Time Bandits

Game Master Monkeygod


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That's hilarious, and a fantastic set of coincidences!

Dropped in to drop off my 10 minute background. Seems we have a few monks and alchemists already, so I hope she's not too redundant...

Animoira Valaenestra's History:
Evil Flash History

Step 1: Background
1) Animoira is not from this time nor place, having travelled back in time to escape persecution from the laws of her time, hoping to tweak things there to shape the future to her liking. Alas, she had to flee berfore her master plan was complete, and not only fif she land in the wrong time, she lost her time travel device.
2) She has always been considered rather brilliant, having written many published works on the manipulation of tachyons, as well as their effect on direct application to the human body.
3) For many years, people assumed her works were purely theoretical, though it turns out many of her more... questionable thought concepts were horrible experiments she'd actually carried out, turning animals into anthropomorphic humanoids and awakening them to get around animal/human testing laws
4) When word got out that she was actually performing some of these experiments (one escaped) she went into hiding, cursing them out for persecuting her when her experiments were for the betterment of mankind (Fast Healing, more speed, Dark Vision, etc.). It was while she was in hiding that she decided to go into the past to tweak it to make a better tomorrow, as well as a way for her to make all the tweaks at the same time.
5) When they were coming for her, she realized she had to move up her time table. Activating her time machine early as the authorities burst in, the machine exploded and she was blasted through time. Having already altered her own self, the tachyon exposure from the blast and the travel infused her with her speed abilities.
6) Upon landing here, she tried to continue her experiments and find a way back, though without all her old contacts and most of her future tech, she found hiding in the past far more difficult, and she found herself on the run once more.
7) With her new speed, she escapes often and with ease. Though, after finally establishing some of her own contacts in this time, she heard rumors of a time machine around... somewhere. Upon hearing that a team was being pout together of... expendable... people, she let herself be captured to end up on that team.

Step 2: Goals
1) Animoira's primary goal is to get back to some sort of future and regain access to her main lab, as well as make any tweaks that she can in this time in an effort to prevent the laws that keep messing with her progress, no matter the cost.
2) She's also curious about her newfound powers, finding that having such a high tachyon count has made her into a speedster, as well as able to release that energy in a bolt of energy that is quite destructive. She's looking forward to testing the limits of her speed, as well as finding ways of replicating her results.

Step 3: Secrets
1) One thing she keeps to herself is the fact that she is from the future. When desribing her history to anyone she deems worthy of hearing them, she will tell them she is from another country, plane, or dimension, depending on who she is speaking to. She doesnt want anyone to know that she is here with her own, selfish motives.
2) What she doesn't know is that her having trouble avoiding the law is not entirely her fault. Her lab assistant, Garrod, keeps ratting her out (See below)

Step 4: Aquiantences
1) Bartimus Allon: Upon landing here in the past, Animoira realized she would need to figure out what levels of scientific advancement this time period had reached. It was from him she heard rumors of the time machine that was somewhere there in the past, as he was a researcher for that project, at least at one point in time (could still be active) and while it was top secret, she managed to get him to tell her about it when he figured out she wasnt just from another country. Once she told him about being from the future (hes the one person she's told) she noticed that he seemed to know more about time travel than as a fantasy, and, in exchange for information about the future as well as the ability to run tests on her powers, he told her of the machine. He's completely unaware of her wrongdoings, present or future.

2) Leutenant Jameson East: Working for the local law enforcement, Jim was one of the first to catch on to crimes being committed in his part of the city, as they were crimes supposedly being executed in mere seconds. He tracked her down and, with the help of an inside... man.... he was able to nearly catch her the first time. She escaped, of course, but he put a serious dent in her timeline, losing a whole lab when they raided the place. Hating him, she got into a few skirmishes with him and his family, going out of her way to threaten and kidnap his family members, not wanting to kill him off. No, she would rather make him suffer. Still, she admired his detective work in tracking her down the first time, and when she decided to turn herself in for access to being part of the team, she did so by leading him to her again, this time surrendering instead of fleeing. Jim has been promoted now, and was furious when he learned she wasnt rotting in a cell, but being added to a team to do their missions.

3) Garodd the Gorilla: One of her most recent and successful experiments, Garodd is a fully sentient, intelligent gorrilla. Altered to be larger, more humaoid in build, and having been awakened by the mad scientist, Garodd is a fully capable war machine, able to crush many standard foes with his strength and mental superiority, though alas is only used as a lab assistant, doing things like cleaning, or fetching whatever she sends him to get, by any means necessary. While still feeling obligated to serve her, Garodd hates his current existance, and while going out to steal her supplies, he ran into a very confused officer of the law and told them everything they needed to know to find and catch her, though Animoira was able to escape and, with Garodd inside her ring (see the artifact), she came with him to the past. Again, he was able to find law enforcement while out working for her, this time finding Jim East. Explaining to him what was going on, he was able to betray her once more. Despite Animoira's incredible mind, she views him as an inferior being, and thus it has never occured to her to question her gorilla's loyalty.

4) Garret Jayson: The original officer of the law that Garodd ratted her out to in the future, Animoira hated him with a burning passion. Actually rather similar to Jim East, he was also a good cop who was only out to make sure she followed the law, and he was the one that blasted her time machine, tossing her into the past. While unlikely she'll ever see him again, she does occasionally worry he may try to hunt her down through the timestream with her own tech. Though that would break the law, so she isnt terribly worried about him.

Step 5): Memories

1) Animoira fondly remembers her early days in academia, especially when she first had one of her more eccentric pieces recognized in a rather prestigious scientific journal, where she was finally recognized for the intellect she had. Alas, it was this piece that was written based on her first experiment where she bent a few rules, and it inspired her to go down the path to where she is now. Ends do justify the means afterall
2) Another of her favorite memories goes back to her first time using her powers. Upon waking up here in the present, she awoke to find herself in the middle of a desert. Not sure where she was or what had happened, she was... stuck. Putting her goggles on to keep the sand and dust from her eyes, she tried to hurry to the top of a nearby dune, only to find herself moving at breakneck speed. Astonished, she looked to her hands to see them glowing with electrical energy. Surprised, she tried to will it away, only to fire a bolt of energy from her hands, glazing the sand nearby. Grinning, she spent the whole day running, not feeling even a little tired until she finally found civilization. Satisfied with the test of her abilities, she spoke to a few people to learn that she was in the past. She knew she was in for a lot of work, but that first day she discovered her abilities... she felt fairly free.
3) Despite the horrible things she'd done to animals, her earliest pet was a cat. She can't help it, but little Streaky was one of her favorites, and as such, she wont experiment on cats... Though a tiger servant sounds rather enticing...


Vivisectionist, btw. Went that way for the sneak attack since I didnt want bombs. Ended up with a variety of odd abilities lol


Moar answers to your burning....questions!:

1) Villain points will be used. Every one starts with 3, but you may *earn* up to half your level as max.

Some adjustments:

Reroll- You take the better result, not the 2nd. I hate that nonsense, and if you're burning such a limited resource, you should be allowed to pick which to use.

ALSO

You spend *two* villain points to force an *enemy* to reroll, and keep the worst result.

Yes, I realize this is the same cost as Cheat Death, but I don't want it to be abused, and this way, it'll be hopefully be used in some more epic moments.

Special- If you opt to spend more than 1 villain point on this, the effects will be greater based on how many you spend. The more you spend the more crazy the request and the more epic the results.

Hero's Fortune- This adds +2 to your max villain points.

2) Smuggler's Ring, I like it! Question, for C does it make it's own portable hole, or do you need to provide your own, and the ring can cause it to come forth via a standard action?

3) Undead Paladin.

Wooboy, got some thoughts here.

For starters, how will he be keeping his Paladin abilities while hanging out with a group of evil characters, doing not good things?

Are you okay with likely having to try and stop them from being bad guys *all* the time?

For the other players How do you all feel about a Paladin in the group, likely trying to prevent you guys from being bad?

Finally, I'm going to have a personal conundrum, which is, how do I try to make you fall, and is that the right thing to do? Do I metagame things, and only assign you missions that aren't likely to cause you to fall, or do I assign you missions regardless, and if you fall, oh well?

Obviously, you won't actually be forced to go on a mission that will be 'evil', but there's likely to be several that are, and I don't want you to get fed up with not being able to play your character.

4) I seem to recall a paper mage class or archetype somewhere. Let me ask around for it.

5) You split the bonus spells between your classes.

6) Traits should come from different lists, but if you're having trouble finding enough, we can work something out.

7) Let me know what your custom hybrid style race will be, and I'll try and decide if it makes sense for them to belong to two Parties or not.

8) The first few missions are all classic dungeon crawls. While the first one might be massive enough to allow a flying carpet, I don't think the other two are.

That said, after those three are complete, you might get a lot more use out of a flying carpet/mount/vehicle.

9) Unquiet Grave is allowed, as I own Lords of the Night.

10) I think 6 RP for Powerful Build works.

11) Let me think on cohort creation rules.

12) Downtime will definitely be in use.

13) Counter question: Why would you need to retrain prior to game start?

*****

PHEW! I believe that's all outstanding questions answered.

IF I have not given you an answer yet, please ask again or PM me.

Also, do I have any PM'd questions that need answers??


Voice of Awesomeness wrote:
13) Counter question: Why would you need to retrain prior to game start?

I had actually planned to do so as well. it helps folks that don't have full BAB by letting them put weapon finesse as a first level feat, and im sure it works for a lot of other stuff and builds by putting higher level stuff in lower level slots within the allowance for the retraining function.


Jereru wrote:

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

** spoiler omitted **

With "guys" I mostly meant "GM", but any feedback would do, I guess.


For the smugglers ring I figure it comes with it's own portable holes, as I intend one to be a miniature lab, one for storage of mundane gear too big for a bag of holding, and was hoping the third would have maybe 24 hours worth of air, ideally for prisoners or rescuing people, if I'm feeling kind.

Speaking of the ring, what letter is the cutoff for powers? Did the force shield stuff make the cut? I figure it regains a charge le day and maybe the emergency shield uses 2 points? Or was the mansion tha end of its powers? Good either way, just want to prepare accordingly

Oh, and how's the background, look ok?


Voice of Awesomeness wrote:
For the other players How do you all feel about a Paladin in the group, likely trying to prevent you guys from being bad?

Monkey King would only laugh at the paladin's efforts to hold up his values and to not break the stick up his butt. Laugh and ignore. I'm not a friend of PvP, therefore I'd just take a way around him.


Garidan Hemlock wrote:
Voice of Awesomeness wrote:
For the other players How do you all feel about a Paladin in the group, likely trying to prevent you guys from being bad?
I'm not a friend of PvP, therefore I'd just take a way around him.

To be clear:

I'm not talking about PvP here.

However, if a Paladin is played true to type(not stupidly, but the way it should be), said PC *could* very likely end up becoming super annoying and aggravating to a group of evil/not good PCs looking to not good stuff.

That's more what I was asking, not if the evil PCs would wanna kill the Paladin or not.


But some evil PCs might just kill him, because it's the easiest way to handle a super annoying team member. To prevent this, I suggest that every party has the right to vote out one party member, if they feel he compromises the mission. Or something like that.
But it's hard to say upfront. If you have a lot have LE guys, they can probably tolerate a paladin. I wouldn't put him in a CN/CE heavy party, though.


Tenro wrote:
Voice of Awesomeness wrote:
13) Counter question: Why would you need to retrain prior to game start?
I had actually planned to do so as well. it helps folks that don't have full BAB by letting them put weapon finesse as a first level feat, and im sure it works for a lot of other stuff and builds by putting higher level stuff in lower level slots within the allowance for the retraining function.

Pretty much this, retraining allows for feats earned early on to be swapped for feats at later levels.

About the paladin thing, I think that a normal paladin might be a stretch in a group of evil people, but don't they have an archetype or two that lets them be something other than good?

Otherwise...eh, if enough of us are lawful it could be doable. Be running the risk of losing their powers though.


Is it alright if my PC is just CN? My vision was a fed up guy, who has been good all his life and now is not blatantly evil but somewhat grey.

Regarding the Paladin, he'll think of it as a nuisance, but he'll understand the poor guy. I guess Gabriel would be a "mind voice" telling him to cross the line and stop bother about some things he shouldn't bother about.


It often depends on the version of Lawful Good you're going for. Ive played the alignment a few times, once with an evil character in the party. Played it as "I will rehabilitate this person" and overall it was a lot of fun (though they did needlessly doom a roomful of people to suffocate slowly, my character never found out.) Iin Starfinder my brother and I play a former cop and a world class thief. But we play it like the guys in White Collar. There's all sorts of ways to make that dynamic work as long as you stick to your character and not your alignment


Undead evil angel thing that hates both good and evil equally.

Would likely not work well with any Paladin.


To be clear: while I had understood that there would be some shady types on the team, I had not figured out that we were going for a decidedly evil party! Works for me as, originally, I wanted to build an Antipaladin but thought CE would simply too far from the generally acceptable alignments!

Hooray!

I'll have to reconsider the Ring of Equilibrium story and find something else that is equally compelling...


Yeah, mu Antipaladin might not be super friendly with a paladin either...


This game seems like it will be a fun excuse to play with evil PCs which is a fun and interesting change to the standard game. adding a LG paladin into the mix seems... difficult. it would be like having Captain America rolling with Deadpool and the X-force constantly yelling 'language!'

There are ways it could work. either you play the Paladin to be less of a conflict with the party (he holds himself to a higher standard, but doesn't feel he has a responsibility to 'save' his team and has no issue using evil to fight evil.) or choose a different class with less restrictive requirements.

possibly go with an antipaladin and redo the background, or use a warpriest or inquisitor to still have access to divine spells and the feel of someone on a divine mission without the full paladin experience. In my current RL game I am running, one of our players started with a Paladin but realized it was difficult to play in that setting and ended up retiring the character to be replaced by an inquisitor. when the inquisitor died a firey death, he brought in a warpriest. they have a similar feel without being as hard to play in grey areas.

as far as our possible shared backstory, I'd have to think about that. easiest solution is that there were two rings, which could be interesting. if your character was the Original who got corrupted or another evil duplicate, Jonah would likely kill that character almost immediately, no questions asked. I could see yours maybe being a dead version of The Original who was then raised to undeath after the original had already been reincarnated. maybe Jonah is willing to work with him temporarily in order to learn the secret of how to destroy the ring, but will likely still want to destroy you as soon as he has what he wants.

it's just such a big part of my backstory that my whole deal is killing undead copies, I don't know that we could work together. different rings, maybe. Jonah could be convinced that it's outside the scope of his mission to destroy all versions of the ring. or maybe he doesn't find out that your character is a product of another rign until after they have been working together for a while.


Are you guys so decided on playing utterly evil to the core characters? Just asking to check if I should reconsider my submission.


personally i wasnt playing someone actually evil, i would be neutral but with no qualms about allies doing evil things, or good things. a pragmatist. if evil is the most efficient path forward, so be it. if good is the most efficient path forward, so be it. i feel like this setting rewards balance of morality more so than others (i dont know about mechanically, but story-wise).

as for a paladin, perhaps the order to which the paladin belongs is good, but understanding the past crusades that have been led into town caused evil to swell (as the city seeks balance) they have taken a decidedly non-standard stance on morality? that's between you and the GM.


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

My submission will be CN/CE. He was hand-crafted by a deity to be a "chosen one" but has become really disillusioned with being "the good guy" and working for "the man" and he occasionally gets pissed off enough to do one-off evil things. He's generally more gray-area. Been thinking about him for a while now. :)

I actually started working on the crunch the other night. WOW! There's a lot to do.


Definitely LE, but only because she’s willing to kill the forces of evil and good readily, if it’s within her twisted code of conduct.

She’s a very hateful being, and the idea doesn’t really work without being evil.


My speedster is somewhere between LN and LE. She has her goals and machinations and does some messed up stuff to animals for some reason (Vivisectionist opened some weird doors lol) but when given the option, she's more inclined to do what's efficient than what's right, though will go out of her way to government those who wrong her. She walks a fine line

I'm pretty sure the first line of the recruitment leads with us being bad guys


Jereru wrote:

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

** spoiler omitted **

I think it's pretty cool, though I think it could use one big once/day Nova ability, based on other official minor artifacts.


Regarding alignment,

Without getting into spoilers your first three missions are:

Explore a tomb and obtain some secrets within. Said secrets are technically the 'property' of the descendants of the tomb's creator.

Raid, pillage and plunder what amounts to a massive treasure filled dungeon. Unfortunately, it's a national 'bank' and you are definitely robbing it.

Explore another tomb for 'reasons'(ie, if I tell you know it might give away too much of the plot). This is the least 'evil' of the 3, though that does depend on how you handle the mission, and those within the tomb.

Obviously, none of these *require* you to be Evil, however, Good PCs may balk at having to go on/carry out these missions.

Also, once you complete these initial 3 missions, some of your tasks *might* include assassinations, kidnapping, theft, etc. And sometimes the best way to handle those who would prevent you from completing your objective is to kill them.

However, they may not actually be 'bad guys' in the Evil sense of the word, so again, Good PCs might have some issues or even flat out refuse.

Hence, the 'be evil' or at least 'be okay with doing bad things' requirement for alignment.


I have Nephre down as Chaotic Neutral. She just really likes breaking and entering and getting in fights for their own sakes. She can kind of edge into Chaotic Evil territory when the blood really starts flowing and she starts giving in to her berserker rage.


Krigare here.

This is my submission. Done except for some money I plan to spend on scrolls and such, plus a building/organization for downtime. Well, and a cohort when Voice decides how those get made.

Comments, questions, suggestions, and critiques welcome.

Backstory:
Nehekhara is a harsh land, even though it is the home of a massive empire. With farmland only in the floodplains of the rivers that snake across the desert, it is a land ruled by immortal priest kings and queens. Nefertari is the daughter of Settri, Pharoh of the Black Pyramids, the mummified lord of one of the most prosperous regions of Nehekhara. Born into wealth beyond imagining, she lacked for nothing growing up. However, she did not live a coddled life, because as daughter to the Pharoh, she was expected to one day take his place so he could move on to tasks other than ruling his kingdom. Her early years were filled with lessons on a variety of subjects, self defense training, command, and magic. Like many in her family, she has a natural talent for tapping into the akasha, and she was trained in multiple styles of veilweaving.

Her life would have carried on in a traditional manner, if the portals to the Lattice had not been re-opened. Warders from Hyraeatan had finally repaired the Lattice connections and began to re-establish connections with Nehekhara. As one of the most powerful kingdoms, the Black Pyramids was one of the locations where a portal was re-opened. This event changed Nefetari's life in many ways, the least of which was expanding her education. As she neared her 50th birthday, it also meant she had options for her passage into adulthood. At 50, she was expected to leave the kingdom, to go out and experience the world, to prove her right to rule. Every member of her Dynasty had done so, the only difference is where she would do hers. Instead of traveling the other kingdoms of Nehekhara, she chose to venture out into the Lattice, to see things beyond what she had known for her whole life.

When she arrived in Hyraeatan, it did not take her long to begin trying to understand how the city worked, and how the Parities interacted. While coming from a land where the undead were not just common, but a fact of daily life, she found the Icegrave Enclave to be far to cold for her tastes. And the Sanguine Sovereignty preaches a different form of undeath than what Nehekharans beleive in. After all, in a land where there is more sunlight than darkness, vampires do not survive for long. She finally found a philosophy she could agree with in the Chrysalis Covenant, as their promotion of growth through change resonated with what she knew to be her path. It was only a matter of time before she had not just the means, but the desire to transition into undeath, something she was expected to do before she could return home. While she does not always agree with the Covenants politics, she accepts them for what they are.

Ten Minute Background:
Write 5 background and concept elements that you feel are important to your image of the character.
1. She is the daughter of royalty, but while she was raised to rule, she was also raised with the concept that leadership is earned, not simply granted. Loyalty given without anything to earn it is a foreign concept to her.

2. While she may be used to her creature comforts, and even has ways to take them into the field with her, she is capable of going without, although she does not like to.

3. She believes in using words first. While she won't back down from a fight, she would rather use charm and guile to turn enemies into allies if at all possible.

4. She is as unforgiving as the land she is from.

5. She is a leader, not a follower, while she may not have to be in charge, she will not just go along because someone tells her to (how dare they in the first place :D)

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. She has a goal of earning the money and finding trustworthy assistants to undergo the funerary rites to become a mummy lord.

2. I'd like to see her business/temple/embassy grow into something useful, along with her followers/whatever organization ends up developing with it.

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. She doesn't want to take over the Dynasty from her father. She would much rather start something new out among the planes.

2. A renegade noble (Apophas) who she helped defeat and exile, is in Hyraeatan and has revenge on his mind.

Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
1. Friend - Khalida - A fellow noble (of much lesser rank) from the Black Pyramids, she is the head of one of the more powerful merchant families in Nehekhara. Grew up as one of Nefertari's playmates, they have stayed friends even though their social circles are slightly different. Khalida would be one of the people who begins to deal in interdimensional trade now that the Lattice is opened again in Nehakhara.

2. Friend - Justin Dargyle - An Icegrave Enclave lich interested in studying a land where the undead coexist alongside mortals. He continues to try to convince Nefertari to join the Enclave, even though she repeatedly says no.

3. Hostile - Apophas - A renegade noble from Nehekhara, he was bitter about his place in life. He tried to start a rebellion in the Black Pyramids and was exiled. Found a way into the Lattice and is now in Hyraeatan ingratiating himself with the Sanguine Sovreignty.

Describe three memories, mannerisms, or quirks that your character has.
1. She uses her powers from her Rajah class to treat herself in a manner she feels she is entitled to. i.e. not walking when she has the ability to manifest her palanquin, having her servants serve her when she is out, and in general keeping up the appearance of a noble at all times.

2. Nefertari remembers how she felt when she first stepped out into the Lattice. That thrilling sense of exploring the (to her) unknown awoke something within her.

3. Nefertari has fond memories of her time in charge of one of her fathers skeletal legions.

Princess of the Black Pyramids, Statblock, No Veils:

Nefertari, Princess of the Black Pyramids
Female Tomb-bound Rajah 10/Nexus 10/Vizier 10
LE Medium humanoid (human, elf, dwarf)
Init +10; Senses Perception +18
--------------------------------------------------------------------------- -----------
Defense
--------------------------------------------------------------------------- -----------
AC 21, touch 18, flat-footed 15 (+2 armor, +6 dex, +2 deflection, +1 natural armor)
hp 116 (11d6+50)
Fort +13, Ref +14, Will +14
Immune fear; [/b]Resist[/b] acid 20, cold 30, electricity 30, fire 20
Defensive Abilities Indomitable
--------------------------------------------------------------------------- -----------
Offense
--------------------------------------------------------------------------- -----------
Speed 30 ft.
Melee fist +11 (1d3+6 non-lethal)
Ranged planar detonation +11 (5d6)
Special Attacks Fatal Thrust +3d6, Vassalage
Spell-Like Abilities
At will - arcane mark, detect magic, divine favor, erase, read magic
3/day - comprehend languages
Rajah Manuevers Known
5th - noblesse oblige, rapid current, stance of the sunlight shield
4th - lifeburst imbuement, shatter spell
3rd - disrupt essence, flowing water stance, life burst strike
2nd - dual crash, garnet lance
1st - flowing creek, ready the draw, red zephyr's strike, spoils of war
--------------------------------------------------------------------------- -----------
Statistics
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Str 10, [b]Dex 22, Con 10, Int 18, Wis14 Cha 30
Base Atk +5; CMB +11; CMD 21
Feats Craft Wonderous Item, Deceitful, Essence of the Immortal, Extra Essence (x2), Extra Heraldry, Forge Ring, Improved Initiative, Inaugurate Title (Armory of the Conqueror), Leadership, Major Becoming, Minor Becoming, Nascent Becoming, Radiant Dawn Style, Radiant Sunlight, Skill Focus (Bluff), Skill Focus (Diplomacy), Titles From Distant Shores, Twin Veil (Wrists), Twin Veil (Head)
Skills Bluff +36, Diplomacy +36, Disguise +27, Intimidate +27, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +18, Knowledge (History) +10, Knowledge (Nobility) +10, Knowledge (Planes) +18, Knowledge (Religion) +18, Linguistics +10, Perception +13, Sense Motive +14, Spellcraft +14, Use Magic Device +23
Traits Blood of Dragons, Deathtouched, Flexible Forms (Reaper's Scythe - Elven Curve Blade), Keleshite Princess, Keleshite Trader, Magical Wit (Vizier, Int), Merchant Family
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Sylvan, Terran
SQ Convergence (Abyss), Convergence (Elemental), Convergence (Heavens), Eldritch Insight, Empowered Titles, Heraldry (Constructed Comforts), Heraldry (Hidden Lord), Heraldry (Leadership), Heraldry (Philosopher King), Heraldry (The Treasury), House of Servants, Improved Essence Capacity +2, Mystic Attunement (Path of the Crafter), Regality, Royal Mandate, The Crossroads (Crown of the Moon Queen), Transfer the Essence, Veilshifting (2/day 2 veils), Warrior of the Court (Bluff, Diplomacy)
Martial Tradition (PoW) Bank of the Sun
Martial Tradition (SoM) Custom - Fencing, Lunge, Read Foe, Soul Strike
Gear circlet of persuasion, eyes of the eagle, least akashic catalyst, lesser akashic catalyst, ring of sustenance, robe of Nefertari (combines living garmets with 2 handy haversacks), travelers any-tool (2), versatile vest, book of letters (Hyraeatan), butterfly net, canteen (4), cypher books, dungeoneering kit (deluxe), flask (elaborate worth 5 gp), grooming kit, heritage book, hip flask (fancy 10 gp), holy text (Book of Nehekhara), ink (blue, black, red 2 vials each), journal, magnet, magnifying glass, mirror, perfume (20 doses), scrivners kit, scroll box (3), signet ring, spelunking kit, stationary (20), pathfinders kit, survival kit (masterwork), forgers kit, map makers kit, merchants scale, jewelry (300 gp worth), alchemical glue (5), nushadir (5), acid (4), alchemists fire (4), pantograph, spring loaded scroll case (10), linguists codex (expanded), elemental explorers kit, fiendslayers kit, ghost ink (4 vials), imperial conquest set
In the Treasury - campsite kit, cauldron, chroniclers kit, coffee pot, collapsable bathtub, cooking kit, cot, folding chair, folding table, hammock, ladder, portable bridge, teapot, waffle iron, underground survival kit, chain (5 10 foot lengths)
Money -
Favored Class Bonus Rajah 1/6 of an akashic feat x6, 1/4 of an essence x4 Nexus 1/5 of an essence Vizier 1/5 of an essence

Princess of the Black Pyramids, Statblock, With Veils:

Nefertari, Princess of the Black Pyramids
Female Tomb-bound Rajah 10/Nexus 10/Vizier 10
LE Medium humanoid (human, elf, dwarf)
Init +10; Senses Perception +20
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Defense
--------------------------------------------------------------------------- -----------
AC 38, touch 27, flat-footed 32 (+9 armor, +6 dex, +5 shield, +2 deflection, +6 natural armor)
hp 116 (11d6+50)
Fort +18, Ref +19, Will +19
Immune fear; [/b]Resist[/b] acid 20, cold 30, electricity 30, fire 20
Defensive Abilities Indomitable
--------------------------------------------------------------------------- -----------
Offense
--------------------------------------------------------------------------- -----------
Speed 30 ft. fly 30 ft (perfect)
Melee Reaper's Scythe +21 (1d10+5d8, 18-20/x2)
Ranged planar detonation +11 (5d6)
Special Attacks Vassalage
Spell-Like Abilities
At will - arcane mark, detect magic, divine favor, erase, read magic
3/day - comprehend languages
Rajah Manuevers Known
5th - noblesse oblige, rapid current, stance of the sunlight shield
4th - lifeburst imbuement, shatter spell
3rd - disrupt essence, flowing water stance, life burst strike
2nd - dual crash, garnet lance
1st - flowing creek, ready the draw, red zephyr's strike, spoils of war
--------------------------------------------------------------------------- -----------
Statistics
--------------------------------------------------------------------------- -----------
Str 10, [b]Dex 22, Con 10, Int 18, Wis14 Cha 30
Base Atk +5; CMB +11; CMD 21
Feats Craft Wonderous Item, Deceitful, Essence of the Immortal, Extra Essence (x2), Extra Heraldry, Forge Ring, Improved Initiative, Inaugurate Title (Armory of the Conqueror), Leadership, Major Becoming, Minor Becoming, Nascent Becoming, Radiant Dawn Style, Radiant Sunlight, Skill Focus (Bluff), Skill Focus (Diplomacy), Titles From Distant Shores, Twin Veil, Twin Veil
Skills Bluff +36, Diplomacy +36, Disguise +27, Intimidate +27, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +18, Knowledge (History) +10, Knowledge (Nobility) +10, Knowledge (Planes) +18, Knowledge (Religion) +18, Linguistics +10, Perception +15, Sense Motive +16, Spellcraft +14, Use Magic Device +23
Traits Blood of Dragons, Deathtouched, Flexible Forms (Reaper's Scythe - Elven Curve Blade), Keleshite Princess, Keleshite Trader, Magical Wit (Vizier, Int), Merchant Family
SQ Convergence (Abyss), Convergence (Elemental), Convergence (Heavens), Eldritch Insight, Empowered Titles, Heraldry (Constructed Comforts), Heraldry (Hidden Lord), Heraldry (Leadership), Heraldry (Philosopher King), Heraldry (The Treasury), House of Servants, Improved Essence Capacity +2, Mystic Attunement (Path of the Crafter), Regality, Royal Mandate, The Crossroads (Crown of the Moon Queen), Transfer the Essence, Veilshifting (2/day 2 veils), Warrior of the Court (Bluff, Diplomacy)
Veils Robe of the Forgotten Diety, Shaitan's Earthen Armor, Boatman's Ferry (B), Unicorn's Feathering (B), Djinn's Turban (B), Sentinel's Helm (B), The Demiurge (B), Ring of the Abjurer (B), Ferryman's Cloak (B), Reaper's Scythe (B), Shackles of Perdition (B)
Essence - 50 Shaitan's Earthen Armor (5), Ring of the Abjurer (5), Reaper's Scythe (5), Shackles of Perdition (5), Regality (5) 25 essence remaining

Trancendent Akashic Catalyst, Artifact:
Transcendent Akashic Catalyst
Aura strong transmutation CL 20
Slot none Price - Weight -
--------------------------------------------------------------------------- -----------
Description
--------------------------------------------------------------------------- -----------
A transcendent akashic catalyst is a very long strip of an unknown material about half an inch wide. When a veilweaver wraps it about themselves, they find it is long enough to wind around all of their limbs and their torso without any problems. Once it is being worn, glowing mandalas form all along it. Unlike most catalysts, it isn't not worn on a single chakra. It provides the benefits of a least, lesser, and greater akashic catalyst to three of the wearers chakras. Each is assigned to one chakra when the veilweaver shapes veils for the day. They can be changed from one chakra to another by spending one minute in meditation.
It also enhances a veilweavers ability to bind chakras, allowing them to bind chakras as if they were 4 levels higher in whatever veilweaving classes they possess. The wearer also gets the benefits of the Twin Veil feat, although they must choose one chakra to gain this benefit when they shape their veils for the day.

A transcendent akashic catalyst can be worn with other akashic catalysts, however no chakra may receive the benefit of more than one catalyst at a time.

Method of Destruction A daeva of sufficient power (CR 20 or more) may unbind the akasha that makes up the catalyst by wrapping it about themselves and simply absorbing it.

Tomb Bound:
4 Advanced Ability Scores (+2 str, +2 dex, +2 con, -2 wis, +4 cha)
4 Advanced Int +2
4 Advanced Wisdon +2
9 Advanced Charisma +4
4 Flexible Bonus Feat
2 Static Bonus Feat: Persuasive
2 Quick Reactions
3 Silver Tongued
1 Weapon Familiarity (elven weapons, heavy repeating crossbow)
4 Lucky, Greater
4 Focused Study


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A few final questions, and then I'll (finally) get my submission together: considering the evident parallel between the classes, any chance an Antipaladin could use a Paladin Archetype, namely Shining Knight, if said Antipaladin is a Paladin who was raised to the dark side?

Similarly, would it be conceivable to steal a few spells from the Paladin list? Specifically: Challenge Evil (Good), Knight's Calling, Paladin's Sacrifice, and King's Castle?


My Alias is ready as well, just need to attach all the stats and the backstory and... well I have the name and picture lol. Prefers to be called Valanaestra, Valan, Vala, or, to a select few, Vee. Only the dead or tormented have called her Animoira


I'll do up an alias this weekend, just wanted to chime in with everyone else. I'm going CE, not as a set the orphanage on fire but more as a "the world hates me and I hate the world". The way I envision my character, he'd actually try to help put out a fire at an orphanage - as long as it didn't put him too much at risk, of course. He certainly would not be ok with a plan to burn one down. Some noble's mansion, though - that's all good. He might feel bad about servants / collateral damage, but they chose to be there, so he's not going to lose sleep over it.

Hopefully that gives a pretty good cross section for you guys about where I see things alignment wise.


Animoira Valanaestra wrote:
My Alias is ready as well, just need to attach all the stats and the backstory and... well I have the name and picture lol. Prefers to be called Valanaestra, Valan, Vala, or, to a select few, Vee. Only the dead or tormented have called her Animoira

You know someone is going to end up calling you Animoira yeah?


Animoira Valanaestra wrote:
My Alias is ready as well, just need to attach all the stats and the backstory and... well I have the name and picture lol. Prefers to be called Valanaestra, Valan, Vala, or, to a select few, Vee. Only the dead or tormented have called her Animoira

"Don't call me 'Nymphadora!'"

River of Sticks wrote:

I'll do up an alias this weekend, just wanted to chime in with everyone else. I'm going CE, not as a set the orphanage on fire but more as a "the world hates me and I hate the world". The way I envision my character, he'd actually try to help put out a fire at an orphanage - as long as it didn't put him too much at risk, of course. He certainly would not be ok with a plan to burn one down. Some noble's mansion, though - that's all good. He might feel bad about servants / collateral damage, but they chose to be there, so he's not going to lose sleep over it.

Hopefully that gives a pretty good cross section for you guys about where I see things alignment wise.

Just based on this, I'd say that fits much more into the LE or NE ranges than into CE. Evil because you are mostly willing to do whatever it takes to achieve your goals, but Lawful because even you have a line you won't cross. Much more Jason Todd / Red Hood than Joker.


So... How do FCBs work with custom races? Did that get asked or answered somewhere?


GrinningJest3r wrote:
Animoira Valanaestra wrote:
My Alias is ready as well, just need to attach all the stats and the backstory and... well I have the name and picture lol. Prefers to be called Valanaestra, Valan, Vala, or, to a select few, Vee. Only the dead or tormented have called her Animoira

"Don't call me 'Nymphadora!'"

River of Sticks wrote:

I'll do up an alias this weekend, just wanted to chime in with everyone else. I'm going CE, not as a set the orphanage on fire but more as a "the world hates me and I hate the world". The way I envision my character, he'd actually try to help put out a fire at an orphanage - as long as it didn't put him too much at risk, of course. He certainly would not be ok with a plan to burn one down. Some noble's mansion, though - that's all good. He might feel bad about servants / collateral damage, but they chose to be there, so he's not going to lose sleep over it.

Hopefully that gives a pretty good cross section for you guys about where I see things alignment wise.

Just based on this, I'd say that fits much more into the LE or NE ranges than into CE. Evil because you are mostly willing to do whatever it takes to achieve your goals, but Lawful because even you have a line you won't cross. Much more Jason Todd / Red Hood than Joker.

That’s a good point. Might need to shift it closer to LN...


Princess of the Black Pyramids wrote:
Animoira Valanaestra wrote:
My Alias is ready as well, just need to attach all the stats and the backstory and... well I have the name and picture lol. Prefers to be called Valanaestra, Valan, Vala, or, to a select few, Vee. Only the dead or tormented have called her Animoira
You know someone is going to end up calling you Animoira yeah?

Eventually. And they will either have earned it or will have opened themselves to a world of torture, torment, and turmoil ;)


River of Sticks wrote:
That’s a good point. Might need to shift it closer to LN...

I dunno, what you originally mentioned sounded pretty in line with LE or NE. I could totally see it as a NE character honestly.


Krigare wrote:
River of Sticks wrote:
That’s a good point. Might need to shift it closer to LN...
I dunno, what you originally mentioned sounded pretty in line with LE or NE. I could totally see it as a NE character honestly.

Oops. Looks like my phone autocorrected from NE to LN. Or my brain did. I meant to say NE.


WarDragon's alias here. Still working on the full character sheet, but I've got enough for initial RP.

Custom race (mindlord):

Elan base (10)
Advanced Ability scores (+2 Str, Dex, Con, +4 Int, -2 Wis) (4)
Advanced Dexterity (4)
Advanced Intelligence x2 (9)
Advanced Charisma x2 (9)
L2 SLA at will (Hustle) (4)
Psionic Focus (1)

Current build: Psion (telepath) 10 | Highlord 10 | Antipaladin (Insinuator) 9/Monk (Scaled Fist) 1

Yeah, I'm a little bit MAD, hopefully it'll be able to keep up. I'm contemplating a dip to add Int to AC As well as Cha; does anybody know of one other than Symbiat? Trying to keep things relatively simple, since it's my first Tri-stalt and I'd rather not have gimped spherecasting just sitting there.

As for the alignment debate... I'm LE and have levels in the super-selfish Antipaladin archetype. Karnak would probaly find attempts to "redeem" him more amusing than anything else, or insulting if it was too persistent. After all, hes' the superior being, so why shouldn't he define his own morality?


MAD is always fun. I heavily rely on 4 stats :( Dex to hit, Int for elixirs, wis for speed points, and con for lightning throwing


Dervish defender warlord gives Int to AC at 1st, with some restrictions.

Dark Archive

For some reason this post didn't go through, so take two
Alright, I’m a little late to post with GrinningJest3r, but here’s Loganic’s Eighteen, Aka Ozzie

Background::
Eighteen was your typical goblin kid, running, stealing stuff, setting things on fire, killing small animals until he became a prisoner of Victor Osborne. His earlier memories are almost non-existent, but he remembers little scraps, like the first time he learned his numbers and discovered what the mark on his arm meant. He remembers being so relieved to be chosen for his magical ability because it meant he could forgo the burning and electrocution that was so commonplace. There were months that his skin had turned different colors from almost translucent alabaster to the violet granite that it currently sported. He remembered the constant lectures on topics who hadn't quite understood, followed by violent demonstrations and punishments.

Both time and his memory hadn't quite crystallized until his final year at the Institute. By then, he had a clear kinship with Thirteen. While Thirteen saw the more practical (and usually fiery) solutions, Eighteen loved to try each and every variation and permutation available within the world of arcana and alchemy. Both of them could see themselves outgrowing the Institute. They would die here if the good wizard had his way, so they killed him. It turned out that it wasn't much harder than sneaking into the kitchen that first time. He had a lot of interesting things in his collection, including an interesting goblinoid mask. It turned out to be a major source of inspiration for the modifications that were made.

Once they hit the outside world, things didn't get easier, at least not immediately. Being mistaken for demons or monsters typically made the villagers violent. Surprisingly, the most understanding were the people who typically kept out of sight and dealt with less than legal business. It was here that Eighteen finally found his second family, and picked up the name Ozzie. Although no one would be closer than Thirteen and his other goblinoid brothers, Ma Sting was a not too distant second. She helped him put his many talents to use. He was both her eyes and ears on many jobs, as well as the cleaner when it came time to wrap up. His last job turned t*@& up. He was accused of a theft at a nobles house, for which he was guilty, but there was little evidence. In exchange for letting him go and not making the life of his associates difficult, he was signed up for a new team.

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 and overall jerk.
2. He was trained to be a magical problem solver and assistant.
3. He loves magic of every kind. It doesn’t get to try it, it’s not worth using
4. Life has punished him too many times for standing out. He’s not going to let that happen again.
5. He has no scruples if it gets him what he wants

Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
1. Friendly - Other Experiments. This includes Thirteen, other trainees who were goblinoid by in large, and a few semi sentient arcane constructs.
2. Friendly - Ma Sting and company. Ma Sting is the head of a cartel that focuses on black market distribution and brothels. She's not the biggest or the scariest, but she does have a niche in acquiring magical artifacts. Nothing goes down without her knowing about it in town.
3. Victor Osborne or associates of his. Their resignation of his institute was by no means messy. Who knows the full scope of his connections or perhaps he had a way of returning from death.

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. Cast a spell from every classlist of every spell level.
2. Consolidate his power to never be helpless or unprepared.

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. He likes giving gifts to his closest friends. He loves getting gifts too, but he doesn't care about hoarding them.
2. One of Victor's tests involved pitting them against swarms. He managed to use scrolls to wipe a few but ultimately it was his makeshift bombs the left the room in craters and him alive
3. He likes to play with his food/enemies

Custom Race::
Experimental Goblins
Ability Score Racial Traits: Experimental goblins gain +2 Str, +4 Dex, +2 Con, +6 Int, and -2 Wis. [8RP]
Type: Experimental goblins are humanoids with the goblinoid subtype. [0RP]
Size: Experimental goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. [0RP]
Speed: Experimental goblins have a base speed of 40 feet.They also have a fly speed of 30 feet with clumsy maneuverability. [5RP]
Languages: Experimental goblins begin play speaking Common. [0RP]
Damage Reduction: Experimental goblins have DR10/magic. [6RP]
Defensive Training: Experimental goblins have a +2 dodge bonus to Armor Class. [4RP]
Lucky: Experimental goblins have a +2 racial bonus on all saving throws. [4RP]
See in Darkness: Experimental goblins can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. [4RP]
Blindsense: Using nonvisual senses such as acute smell or hearing, experimental goblins notice things they cannot see. Experimental goblins usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that the experimental goblin cannot see still has total concealment against her, and the experimental goblin still has the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of experimental goblins. Experimental goblins are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. [4RP]
Prehensile Tail: Experimental goblins have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. [2RP]
Artifact::
Mask of the Goblin.Demon
This mask looks like a caricature of every nightmarish children's story goblin. It has cruel, almost glowing, eyes with a mouth permanently open in a bite, teeth too long to fit. It fits uncomfortably on anyone but an actual goblin. Although it has a faint evocation aura, this mask has no magical abilities until any alchemical extract or mutagen is drunk. When that happens the warped oily skin travels down, covering the body, also searching and absorbing magical/alchemical items and reforming them into twisted and darker shapes.

Notably, among them are the alchemist's bombs.
The alchemist's bombs are reformed into miniature pumpkin shapes whose unique design allows one additional discovery to be applied, even when it's not normally possible.

Any magic ranged weapons are reformed to allow bombs to be used as ammunition. If bombs are used as ammunition, the weapon damage is replaced with the bomb damage and targets touch AC. Range is reduced to 30'. The mask automatically forms bombs as the Fast Bomb discovery and reloads the weapon with a thought as a free action.

Magic items that are reformed do not benefit allies. This includes resizing items like a carpet of flying to fit the rider’s size in addition to other visual changes. Any magic items that are not active remain absorbed until called forth. When the alchemist regains his daily use of extracts, the mask returns to its original form and all items are returned to their normal forms.

Character::
Eighteen
Experimental Goblin
Primary Class: Bloodrager 6 (Primalist, Urban, Spelleater, Untouchable) / Unchained Rogue 4 (Underground Chemist)
Secondary: Alchemist (Alchemical Sapper) 10
Tertiary: Magus(Eldritch Archer) 10
Init +7, Senses See in Darkness, Blindvision 30’ Perception +14
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Defense
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AC 28, Touch 22, Flat Footed 20
HP 122 (7d10+4d8+20)
Fort 13 Reflex 18 Will 10
Defensive Abilities Uncanny Dodge, Fast Healing 1, Danger sense +1, Spell Resistance (14)
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Offense
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Speed 55’ base, 30’ fly
Ranged Pelletbow+2, Bombs (see Artifact), +18/+18/+13 (5d6+11) fire, splash 5’, 19/day and/or
. . Force Bomb (5d4+11) force splash 5’, DC 24 Reflex or be knocked prone on direct hit and/or
. . Tanglefoot Bomb DC 24 Reflex entangled/stuck to the ground/loses flying per tanglefoot bag[/b] or only entangled if hit my splash and/or
. . [i]Stink Bomb
Splash 10’, 1 Round, DC 24 Fort (poison) nauseated per stinking cloud after leaving per stinking cloud and/or
. . Confusion Bomb -2 dice damage, DC 24 Will or be confused per confusion spell 10 rounds and/or
Controlled Rage, Arcane Rage: +4 Dex, no penalties including to use of skills, apply blur, protection from arrows, resist energy, or spider climb for the duration and/or
. . Demolition Bomb ignore 5 hardness 3/day and/or
. . Delayed Bomb Bomb explode up to 10 rounds after released for more than 1 round. Can be picked up and timer defused and/or
. . Camouflaged Bomb DC 29 Percept to detect bomb and/or
. . Trip Mines costs two bombs, deals splash damage only, if an enemy enter the square, it triggers, can ignore up to 9 allies
Moonlight Stalker: +2 Attack, +2 Damage under the effects of concealment
Feint: Feint as a move action. If successful, Dex is denied until start of next turn
. . Moonlight Stalker Feint If concealed, can feint as an swift action
Ranged Spellstrike, Spell combat Can cast a spell and full attack, at the same time. If spell is a touch or ranged touch, attack again at full bonus. If the attack(s) hit, the spell also hits. Each ray/bolt of the spell is applied to a different attack. Attacks with spell riders must be at close range.
Arcane Pool: 19/day Can spend one as a swift action to gain +3 enhancement bonus to a weapon for 1 minute. Enhancement bonus can be replaced with flaming, flaming burst, frost, icy burst, shock, shocking burst, speed up to +3.
[b]Sneak Attack:
Vs flanked opponent or opponents denied dex, 2d6 sneak damage
. . Precise Splash Weapons Sneak damage applies to splash weapons
. . Debilitating Injury Additional effects are applied when sneak damage is dealt for 1 round. No more than one effect per opponent. Sneak damage can extend effects by 1 round.
. . . . Bewildered -2 AC, additional -2 versus this character’s attacks.
. . . . Disoriented -2 attack rolls, additional -2 versus this character.
. . . . Hampered Speed halved
Target of Opportunity: When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to make a single ranged attack against that opponent.
Returning Throw: Whenever an ally who also has this feat makes an attack with a thrown weapon and misses the target by 4 or less, you can catch the weapon and throw it as an immediate action.You must be aware of the attack and not flat-footed.
Alchemist Extracts Prepared (CL 10th; concentration +19)
. . 4th Freedom of Movement, Echolocation (2/3)
. . 3rd Remove Blindness/Deafness, (1/5)
. . 2nd Alchemical Allotment, See Invisibility (2/8)[3 already consumed)
. . 1st Targeted Bomb Admixture, Shield, Expeditious Retreat, Monkey Fish (6/8)
Magus Extracts Prepared (CL 10th; concentration +19)
. . 4th Black Tentacles [2], Caustic Blood (3/3)
. . 3rd Haste [2], Fly, Displacement [2] (5/5)
. . 2nd Mirror Image [2], Glitterdust, Stone Discus [4] [7/8]
. . 1st Shocking Grasp [4], Obscuring Mist , Color Spray, Vanish, (8/8)
Wanderer’s Fortune: 3/day swift action Freedom of Movement 1 round
--------------------
Statistics
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Str 12, Dex 20, Con 12, Int 27, Wis 16, Cha 12
BAB +7; CMB +8 (+10 trip/disarm); CMD 28 (30 trip/disarm)
Feats Exotic Weapon Proficiency (pelletbow), Wanderer's Fortune, Returning Throw, Target of Opportunity, Moonlight Stalker Feint, Moonlight Stalker, Blind-fight, Ranged Feint, Greater Feint, Deft Maneuvers, Signature skill (stealth), Rapid Shot, Precise Shot, Improved Critical (crossbow), Scribe Scroll, Quick Draw
Traits Cunning Liar, Pragmatic Activator, Accelerated Drinker, Indomitable Faith
FCB (+1 Magus arcana, +1 Discovery, +5' movement)
Discoveries Smoke Bomb, Tanglefoot Bomb Stink Bomb, Force Bomb, Confusion bomb, Infusion
Arcana Spell Shield Scroll Master Reach Magic, Wand Wielder

Remainder is uninteresting and here https://www.myth-weavers.com/sheet.html#id=1911265

Dark Archive

I was having trouble judging the strength of the artifact. Currently it applies enhancement damage to bombs & crit range to both bombs and spells, but as written crit would 2x only, even though the weapon is 3x.

If it's underwhelming, it fit well to apply a profane bonus versus good creatures, and expand the crit to match the weapon's for all effects. (equal to the enhancement bonus or something)


River of Sticks wrote:
Dervish defender warlord gives Int to AC at 1st, with some restrictions.

Apologies, its Warder, not Warlord.

Now I'm having trouble deciding what to do. There's just so many cool classes and concepts out there to play with, and even though I like the mechanics I have I can't help but look at everything else and go "Shiny!"...

EDIT: Question for MG; I've found a few references to DSP developers saying that they plan to allow Cryptics to take rogue talents as Cryptic Insights when that class gets a "Psionics Augmented" issue, but without any information on whether it's global (ala "Rogue Talent: Pick one") or from a specific list. That issue has not been made yet. Would you be ok with allowing rogue talents to be selected with a cryptic insight "slot"?


Done! Here is my character. :)

Rattlebones
Male CN Greater Quickling
Accelerist 10 / Magus (Kensai) 10 / Wizard (Diviner) 10

Description:

Hair: None
Eyes: White
Skin: Light Purple
Height: 18"
Weight: 6lb

You see a tiny little man, no more than shin-height to a human, with light purple skin and milky white eyes. His head is bald, his face is angular, and his teeth are sharp. He is dressed in what could only be described as a carnival barker's outfit - a tall tophat, a suit with exaggerated lapels and tailcoats, and leather dress shoes. He wears a tiny rapier in a scabbard at his waist.


Background:

Rattlebones has lived in the Orchard District of the City of Seven Seraphs since the Lightbringer Incursion. He served as a Questioner in the Flowered Queen's army - infiltrating difficult situations, extracting information, and disposing of evidence - before Maelwyn's defection left him stranded from his homeland in the Fey Realm. Not one to dwell on things, he pledged to the Mithral Throne. After all, does it really matter who is in charge, if he is able to pursue his passions? Rattlebones loves his job, and he has been doing it for a very long time. Hyraeatan provides so many opportunities to practice his craft! He spent many years serving Maelwyn in ferreting out enemies of the fey and eliminating threats. He was even rewarded with his special blade, The Addler, to assist him in overcoming stubborn targets.

Sadly, Rattlebones does have a vice. He loves his work so much that if he is not kept busy and directed, he grows restless. He starts looking for work on his own and he is not always picky. So when a high-ranking member of the Sanguine Sovereignty began investing in real estate in Mithralmarket, it didn't take much for Rattlebones to decide to take matters into his own hands. The aftermath was one thoroughly dead vampire, some marginally useful financial information, and one enraged fey lord. Maelwyn banished Rattlebones from the Orchard District for 101 years.

To an ageless fey it is simply an exercise in patience, but it does leave Rattlebones now somewhat lost. While he has contacts throughout Hyraeatan, and is still permitted to communicate with agents of the Mithral Throne, he is no longer physically permitted within the Orchard District. With no official capacity, he is currently wandering the City looking for means to support himself.

Goal 1: Defend the Orchard District against all threats, possibly getting his banishment remitted.
Goal 2: Break the power of the Sanguine Sovereignty.

Secret 1: He may look scary, but he only does bad things to bad people. He will refuse to hurt an innocent.
Secret 2: Agents of the Flowered Queen are aware of his continuing service to the Mithral Throne, and are planning to send agents to curtail his activities.

Associate 1: Rattlebones has a soft spot for a elderly dwarven blacksmith in Mithralmarket. He is happy to run errands for Siv Firebeard whenever he needs assistance. In exchange, Siv has one of the few forges in the area capable of sharpening his adamantine rapier.
Associate 2: Rattlebones frequently visits the shop of Caius Varo, tailor extraordinaire. Caius is the only tailor in the city who can craft exquisite Tiny-sized suits for Rattlebones. The quickling is happy to pay a premium for quality, and they frequently have lunch together to discuss local happenings. Caius is also a contact in Rattlebones’ network, gathering information on rich clientele who blather while he is measuring them.
Associate 3: Rattlebones is employed in an unpleasant, but necessary, profession. Sometimes mistakes can be made. One such mistake was Lechoslaw Krych, the vampire whose death led to Rattlebones’ exile. Lechoslaw had a spawn named Yessika Groszek, who became his lover after her turning. She is currently searching for clues as to his death.

Quirk: Rattlebones abhors being dirty, and will go to great lengths to avoid even getting dust on his shoes.
Quirk: Rattlebones has a disturbingly deep voice for such a small creature. Combined with his affable folksy manner of speech, it can be very unnerving.
Quirk: Rattlebones is constantly on the look-out for a potential spouse. Being a spy can be quite lonely. He will likely try to hit on any Tiny-sized female (preferably fey) that he spots.


Racial Abilities:

Greater Quickling
Type: Fey (2 RP)
Size: Tiny (4 RP)
Speed: 60ft (6 RP)
Ability Scores: +2 Dex, +2 Int (Flexible, 2 RP)
Languages: Common, Sylvan (Standard, 0 RP)

Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

Elemental Immunity: fire (4 RP)
Elemental Immunity: acid (4 RP)
Elemental Immunity: cold (4 RP)
Elemental Immunity: electricity (4 RP)
Spell Resistance, Greater: SR 21 (3 RP)

Spell-Like Abilities (CL 10th)
At will: invisibility (4 RP)
At will: see invisibility (4 RP)

Total: 41


Artifact:

The Addler

Aura: overwhelming enchantment; CL: 20th; Slot: weapon; Weight: 0.1lb.

The Addler appears to be nothing so much as a jet-black knitting needle, but is in fact a Tiny adamantine rapier. Handling the weapon reveals that it is a solid piece, with formed handle and crossguard of the same material.

A successful melee attack with the Addler applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1. This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. This effect is similar to the touch of idiocy spell, but affects targets even if they are immune to enchantment effects or mind-affecting effects.

When wielding the Addler, you can add your Dexterity modifier instead of your Strength modifier to the weapon’s damage.

The creature bonded to this item can teleport the item to his waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function.

My character sheet is on this profile. Please let me know if you have any questions. Thanks!


I just thought of something; do we have a healer in the group? I can heal myself, but nobody else. If we don't, it wouldn't be terribly out of theme for me to take on the duty.


WarDragon wrote:
I just thought of something; do we have a healer in the group? I can heal myself, but nobody else. If we don't, it wouldn't be terribly out of theme for me to take on the duty.

I'm intending to bring in Healers Hands + Signature Skill (Heal), which gives some pretty great healing for the group. I am limited to 10/day though.

Following up my earlier question on a cryptic taking rogue talents: I'm thinking of going FIghter / Cryptic / Hedgewitch. The mix of abilities looks a bit better for what I want, though I'll miss some elements of the Harbinger. It also lets me tune it to the table a bit better.

Two more questions for MG: How do you feel about a trait that shifts the initiator modifier for a Path of War fighter archetype from Wisdom to Intelligence? I'm not set on the archetype, but am considering it.

The other question is on Unarmored Training/Monks AC bonus / etc - how does Automatic Bonus Progression work with that? Can we treat a shirt/robe/outfit as being "unarmored" for class features but still get the enhancement bonus from ABP and enchant GP abilities as if it was armor?


I'm not even going to bother with the armor attunement, honestly. Just Inertial Armor power and monk bonus.


I haven't fully mathed out where either character progression falls. I know that either one will be more than capable of maxing out the table, so I'm still at the stage of figuring out which parts to go with and which ones to bypass in favor of more flavorful options. I've got the basics down - TWF frontliner that threatens spellcasters specifically - and am trying to work out how much utility I can focus on too.

Actually... That makes me think of a possibility for the artifact. MG, how would feel about something designed around bringing intimidation into play more often? The Suzeraain Continuum Guide from Savage Mojo has a few abilities based around intimidation I really liked in another recruitment thread. Would an artifact that allowed the following be overpowered? Pulse points are a renewable resource mechanic introduced at level 10 in the guide; the pool is 1/4 of your level + the highest ability score modifier, refreshing after a full nights rest. I'd prefer to sub the pulse point requirement out for spell points or something similar that was already in the character.

Fearsome Presence and Psychically Aggressive:

Fearsome Presence (Feat)
Prerequisites: Cha 14, Intimidate 3 ranks.
Benefits: When you make an Intimidation check, you may spend 1 Pulse to demoralize all creatures within 30 feet who can see you. The range of the demoralization effect increases by an additional 5 feet for every 5 that your check exceeds DC 20.

Fearsome Presence, Improved (Feat)
Crowds part and trained soldiers falter when your character gets mad. There’s something about him that’s just... unsettling.
Prerequisites: Cha 14, Intimidate 8 ranks, Fearsome Presence.
Benefits: You can intimidate more than one target at a time. When making an Intimidation check, you may affect a number of targets equal to 1/2 your level + your Charisma modifier.
Th e range of Fearsome Presence increases to 45 feet, and an additional 10 feet for every 5 that your check exceeds DC 20.

Psychically Aggressive (Telesma Ability option)
Your character’s Intimidation checks can incapacitate opponents, thanks to the assistance of his or her Telesma in the Ethereal. When you succeed at demoralizing an opponent, they also gain the sickened condition for the same duration.

A Telesma is very much like a familiar or psicrystal, and I intend to have a familiar.

What do you think of pulling one or more of these abilities in? I'm also planning on taking the DSP feat Unknowable Fear to allow for intimidation psychically, rather than only by vision.


WarDragon wrote:
I just thought of something; do we have a healer in the group? I can heal myself, but nobody else. If we don't, it wouldn't be terribly out of theme for me to take on the duty.

My crunch isn't up yet (smoothing out kinks and making sure I didnt miss anything) but I do have cure spells and the infusion alchemist talent


Question, for the GM and also the rest of you.

Do you know of any PF feat that improves flight speed, similar to this one or this other one?

As for the healing, well, I'm a Warpriest and there are Paladins around, I think, so someone at least would be able to use a wand.

Also, I might consider having another character at the ready, in case Gabriel dies or is not fit for the missions or whatever (or just for the fun I'll have building it).


@Healing: Fast healing as a race trait is only 6 RP. I'll probably take it, because healing almost 200 hp with CLW wands is stupid.
@Flight: There's the Strong Wings spell. Can give it to yourself as an at-will spell-like ability, if you wanted to...


I never said it had to be a CLW wand, just a wand xD

As for the spell, yeah, not bad, though idk about taking it from level 1. He had no wings at the time, though you can always say he had the potential there waiting until his wings sprouted. Does that seem too intricate for an explanation?

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