Sebecloki's Shattered Star AP Super Spectacular Paizo Anniversary Celebration Campaign (Inactive)

Game Master Sebecloki

Pathfinder turned up to 111.


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Hayato Ken wrote:

I think i'm quite finished with the crunch on my character and now working on the fluff. I'm not usualy one for already long background stories, more fleshing out traits and quirks of the character to give me personaly a guideline of the personality and how i want to play the character, but level 5 justifies some adventures.

@River of Sticks: Yeah i stayed away from that one feat. What good are ~+45 saves? We'll need to see about party balance anyway. I put my AC quite high, since i'm planning on drawing out AoOs a lot.

@Sebecloki:
You said this would be dungeon heavy? Would dungeons count as city environment for street style feat chain?

Some of the dungeons are in/adjacent to a city (Magnimar/Kaer Maga), so I'd say yes.


Awesome!
I'll probably focus on Panther Style and add in Snake Style later, along with tripping.
Then i also have channel the void with the madness variant and can apply confusion as control.
Add in stunning fist and scorpion style.
Essentially i think with unchained action economy i can move around and provoke AoOs which i counter, trip everyone, get an attack on them with vicious stomp (later with greater trip 2), repositioning foes with ki throw, then channel the void with the confusion effect attached to it.
Also domain strike to attach vision of madness giving a penalty on saves or attacks.

Street Style may add some interesting control with the free bull rush later on, but guess i won't take it at first.


gyrfalcon wrote:

I actually *was* thinking of taking pre-errata Divine Protection, though I'm not attached. Really though, with a game like this, any attempts Paizo made to balance classes, feats, items, etc. is totally out the window.

I think we should build the characters we're excited about, focusing mostly on our image of who the character should be, and what will be interesting to have as part of a party of adventurers.

THEN, when we have a party, I think it makes sense to do some comparison. Obviously Seb will HAVE to adjust up the foes, so if we're "close enough" in power then everything is fine.

If it turns out A has a 40 AC & B has a 20 AC...that gets tricky, since a foe that can hit B on a 1 still can't hit A without rolling a 20. The same goes, of course, for our saves, the DC of our abilities, etc. If that happens (and I assume it will, at least somewhat) then I suggest either:
a) we negotiate to even things up a bit, OR
b) Seb suggests some changes, and we go with them.

(some folks will always have somewhat higher AC, etc...but probably we don't want one player who's significantly ahead or behind on everything)

I suspect that the easiest way to do this might be with arbitrary fiat.

What do yall think?

I thought I'd highlight my approach here so I don't take anyone by surprise -- I'm going to take a Starfinder approach to just giving monsters stats largely by fiat for whatever they need to challenge you. If something seems weird, or like it doesn't add up, it's because I'm not even going to try to build monsters like pcs -- it will be too much work for this, and I'm going to need more flexibility to come up with the correct values and range of features that will be required. Like, I'm just going to give a Bugbear Thug 60 Str and 500 hp and 40 ac if he needs it to stay alive for 2-3 rounds, and I'm not going to worry about how to make his HD and Con bonus and class features produce that result.


That's probably the only viable approach anyway.

I understand gyrfalcon though and agree. We need to take a look to be approximately in the same boat, so everyone has a chance to participate and survive encounters.
My AC is pretty high for example, since i plan to kind of tank. Someone who intends to cast mainly and stay in the back or have a secondary combat role wouldn't need that high an AC. Like in a normal party.


I think most characters have some sort of DR as well, so AC isn't everything anyway.


Hayato Ken wrote:

Awesome!

I'll probably focus on Panther Style and add in Snake Style later, along with tripping.
Then i also have channel the void with the madness variant and can apply confusion as control.
Add in stunning fist and scorpion style.
Essentially i think with unchained action economy i can move around and provoke AoOs which i counter, trip everyone, get an attack on them with vicious stomp (later with greater trip 2), repositioning foes with ki throw, then channel the void with the confusion effect attached to it.
Also domain strike to attach vision of madness giving a penalty on saves or attacks.

Street Style may add some interesting control with the free bull rush later on, but guess i won't take it at first.

While I don't intend to draw as many AoOs, I'm doing the same thing with trips. I'm also going to mix in some grappling and feats like Savage Slam.


Ok, so I had an idea for a 5E paladin that I never got to play. Roughly 2 levels in paladin, and then 3 in warlock with the infernal patron. Basically he's being watched by an archfiend, and offered power in a critical moment of battle (as he's about to die), and in a moment of weakness, he accepts, not knowing what happened. He loses favor from his god, and spends the rest of his career accepting his patrons gifts only to gain more power, to eventually travel to his patrons domain and kill him in the name of his god, who he still worships. I would love to do the same thing, but with an undead twist for pathfinder. What kind of shenanigans would you allow for an undead holy cleric/paladin gestalt?


Not sure if that could be a paladin at all. When you fall, you loose your powers. Might retrain as an antipaladin, but that on the other hand would clearly put you on the evil side.
There are some characters who might fit well in an evil party i guess.
Mine at least is made more for a neutral to good leaning party, since one of the main motives is to escape evil.

@Phntm888: we should probably work together.
I'm planning on lunge and have a wand of longarm to extend reach already. Later might go for snap shot line or a whip build to bring that to 25-30 feet reach zone of control.
Also combat patrol, but that's a full round action.
Awesomesauce though, move in a 40 feet circle and you will get tripped and beaten up.


Hayato Ken wrote:

Not sure if that could be a paladin at all. When you fall, you loose your powers. Might retrain as an antipaladin, but that on the other hand would clearly put you on the evil side.

There are some characters who might fit well in an evil party i guess.
Mine at least is made more for a neutral to good leaning party, since one of the main motives is to escape evil.

That's the point though. Being afflicted by a curse or something that blights him with undeath. But the character refuses to accept his lot, and continues to fight in the name of his god, despite the loss of powers. He views it as a grand trial of his faith, and refuses to stray from the worship of his deity, until he finds a way to turn back. Granted, I'll have to RP the conflict of his desire to remain in the gods service, and his undead desires creeping into his will, but that's what makes the idea fun.

If it cant work in this campaign, I would be more than happy to come up with another character concept (I have more than a few brewing around), but I rarely get a chance to roleplay something so complex in a game where the mechanics (gestalt, feat count, scope) match that complexity.

Mechanics-wise I would either play cleric/paladin+Oracle or a warpriest+Oracle (since Oracle's are bestowed gifts in PF).


Well GM decision and the GM is very cool.
Probably there's some template you can use, but some oracle curses would really fit this well. Probably would make it antipaladin or grey paladin archetype or something like that.

I think we should all take a look that our characters are also able to play well in a group and cooperate.

Lantern Lodge

This contains the finished character and background.
Might change the name to reflect nobles of Magnimar and make a new avatar.


Hayato Ken wrote:

Well GM decision and the GM is very cool.

Probably there's some template you can use, but some oracle curses would really fit this well. Probably would make it antipaladin or grey paladin archetype or something like that.

I think we should all take a look that our characters are also able to play well in a group and cooperate.

Grey paladin archetype sounds close to what I'm going for. Personally I'm not too worried about group cohesion. I'm more interested in how well the group roleplays their characters. I will say just to set anybody at ease, that I have no intention of derailing a campaign. There's no fun in that. The longer we can keep the game going, the better.


Good point. My character is neutral evil and wants to drain or consume as many minds/souls as he can to gain power. He works with a good or neutral group because he only wants to consume the essense of evil souls. Goodies taste yuck and neutrals taste bland, though they'll do in a pinch if it's worth it. Plus draining those that are evil doesn't get him in trouble as much and the less people that seek his end the better.


Tomoe Gozen wrote:

This contains the finished character and background.

Might change the name to reflect nobles of Magnimar and make a new avatar.

I'm having fun reading all these builds. They're all interesting and flavorful.

Amusingly, you and I will both have Madness Variant Channel.

It looks like you chose a Monster chassis instead of a PC race. Did Seb weigh in on that yet?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Inspired by a few lines from the GM about an alien hiding out in Magnimar and some of the other undead creeps in the party..... Elvonic Geltz (rather than reworking my previous entry; this one is more interesting to me now anyway)

Background:
Elvonis Geltz never cared much for the Solarian Counsel anyway. Their philosophy grounded in the physics of the Prime Material Plane seemed limited at best, and childish and petulant during the worst of their arguments against the Ioun Dimensional Exploration Transport.

The IDET combined the power of the Azlant Star Empire’s ioun stones, the Elven Gate magics, and Kasathan technology to travel on a dimensional slide through the elemental, astral, ethereal, and shadow planes. In theory, as the Professor had explained in convoluted and incomprehensible detail to Elvonis, the IDET would be able the vast distances of the Prime Material by taking shortcuts through these dimensions. The onboard navigatron would handle all the heavy lifting, and the Professor had programmed that himself.

Elvonis’s ex-wife and the children could board the generation ship for all he cared. The shrew had made the divorce miserable and Elvonis’ subsequent public shaming had been enough to have him removed from the Ruby Guard. Ever the soldier, Elvonis determined to carry on regardless.

The Professor’s early experimentation with Shadow Plane Travel had led to a nearly disastrous run in with an advanced cadre of Azlanti soldiers from the Star Empire. Of all the soldiers of fortune working for the professor, only Elvonis managed to escape. Not only that, but he had brought back a prize collection of ioun stones stolen off the enemies’ corpses. This discovery, the professor assured him, would help in the completion of the IDET.

The crew of the IDET came to think the professor was insane. A mad scientist, a crackpot, a witch, a complete nutter. Elvonis’ would claim his crewmates lacked his loyalty to the professor’s dream. The truth was deeper than this. Back on Siglue Six, Elvonis had discovered more than the ioun stones among the Azlanti. He had also discovered numerous sacred texts to the Azlanti god Amaznen, the god of invention, magic, and secret knowledge. It was Amaznen’s holy words that drove forward, ever towards the mythical homeworld of the Azlant, the lost world of Golarion.

The Professor, had, however, invented a device neither he nor they fully comprehended, a semi-sentient and unstable artifact of magic and technology. The IDET pulled the crew through many different dimensions, pulling facets of the realms it visited into itself and the crew in an attempt to complete its own design according to the flawed logic of its programming. Deskar was evaporated into ether, Momata immolated, and Xebulba turned to a puddle of oozy flesh. Whether it was destiny, the subtle influence of IDET’s mutual respect for the scrappy young kasathan warrior, or a miracle blessed by Amaznen or one of his servitors may never be discovered, but somehow Elvonis survived the infusion of elemental energies from the planes of earth and air that IDET had merged with him and itself.
It was IDET’s final incursion, into the Plane of Time, which was to be its destruction and seal Elvonis’s final fate. When IDET attempted to syphon off the plane’s temporal energies, it attracted unwanted destructive attention from the denizens of that place. The resulting damage would spell the end of IDET.

IDET’s core was able to make one last, desperate dimensional shift, escaping back into the Material Plane before breaking into its components with a crash. While the IDET was almost completely disabled, it managed to safeguard its last living crewman and the majority of its cargo, including a rather sizable collection of valuable gemstones from the Plane of Earth. These would come in handy as Elvonis settled into his now home.

And good thing, too, because this new home was a giant backwater pisshole of a world that had barely managed to invent gunpowder in a tiny section influenced by alien presence. One can imagine Elvonis’ surprise and utter disappointment when he discovered this was, in fact, none other than the legendary lost world of Golarion.

One may also imagine his rage when, not five minutes after arriving, he was killed by a Marut Chronokeeper from the dimension of time to prevent any damage to the planet’s timeline, given that the IDET’s syphoning of temporal energies had managed to send it back in time to Golarion before it had become lost. Once Elvonis was eliminated, the Marut followed its programming to disassemble completely the IDET into its base components before jacking off back to its time zone.

Turns out, IDET had a few tricks up its sleeves no one anticipated. It calculated the energies necessary to shelter an entity’s presence from the attention of the Chronokeepers- essentially creating a chameleon effect where the infused individual would appear to belong in the temporal present it was in rather than blipping their radars. While it couldn’t perform the necessary infusion of temporal energy on itself while under the direct attention of the Marut, it managed to perform the operation on Elvonis, whom the linear-thinking Marut already knew was dead.

Its second trick involved a store of negative energy stored from the trip that had killed Feloni. IDET gave Elvonis one last elemental infusion, transforming the kasathan warrior into an undead creature known on Golarion as a Graveknight.

Thus it was, days of the inevitable’s departure back into the Time Plane, that Elvonis arose anew. Millennia after the last Azlanti had departed Golarion’s surface, well past the glories of that ancient civilization, and an undetermined time before he had even been born, Elvonis pondered his future.

Well, should the generation ship ever arrive at its destination, maybe he would explain to his ex-wife the errors she made in painful detail. Meanwhile, there were rumors of some upstart ex-Azlanti rebels called Thassilonian Runelords waking up. Maybe they would be good for a decent conversation.

Notes on Background and Current Activities:
I’m imaging the Professor and Kasathan generation ship happened pre- or during “The Gap” from Starfinder. No real mechanical effects for the whole “time chameleon” thing except at least initially Elvonis won’t be hunted down by temporal agents (at least until he starts making real time altering waves.) The ioun stones, his weapons, and a vast treasure pile of precious gems are how he got so damn rich. He scrabbled together what he could from the IDET for building the batteries, grenades, and other tech stuff he crafted. He has subsequently used his wealth to further enchant his armor and weapons using his crafting, and has crafted a butt-ton of other useful stuff too. Kept the crafting to only things he could craft (why his weapons and armor only have +1 abilities and no + equivalent abilities), bought the ioun stones and anything else he couldn’t make due to creation restrictions.

In Magnimar, Elvonis generally gets by using his ioun stone for disguise self to appear as a living, breathing humanoid of some kind. He has joined the Pathfinder Society here because it’s backwater enough to not have too discerning a leadership.

If we eliminate the “undead need to be evil” I’d rather stick with LN for Elvonis.

Crunchies:

Elvonis Gelzt
Male air- and earth-infused kasatha graveknight gestalt gunslinger (gun tank, techslinger)/inquisitor (keeper of constructs) of Amaznen 5
LE Medium outsider (air, augmented humanoid, earth, kasatha, native)
I still have to peak at alternate racial traits for kasatha to see if there's anything there worth doing.
Init +36; Senses darkvision 120 ft.; Perception +45 (+47 to not be surprised in a surprise round of combat)
Aura sacriligious aura (30 ft., DC 20)
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Defense
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AC 49, touch 21, flat-footed 49 (+11 armor, +5 deflection, +2 Dex, +3 dodge, +1 insight, +11 natural, +6 shield)
hp 155 (5d10x2+55)
Fort +24 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +26 (+5 bonus vs. area of effect attacks), Will +30; +4 vs. landslides, avalanches, tunnel collapses, and similar effects, +2 vs air or electricity effects, +2 vs earth and acid effects
Defensive Abilities all-around vision, channel resistance +4, rejuvenation; DR 10/magic; Immune acid, cold, electricity, undead traits; Resist negative energy 10, positive energy 10; SR 28
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Offense
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Speed 30 ft. (20 ft. in armor), burrow 10 ft., fly 30 ft. (average), swim 30 ft.
Melee slam +11 (1d4+7)
Ranged +1 distance guided transformative, greater laser pistol +23 (1d8+13 fire plus 1d6 acid) or
. . +1 distance guided transformative, greater laser pistol +23 (1d8+13 fire plus 1d6 acid) or
. . +1 distance guided transformative, greater laser pistol +23 (1d8+13 fire plus 1d6 acid)
Special Attacks bane (5 rounds/day), channel destruction (1d6 acid), deeds (covet charge, gun tank's resolve, gunslinger initiative, pistol-whip, reliable, utility shot), devastating blast (2d6 acid, DC 20, 3/day), grit (16), gusting strike, judgment 2/day, nanite strike, penetrating blows, technic training +10 (laser pistol), undead mastery (25 HD, DC 20)
Inquisitor Spell-Like Abilities (CL 5th; concentration +21)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Keeper of Constructs) Spells Known (CL 6th; concentration +22)
. . 2nd (6/day)—darkness, death knell (DC 28), effortless armor[UC]
. . 1st (8/day)—ear-piercing scream[UM] (DC 27), inflict light wounds (DC 27), longshot[UC), true strike
. . 0 (at will)—acid splash, brand[APG] (DC 26), daze (DC 26), detect magic, oath of anonymity, sift[APG]
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Statistics
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Str 30, Dex 30, Con —, Int 30, Wis 42, Cha 26
Base Atk +5; CMB +16; CMD 44 (49 vs. grapple)
Feats Ability Focus (nanite strike), Acrobatic, Additional Traits, Additional Traits, Advanced Armor Training, Alertness, Armor Focus, Artifact Hunter, Blind-fight, Combat Reflexes, Covering Shield, Craft Magic Arms & Armor, Craft Technological Item, Craft Wondrous Item, Cunning, Deepsight[APG], Dodge, Double Slice, Eldritch Heritage[UM], Escape Route[UC], Eschew Materials, Expert Salvager[UW], Far Shot, Field Repair[UC], Great Fortitude, Gunsmithing[UC], Haunt Scavenger, Hover, Improved Initiative(B), Lightning Reflexes, Magical Aptitude, Missile Shield[APG], Mobile Bulwark Style, Mobile Fortress, Mounted Combat(B), Mounted Shield[APG], Multiweapon Fighting, Peerless Courtier, Peerless Courtier, Peerless Courtier, Planar Infusion, Planar Infusion, Point-Blank Shot, Power Attack, Precise Shot, Prodigy[UM], Quick Draw, Quick Stow, Rapid Reload, Rapid Shot, Reinforce Crafting, Ricochet Shot Deed[UC], Ride-by Attack(B), Shield Focus, Silent Spell, Skill Focus (Knowledge [engineering]), Skill Focus (Perception), Skill Focus (Spellcraft), Soulblade, Technologist, Technology Adept, Tool Optimizer, Toughness(B), Two-weapon Fighting, Wrest Charge
There may be a tweak or two needed with feats; so many choices, yet never enough lol.
Traits classically schooled, covered sniper, fate's favored, giant ambivalence, natural flier, serpent runner (armor)
Skills Acrobatics +19 (+15 to jump, +20 while flying), Appraise +14, Bluff +23, Climb +11, Craft (armor) +23, Craft (mechanical) +21, Craft (weapons) +23, Diplomacy +23, Disable Device +10, Disguise +19, Escape Artist +15, Fly +18, Heal +23, Intimidate +23 (+25 to demoralize constructs), Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +28, Knowledge (local) +20, Knowledge (nature) +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +45 (+47 to not be surprised in a surprise round of combat), Ride +21 (+26 to checks to negate a hit on mount with Mounted Combat), Sense Motive +30, Sleight of Hand +13 (+17 vs. Perception of someone observing or frisking you in search of a weapon in the sheath, +17 vs. Perception of someone observing or frisking you in search of a weapon in the sheath, +17 vs. Perception of someone observing or frisking you in search of a weapon in the sheath), Spellcraft +31, Stealth +17, Survival +23, Swim +21, Use Magic Device +18 (+20 to emulate a class feature, ability score, race, or alignment)
Languages Abyssal, Auran, Azlanti, Common, Draconic, Dwarven, Galactic, Gnoll, Kasatha, Orc, Sphinx, Terran, Thassilonian, Vesk
SQ armor training, bullet defection, construct influence +2, construct lore +32, desert runner, desert stride, element-infused abilities (flight, gusting strike, improved natural armor), graveknight armor, gunsmith, jumper, multi-armed, phantom mount, plane of air planar infusion (basic), plane of earth planar infusion (basic), ruinous revivification (acid), solo tactics, stalker, technic training, track +2
Combat Gear feather token (swan boat), helm of teleportation, wand of inflict light wounds (50 charges), wand of inflict light wounds (50 charges), wand of inflict light wounds (50 charges), wand of inflict light wounds (50 charges), wand of inflict light wounds (50 charges), wand of inflict serious wounds (50 charges), arc grenade, bang grenade, flash grenade, flechette grenade, fragmentation grenade, gravity grenade, inferno grenade, oil (4), plasma grenade, sonic grenade, zero grenade; Other Gear +1 amorphous aquadynamic burdenless corsair deathless ng-deceiving delving impervious shadow slick spell resistance (19) warding mithral full plate, +1 folding impervious rebounding paueliel tower shield, +1 distance guided transformative, greater laser pistol, +1 distance guided transformative, greater laser pistol, +1 distance guided transformative, greater laser pistol, all tools vest[APG], amulet of natural armor +5, bag of concealment iv, belt of physical might +6 (Str, Dex), black marketeer's bag[UI], chirurgeon cube, cloak of resistance +5, dark blue rhomboid ioun stone, dusty rose prism ioun stone, eastern star ioun stone, eversmoking bottle, figurine of the dwarven forge, fog-cutting lenses, gloves of elvenkind[ARG], headband of mental prowess +6 (Int, Wis), mossy disk ioun stone, mulberry pentacle ioun stone, northern star ioun stone, orange prism ioun stone, pale green prism ioun stone, pale ruby trillian ioun stone, pearlescent pyramid ioun stone, ring of freedom of movement, ring of protection +5, robe of eyes, saccadic focusing prism, southern star ioun stone, stone of good luck (luckstone), tome of understanding +5, vanishing sheath[ACG], vanishing sheath[ACG], vanishing sheath[ACG], vermillion rhomboid ioun stone, western star ioun stone, bandolier[UE], bandolier[UE], battery (200), buttons (0.1 lb), climber's kit, conditioning oil for leather (0.4 lb), cutting board, wooden (2 lb), efficient tent[UW], file, small (0.1 lb), folding shovel[UE], grappling hook, grippers, hammer, hooded lantern, knife, cutting (0.5 lb), ladle (0.5 lb), leather paring knife (0.5 lb), leather straps (0.4 lb), lighter, lighter, metal polish (0.3 lb), piton (8), pot, seasonings, local (0.5 lb), sewing needle, silk rope (100 ft.), skewer (1 lb), skillet[UE], soft cloth (0.1 lb) (2), tinder packet (0.5 lb), tindertwig (10), tripod, iron (3 lb), 223 gp, 4 sp, 5 cp
Like Feats, equipment might need a little tweaking. :)

Special Abilities(Currently from HeroLab, to be edited):

Special Abilities
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Adaptable Training (Ride) (Ex) Use BAB in place of skill ranks for selected skill.
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Artifact Hunter (1/day) Take 15 on UMD check. +2 to emulate a class feature, ability score, race, or alignment with UMD
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bullet Defection (+5) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Burrow (10 feet) You have a Burrow speed.
Channel Destruction (1d6 acid) (Su) Add 1d6 acid damage to all weapon attacks.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Construct Influence +2 (Ex) +2 to use Intimidate to demoralize constructs.
Construct Lore +32 (Ex) +32 to Knowledge checks when identifying the weaknessess of constructs.
Covering Shield Add your shield's base bonus to reflex saves vs. area of effect attacks.
Craft Technological Item You can create technological items.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Devastating Blast (2d6 acid, 3/day, DC 20) (Su) 30' cone deals 2d6 acid damage.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Element-Infused Abilities An element-infused creature can select a number of movement abilities (see the Speed section), defensive abilities, and offensive abilities (see the Special Attacks section) based on its Hit Dice, as shown in the chart below. In addition, an element-
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Expert Salvager Gain a +4 bonus on Craft checks for certain actions while foraging or salvaging.
Far Shot Halve the range increment penalty for extended range.
Field Repair Take no penalty for repairs made with improvised materials
Fly (30 feet, Average) You can fly!
Graveknight Armor Armor acts as phylactery and must destroy utterly to kill a graveknight.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Gusting Strike (1/round) (Ex) When hit with melee attack, you may attempt a bull rush that does not provoke AoO.
Haunt Scavenger Extract components for spellcasting or item crafting from haunts and certain creatures dead less than 10 min.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Ability Drain Immunity to ability drain
Immunity to Acid You are immune to acid damage.
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Mobile Bulwark Style While using style, move action to set tower shield as total cover. Add shield bon to bull rush/overrun CMD.
Mobile Fortress While using mobile bulwark style, add half shield bon to touch AC and reduce att pen from tower field. Can grant adj ally benefit of cover from shield.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Shield Add your Shield (inc Shield Focus) bonus to your mount's AC and Mounted Combat checks.
Multi-Armed (Ex) Has one primary and 3 off hands.
Nanite Casting Transmutation spell on self, increase duration by 50%
Nanite Poison (DC 20) (Ex) Poison—injury; save Fort DC 20; frequency 1/round; effect 1d2 Str and 1d2 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Nanite Strike (11 rounds/day, DC 26) Melee attack delivers nanite poison and overcomes DR as magic weapon.
Peerless Courtier (Bluff) As a favored hero of the satrap, you’ve learned to translate skill at arms into social influence. Use BAB for ranks.
Peerless Courtier (Diplomacy) As a favored hero of the satrap, you’ve learned to translate skill at arms into social influence. Use BAB for ranks.
Peerless Courtier (Sense Motive) As a favored hero of the satrap, you’ve learned to translate skill at arms into social influence. Use BAB for ranks.
Penetrating Blows (Ex) Against DR of constructs, attacks count as adamantine.
Phantom Mount (1/hour) (Su) 1/hour, summon a phantom mount using your HD as caster level.
Plane of Air Planar Infusion (Basic) (Ex) +2 bonus on Fly checks & +2 bonus on saving throws against air or electricity effects.
Plane of Earth Planar Infusion (Basic) (Ex) +2 bonus on Climb checks & +2 bonus on saving throws against earth and acid effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prodigy (Craft [armor], Craft [weapons]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quick Stow You do not provoke an AoO when sheating a weapon, can do so as part of a move action.
Rapid Reload (Laser pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rejuvenation (Su) Return 1d10 days after being destroyed
Ricochet Shot Deed You can fire a shot at a wall, or piece of solid terrain, and have it ricochet off it. When you do, you can use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considere
Ride-By Attack You can move - attack - move when charging mounted.
Ruinous Revivification (Acid) (Su) At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate.
Sacriligious Aura (30 ft., DC 20) (Su) Desecrate in 30 ft, using positive energy in area requires a concentration check.
Silent Spell Cast a spell with no verbal components. +1 Level.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Soulblade Standard action deals weapon dice plus enh. bon. to haunt, can attempt to sense in 10 feet.
Spell Resistance (28) You have Spell Resistance.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Swim (30 feet) You have a Swim speed.
Technic Training
Technic Training +10 (Laser pistol) (Ex) May choose to ignore glitch with chosen firearm.
Technologist You are familiar with the basic mechanics of technology. Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Technology Adept +1 DC to tech firearms that use charge, Point-Blank Shot bonus increased by 2.
Tool Optimizer Improvised tools give no penalty.
Track +2 Add the listed bonus to Survival checks made to track.
Undead Mastery (25 HD, DC 20) (Su) Control undead within 50'
Undead Traits Undead have many immunities.
Wrest Charge You can attempt to gain an extra charge from a depleted battery or add charge to discharged timeworn tech.


NarcoticSqurl wrote:
Hayato Ken wrote:

Not sure if that could be a paladin at all. When you fall, you loose your powers. Might retrain as an antipaladin, but that on the other hand would clearly put you on the evil side.

There are some characters who might fit well in an evil party i guess.
Mine at least is made more for a neutral to good leaning party, since one of the main motives is to escape evil.

That's the point though. Being afflicted by a curse or something that blights him with undeath. But the character refuses to accept his lot, and continues to fight in the name of his god, despite the loss of powers. He views it as a grand trial of his faith, and refuses to stray from the worship of his deity, until he finds a way to turn back. Granted, I'll have to RP the conflict of his desire to remain in the gods service, and his undead desires creeping into his will, but that's what makes the idea fun.

If it cant work in this campaign, I would be more than happy to come up with another character concept (I have more than a few brewing around), but I rarely get a chance to roleplay something so complex in a game where the mechanics (gestalt, feat count, scope) match that complexity.

Mechanics-wise I would either play cleric/paladin+Oracle or a warpriest+Oracle (since Oracle's are bestowed gifts in PF).

It sounds like an interesting idea -- since I think we all agreed that we're going to use loyalties from Unchained instead of the traditional alignment scheme, I'm not sure what that means mechanically for this idea.


Reckless wrote:

Inspired by a few lines from the GM about an alien hiding out in Magnimar and some of the other undead creeps in the party..... Elvonic Geltz (rather than reworking my previous entry; this one is more interesting to me now anyway)

** spoiler omitted **...

both hilarious and awesome again, I can't wait to see this bunch of misfits in action.


He didn't comment on it yet, but i removed all racial hd, saves, bab, etc. I think it's on par with several other entries here.
Reckless Graveknight has 17 immunities :P

This seems to lean towards a more evil aligned undead party at the moment anyway.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Most of those come from simply being undead :)


Undead traits do give a lot of immunities - mostly things involving Fort saves.

The party does seem to be leaning towards the undead/"evil" aligned type group, though. Shattered Star isn't a terrible AP for that, since I don't think anything relies on being a good person.

I'm kind of wondering if I should slap another template on, though. I think I'm the bottom of the power spectrum right now.

Grand Lodge

Posting interest...The build options have me curious on what I could do.


Yeah the undead templates are really strong, but being undead brings some other problems. Like healing. Or daylight. Or...society. So lots of undead give the game a different spin. Might be interesting.


So far we seem to have 5 finished characters and plenty of interested. Should i have linked the wrong character or forgot someone, simply reply and add it please^^

Phntm888 Iakyth, the Thunder Fist Male half-dragon human (Garundi) unchained monk (scaled fist) 5//cleric (ecclesitheurge) 5 VMC Bard

Diamondust Dezhin Longtail (possessed by Qrolk) Male Nightmare Vetala Vampire Ratfolk Wizard (Shadowcaster)/Alchemist (Mindchemist/Psychonaut) 5

River of Sticks Caramon and Janelk. Half Dragon Half Orc Inquisitor (Sanctified Slayer) 5 / Bloodrager (Bloodrider, Urban, Crossblooded Abyssal & Arcane) 5

Reckless Elvonis Gelzt. Male air- and earth-infused kasatha graveknight gestalt gunslinger (gun tank, techslinger)/inquisitor (keeper of constructs) of Amaznen 5

Hayato Ken Tomoe Gozen. Female half-succubus nogitsune oni cleric (divine paragon, elder mythos cultist) of Onmyuza 5/unchained monk (invested regent, scaled fist)


Just reading that crazy list of characters makes me excited for this


Alright, throwing things together, currently going with cleric+oracle. Looking at loyalties though, I'm going a weird sort of route with them. My current loyalties are Good, Protection, and Vengeance. Good being that before his curse, he worshiped the gods (no one in particular) to receive powers that could help decrease the spread of evil. Protection in that he has a desire to help protect those who are good, or who's actions ally with his ultimate goals (even if they are evil in heart), and vengeance in that his newest goal is to seek out and destroy the bearer of his new curse, all while using the powers they've bestowed on him in a sort of twisted "You want to use me, fine. Give me your strength and I'll show you what monster you've really created." sort of way. Are these fine for loyalties, or do you want something more concrete in terms of game mechanics like Good, Law, Healing etc?


I am very nearly done with my Magus/Wizard (sorcerer) psychic lich. Just a couple more feats and some spell selection left to go. Kind of an ultimate mage, knowledge hungry in more ways than one, and keenly interested in amassing even more magical power, both in items and spells. I may still make a few changes if I can figure out ways to cram even more magic on, but I'll hopefully finish this weekend.


I forgot, my character actually has a familiar, with 200hp?
The familiar could be a prana ghost quasit?
That makes for one annoying scout companion. Have a cool story idea for this as well.


@Sebecloki: If that's allright for the campaign, i would take house Versace, ehm Versade as family with the Alabaster Outcast campaign trait. Perfectly fits the background.


I'm going to have to try to build something! On vacation next week, but I'll be checking in after that!


Arrgh! I keep running into trouble with templates. Twice now I've built up a character a Template that I thought was OK (since it was listed on d20pfsrd without the [3pp] tag)...and then realized I've accidentally chosen and built around a template that really IS 3rd party. (The first time was Timebreaker. This time was Deadly Prankster.)

Sadlly, I think the template was key to my gnomish prankster-cleric of the Lantern King. There's a chance I'll come up with something else fun, but otherwise for now I think I'm probably bowing out of this one. If you want to approve that template, I'll keep working on him...but I know that that runs counter to your initial inspiration, and might open up a bunch of other 3p template requests.

Happily, it looks like you've got a good party going already.


Use archives of nethys as a source instead?


d20 also lists the source at the bottom of the page. You can double check there if it is paizo published or not.


Hayato Ken wrote:

Use archives of nethys as a source instead?

AoN doesn’t have templates all collected together like pfsrd does, unfortunately.


River of Sticks wrote:
d20 also lists the source at the bottom of the page. You can double check there if it is paizo published or not.

Yeah, the info is there at the bottom. In the end, it's my own damn fault...though the area arbitrary way only some of the templates are tagged [3pp] drives me crazy.

Alas.


Google "pathfinder templates by CR" and it will show you a page that has 3pp templated separated from paizo templates. That's what i found to help choose templates.


The implications of having a 200hp ghostly familiar....
Ghostly or not, i have to incorporate that into my backstory, got some really good ideas for it.
I'm a bit undecided on the familiar race, but a mephit looks good.
The idea is that this is a companion sent by "the faith and house" to protect and keep watch over the character, but is itself torn in that role and his loyalties, drifting away from evil somehow, even though moaning about it.


Sorry I'm taking so long getting my submission in. I'm working around a full time job, family, and school. I'm having trouble deciding amongst feats. I'm currently at around 26 I think. The goal was to have a smitey cleric/oracle combo (which graveknight helps with, as well as the weapon I crafted for him). I'm just having a hard time figuring out where to go with the rest of my feat selection. I'll post the current list down below (with the bonus feats coming from the Graveknight template).

Feats:

Versatile Channeler (Channel Negative energy at -2 levels)
Selective Channeling
Siphon Channel (Temp HP=1/2 damage +1 per creature effected)
Channel Smite (swift action, add channel damage to attack roll)
Channel Surge (2 uses of channel, increase damage by 50%, FRA)
Diehard
Extra Channel
Quick Channel
Blazing Channel (half channel damage fire, half holy not reduced)
Combat Casting
Quick Draw
Heavy Armor Proficiency
Extra Revalation (This can be taken multiple times)
Extra Revalation
Extra Revalation
Extra Revalation
Endurance
Iron Will
Great Fortitude
Lightning Reflexes
Martial Weapon Proficiency (Greatsword)
Weapon Focus (Greatsword)
Power Attack
Furious Focus
Cleave
Dodge

Bonus Feats:
Improved Initiative
Mounted Combat
Ride-By Attack
Toughness


we're not in a big hurry, I'll wait until people are done -- I'm running a lot of games, so I'm not in a big rush to start.


Another graveknight?
That makes 2 graveknights, 1 vampire, 2 half-dragons and 1 half-succubus.

Question is, are the undead leaning towards evil or good, searching for their possible redemption?
My character atm is meant to be in a more good leaning group, trying to avoid catastrophes etc.


We're heavy on divine casting as well. I'm kinda wondering if I wouldn't be better off just going full stereotype and swapping Cleric for dragon-blooded sorcerer.


I thought about the same thing already.
I also thought about a uc scaled fist monk/sorcerer shadow lord drow, but the deeper darkness thing paired with see in darkness is way too strong and probably gimps other characters.
Of course there are other options.

Thing is this characte concept is tailored to be an elder mythos cleric, so i would have to change the whole backstory.

Grand Lodge

Hayato Ken wrote:

Another graveknight?

That makes 2 graveknights, 1 vampire, 2 half-dragons and 1 half-succubus.

Question is, are the undead leaning towards evil or good, searching for their possible redemption?
My character atm is meant to be in a more good leaning group, trying to avoid catastrophes etc.

*Waves hand fanatically* ooo ooo ooo I'm currently working on a werekin is that a good fit for the group?


Most certainly.
The very big question is though, how this is going to be played and handled then.
My character has no problems in fitting in so far.
The vampire and half-dragons might be fine as well, having only some monstrous stuff which could be concealed. And i think Vetala vampires have a human form as well? The ones they posses?
As a were-kin you probably have a human form too?
How the graveknights are going to walk the streets and interact with normal people in broad daylight will be very interesting though :D
Except Sebecloki modifies the setting and says allright, this is now monster- and undead town. Then we might meet other monsters as normal citizens on the street as well.


Iakyth isn't too concerned with concealing his Draconic nature. People generally won't mess with him, and the city watch would have no reason to do so as long as he follows the law. Worst case scenario is people staring at him or running away in fear, and he'd be used to that by now.

There wouldn't be much need to change the backstory for my character - just remove mention of ordained priesthood of Irori and replace it with his mother helping him master his innate draconic magic. The biggest headache would be choosing new feats and swapping ability scores around - putting a little more oomph into Charisma over Wisdom.


I'm playing a psychic vampire- no sunlight weakness, can possess people (and objects), and apparently look alive if they've fed recently. Also, I have Change Shape, so there's that too for disguise.

For the more monstrous characters, maybe a (Greater) Hat of Disguise? That should work. Besides, adventurers always look strange. Everyone knows that.

Actually, I've just made an alias. Still a bit of work to go, but mostly there.
Ronodin


My graveknight is good leaning. Technically neutral as hes trying to balance his desire to return to the living and spreading divine will and justice, and dealing with the evil stain of undeath on his soul. But he harbors resentment at his curse, and so has decided he's going to use his bestowed undeath and grave powers (I took bone mystery with oracle) to help him exact a sort of ironic divine justice on the entity that cursed him.

Edit: Also after reading through the responses, I think a greater hat of disguise is a good idea for the graveknights.


Yeah pretty cool, i can see this coming together.
In my eyes it's possible for everyone to have some vices and if it is sucking out some bad psychic energy out of more or less willing victims every now and then.

@Phntm888 you could go with the celestial bloodline? Or maybe even crossblooded celestial draconic?

Grand Lodge

Hayato Ken wrote:

As a were-kin you probably have a human form too?

Yup, I'm actually building him as a werewolf hunter, primarily since I'm planning on using the Silverblood Lycanthrope Template

Right now the basics I got are

Temp Name: Minn Maximus
Race: Duskwalker Silverblood Lycanthrope (Lycan type ???)
Class: Ranger / Dual Cursed Oracle.

I'm having him as an escaped survivor of the experiments done to create the Silverblood line.

Right now I'm still trying to figure out the Feat overload I get to play with....

Side note can anyone check my feat math:
1st 45, 2nd 1, 3rd 1, 4th 1, 5th 1

Cause while I read we get "fighter bonus feats", I can't figure where how the notes above say we get 2 per level


Sure, the feat math looks like this:

45 Bonus feats
1st - 2 (1 per side of the gestalt)
2nd - 4 (1 per side of the gestalt, plus 1 fighter bonus feat per side of the gestalt)
3rd - 2 (1 per side of the gestalt)
4th - 4 (1 per side of the gestalt, plus 1 fighter bonus feat per side of the gestalt)
5th - 2 (1 per side of the gestalt)

At least, that's the only way I could make sense of the math.

@HayatoKen, I actually had that thought - Celestial bloodline or crossblooded. I'm going to take a look through and see what jumps out. With so many undead in the group, though, I'm not sure Heavenly Fire is all that great an idea.


Phntm888 wrote:

Sure, the feat math looks like this:

45 Bonus feats
1st - 2 (1 per side of the gestalt)
2nd - 4 (1 per side of the gestalt, plus 1 fighter bonus feat per side of the gestalt)
3rd - 2 (1 per side of the gestalt)
4th - 4 (1 per side of the gestalt, plus 1 fighter bonus feat per side of the gestalt)
5th - 2 (1 per side of the gestalt)

At least, that's the only way I could make sense of the math.

@HayatoKen, I actually had that thought - Celestial bloodline or crossblooded. I'm going to take a look through and see what jumps out. With so many undead in the group, though, I'm not sure Heavenly Fire is all that great an idea.

Except (I believe) the first level feats are lumped in with the 45.

As far as party alignment, I’m probably not going to try a true evil character on this one, but also won’t be judgy on somewhat evil actions. Murder hoboing an entire town of innocents to steal their silver won’t be ok with my character, but waylaying a tough in a dark alley to feed won’t send me looking for stakes either.

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