea what kineticist abilities are Spell Like and which are Supernatural!

I’ll be back once I’ve done some more reading.

Edit: Nevermind, Kinetic Blast is a Spell-like Ability. That ended that idea quickly.


Jereru wrote:
Yeah... I've been reviewing all classes (all, damn) in search of my second part of the gestalt. It's quite the paperwork, believe me!

Every class, seriously? Why not have some focus on what you're after. Besides cutting down the paperwork you're less likely to miss the perfect second part as your eyes glaze over.

e.g. I wanted to use the Ashiftah witch. To make ghostwalk work I'd have to have something that worked with hexes; one option is an unarmed attack and hex strike. From there it was cutting down based on unarmed fighting & no armor, preferably not a Cha focus, not dependent on a full attack (so not the original monk), good Fort and Reflex saves a plus. I ended up with the unchained monk.


The Sceptre of Ages wrote:
@Ellioti Yes you can VMC, though that doesn't start until 3rd level anyway.

That's not true. Vmc Cleric gives aura and spontaneous casting at lvl 1.

Scarab Sages

@bigrig107: Kinetic Blast is a Spell- like ability, but all Kineticist infusions are supernatural Abilities, and therefore allowed by rage. SO, you couldn't use an unmodified kinetic blast in rage, but you could basically spend burn every time and use an infusion. Things like Kinetic Blade could be really cool for what you're going for.

Alternatively, the Unchained Barb's Rage Power Calm Stance would let you use Kineticist abilities while in a rage, though you lose the benefits or rage minus the Temp HP.


Hia Old Stick! This looks interesting and fun :)
I just might attempt to throw down an unfortunate soul for the masses to laugh at :3
However, it's midnight here, so keeping this brief right now.
The first character could best be described as Superman, capable of doing basically anything. He can fight effectively with basically any weapon he wanders across [ooc](or steals). He is also quite capable in just about any situation as he is just naturally good at everything...
As such, he tends to pack lightly (often tines not even carrying a weapon. His enemies tend to carry one for him) and adapt quickly.

The other idea is the complete opposite. He is a mini suns worth of magical concentration that is painful to the eyes.
He is a weapons collector and constantly in search for the hidden worth in any weapon, no matfer how rusty and broken, all have potential for greatness.
The only problem is that basically everything he touches is horrendously cursed...
Once he finds a weapon he likes, he can turn it into a seriously potent weapon.

Question:
My first guy basically fights with any scavenged weapon he finds, and discards it shortly afterwards.
Are npc weapons something you would normally track?

Also, my second guy just breaks the WBL guidlines into weeping husks of impotent tears. Thoughts?


Kaillum wrote:
@Albion, I would encourage you not to bow out if you're seeing this. Fighter empiricist is a fine gestalt and should be fun to play in a game like this. I wouldn't worry about not having mastered all the systems, just build with what you know and you should be fine.

I will submit another Grippli, probably your brother that followed you to make sure, you're save. It's a Shaman (Witch Doctor) / Inquisitor (Sacred Huntsmaster) VMC Cleric of Immonhiel, the God of medicine and toads. Basically a frogman riding a frog with a frog familiar. At level 5 I can cast Rain of Frogs, too.


Ellioti wrote:
Kaillum wrote:
@Albion, I would encourage you not to bow out if you're seeing this. Fighter empiricist is a fine gestalt and should be fun to play in a game like this. I wouldn't worry about not having mastered all the systems, just build with what you know and you should be fine.
I will submit another Grippli, probably your brother that followed you to make sure, you're save. It's a Shaman (Witch Doctor) / Inquisitor (Sacred Huntsmaster) VMC Cleric of Immonhiel, the God of medicine and toads. Basically a frogman riding a frog with a frog familiar. At level 5 I can cast Rain of Frogs, too.

That would be awesome. When I hit level 4 I get an animal companion. I think a riding frog for each of us could work nicely. Depending on whether or not you see the black vines sprouting out of everyone you might or might not think I'm crazy (with the feeling reciprocated.) Perhaps it's better you don't see them, but the tower in front of us is evidence that something's up.

Additionally the conflict between Immonhiel and whatever swamp spirit Sal represents should be good story. Perhaps it's a blasphemous one and I don't realize it (or maybe I even do, but I'm desperate enough to take it's help.) I'm assuming that Sal's here to help me, but that's just an assumption and it could easily be up to something more sinister (Warlocks are fun like witches that way.) If you're a brother it should probably be an older, more sensible brother (despite my wisdom,) bearing the will of the village to talk sense into me.

It almost makes me wish I made a ratfolk instead for the mechanical benefits of multiple ratfolks in a party, but this one was Grippli from the get go.


avr wrote:
Jereru wrote:
Yeah... I've been reviewing all classes (all, damn) in search of my second part of the gestalt. It's quite the paperwork, believe me!
Every class, seriously? Why not have some focus on what you're after. Besides cutting down the paperwork you're less likely to miss the perfect second part as your eyes glaze over.

Yeah, because I was not 100% sure what to look for. I had the basic concept, but not the details. Also, some archetypes out there change the basic concept of the class completely, so you never can tell.

After some searching, I managed to realize I'm looking for:

-An Arcane caster or one with access to good protective spells (and I don't consider Shield of Faith a good spell at 2nd level)
-Charisma based
-With good Fort saves, or
-With HD>d6

So basically, a way to boost my endurance. I'm not a melee, so Magus seems a little bit of a waste. Paladin could add a nice saves boost and sexy d10 HD, even without good casting, so it's on my list of closer reviewing. Any other ideas?


A Mageknight charisma caster who focuses on the Protection Sphere maybe? Not strictly an arcane caster, but it might get at what you want? Dips in other spheres might apply give various other defensive buffs you want, but it's got the cha caster, fort saves and d10 hp.


@Jereru: A wilder (psionic class, DSP's version) can cast vigor augmented by their wild surge for 15 temp HP at 2nd level. They get very few spells/powers, but that's unlikely to be a major concern with a full caster on the gestalt's other side. Also, d8 HD and Cha based.

A kineticist isn't exactly a spellcaster but a geokineticist (earth) gets a constant DR 1/adamantine and can choose the kinetic cover wild talent to make cover at will. Or a hydrokineticist can get armor +4 or shield +2 AC constantly and get the same talent. Good fort and ref saves, d8 HD, con-based casting.

That said it's hard to argue with the virtues of a paladin for defence.


@Ellioti Of course, you are right, there are several VMC classes that give something at level 1. I was thinking of 3rd level when you start giving up feats for VMC.

@Gobo Horde I could tell you what weapons each NPC is using. Also crafting is going to be available in the game(anything done before the game is not allowed to go over the wealth limits I have put. I'm curious what classes are part of these builds. I don't tell people what they should submit except to play what they would have fun with or unless a certain thing is banned. Remember we're using ABP at level 3 so wealth by level is already cut in half.


Na, it was mostly me being pretty tired and wanting to get something down before I slept and forgot ;)
However, neither of these guys actually care about WBL. :,(

Freeflowing Wanderer:
The basic idea of the first character is to go for a Human Ki Mystic Monk with the Quick Learner Trait and the Improvisation (and Improved) line of Feats.
The build really kicks in at Level 3 but the core of it grants you a whole slew of bonuses and abilities for all sorts of things.
After a quick practice swing, you only take a -1 penalty with non-proficient weapons, so you can basically wield anything. :/
The Improvisation Feats grant you a flat +4 to all untrained Skill checks and you gain access to all "Trained Only" Skills, so have fun attempting All The Skills!!!
At lvl 3 you get access to your Ki Pool and with that a flat +2 to all Knowledge Skills.
Then, after all that, you can spend 1 Ki for a +4 bonus to any Skill check.
You could also take the Tool Optimizer Feat and then you wouldn't even require any tools to do any of All The Things!
It doesn't gel well with Improvisation, however :,(

You run faster, get bonus AC, you can do All The Skills!, and even those other, unmentioned Skills, you can punch things if you feel like it or just simply pick up whatever random weapon is laying around and start swinging. (depending on availability, you couuuld take Two-Handed Thrower Feat or Catch off Guard for a ridiculous level of versatility :p) Once finished, just toss the weapon down a well or something, who cares? it was just a rusty iron shortsword...
Heck, by level 5 you can even leap buildings so just do whatever the heck you feel like, the world's your oyster. -__-

Despite the fun sounding versatility, the main struggle with the build is that picking up a mook weapon... usually deals underwhelming damage :(
You simply don't have any static bonuses to your weapons, and mooks rarely carry Magic weapons in bulk supply (besides, half the fun is picking up random, discarded junk and just going to town with it XD).
But Gestalt can really solve that issue, SoP especially. :)
SoP has the Enhancement Sphere, which means I can turn ANY weapon I pick up into a magical, +2 weapon!

I would aim to take the Call to Hand Telekinesis Talent and the Enhancing Telekinesis Feat to basically scoop up a discarded weapon from the ground and instantly Enhance it, ready for my next attack.
It should be rather efficient, albit fairly feat intensive :,(
The thematic is quite cool, however!

Spheres also has the Whitesmith Armorist Archetype, which grants you the ability to enhance equipment indefinitely without a Spell Point expenditure as long as it's on your person, so the scoop-and-enhance trick wouldn't even cost any SP nor take up actions concentrating >:)
Plus it gives you stronger Enhancements and access to weapon special abilities as you level...
Alternatively I could go for a supporting Incanter build, more SP, more Talents, better CL.

Additionally, SoP has the Triage Feat, which lets me spend Ki for pretty decent healing utility.


That's all I got time for right now, I can go into more depth for the second character later but his general concept is to go for a Whitesmith Armorist Gestalted with a Eldritch Godling. The Eldritch Godling would take the Wrath Spells Major Ascendancy.
The Whitesmith grants access to some pretty potent Enhancements that last indefinitely as long as he holds them, and by level 3 he can add a +3 Enhancement bonus to his weapon, shield and suit of armor that doesn't expire, by this point he has already blown the poor WBL chart to bits :,( (That is 45k gp worth of free, bonus gold in those 3 items alone. O.O At level THREE... -__-)
Eldritch Godling just breaks it further...
Enhance Equipment qualifies for Wrath Spells, which means that once a day you can turn any Enhance Equipment into a permanent Curse effect. Now you can slowly start cursing your teammates equipment and handing it back to them.
NOW your entire team can slowly start to benefit from horrendously over-enchanted equipment and the WBL guide is an ancient, long-forgotten myth. ^_-
For each day that passes, the party power creeps a bit higher with permanently sharpened equipment.
And if Mythic is used, and I get my hands on the Tier 3 Ultimate Versatility Universal Ability? Reality breaks... O.O

After that, I just start loading as many Curse effects into him as I utterly can. You can't have any of those uber swords landing in a mortals hands without SOME unfortunate side-effects!!! >:D
Take care, take caution. The steel from Ornn's legendary blades are mighty indeed! Yet often the unforeseen cost begets regret whence the conqueror returns from conquest, only to detest a now-unneeded power unpartable...
For the first story that I made this for, he was level 10. At one point I had granted a small troop of 10 solders with a Mithril +5 Keen Longsword each, and grafted it directly into one of their hands (using Morphic Weapon Talent). I made this a Wrath Spell.
They were like Level 5-6 tops. A +5 Keen Mithril weapon was beyond legendary for them, and they slaughtered a bloody streak in their conquest. They were powerful...
But the problem came after they won the battle. The blades never reverted, they stayed grafted to their arm, and proved impossible to dispel.
So they went home. Sadly they found out that trying to live daily lives and do simple tasks (like laying with your wife, or getting changed) proved to be sliiiightly more difficult with a 4ft mythically sharp blade instead of a right hand...
The legend grows... >:)


GM, I can tell it's going to be a ton of work to review submissions. Is there a crunch format you'd like us to follow to help you figure out where bonuses come from? E.g.

Crunch from race:

Crunch from class 1:

Crunch from class 2:

Feats:

Traits:

Equipment:

Then final calculations for

Defenses:

Offense:

Magic:

Obviously I haven't done this myself yet but I'd be happy to do so.


Alyssa Mirai wrote:

@bigrig107: Kinetic Blast is a Spell- like ability, but all Kineticist infusions are supernatural Abilities, and therefore allowed by rage. SO, you couldn't use an unmodified kinetic blast in rage, but you could basically spend burn every time and use an infusion. Things like Kinetic Blade could be really cool for what you're going for.

Alternatively, the Unchained Barb's Rage Power Calm Stance would let you use Kineticist abilities while in a rage, though you lose the benefits or rage minus the Temp HP.

Whoa, sweet call out!

I didn’t think that’s how it worked.
Are you sure applying an infusion changes it to a Supernatural like that? I think they all use the Spell-lie Ability rules.


Gonna dot this...love the idea of a super dungeon. I am running WLD, and just got accepted into a Rappan Athuk, but it hasn't updated since october, so I am not 100% convinced it will get back off the ground.

The wide open creation options give so many things to research...baseline thinking that the race and feat rules might make this the only time I have a chance of playing drow nobility (normally the feat investment to get noble drow is super high). I have no idea what kind of drow noble I will make though or why they would be in the dungeon...so need to brainstorm more.


@Gobo Why would you want to destroy my game like that? I don't know if i can allow that character from your description. What is the scale that the whitesmith enhancements grow at as you level?

@Caster4life I don't have a specific format you should follow. As long as i can see what everything does and there are online sources to verify(d20pfsrd, spheres wiki, etc).


@bigrig107 I don't think infusions change blasts to supernatural abilities. Some defence powers are supernatural abilities though. It would still be a fine character though, even if not everything stacks.

@Nairb Some have had dreams or visions, or gone looking for it. You could also be avoiding it, ignoring, running away from it, or completely oblivious however it is trying to get your character's attention. Your character doesn't have to 'fit' in a dungeon or be an adventurer or explorer. They could be anyone at all.


The Sceptre of Ages wrote:

@Gobo Why would you want to destroy my game like that? I don't know if i can allow that character from your description. What is the scale that the whitesmith enhancements grow at as you level?

I don't! :p That's just the Big Shiny that's always dangling in front of my eyes T^T

Trying to get that build working seems to be an ultimate, yet ultimately unattainable desire of mine. Cept the thing is broken as all heck! :///
I didn't even get into the other broken cheese. If you really wanted to, you can do things like infinitely refreshing temp hp, or saving unused SP each day for later use, spammable free-action casting, indefinite actionless (so stacking) Concentration with all Sphere abilities, and utter disregard for WBL, Action Economy, hp, daily resources and GM sanity. :/
Seriously, if someone wanted to recreate Pun Pun in Pathfinder, it would be built on the Whitesmith's back...

It's just that whenever a recruitment pops up where it's possible to build him, I can't seem to help but induldge in the fantasy of actually trying to build him, even if I immediately remember why I never do. I always have that belief that I could control myself and abstain from the worst of the abuse if I did! ;)
Don't worry! He won't be making an appearance here!!

The Superman Monk is very different then the cursed abomination above.
The way I would have it set up naturally avoids most of the pitfalls and broken cheese that comes from the Whitesmith, the 2 biggest culprits being Animated Objects and carrying a lot of Enhanced equipment at once.
Firstly, I am never going to dip into Animating anything, it's just alien to the character ideal. So that's a massive chunk of cheese removed.
Second, I AM a Monk. So that means no armor, and it also means I may often fight with my fists, so I would still need regular casting and concentration/SP to use them. At that point I am simply a self-buffing brawler.
I doubt I will have much of any equipment Enhanced at any one time, especially if I discard a weapon after using it! :p
So that removes most of the chance for abuse. What's left is mostly an action efficient method of self-buffing that is not weapon-reliant and that has some versatility while filling in some of the holes in the Monk.

Last thing to note: This concept focuses heavily on versatility, but that comes at the cost of specialization. He also peaks early (arguably as early as lvl 3), but does not scale very well. He is good at a lot of things but those things often plateu, and often hard. Skills for instance, yes he can make many skill checks, but the bonuses don't increase when he levels up unless he actually puts ranks in the skill.
I envision him starting off all high and mighty and full of bluster, but then things slowly start to get more and more difficult as time goes on, and it get's harder and harder to just coast by on his natural charm. All the while he watches the tremendous growth of his "Lesser" peers overtake him. XD
Should be fun!

Opps, last, last thing: Wealth. This character is arguably the exact opposite to the above abomination. It's not so much that he breaks WBL, it's more akin to him eschewing it. He would be very similar to an Oath of Poverty Monk but with less harsh restrictions. Honestly he is very likely to fickle away his money, give away portions of his belongings, or simply toss it. He packs light and relies on his own natural talent.
He's a free spirit unhindered :)


The Sceptre of Ages wrote:
@Gobo What is the scale that the whitesmith enhancements grow at as you level?

Oops. Forgot this part.

Base Enhancement is +1, +1 per 5lvl.
Duration is Concentration, or 1 min/lvl for 1SP.

Greater Enhancement Talent increases that by +1.
Deep Enhancement Talent lasts 10 min/lvl.

Whitesmith grants free Concentration as long as the item remains on your person.
Whitesmith gains a bonus +1 at lvl 3, and an additional +1 every 4 levels after that.
Whitesmith can spend up to +1 on Special Abilities (Keen, ect), and +1 more per 5 levels.

At Level 1, he grants a +2 Enhancement.
Lvl 3: +3.
Lvl 5: +4.
Lvl 7: +5.
Lvl 10: +6.
Lvl 11: +7.
Lvl 15: +9.
Lvl 19: +10.
Lvl 20: +11.

Keep in mind tho, this only works on equipment, and you can only grant the Whitesmith bonus if you are physically holding the item, so not at range. Non-eqipment uses of Enhancement use the regular 1, +1 per 5 levels as a Low Caster (so half speed at that!). You also have to give up your Bound and Summoned Equpment Class Features to get this, and thats about 3/4 of your Class (not to mention that many of the really cool abilities are tied to the Bound Equipment ability T-T)
It has a lot of little and really annoying limitations that you have to work around >:(

You are basically giving up 3 arms and a leg just to have the uberist of uber gear!
You are now known as That Guy With The Really Cool Sword, and you hope the Sword is worthy enough to carry your worthess hide! X,D


Minor changes to my drafts above only. This is the final version.

Sheyann the Swift

Stats:
LG female elf ashiftah witch (aurora patron) 2 // unchained monk 2
Str 14, Dex 16+2 race=18, Con 12-2 race=10, Int 16+2 race=18, Wis 14, Cha 8
HP 20 (2d10)
AC 20 (armor +4, Dex +4, Wis +2), FF 16, T 16 (incorporeal touch 20), CMD 20
F +3, R +7 (evasion), W +5
Init +6, Speed 35
Perception +9 (low light)
Unarmed strike: Attack +6/+6, Damage 1d6+2, B, 20/x2
Masterwork waveblade: Attack +7/+7, Damage 1d6+2, P or S, 18-20/x2
Javelin: Attack +6, Damage 1d6+2, P, 20/x2, 30 range incr.

Traits: Warrior of old (race), magical lineage: frostbite (magic), beaten, not broken (combat), omen (social)
Feats: Improved unarmed strike (B), stunning fist (Fort DC 13) (B), bodyguard, combat reflexes (monk bonus 1), scorpion style (Fort DC 13) (campaign bonus 1), deflect arrows (monk bonus 2), hex strike (campaign bonus 2)
Hexes: Evil eye (Will DC 15)
Skills: Acrobatics +9, Artistry (poetry) +9, Climb +6, Intimidate +4, Knowledge (arcana) +8, Knowledge (religion) +8, Linguistics +9, Perception +9, Spellcraft +9, Stealth +9, Survival +4, Swim +6
Languages: Common, Elf, Celestial, Draconic, Gnome, Goblin, Orc, Sylvan.
Alt racial trait: long-limbed (replaces weapon familiarity)
Other racial traits: low-light vision, keen senses, elven immunities, elven magic
FCB: +2' base speed (no in-game effect yet)

Known spells
0: All witch cantrips
1: Color spray (B), burning sands, cheetah's sprint, cure light wounds, frostbite, identify, ill omen, mage armor, nature's paths, sure casting

Prepared (concentration +6, spell penetration +4)
0: Dancing lights, detect magic, message, stabilize
1: Color spray (Will DC 15) (*2), mage armor

Other class abilities: Flurry of blows (extra attack), protecting veil (familiar/spellbook), ghostwalk (vanish & 5' step as a move action after using a hex)
Gear: Cold-weather outfit (free)
Ice skates (1)
Masterwork waveblade (300; base waveblade free)
3 javelins (6)
Monk's kit (8)
Grappling hook (1)
Hammer & 5 pitons (1)
Grooming kit (1)
Frost ward gel (150)
Scroll of cure light wounds (CL 1) (25)
7 gp left over.


background:
The glacier reflected the Northern Lights with an unearthly blue glow. Sheyann sighed - the sight was beautiful in its way but if she stayed here forever she would fade away. As elves colouration adapted to their environment her skin and eyes would take on the local whites and blues rather than her original warm colours, besides being possibly driven to madness by the loneliness. Already it seemed that the spirits of the icy north had called to her in dreams.
Exile by those fearing the omens of her birth was no joke. While someone needed to watch the entrances to Icerazor to see who would deal with the demon's servants, leaving it to one alone was asking for death, deception or corruption to prevail.

As she settled into a trance to keep watch the iceberg city seemed to shudder then break apart by the emergence of a tremendous spire of stone from beneath the waves, with dust from the broken city forming crooked trails over the surface of the weird obelisk. Between one startled blink and the next the vision ended. Sheyann scrambled to gather her belongings then released the bird that would hopefully call someone to replace her. There was no choice - she had to dare the paths down the ice cliff to the shore to see if there was indeed anything in the bay...

Sheyann is from Aerenal in Eberron where she was a student, a poet and an athlete. She was sent to the far North, the Frostfell after divinations suggested that she was going to meet something very dangerous and the priests decided that not here was a good place for that to happen.

She's tall for one of Eberron's elves if not for those of Golarion and likely to be shocked if there are any such 'giant elves' in the party. Dark brown hair, medium brown skin, green eyes.


Finally, Kayda Shogokabe has come back to The Sceptre of Ages' Superdungeon Gestalt Game...!

Name:Kayda Shogokabe
Race: Half-Orc
Classes: Soul Weaver (Dual Channeler) / Paladin (Yamabushi) with Oath of Loyalty.

Background:

The World is duality. Yin and Yang, Black Ki and White Ki, feminine and masculine, negative and positive. It is not about good vs evil, but more about preservation vs entropy, harmony vs imbalance. Such were the teachings that Kayda learned at the monastery.

Born to a family of mixed-heritage, out-of-the-society servants, Kayda’s life was harsh from the beginning. The child had strange capabilities, superior to other children’s, but was lacking heavily in other areas. It was clear that she wasn’t a common girl, even for a half-orc eta. Usually, her future would have been to serve doing things no other noble or peasant dared, like attending the dead or things much worse. After a lot of consideration by her parents on what to do with her, though, it was little Kayda herself who, indirectly, decided about her own destiny. Her parents one day caught her, during her lunch, talking to a wandering monk. She was in trance, listening to obscure things such as Dragon Lines, Chi, and other concepts difficult enough for an adult to understand. When they took her home and asked her about it, the intuition and understanding she showed about the matter left them in shock. They understood Kayda was to be a sage.

Thinking about her daughter’s happiness and, honestly, about their own,, they took her to a monastery and left her in charge of the monks, along with a scarce amount of rice for her provision and to alleviate the guilt.

She never new of her family again. The monks raised her, gave her a last name (that of the province the monastery was in, as usual), and mostly acted like her new family. They found out about her strange connection with the Dragon Lines and her affinity with Chi, and taught her all they could about the matter. She was happy there, learning, being accepted for what she was and loved by the monks with no expectations in return.

One night, she had a terrible nightmare. She was caught in the dungeons of what seemed an obscure and terrible castle, unable to move, trapped by a lot of demons torturing her. No matter what she tried, she couldn’t escape, and she could feel the dark energies of thousands of souls being tortured and sacrificed before there, in that same room of the building. The souls all converged on top of the spire, merging in a black ectoplasmic thing that covered the area with dark chi. The situation was totally overwhelming and, with a desperate cry, she tried a final attempt at gathering the chi and unleashing it, trying to cleanse the place and save her life and the souls from a terrible doom. And that’s when she woke up.

She woke up only to find all of the monks dead. The chi energies she had used while in her nightmare had killed every living being in several hundred yards around, except for herself. Horrified, she tried to heal them, but they were beyond her capabilities. It took her several days to finally realise, and she focused all her efforts in researching what had happened. Using the monastery library, and then going on a personal quest, she managed to locate the place she had foresaw that night, and directed her steps towards it, mind set on cleaning the mess.

Kayda
Kayda is a twenty-something year old mixed-heritage woman of Minkaian origin. Most of her life has happened in the monastery and its whereabouts, living with the monks, so she’s not too aware of how the real world works. She’s a bit naive, if only because of her lack of experience, but still enthusiastic. Underneath this appearance, though, she wields a terrible power, capable of the best and the worst. It’s on her shoulders to decide what to do with it and how to keep balance, something for what she might be too young still. To bear this heavy stone, she prays to the Mother of Souls, Pharasma, when she’s desperate. The Lady of Graves understands all too well what the struggle for balance means, and blesses her child.

Thank you for all the help, people.


@Gobo Don't worry, I know what you mean about having a build that will possibly never see play. Your monk though sounds interesting. ABP would help a lot with his eschewing wealth too.


Realized build I was making is inadvertently very similar to Sheyann's, so going back to the drawing board.

Just to throw it out there and try to plant my flag...Now thinking about a Versatility Master kind of build...Looking at Drow Taskshaper/Brawler.

First draft of crunch and background should be done today or tomorrow.

Scarab Sages

@Nairb: Sorta like the Taskshaper/Battle Augur I put together earlier? I like a little competition, though!

I'll update the list of submissions later today, to make it easier for the GM/other players


Dangit..I didn't see it in the list at the top of this page of the thread...

Okays. I will wait for an updated submission list before I brainstorm more then...Definitely a Drow with Drow Nobility, Umbral Scion, and the free upgraded versions...so nice SLAs. The rest I will hold off on until I can see if there is anything new under the sun.


So here is Willup, the Grippli Shaman/Inquisitor. His role is Healer and Controller. He is Kaillum's big brother, but that shall not cloud your decisions, GM. Both submissions are totally independent from each other and should be rated as any others. I just made it as such, because we know each other from another game we play in together successfully and he invited me here.

Crunch&Background:

Willup
Male Grippli Shaman (Witch Doctor) 2 // Inquisitor (Sacred Huntsmaster) 2 // VMC Cleric
CG small humanoid (Grippli)
Deity Immonhiel
Init +8, Senses darkvision (60 ft.); Perception +8
=================================================
DEFENSE
=================================================
AC 20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 size)
hp 25 ((1d8) +2 con +1 FCB, +3 familiar)
Fort +6, Ref +4, Will +6
=================================================
OFFENSE
=================================================
Speed 20 ft., climb 20 ft.
Melee Handaxe +5 (1d4+2)
Ranged Longbow +5 (1d6+2)

Inquisitor Spells known (CL 2nd; concentration +5)
1st (3/3 used)-Expeditious Retreat, Protection from Evil, Shield of Faith
0th-Detect Poison, Detect Magic, Light, Read Magic, Stabilize

Shaman spells prepared (CL 2nd; concentration +5)
1st-Burning Hands, Chill Touch, Entangle
0th-Create Water, Daze, Know Direction, Mending

Special Abilities Channel Energy (1d6 4/day), Restorative Touch (6/day), Detect Alignment (at will)
=================================================
STATISTICS
=================================================
Str 11, Dex 18, Con 15, Int 8, Wis 17, Cha 14
Base Atk +1; CMB +0 CMD 14
Feats Fey Foundling, Agile Tongue, Precise Shot
Skills Knowledge (Nature) +3, Knowledge (Religion) +3, Perception +8, Ride +9, Sense Motive +10, Use Magic Device +8; +3 for identifying monsters; [ACP] - 4
Background Skill Handle Animal +9 (+4 companion), Profession (Herbalist) +8
Traits Exalted of the Society, Dangerously Curious, Survivor, Resilient
Languages Common, Grippli
Gear small handaxe, small bronze breastplate, small composite longbow, 100 arrows, familiar satchel (25gp), Training Harness (10 gp), exotic mount riding kit (36 gp), make it masterwork (50 gp), cleric's kit (16 gp), medium studded leather barding (50 gp), 3x scroll of CLW (75 gp), scroll of summon monster II (150 gp), potion of feather step (50 gp), 38 gp
=================================================
SPECIAL ABILITIES
=================================================

Spoiler:

Shaman (Witch Doctor)
Spirit Animal Toad familiar
Hex: Life Link The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.
Spirit Ability: Channel The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Inquisitor
Monster Lore The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Domain Healing (Restoration)
Restorative Touch You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Stern Gaze An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

VMC Cleric
Deity At 1st level, she must select a deity within one alignment step of her own. She gains the cleric’s aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments. She also gains the cleric’s spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists.

Racial
Defensive Training Gripplis often live in close proximity to very large animals and dangerous creatures they must learn to avoid in order to survive. They gain a +2 dodge bonus to AC against Large or larger animals and magical beasts. This racial trait replaces swamp stride and weapon familiarity.


=================================================
BACKGROUND
=================================================
His sister was weird. At least that's what most of the swamp's inhabitants thought and talked behind her back. Yes, the elders officially encouraged her, but that was mostly out of curiosity and hope for something spectacular to happen. Willup loved his sister unconditionally and watched over her carefully, listened to her descriptions of her dreams and the spreading corruption. He wasn't sure what to make of it, but he trusted her. He was a few years older than Kaillum and therefore had built up a respected position in the community.
He was quite the busy Grippli with all his duties as the region's medicine man and religious council. Eeeeveryone had some aches and pains or day-to-day bruisings that they wanted to be taken care of with Willup's magical herbs. Not only the Grippli came to him for healing or guidance, but also the swamp's animal and other inhbitants, including some fey creatures, which he found strange but intriguing. The Empyreal Lord Immonhiel, father of all frogs and toads and master of herbal medicines, had chosen him as his emissary. And Willup lived up to this privilige by keeping busy and learning something new abouts herbs everyday. When the time was available he travelled far to gather unknown herbs and study them. And by travel he means riding his trusted Giant Frog companion Bob. Bob was huge for a frog, but also quite dumb. All in all, a very loyal ally and mount. Billy on the other hand was of no extraordinary size. He fitted quite well on his palm. But there was something else about the tiny toad that was astonishing. Billy looked like the perfect toad. He had never had any scratches, was never dirty and almost glowed of health. Truely, he must be an emissary of Immonhiel. Billy was also very clever and was even able to assit Willup in the processing of herbs and creation of medicines.
When his sister suddenly left the village without notice, Willup and his parents were very afraid. And he didn't blink for a moment, left his duties in the swamp and followed her. Together with his two allies he tracked her down two weeks later, but decided to not approach her. She seemed determined, something he had never observed in her before and he kept watching her. Until now, at the base of the Spire, where suddenly all her dreams and description became reality...

Bob, the Giant Frog

Spoiler:

Medium Giant Frog
Init +1, Senses low-light vision, scent; Perception +3
=================================================
DEFENSE
=================================================
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 natural)
hp 25 ((1d8) +3 con +toughness)
Fort +6, Ref +4, Will +2
=================================================
OFFENSE
=================================================
Speed 30 ft., swim 30 ft.
Melee bite +4 (1d6 +2)
=================================================
STATISTICS
=================================================
Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6
Base Atk +2; CMB +4 CMD 15
Feats Tougness, Iron Will
Skills Acrobatics +5, Perception +3, Survival +3
Gear Training Harness,
small studded leather barding

Billy, the toad

Spoiler:
Familiar (Valet)
N Diminutive animal
Init +1; Senses low-light vision, scent; Perception +5
AC 16, touch 15, flat-footed 15 (+1 Dex, +4 size, +1 natural)
hp 12
Fort +1, Ref +3, Will +5
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +10, Stealth +21; Racial Modifiers +4 Stealth

SPECIAL ABILITIES
Familiar The master of a toad familiar gains 3 hit points.
Able Assistant A valet’s master treats the valet as if it had the Cooperative Crafting feat and shares Craft skills and item creation feats with the valet. This replaces alertness.
Magical Manipulation A valet can cast open/close and prestidigitation at will. This replaces share spells.
Teammate A valet is considered to have all the teamwork feats its master has. This replaces improved evasion.
Spirit Animal The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1.



I didn't realize that there was another fiendish marauder, so I made a blaster instead. I’m actually really excited by the blaster now, but I’m willing to play whichever is a better fit.

Sansu is now a Arcanist//Wizard/Crossblooded sorcerer


Character:

Sansu Hexbringer
Female Tiefling Tiefling Daemon-Spawn (variant) Arcanist 2//Crossblooded Sorcerer 1/Wizard 1
TN Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 mage armor, +3 Dex, +1 natural;)
hp 22 (2d8)
Fort +2 , Ref +3, Will +2
Resist fire 5
--------------------
Offense
--------------------
Speed 30’
Ranged Longbow +6 (1d8)
Spells (Arcanist)
. . [0] Acid Splash, Detect Magic, Light, Daze, Open-Close,
. . [1] Lingering Burning Hands[cold], Mage Armor
Spells (Sorcerer)
. . [0] Prestidigitation, Dancing Lights, Ghost Sound: Mending, Message
. . [1] Protection from Evil, Silent Image
Spells (Wizard)
. . [0] Mage Hand, Spark
. . [1] Lingering Burning Hands[cold], Obscuring mist

--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 8, Cha 18
Speed 30
Base Atk +2; CMB:Trip/disarm/sunder:+11 CMB:Other +2 CMD 16 (+2 vs trip/disarm/sunder)
Feats Spell Focus(evocation)/greater, Additional Traits (Magical Lineage+Wayang Spellhunter [Burning Hands]), Lingering Spell, Eschew materials, Scribe Scroll
Traits Trapfinder (campaign), Reactionary (Combat), Indomitable Faith (faith), Dark Magic Affinity (race)
Skills Appraise +9, Disable Device +11 Fly +8 Linguistics +9 Linguistics +9, Perception +1, Ride: +8, Sleight of hand +7, Spellcraft +9, Use Magic Device +9
Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Common, Abyssal, Infernal, Dwarven, Orc, Gnome, Draconic, Undercommon
Equipment, Longbow, Travelers Suit,Sleeves of Many Garments, Assorted potions and flasks, Urea x 400

--------------------
Special Abilities
--------------------
Power Attack (-1 attack roll, +2 damage)
Combat Expertise (-1 attack roll, +1 AC)
Weapon Finesse: Dex to attack rolls and trip/disarm/sunder
Crossblooded
. . Draconic (White, Blood Havoc)
. . . .Arcana: Ice spells deals +1 point of damage per die rolled.
. . . .Power: For spells that belong to schools you have selected with Spell Focus or that are bloodline spells, add 1 point of damage per die rolled.
. . Elemental (Ice, Primal)
. . . .Arcana: Ice spells deals +1 point of damage per die rolled.
School(Admixture)
. . Intense Spells +1 damage to spells, not divided between rays or missiles
. . Versatile Evocation: Evocation spells with acid, cold, electricity, or fire damage can be changed to another energy type
Feat Bonuses: Evocation spells have +2 DC, Burning Hands take -2 metamagic penalty. Lingering spells causes instantaneous spells to persist 1 round, and reapply to creatures entering the specified area. Also provies concealement, 20% over 5’, 50% over 20’
Arcane reservoir: 5, refresh 4 daily
Potent Spell: Spend 1 to increase 2DC or 2CL
Arcanist Spells: Prepared 5 0-level, 2 1-level, Casts per day 4 1st-level
Sorcerer Spells: Known 5 0-level, 2 1-level, Casts per day 4 1st-level
Wizard: Casts per day 3 0st-level 2 1st level
Wasp Familiar: +4 Init
Scaled Skin +1 AC, 5 fire resist
Prehensile Tail: swift action to retrieve small objects

Description:

Image
In most public areas, you’ll see very little of Sansu, besides her hood and assorted bags. Even her hands are gloved. Sometimes you’ll catch the fidget of a long thin tail fidgeting under her cloak.
Her face is clearly not human, Her skin is light grey color that resembles marble but her eyes draw more attention. They seem to glow from an inner light.
Until you’re next to her, you don’t notice quite how big she is. She stands a head taller than most around her, when she’s not slouched or sitting.

Backstory:

Sansu’s first memory is of crouching in a dark room, surrounded by bodies and a the gentle hand of her Sergeant Ling reaching out to save her. He took from a profane temple and raised her along with some men from his company. They were good people, all of them, and she was quite happy there. Sansu was able to grow up there in the small village where they had eventually retired, until her teens. Then her grandfather came for her.

Her grandfather had apparently orchestrated her birth to the cult and the rituals to empower her with immense arcane abilities. And he was ready to reap his investment, so he sent Mjkal, an infernal devil to possess her, to bring her in line with his plans. Sansu doesn’t remember much of that time, except for the occasional dream, but she does remember the blinding screaming in her head when she awoke. A cleric had managed to partially exorcise Mjkal. Because he had been bound by blood, thanks to her grandfather, he was instead driven to a small corner of her mind. That was enough, though. Her new powers helped her overpower her now pet demon and keep him locked away..

She was subsequently detained by the clerics of Desna. Over several months, despite everything, they came trust that she was free of any infernal influence. She even helped them with a few missions. In the process, she discovered that she could coerce some of Mjkal’s abilities and knowledge. Sometimes Mjkal would share interesting tidbits of knowledge. Confident in her new abilities, she set out on her own, to have a bit of fun.

Liberties:

Tiefling variant has you roll on a table. I went ahead and just picked the stat bonus.
Wildblooded and Crossblooded are a vague area whether they are legally stackable.
Archetypes list which features are considered changed or replaced. Wildblooded doesn't. If you look at the table under sorcoror d20pfsrd, it shows wildblooded as not changing/replacing anything. That's probably because it's intended to be similar to bloodline mutations, which aren't an archetype, they're just additional options.

I took the additional traits feat anyways, so i can retrain magical lineage & spellhunter to benefit fireball later.
Fun fact, cold spells can be modified to provide a lot of battlefield control.

Old Character (finished):

[spoiler=character]
Sansu Darkbringer
Female Tiefling Tiefling Daemon-Spawn (variant) Warder(Fiendbound Marauder) // Psychic 2
TN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 19 (+6 armor, +4 Dex,+2 shield +1 natural; (-1 depending on stance )
hp 26 (2d12)
Fort +2 , Ref +6, Will +1; (+1 vs spell, spell-like, poison)
Resist fire 5
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Offense
--------------------
Speed 30’ (20’ in Pugilist Stance)
Melee Fiend’s Grip +6 (1d8+4) 5’-10’ range (Able to attack adjacent and reach)
Ranged Longbow +6 (1d8)
Warder Maneuvers and Stances Known (IL 2nd, 4 readied)
. . [maneuvers] Pummel Strike, Strength of Hell, Flurry Strike, Fear Eating Technique
. . [stances] Pugilist Stance, Iron Pikeman’s Attitude
Spells (Psychic)
. . [0] Daze, Stabilize
. . [1] Magic Missle, Painful Goad, Sleep

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 18, Wis 6, Cha 16
Speed 30 (medium armor counted as light)
Base Atk +2; CMB:Trip/disarm/sunder:+11 CMB:Other +2 CMD 16 (+2 vs trip/disarm/sunder)
Feats Combat Expertise, Deadly Aim, Power Attack, Combat Reflexes, Enforcer, Deft Maneuvers, Deadly Agility
Traits Bred for War (+1 Intimidate, +1 CMB) (race), Accelerated Drinker (drink potion move) (Combat), Trap Finder (campaign) (+1 disarm, disarm like rogue), Blades of Mercy (no penalty non lethal slashing) (religion)
Skills Acrobatics +8, Bluff +7, Climb +5, Diplomacy +7 Disable Device +8,Handle Animal +3,Intimidate +9 Knowledge (local) +8, Knowledge (planes) +8, Linguistics +9, Perception +4, Ride: +8, Sleight of hand +8, Stealth +5,
Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Common, Abyssal, Infernal, Dwarven, Orc, Gnome, Draconic, Undercommon
Equipment Agile Breastplate, Spiked Gauntlet x2, Heavy Wooden Shield, Longbow, Travelers Suit, Swarmsuit, Sleeves of Many Garments, Potion of Remove Fear x2, Potion of CLW, Potion of Long Arms x2, Acid Flask x3

--------------------
Special Abilities
--------------------
Power Attack (-1 attack roll, +2 damage)
Combat Expertise (-1 attack roll, +1 AC)
Weapon Finesse: Dex to attack rolls and trip/disarm/sunder
Deadly Agility: Dex to damage on finesse weapons
Combat Reflexes: Class feature, included as bonus feat, use Int instead of Dex
Blades of Mercy:Slashing weapons can be used non lethally for no penalty
Enforcer: On non lethal damage, able to make free action Intimidate check to demoralize. If successful, shaken for damage in rounds. On crit and successful demoralize, frightened for 1 round first
Prehensile Tail: swift action to retrieve small objects
Accelerated Drinker: Move action to drink potion
Fiendish Sprinter: 10’ additional movement to charge, run, or withdraw
Dark Mark: On hit, free action to curse. Cursed targets suffer 10% arcane spell failure, and have -4 attack rolls vs other targets, 4/day
Aegis: Allies within 10’ receive +1 morale bonus to AC and Will, self not included. LoS required
Phrenic Pool: 4, refreshes daily
Overpowering Mind:Spend 2 Phrenic to increase Will DC by 1
Defensive Focus: Full Round, recover all maneuvers. Threatened area increase by 5’. Able to move to reach

Fiendish Grip: move action, summon weapons in place of spiked shield gauntlets, Increase range, and damage, and benefits from all enhancements from Spiked Shield Guantlets
Pain Reminder: As a swift action, cause an enemy to take 1d6 points of nonlethal damage if dealt damage to that enemy with a spell since the start of the previous turn


Okay. I have decided this time for real... If anyone else has already submitted an idea like this then there will jsut be two of them, cause I really like the idea.

I will be a Drow Synthesist-Summoner/Vorpal Knight. His goal is to capture souls himself or put them in soul gems using Cacodaemons in the hopes of helping his demonlord (TBD) gain ascencion to true deification. When in his melded Synthesist form he will resemble an avatar of his demon patron.

That's what I've got so far. Working on crunch now. No taking my idea!


So follow up question on that for the GM. As a vorpal knight that has already started his career (lv 2, woot woot) do I get to start off with souls in my reservoir? Presumably these would be 2 creatures that I killed on the journey to becoming level 2, so they would have to be between 1 and 4 hitdice.

I ask because what I pick really impacts the power level of the Vorpal knight starting off. It gives me access to some Teir 1 Phylocrux SLAs as well as potentially natural armor bonus (+1), damage reduction (+1), immunity to sleep effects or deafness, and natural attacks.

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