Time Bandits

Game Master Monkeygod

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Ellioti wrote:
Krigare wrote:
simply because no one else seems to have arcane casting.
My monkey King has Magus AND wizard. I hope that's enough arcane casting;)

I kinda skipped over it since it has a hybrid prestige class, and I was pretty sure gestalts aren't supposed to have those. Same reason I can't play a trinity knight or angel.

Krigare wrote:
Ellioti wrote:
Krigare wrote:
simply because no one else seems to have arcane casting.
My monkey King has Magus AND wizard. I hope that's enough arcane casting;)
I kinda skipped over it since it has a hybrid prestige class, and I was pretty sure gestalts aren't supposed to have those. Same reason I can't play a trinity knight or angel.

Except, Voice answered to the post and approved the concept. I know the rule your thinking of. But I tried not abusing Gestalt for fast entry and went straight and solid AT on one side.

Krigare wrote:
Ellioti wrote:
Krigare wrote:
simply because no one else seems to have arcane casting.
My monkey King has Magus AND wizard. I hope that's enough arcane casting;)
I kinda skipped over it since it has a hybrid prestige class, and I was pretty sure gestalts aren't supposed to have those. Same reason I can't play a trinity knight or angel.

I'll be honest, I missed that Ellioti's build has Arcane Trickster.

That said, Trinity Knight/Angel boosts 3 classes, and I'm not sure how that would play out in tristalt. I feel they are a bit too complex for my liking.

Arcane Archer/Trickster, Eldritch Knight and similar classes are more straight forward, especially when the PrC is kept to one side.

I realize one could easily do that with the Trinity PrCs, or Mystic Theurge(and the like) but I'm worried they might complicate things too much.

I suppose from here on out, I'll either okay or veto any 'hybrid' PrC as they come up.

For now, Arcane Trickster is allowed. As always, I reserve the right to ask for a rework if the PC is too powerful.

Voice of Awesomeness wrote:
7) I would need to see what sort of undead you are rolling with before answers all of those questions...

The character is going read like this: LG Raised Hero (Undead) Dual-Cursed Lunar Nature Oracle 10 / Arcane Archer Magus 6 + Flying Blade Swashbuckler 4 / Shining knight Paladin 10

In terms of game dynamics, he's a (heavily) charisma-base mounted switch hitting tank who uses spells to draw attacks away from his allies.

Summary outline:
-Long ago, he was an Oracle and hero of a noble knightly order (to be developed)
-Centuries later, he was raised from the dead by the descendants of the knightly order who now ask of him to do their bidding
-He is at odds with his very existence and doubts the judgement of those who brought him back from the dead. In this light, he could very well find himself at odds with the order.

A variation on the Ring of Equilibrium. But something went wrong!


Custom race: Raised Hero
Type: Undead (16 RP)
Size: Medium
Base speed: Normal
Ability score modifiers: Flexible (2 RP)
Languages: Linguist (1 RP)
Racial traits: Advanced Charisma (4 RP), Advanced Charisma (5 RP), Advanced Charisma (6 RP), Defensive training, greater(4 RP), Spell Resistance, Greater (3 RP)
Total: 41 rp

Is that too much Advanced Charisma? Of course, it suits my build. But I would interpret it as an undead who exists by virtue of his will, which works with the artifact that I have in mind...

I kinda like the undead paladin. But the CHA-to-everything strategy might land you in the too-strong-as-compared-to-the-rest-of-the-group-corner of the mission base.

I keep changing my mind. I know I want the Drifting Lotus as my base. I’m having trouble deciding between gunslinger or rogue as the second and full arcane caster or a specialist caster (the paper master I’m trying to work out) as the third.

My first idea had been the monk/gunslinger/caster, it would make a fun ‘gambler’ type. And the second idea was a monk/rogue/caster that would make a fun ‘cat burglar’ type.

The paper master gimmick would have to be full caster just to get enough talents to pull it off I think. But there are still a few things they can do that I’m still trying to figure out how to reproduce.
I’ve always loved the Read or Die/Read or Dream series and I’ve tried to create a paper master a few times with no real success.

I'm unfamiliar with the series but what specific abilities are you trying to do? I've done a good bit of spheres stuff so I could maybe help recreate stuff.

Tenro wrote:
I'm unfamiliar with the series but what specific abilities are you trying to do? I've done a good bit of spheres stuff so I could maybe help recreate stuff.

Thank you for the help.

Most of what the can do I think I can duplicate using the Create sphere (alter only, since they manipulate paper not create it), Enchantment, and some Telekinesis. Maybe a bit of Divination and Protection. They can create tools, weapons, golems, and even clothing that can pass as real regular clothing. (That bit I’m not sure how to pull off). The clothing also doubled as a protective layer. That can sense books and papers, almost as if they call out to the paper master.

In the series they’ve been shown stopping a bullet at point blank with a single sheet. Create walls of paper that stood up to explosions. Cutting through steel and concrete easily with paper formed into a paper thin whip-like attack. Fought guys with electric swords and fire staves using paper swords and sheets of paper as shields. Bound a bus sized creature, anchored it into place by sinking the end of the tendril into the street, and then sever it with a simple scissor like motion of her fingers.
They demonstrated the ability to seize control of dollar bills floating in the air and use them as a hail of projectiles. One even pushed themselves to create a bird/dragon like construct the size of an airplane and then used it to save a crashing airliner by cutting off the damaged wings, cocooning it in the construct and gliding it down to the strip (still technically crashed since the momentum couldn’t be stopped and the construct got torn to shreds trying to cushion the impact, but no one was killed.) I don’t expect to be pulling off anything that grande, but these are just a few neat bits I can remember off the top of my head.

Sorry or the rambling. :p

Ok so enhancement can add hardness to paper to emulate other materials. Or you could create things and use illusions to look like paper. Look at the dual-sphere feats.

Conjuration can create constructs, and just say they're paper. They still have HP and natural armor. Conjuration creating a construct snake that crushes stuff.

Voice of Awesomeness wrote:

5) Prepared casters(those who have a book, familiar, etc) gain 5 extra spells per character level. Ie, 50 bonus spells to start. These may be of any level you can cast.

Because I have two prepared casting classes, does that make it 50 spells each? or 50 total? I don't think I can even find 50 magus spell that I'd ever need. On the other hand, the Immortal Monkey King would have assembled a large number spells in his time...

Ellioti wrote:
I kinda like the undead paladin. But the CHA-to-everything strategy might land you in the too-strong-as-compared-to-the-rest-of-the-group-corner of the mission base.

Are we all working to fit within the limits of Bench-Pressing? If so, I'll review the race to make the character fit within these parameters...

Alias ad Tempus wrote:
Ellioti wrote:
I kinda like the undead paladin. But the CHA-to-everything strategy might land you in the too-strong-as-compared-to-the-rest-of-the-group-corner of the mission base.
Are we all working to fit within the limits of Bench-Pressing? If so, I'll review the race to make the character fit within these parameters...

I just did a quick review of my build.

AC blue, saves green-blue, DCs barely orange, EDV and to hit green, but definitely blue with Magus class features spent.

So here's the race I was looking at. My speedster will ultimately form a possible alternate future, where she rebuilt herself to be as fast as she is through science

"Rebuilt Human"
9 pts Standard human
2 pts Darkvision
6 pts Fast Healing 1
4 pts Advanced Con
4 pts Advanced Int
4 pts Advanced Fex

2 pts Desert Runner
1 pt Sprinter
3 pts Swift as Shadows
1 pt Fast
2 pts Fast
3 pts Fast

Alias ad Tempus wrote:
Ellioti wrote:
I kinda like the undead paladin. But the CHA-to-everything strategy might land you in the too-strong-as-compared-to-the-rest-of-the-group-corner of the mission base.
Are we all working to fit within the limits of Bench-Pressing? If so, I'll review the race to make the character fit within these parameters...

It's earlier in the thread but Voice said within a level or two of the benchmark.

I'd still very much love to know if we're using hero points, so I can figure out if I want to take some of the appropriate human feats, or just toss on an extra antihero feat.

And a trait question. Do they all need to be from separate lists as normal, or no, since we have so many?

Okay, I gotta ask. Is the ability to join two Parities limited to semoxa veryx or could a custom race with a hybrid nature be allowed to do the same?

Could you post the relevant info for me? While I backed the Kickstarter, and have my PDF, I haven't actually read it too, too much, as I prefer to do my reading via hardcover. Which I am eagerly awaiting!

I'm rethinking my character concept, to something like a more martial version of the Leader or Purple Man; someone who got in trouble for being a bit too free with mind control and such, but also able to defend himself in a brawl.

Race would probably be an augmented human, unless you can give me an RP total for Elans (link). Classwise, I think I'd probably go full Psionic, giving me a massive pool of pp to mess around with. I know it's not on the pfsrd, but would you allow the Highlord class? If not, I can find something else that'll work. On said note, can a Wilder use Wild Surge on a power from another class?

Voice of Awesomeness wrote:
Could you post the relevant info for me? While I backed the Kickstarter, and have my PDF, I haven't actually read it too, too much, as I prefer to do my reading via hardcover. Which I am eagerly awaiting!
City of Seven Seraphs pg 362-363 wrote:

As acceptance slowly began to become the norm, more and more semxi veryx offered “the Deep Bond” to humanoid spellcasters. To the disturbance of more conservative residence of the City, a surprising number of individuals entered into the veryx symbiotic state of “semoxa” or “spell-guardian.” This relationship caused the formation of the modern legal system in Hyraeatan as that the codifications required consideration for joined plural beings and how they caused re-evaluation of many standing rules to come into question.

Most notably was in reference to the Wardens and the Law of Parity. The semoxa state was noted to be able at times magically “count” as two representations within a Circle for purposes of transporting an Anchor seraph statuette. Parity membership with regard to semoxa bonded veryx is complicated but this advantage was no small thing to overlook. It was determined that each partner in the bond was allowed a Parity membership despite effectively sharing a single joined physical state.

Because of their symbiotic state, semoxa can be in two parities, one for each half. Could a custom race based off being a symbiotic relationship do the same thing?

Grand Lodge

Question: How useful would a carpet of flying be?
I'm making the green goblin, with bombs & spells. I'm willing to buy it, but I was hoping to reskin it to fit this tiny character (for the same price).
Due to the minimal description, it's up a GM, whether it works as a no-check combat mount, or strictly utility.

Re: Bench-pressing: at first glance, the character remains reasonable despite my best efforts! Admittedly, the saves are very high, but that is to be expected. Otherwise, attack and AC are orange to green ... I haven't crunched all the numbers, but I don't expect them to go very much higher, so probably safely in the green zone.


I think I don't touch blue in any area, though in some of them I'm close. Most of them are solid green, with a few closer to orange. So, all in all, a good character IMHO - not overpowered, not weak.

All I need is put all the crunch in a proper format.

Been looking for a new game as a bunch of GM's dropped some games recently. Will be putting together something for this. Thanks for putting together a cool high powered game :)

My guy is blue in AC but that's about it, and there's a lot of ways to mitigate it: touch, flatfooted, dispel checks.

Outside that his to hit isn't even green right now. Saves are orange and damage potential is nice, but he relies heavily on the number of attacks he gets in a round.

Nephre is a buffer/debuffer, so while she's below green baseline she can actually boost herself up to near-blue in to-hit given a few rounds of preparation or a couple of hits on the enemy. So I think I"m fine.

my submission will be:

EDV: over blue. blue two levels up. but can't always attack so averaging that out brings it down to normal.
to hit: green, can probably buff close to blue
AC: orange, can buff to green
saves: two green and one sub-orange. will probably get an item to boost that.
DCs: orange

May I ask you fine people a technical question?

This alias

I can see the alias on my Aliases tab.
I can see the alias on my Account Settings page.
I can edit the alias and select a different avatar picture.
I can even post as 'Mr. Rattlebones'.

However, when I click on the alias, or try to view recent posts, I get:

"Your search didn't match any items."

...as though the alias was deleted or non-existent. I would greatly appreciate any help. Thank you!

p.s. I emailed customer service and haven't heard back. I thought I would ask the boards in case there was an easy fix.

I gots nothing Rattlebones. I would also suggest asking on the Website Feedback section of the forums. Can't hurt to have extra answers.

Voice of Awesomeness wrote:
I gots nothing Rattlebones. I would also suggest asking on the Website Feedback section of the forums. Can't hurt to have extra answers.

Thanks! I need to learn more about these forums... :)

Hey Voice, so can a custom race based on being a symbiotic being do the dual Parity thing like a semoxa veryx?

*Edit: Also, can we use the Unquiet Grave martial discipline from Lords of the Night? It isn't on the wiki but I don't know if you have access to it or not.

I'm running Alchemist 10/Magus 10/Other. Does the +5 spells known apply to to Alchemist & Magus separately or do I need to split it between them?

soooooo there was gonna be some RP?


In the next couple of days, I will be creating the first in game post. This will explain why you have been gathered, what your mission is, and your motivation.

You need 2 things in order to officially* take part in the opening scene:

1) You need an alias. While you may not be picked for the first mission, I have 3 'pre-missions' in mind, and I will make sure as many of you as possible get in all 3.

2) You need your need a barebones backstory and personality in mind.

This does *not* need to be included in your alias. You do *not* need to have completed your character sheet nor do you need your to have finished your ten-minute background.

They will help, but you will not be precluded from the opening scene if you lack any of the above.

Basically, as Tenro said earlier, if you have your character's background and personality in mind, that's good enough.


Any PCs who are NOT in the opening scene, but later join, will have been considered to have been present, and have agreed to go along with the game specifics.

*IF* your PC would argue or want to bargain or would otherwise not automatically agree, please let me know either here in discussion or via PM, and we can work something out.

Ohhhh, fun fun. Can't wait for that. Since I'm remaking him I need to think of a new name, I don't think the old one works very well for how he is ending up.

Are you going to do another big answers post for some of the questions again?

Krigare wrote:

Ohhhh, fun fun. Can't wait for that. Since I'm remaking him I need to think of a new name, I don't think the old one works very well for how he is ending up.

Are you going to do another big answers post for some of the questions again?

Yeap! Gonna watch this week's NXT and NXT UK, then reply to as many questions as possible.

I can have an alias up by tomorrow, no problem. Soon as I hear back about hero points I can even have his character sheet ready to be looked over.

GrinningJest3r here with Loganic's partner in crime: Thirteen to people on the street, Dymer to the people he's about to kill. Or the one's he's threatening to kill. Or the ones he's working with while he kills others.
(He's part vigilante, so y'all are only going to know Dymer.)

Also, ten points to anybody who gets the reference without Googling it.

If anybody has any questions, concerns, or advice, (specifically VoA) please let me know.


Thirteen was a mundane, fire-loving, horse-hating, goblin, until an alchemist named Victor Osborne got ahold of him and several of his kin and spent many years experimenting on their bodies. Time passes so much differently when all you know is imprisonment and pain, when not even a sliver of sunlight is available to help you understand the passage of time, so it is impossible for Thirteen to know exactly how much time did pass. All he knows is that as the experiments, long down the line in their progression if the number branded on his left wrist is any indication, have altered his body. His once dirty, dark green skin has become nearly as dark as a shadow under half-moon light and the irises and pupils of his eyes are milky white - seemingly blind. He can take to the shadows with barely a thought, and with a little bit of concentration, use the shadows as doorways. Shock spell treatment, hypnotization, alchemical substances, poisons, drugs, surgeries, elemental and planar infusions; nothing was off the table when it came to building a better servant, and, claiming stupid or clumsy servants are practically worthless, Victor's experiments were not limited to physical effects - increased intelligence and physical capability were both sought after and acheived. When Victor was finally satisfied with the work put into Thirteen, he brought in "tutors". Those specialists who spent their time ensuring that Thirteen could move without being seen or heard, that he would be able to slide a knife into a man's heart in the middle of a crowd without anyone being the wiser, and that, in the event that stealth and subtlety were no longer useful, he would be able to bring his enemies down in explosions of the greatest fury.

Thirteen took these many lessons to heart. He learned patience, the ability to bide his time and gather information, to think through his plans and consider all possible outcomes before committing. It was only when Thirteen was partnered with Eighteen that he even started to consider planning an escape. Victor trusted in some failsafe to keep his experiments in line, and he was continually improving and refining the failsafe as his creations grew in strength and ability, attuning each failsafe to its specific creature. If there was ever a record of what each monster's failsafe was, Thirteen was not able to discover it. Surprisingly, or, perhaps not so surprisingly, Victor's fatal flaw in everything was hubris. He believed none of his creations could get the better of him - his personal experiments into the depths of Alchemy allowed him to convince himself that the creatures were forever under his dominion - and so it seemed that he never trusted his failsafes to another, thinking that they would never be needed. Therefore, when Thirteen appeared in Victor's sleeping chambers one night, strapped him to the bed and woke him up, and then severed the tendons in his forearms and calves, Victor was unable to do anything except watch as Thirteen slowly, deliberately pressed a small dagger up under his ribs and with nearly surgical precision, clipped a small but fatal hole into into his heart. Thirteen fell into the shadows covering the floor and disappeared. On his way out of the laboratory, Thirteen and Eighteen were able to free several other experiments who were either so deep into the process as to become useful to one group or another, or so early in the process that they could return home and pretend this was nothing more than a slightly traumatic experience.

Thirteen and Eighteen often made good use of their abilities in the outside world. Both would bring in the other when they needed assistance with one task or another. Thirteen maintained two identities for the most part. The public persona is a small, mangled, blind goblin scrounging around various city slums for every copper he can find. He even uses his assigned number as his name and a slightly altered backstory to tell people if they ever get curious or if he lets himself get caught stealing. Dymer is the name he gives when he walks out of the shadows, no longer hunched over, but standing straight, even on the tall side for a goblin, a small glamour hiding his skin and eyes to remove the remaining physical links to the Thirteen persona. It was the name that he heard Victor mutter when poring over various Tomes - whether this was the name of some renowned scientist or a even some serial killer from ages ago, Thirteen has never bothered to figure out. Whoever it is or was, he's got a killer's reputation now. The kind of reputation spoken only in hushed whispers as some kind of boogeyman with everyone on both sides of the law looking for him - either to kill him, capture him, or hire him. And, for better or worse, Thirteen has finally been roped into something... larger than life. A secret squad of the world's deadliest, on call for the highest bidder. And honestly? He's not so mad about that.

10-minute background:

Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. He was modified by a mad-scientist-type alchemist. Who knows if he was ever told about everything that the madman did to him?
2. He was built to be an infiltrator, but he has an affinity for his bombs that sometimes override his good sense.
3. The Inquisitor portion of his background is known only to one other person - one of his many tutors who went... outside of the required instruction and gave Thirteen knowledge of more than just the primary deities of the world. Count Ranalc, the Eldest of betrayal, exiles, and shadows drew Thirteen in like no other, and with Thirteen's own training, making the connection nearly seemed to be providence.
4. Despite all of the darkness (hehe, I'm punny) in Thirteen's life, his sense of humor is surprisingly broad, although he keeps it narrowed mostly to cutting remarks and sarcastic one-liners until he is familiar with someone.
5. Because of his background, he has no sympathy for slavedrivers or slaveowners of any kind. That being said, he won't go out of his way to maim or kill as long as the slaves were treated well, and he will willing turn a blind eye to owners as long as their slaves vouch for them being mostly decent. This does not apply to business contracts or debts owed.

List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. I want Thirteen to get embroiled in a game far above his capabilities, something political between, say the Umbral Court and the Cult of the Dawnflower, where he's not going to do well, but if he makes it out, will have gained something priceless (aside from the power of friendship) - maybe he takes a seat on the Umbral Council, maybe he converts one of Sarenrae's high priests into the faith of Ranalc, gaining a powerful ally, or an artifact or mythic level as a divine herald or something.
2. If possible, Thirteen would like to be the one to discover the truth regarding Ranalc's disappearance from the First World and the Material Plane, maybe even finding a way to get actual recognition from the deity.

List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1. Thirteen remembers his life as a goblin before Victor spirited him away from the brood. He pretends that he doesn't, purely because Victor seemed to consider it a triumph to erase the memories, and Thirteen feared that he might actually eventually lose them if he didn't keep it hidden.
2. He does not know that Victor survived - most likely by some alchemical method involving a simulacrum or clone, or even a philosopher's stone.

Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
1. Friend - Roland and Randall DeWulf - brothers and co-owners of The Long Eye, a bounty running business that puts people who need things (or people) found in contact with the people who can handle the request. Randall runs the business and Roland keeps the contacts. Thirteen has been known to take on a couple of "seek and acquire" requests every now and then.
2. Friend - Most of the other experiments who were set free after Victor's first defeat. For example, Thirty-one was a hobgoblin that Victor was attempting for infuse with the power of multiple were-creatures. Victor was obviously aware of the natural divinity and the shapeshifting ability granted to those who worship it, but Victor wanted to prove himself greater than those druids and shamans by being able to bestow similar gifts on any who were willing to subject themselves to the process. If Victor had succeeded, he likely would have single-handedly united every Circle in the world against him for the perversion.
3. Hostile - Victor Osborne - Mad scientist and Alchemist Most Vile. One or more of Victor's experiments not only succeeded, but had already been applied to himself, allowing him to survive or return from a knife in the heart.

Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. One of Thirteen's oldest memories is their tribe getting ahold of some alchemical weapons and fireworks, among other things, after raiding a passing merchant one night. Thirteen and Eighteen spent a lot of time stealing these items from other goblins and playing "keep away" until one of them got bored. When that happened, Thirteen or Eighteen would signal the other and they'd start tossing items faster and faster until their target started to get dizzy from spinning around, then they'd throw all of the items, all at once at the one stuck in the middle. Sometimes this killed the other goblins. This child's game turned into one of their favored tactics against single enemies during training, throwing their bombs back and forth, catching them, and eventually turning the explosives on their target.
2. Thirteen doesn't take after the "edgy" trope of most sneak-thief types. He is boisterous, and always willing to play a game or take part in a practical joke, and, maybe surprisingly, loves company.

Custom Racial (Alchemically-Enhanced Goblin):

Alchemically-Enhanced goblin
4 Advanced Ability Scores: +2 Str, +2 Dex, +2 Con, +4 Int, -2 Cha
4 Advanced Int : +2
2 Climb : 20ft
2 At-will Spell-like : Expeditious Retreat
2 At-will Spell-like : CLW
4 At-will Spell-like : Darkness
4 See in Darkness
5 Sneaky: +4 racial stealth
1 Stalker: Perception/Stealth class skills
4 Defensive Training, Greater : +2 dodge AC
4 Greater Lucky : +2 luck saving throws
3 Pyromaniac : +1 level for [Fire] spells, etc
2 Quick Reactions: Improved Initiative

Artifact (Boots of the Shadow's Charge):

Boots of the Shadow's Charge
Slot: Feet; CL 20th; Weight 2lbs; Aura: Strong conjuration
Dread energies from the Plane of Shadow have leaked into the countryside of Nidal for thousands of years, pooling in shadowed groves and along darkened hillsides. Some animals, forced by hunger or adversity, are compelled to enter these areas, and a small number of those are wholly transformed by these energies, becoming shadow animals. These animals, like nearly all others, have had their base components - blood, bones, skin - captured and used by the more intelligent being for eons. The hide-workers of Nidal have perfected the art of not only keeping the shadowy hide intact, but in keeping some of the base properties of the original creature and allowing that to imbue the wearer of the new item with small level of control over shadows. These items are sturdy to the touch, but appear nearly see-through when in bright light, with the shadow-stuff seeming to melt off of the base item.

As a swift action during a turn in which you move at least ten feet by any means or action, you can travel between dimensions as Dimension Door with a maximum range equal to your base speed with the restriction that the magical transport must begin in an area of dim light or darker and end in an area of dim light or darker which you have line of sight to. This magical transport is so absolutely seamless that it does not interrupt the flow of your stride or of other actions and you can complete your remaining actions - including the remainder of your movement, if any, after jumping to the new location. Consequently, this movement also does not provoke attacks of opportunity.
In addition, because the outer soles of the boots are made from a shadow animal's natural foot padding, the wearer gains a +10 untyped bonus to stealth and can use stealth while moving at full speed at no penalty.
Finally, the penalty for Sniping - returning to stealth after a ranged attack - is reduced by 10.

The Boots of the Shadow's Charge can be destroyed if placed for 24 consecutive hours in an area of direct sunlight which has been consecrated as holy ground to Desna.

Combined Tristalt character output:

Alchemically-enhanced goblin
Primary class: Alchemist (grenadier) 10 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
Secondary classed: Unchained rogue (shadow walker) 6/Shadowdancer 4 (Pathfinder Player Companion: Blood of Shadows, Pathfinder Unchained 20)
Vigilante (teisatsu) 2/Inquisitor of Count Ranalc 8 (Pathfinder Player Companion: Spymaster's Handbook 26, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Intrigue 9)
LE Small humanoid (goblinoid)
Init +15; Senses See In Darkness; Senses Perception +19
AC 25, touch 20, flat-footed 19 (+5 armor, +2 deflection, +5 Dex, +1 dodge, +1 natural, +1 size)
hp 108 (11d8+20)
Fort +13, Ref +17, Will +11; +4 and one size larger to resist effects of wind
Defensive Abilities evasion, uncanny dodge
Speed 40 ft., climb 20 ft.
Melee rapier +13/+8 (1d4+5/18-20 plus 3d6 sneak attack) or
. . unarmed strike +13/+8 (1d2+1 plus 3d6 sneak attack)
Ranged +2 bomb +17/+12 (6d6+13 fire) or
. . tanglefoot bomb +15/+10 (entangle) or
. . thorny bomb +15/+10 (5d6+8 piercing)
Alchemist (Grenadier)Special Attacks bomb 18/day (5d6+8 fire, DC 23), staggering blast
Alchemist (Grenadier) Extracts Prepared (CL 10th; concentration +18)
. . 4th—greater invisibility (3)
. . 3rd—fey form I[UW], fly (2), haste, phase step
. . 2nd—barkskin (2), fox's cunning (2), see invisibility (2)
. . 1st—shield (2), targeted bomb admixture[UC] (5)
Rogue (Unchained) (Shadow Walker) Special Attacks sneak attack (unchained) +3d6
Shadowdancer Spell-Like Abilities (CL 4th; concentration +2)
. . 2/day—shadow illusion (DC 9)
. . 1/day—shadow call (DC 12)
Rogue (Unchained) (Shadow Walker) Spell-Like Abilities (CL 6th; concentration +4)
. . At will—darkness (2 illumination), daylight (3 illumination), deeper darkness (3 illumination), light (while have 1 illumination), motes of dusk and dawn (3 illumination)
Inquisitor Special Attacks bane (8 rounds/day), hidden strike +1d8/+1d4, judgment 3/day (2 simultaneous)
Inquisitor Domain Spell-Like Abilities (CL 8th; concentration +11)
. . At will—dimensional hop (80 feet/day)
Inquisitor Spell-Like Abilities (CL 8th; concentration +11)
. . At will—detect alignment, discern lies (10 rounds/day)
Inquisitor Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)—inflict serious wounds (DC 16), night of blades (DC 16), raven's flight
. . 2nd (5/day)—inflict moderate wounds (DC 15), invisibility, resist energy, see invisibility
. . 1st (5/day)—litany of weakness[UC], longshot[UC], shield of faith, true strike, wrath[APG]
. . 0 (at will)—acid splash, detect magic, detect poison, disrupt undead, resistance, sift[APG]
. . Domain Travel
Str 12, Dex 20, Con 12, Int 27, Wis 16, Cha 12
Base Atk +7; CMB +11 (+13 grapple); CMD 26 (28 vs. grapple)
Feats Agile Maneuvers, Charging Hurler[UC], Combat Expertise, Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, Improved Charging Hurler[UC], Improved Initiative, Martial Weapon Proficiency (rapier), Power Attack, Precise Shot, Rapid Shot, Shot On The Run, Snap Shot[UC], Snatch Arrows, Splash Weapon Mastery, Throw Anything, Unarmed Combatant, Weapon Focus
Traits acrobat, color thief, focused burn, reactionary
Skills Acrobatics +19, Bluff +14, Climb +22 (20 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Craft (alchemy) +23 (+33 to create alchemical items), Diplomacy +1, Disguise +14, Escape Artist +23, Fly +19, Heal +16, Intimidate +5, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (nature) +21, Knowledge (planes) +21, Linguistics +21, Perception +19, Perform (dance) +6, Sleight of Hand +21, Stealth +38; Racial Modifiers +4 Stealth
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Dwarven, Elven, First Speech, Gnoll, Gnome, Goblin, Ignan, Infernal, Orc, Shadowtongue, Shae, Terran, Undercommon, Vanaran
Alchemist SQ alchemical weapon, alchemy (alchemy crafting +10), directed blast, discoveries (explosive bomb, fast bombs, immolation bomb[UC], precise bombs [8 squares], tanglefoot bomb[UM], thorny bomb[UW]), finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 100 minutes), pyromaniac, see in darkness, swift alchemy
Rogue/Shadowdancer SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, favored illumination +3, finesse weapon attack attribute, hide in plain sight, pyromaniac, rogue talent (snap shot[APG]), rogue talents (fast stealth, ghost step[UC]), see in darkness, shadow jump, summon shadow
Inquisitor SQ agile feet (6/day), finesse weapon attack attribute, monster lore +3, pyromaniac, see in darkness, solo tactics, stern gaze +5, track +5
Vigilante SQ dual identity, ki pool (2 points), social talent (intrigue feats), vigilante specialization (stalker[UI])
Combat Gear mutagen[APG], potion of cat's grace (2), potion of fly (2), potion of fox's cunning (2), potion of gaseous form (2), potion of spider climb (2), ring of counterspells (Disintegrate), smoke pellet[APG] (6); Other Gear mwk phase lurching shadow, improved slick numerian leaf armor, rapier, bag of holding ii, glove of storing, goz mask[ISWG], ring of sustenance, shadow jumper's tunic, stonemist cloak[ARG], alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, waterskin, 2,384 gp, 6 sp
Special Abilities
From Alchemist/Base class
Agile Maneuvers Use DEX instead of STR for CMB
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+8 (18/day, DC 23) (Su) Thrown Splash Weapon deals 5d6+8 fire damage.
Charging Hurler May use charge rules to make thrown weapon attack
Climb (20 feet) You have a Climb speed.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist's Intelligence modifier in damage, and those within the splash zone take damage equal to 1+ the alchemist's intelligence modifier. It repreats this damage against the direct target of the bomb each round the immolation bomb lasts, dealthing the damage at the start of the alchemist's turn. Splash damage is dealth again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage form an immolation bomb's direct hit can attempt to extinguish the flames as a full-round action the requires a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop if from burning. There bombs can be used underwater.
Improved Charging Hurler When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a +2 bonus on damage rolls.
Mutagen (DC 23) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 100 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Bombs (Su) Exclude up to 8 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pyromaniac (Ex) +1 effective level for [Fire] spells and fire-related class abilities.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shot on the Run When attacking with a ranged weapon, you can move - attack - move.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Staggering Blast (DC 23) (Su) On a critical hit with a bomb, foe is staggered 1d4+1 rds (Fort part).
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash area that fail their saves are entangles but not glued to the floor; those who make this save are not entangled at all.
Thorny Bomb (Su) Bomb deals piercing damage and counts as magic for purposes of overcoming DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Thrown Weapons) You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies to weapons with which you are proficient.

From Rogue/Shadowdancer
Aligned Sneak Attack (-3 alignment DR) (Su) Sneak attacks reduce DR/alignment by -3 points until the end of the rogue's turn.
Darkvision (90 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Illumination +3 (Darkness) In chosen light level, +2 to init, some skills, and can take 10 on stealth. Critting sneak att regains 1 illumination point.
Ghost Step (30 feet) (Su) 1 Ki: pass through walls as if incorporeal.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Shadow Jump (8 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Snap Shot (Ex) On surprise rd treat init as if roll 20, but must make a ranged att, then roll normally.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

From Inquisitor
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Cunning Initiative +3 (Ex) At 2nd level, an inquisitor adds her Wisdom modifier to her initiative checks, in addition to her Dexterity modifier.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Returning Throw If ally's thrown weapon misses, you can catch it and throw it at the target again.
Second Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Track +4 Add the listed bonus to Survival checks made to track.

From Vigilante
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Hidden Strike +1d8/+1d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Street Smarts +4 bonus on Knowledge (local) and Sense Motive checks

This is the Monkey King's main alias, which is Ellioti's alias.

Allmost finished, except for spells and some gear

Sorry folks, I am way more tired than expected(it's 3:30am for me) so I'm gonna head to bed.

Tomorrow may or may not be a busy day for me, as it depends on people possibly showing up to my house to help/fix things.

Worst case, I will post the first RP scene on Fri.

With regards to the character concept and the artifact, which are becoming increasingly intertwined, would it be acceptable to have a LG paladin who – being an undead – channels negative, rather than positive, energy?

Guys, what do you think? Is it too much?

Neutron Star:

Neutron Star was once known as Solar Wind, the legendary Longbow of Gabriel. When Gabriel the Unconquered Sun turned into Gabriel the Black Sun, the bow experimented a change due to its empathic link with its owner. Once wielding the raw energy of the Sun in its bright and burning aspect, Neutron Star now acts as a conduit of the power of a totally collapsed star.

Neutron Star / Solar Wind is actually Gabriel’s old longbow, which acquired special powers thanks to being in constant contact with a powerful hero.

Neutron Star is a +3 Adaptive Composite Longbow of Phase Locking.
The bow doesn’t need ammunition, nor does it have a string - every time someone makes the nocking gesture, a magical string appears and an arrow is created, ready to be shot.
Cosmic Cold: By spending a Spell Point as a free action, the user can deliver all ranged attacks for the round as ranged touch attacks. However, Neutron Star does this by turning its projectiles into pure cold; therefore, when using this ability, all damage done by the bow is treated as Cold damage, ignoring DR but being affected by Cold Resistance.
Cosmic Void: While exposed to Bright Light, Neutron Star’s enhancement bonus is reduced to +1, and its Cosmic Cold ability ceases to function.

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Thirteen/Dymer wrote:

Also, ten points to anybody who gets the reference without Googling it.

I get it, hehehehe

Okay, i buffed (and murdered) the Half-Giant from Psionics Unleashed, although i'm not sure about one ability's cost, which has a question mark beside it

Alchemically Enhanced Half-Giant:
ASM: Standard (0 RP)
Size: Large (7 RP)
Type: Humanoid (Human, Giant)
Speed: 30 feet (0 RP)
Vision: Low Light Vision (1 RP), Darkvision 120 Feet (3 RP)
Language: Standard (0 RP)
Powerful Build (uped to huge from large) (6 RP?)
SLA at will: Enlarge Person (2 RP)
Multiarmed (8 RP)
Change Shape, Lesser (3 RP)
Ferocity (4 RP)
SLA, lesser: Reduce Person (1 RP)
SLA, Greater: Deathless (4 RP)
Total Cost (not counting Powerful Build) is 33

So it looks like I might end up with Leadership from a class ability (lack of interest in some of the other options). Is a cohort made using the normal rules, one class etc, or are they something more than that?

And are the downtime rules from Ultimate Campaign going to be used? If so can we invest a bit of our starting money?

The paper master thing isn’t meshing I think. There are just too many bits that aren’t working right now. I’d have to make a new class for it really work properly. Maybe use some of the sphere bits as bases to modify and cobble it together. I’ll probably keep working on it, maybe I can use it later.

The gambler idea should still work I think. Just trying to work up a way to simulate the flurry of blows since the Drifting Lotus loses it. I was looking at the Gun Kata talent and Duel wielding sphere. Maybe even a bit of a magus so I can work in magic to the attacks.

Kinda turning into a gambling street fighter, like they should be in the roster to a SF or SNK game. ;)

As always, I welcome feedback.

Alias ad Tempus wrote:

A variation on the Ring of Equilibrium. But something went wrong!

uh oh. I have the feeling our characters aren't going to play well together. this is the artifact I was mentioning as being the inspiration for my character. basically he's the evil copy that got made when someone used the ring, and is hunting down all other duplicates which he considers to be abominations.

Here is the full character for JankInTheTank. please let me know what needs to be tweaked, but I am ready to jump in and edit as we go if needed. first time trying tristalt, so I'm sure it's not going to be perfect!


Full character sheet

Jonah Hyme

Male unique undead Gunslinger(pistolero)/Inquisitor(sanctified slayer, preacher)/Sorcerer
LN Medium
Init +13; Senses ; Perception 17


AC 27; Touch 22; Flat-Footed 17
HP 151; Wounds 151; Non-Lethal —
Fort 13 ; Ref 19 (evasion); Will 14
DR —; Immune undead immunities; Resist cold 5, electric 5; SR 21


Speed 30; Climb 20;
Ranged 22 pistol (1d8+9, X4); B/P;
Ranged 19 deadly shot (1d8+15, X4); B/P;
Ranged 18/18/18/13/13 full round (1d8+9, X4); B/P;
Ranged 16/16/16/16/11/11 Full Round, Haste, Deadly (1d8+15, X4); B/P;

Spell-Like Abilities

Detect alignment, Discern Lies 10/10, Disrupt Undead 7/7

Spells Known/Prepared
5th—Hostile Juxtaposition
4th—Freedom of Movement, Restoration, Shadow Conjuration, Invisibility, Greater, Bestow Curse
3rd—Shield Of Darkness, Inflict Serious Wounds, Dispel Magic, Remove Curse, Deeper Darkness, Displacement, Fly, Haste
2nd—Inflict Moderate Wounds, Invisibility, Resist Energy, Silence, See Invisibility, Darkvision, Glitterdust, Scorching Ray, Mirror Image, Spider Climb
1st—Divine Favor, Inflict Light Wounds, Longshot, Shield Of Faith, Protection From Chaos, Ray Of Enfeeblement, Shield, Mage Armor, Grease, Magic Missile, Shocking Grasp
0th—Detect Magic, Detect Undead, Light, Read Magic, Stabilize, Bleed


Str 10, Dex 24, Con 12, Int 12, Wis 21, Cha 18
Base Atk 10; CMB 10

Feats Silent Spell, Point Blank Shot, precise shot, Weapon Focus (pistol), Weapon Specialization (pistol), point blank master, rapid shot, Snap Shot, Improved Snap Shot, Clustered Shots, Combat Reflexes, Deadly Aim, Double Bane, accomplished sneak attacker, Improved Two Weapon Fighting, Two Weapon Fighting

Skills Acrobatics 10, Appraise 1, Bluff 8, Climb 0, Diplomacy 15, Disguise 7, Fly 14, Handle Animal 4, Heal 4, Intimidate 4, Knowledge Arcana 9, Knowledge Dungeoneering 9, Knowledge Engineering 9, Knowledge Local 9, Knowledge Nature 9, Knowledge Planes 9, Knowledge Religion 9, Perception 17, Profession 4, Ride 6, Sense Motive 17, Sleight Of Hand 6, Spellcraft 13, Stealth 19, Survival 4, Swim 0, Use Magic Device 8

Languages Common, Abyssal

SQ Monster Lore (Ex), Stern Gaze (Ex), cunning initiative (Ex), Detect Alignment (Sp), Bane (Su), Discern Lies (Sp), Determination (Ex), Study Target(Ex), sneak attack (Ex), snap shot (Ex), disrupt animation (Sp), unravel animation (Su), Cat's Luck (Ex), Mist Child (Su), frightful gaze (Su), Grit (Ex), Pistol Training (Ex), Up Close and Deadly (Ex), Bloodline, shadow well (Sp)

Gear warding, light fortification armor: duster, ring: ring of evasion, rod: lesser quicken metamagic rod, boots: slippers of spider climb, shirt: unfettered shirt, ioun stone: cracked pale green stone, gloves: Gloves of Reconnaissance, artifact: brace of pistols; Money


Judge and Jury

A matched pair of pistols, each appearing to be scorched and blackened versions of a western revolver. When fired they 'glow' with a dark fire that actually seems to take light away from their surroundings.

each pistol counts as a +4 pistol. each time the gun is fired, a new round magically appears in the chamber, removing the need for reloading and eliminating the chance of a misfire.

once per day, the user can use a move action to speak the name of a specific enemy within line of sight. the next bullet fired at that enemy gains the benefits of Greater Named Bullet, CL 20


5+ background concepts

Jonah was not born, he was created. Someone somewhere used the Ring of Equilibrium upon their death. The person had good intentions but was only out for themselves. Jonah is in every way his opposite. The original hunts undead for a living, so the being the ring created is itself undead.

While he is undead and evil by nature, Jonah also has a strict code. He believes he is an abomination that should never have been created.

He is aware of The Original, and knows that once the man realized he would come back to life he stopped being as careful. The man has died dozens of times, and each time spawns another undead abomination somewhere in the multiverse.

Aware of this, Jonah has pledged to hunt down and destroy every duplicate, then The Original, then destroy himself to finally end the cycle. He has gotten very good at killing, especially at killing undead.

Being an evil creature, Jonah has no reservations about using everything at his disposal. he combines dark magic (shadow sorcery mostly) with the single-minded determination of an inquisitor, and a pair of magical pistols to be the ultimate undead hunter.

He has killed plenty of other people, many of them good people who were hunting him because of his status as a powerful undead. He regrets killing them, but not enough to stop his hunt. This trail of bodies is likely how he was captured by the forces putting these suicide squads together, and his expertise in killing undead makes him valuable.

2 goals

His over-riding goal, first above all else, is to track down and kill The Original.

He fought The Original once, but realized the futility of the fight when the man would just come back to life again. His second goal is to discover the exact conditions needed to destroy the artifact that keeps The Original coming back

2 secrets (one unknown to Jonah)

Jonah doesn't really want to die. He has gotten too used to his power. Even though he still tells himself he will turn his gun on himself in the end, he is always looking for a loophole that will keep him from having to kill himself.

Jonah doesn't know that his quest is doomed. The trigger to destroy the artifact that made him is that the original has to commit suicide while his double is Alive and Healthy. Since Jonah is not alive, he cannot be the catalyst to the ring's destruction.

3 people

Balta. half-orc ranger. Jonah's closest 'friend', Balta is a half-orc woman who has helped Jonah in his hunt for the undead duplicates. She is a vampire hunter who almost killed jonah in their first meeting. He defeated her in combat but spared her, and won her over to help him end the ring's cycle. She plans to be the one to kill him when his mission is complete.

Sal One Eye human rogue. A man that Jonah has worked with in the past. He has helped Jonah set up mercenary contracts to hunt down certain undead. He works almost like an agent for Jonah when he doesn't want an employer to know they are working with an undead themselves. It is possible that the man double-crossed Jonah and got him captured by the organization that holds him now, but Jonah isn't completely convinced.

Tom Rachin. Human gunslinger. Usually referred to by Jonah simply as The Original. The man who first used the ring of equilibrium and accidentally created Jonah. His current location is unknown, but the two have had fights in the past. Tom is very aware of Jonah but is in denial that he essentially creates another copy of Jonah every time he dies.

3 memories, mannerisms or quirks

Jonah is dressed like a wild west cowboy. Trench coat, boots, hat. The Original was himself a Western renegade, and Jonah couldn't help but keep the style
Jonah remembers his first fight with The Original well. He killed the man, only to have him regrow again, spawning another undead elsewhere. The memory of that failure eats at Jonah
Jonah also has weird fragments of memories from Tom's life. Sometimes he has trouble sorting out whether the memory is his or one of the Original's

And another question lol.

If we pay the fee for it, can we use the retraining rules prior to the game starting?

JankInTheTank wrote:
Alias ad Tempus wrote:


A variation on the Ring of Equilibrium. But something went wrong!
uh oh. I have the feeling our characters aren't going to play well together. this is the artifact I was mentioning as being the inspiration for my character. Basically, he's the evil copy that got made when someone used the ring and is hunting down all other duplicates which he considers to be abominations.

Amazing! I would be the good copy gone wrong. And you would be the evil copy... Gone right? And perhaps because we are not so black and white, we end up in a bizarre alliance against those who brought us back in the first place?

Perhaps, given that the ring itself will likely be my character's artifact, I have the master ring of The Original. And together, we are hunting down all the miserable undead that have been created over the years before we can kill ourselves and end the curse once and for all?

It begs the question: why now, after so many reincarnations, would the Original change his heart? Maybe something about your character broke the endless cycle and broke the delicate balance?

If you're interested, we can discuss in PM?

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