|GM Nikolaus 'the Grimm'|
Aelysos, once the jewel of Iblydos this beautiful city of white walls and shining seas has been the first sight of eastward travellers for centuries. Ruled by mighty hero-gods, with the aid of ancient and knowledgeable cyclopean seers it is a city of beauty, a testament to thousands of years of peaceful co-operation. But beneath its beautious exterior lurk dangers and threats as great as its beauty.
The thalassic behemoth Ousmariku descends yearly upon the city, bringing death and destruction unless satisfied with great sacrifices of treasure and living flesh. Many hero-gods have fought and died against it, and now only two remain Kelksiomides the Green Warden and Psomeira the Divine General. It is thanks to their just and steadfast rule that Aelysos continues to prosper - but the behemoth's return is imminent and the Hero-Gods know they cannot face him alone...
This is a solo game where the player will ascend to the position of Hero-God and lead the fight back against Ousmariku, encountering all the mythological wonder and deadliness that greek myths are famous for along the way!
That said, if there are two brilliant submissions I may run a second game with the view to combining them later.
Stats: Roll 4d6 and drop lowest or 25pt buy. You may roll first and then take the points buy if its better. No re-rolls.
Races: Humans, Half-Elves, Half-Orcs, Aasimar, Ifrits, Oreads, Sylphs, Tieflings, Undines. Any outsider race must take 'Mostly Human' or their racial equivalent.
Alignment: Any, but remember you are a HERO-god. If you can save Aelysos and do it chaotic-evilly then more power to you. Good will likely be preferred however.
Classes: Paizo only. Unchained if you want it. No guns (Bolt Ace gunslinger is fine.)
-- VMC if you want it.
HP: Max, it's a solo game - you need it!
Feats: Elephant in the Room feat taxes are in play.
Players receive 1 free "skill feat" [Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Magical Aptitude, Nature Soul, Persuasive, Prodigy, Scholar, Self-Sufficient, Skill Focus, Stealthy, Street Smarts] at 1st level.
Traits: Three and a drawback - required. Heroes all have flaws, these define them as much as their positive qualities - you should have both! Campaign traits are allowed, but please run them by me so I can check that they are appropriate.
Skills: Background skills. All classes get 4+Int minimum skill points. Any archetype that boosts skill points/level (like Lore Warden) stacks with this, so a Lore Warden Fighter gets 6+Int each level.
Wealth: 2,000gp. No item over 300gp. We are using ABP+2 for this game. I want to hand out plenty of cool items with backstories and interesting effects - therefore we don't want anyone worrying about their Cloaks of Resistance and Amulets of Natural Armor!
This game will be going mythic. You don't have to make your choices now but part of being a Hero-God is having worshippers and granting them spells. Therefore please indicate your likely mythic path and two-three domains/areas of interest which will form your divine portfolio. (For reference the existing Hero Gods are: Kelksiomides, Hero-God of gardens, orchards and terraces. He grants the Good and Plant domains.
Psomeira, Hero-God of seasons and spears. She grants Law, War and Weather.).
I would like some background to your character.
What is your profession?
What have you done to become level 5?
Why are you in Aelysos just before Ousmariku is scheduled to return?
These are the big questions. If you have any favourite greek myths which you want to riff off/see in the game, please mention them as well! I'll see what I can do to oblige.
Any questions please ask!
4d6 ⇒ (4, 5, 3, 6) = 18 15
4d6 ⇒ (1, 5, 6, 3) = 15 14
4d6 ⇒ (3, 4, 5, 6) = 18 15
4d6 ⇒ (1, 2, 6, 2) = 11 10 Drop
4d6 ⇒ (4, 5, 4, 6) = 19 15
4d6 ⇒ (2, 4, 5, 5) = 16 14
4d6 ⇒ (5, 4, 3, 4) = 16 13
15, 15, 15, 14, 14, 13. I'll take it.
Now to figure out what class would work best...
I'm unclear about: "Feats: Elephant in the Room feat taxes are in play. " Does this just mean normal feats as is? Or is there a change here?
The rest I understand.
4d6 ⇒ (3, 6, 5, 5) = 19 16
4d6 ⇒ (5, 5, 2, 4) = 16 14
4d6 ⇒ (1, 2, 5, 5) = 13 12
4d6 ⇒ (5, 5, 4, 6) = 20 16
4d6 ⇒ (1, 4, 3, 2) = 10 9
4d6 ⇒ (4, 1, 2, 2) = 9 8
24 points. So add +1 to the 9 and it becomes 25pt buy.
A solo game? Sounds...fun. At the very least it should help ensure it moves along.
4d6 ⇒ (2, 6, 4, 4) = 16 14
4d6 ⇒ (1, 3, 4, 3) = 11 10
4d6 ⇒ (5, 6, 6, 6) = 23 18
4d6 ⇒ (3, 6, 1, 3) = 13 12
4d6 ⇒ (1, 4, 3, 3) = 11 10
4d6 ⇒ (3, 4, 3, 4) = 14 11
Rolling for interest. I'm thinking an investigator of some kind with a level dip in fighter.
I'm a bit new to Pathfinder and completely new to Mythic, so if that's a disqualifier I understand.
A big hook for me is your interest in Greek/Roman mythology. My favorite pantheon by far.
Edit: I can't help but laugh that this is exactly a 25 point buy
Grumbaki here. Still working on my submission. But putting together an arsenal champion warpriest who will be going Guardian Mythic. He’ll be all about enduring and standing firm. Figure a real hero needs to be able to stand toe to toe against evil, and as a god-hero will need divine magic. Will get full crunch and fluff up soon.
Stat: 4d6 ⇒ (3, 6, 2, 1) = 12->11
Stat: 4d6 ⇒ (5, 3, 5, 4) = 17->14
Stat: 4d6 ⇒ (6, 4, 6, 4) = 20->16
Stat: 4d6 ⇒ (6, 6, 4, 1) = 17->16
Stat: 4d6 ⇒ (3, 4, 1, 1) = 9->8
Stat: 4d6 ⇒ (6, 6, 2, 1) = 15->14
16, 16, 14, 14, 11, 8. 29 point buy. I will take it.
Figuring out where to put the 8 is going to be tricky. I've always liked how Greco-Roman myths and legends featured heroes with a major flaws, so I'll have to figure out a good one.
EDIT: Are variant heritages in play for the planes-touched races?
|GM Nikolaus 'the Grimm'|
1. There are a set of feat adjustments named 'Elephant in the Room' after the blog that created it. They remove some of the worst feat issues (like Power Attack - using the taxes anyone with BAB +1 can power attack, no need for a feat).
2. You don't have to choose the hero gods - you certainly can, and it would lead to interesting RP later when you catch up with your patron in power, but the entire Golarion pantheon is available.
3. Stats was roll 4d6 six times, drop the lowest and that's the score. So ignore your last roll and just use the first six. :)
@Phantom: variant heritages are fine, the only requirement is picking Mostly Human.
@Roxxie: no worries about being new. Mythic is an extra ruleset but two player we have time to explain things etc.
Everyone: I knew I'd forget something in the initial post. This recruitment will run for one week until 13th June 2019. Cut off time will be midnight GMT, so I'll make the choices either Friday 14th or Saturday 15th.
Sounds intriguing! Let me throw some stats out...
Stat the first: 4d6 ⇒ (5, 4, 6, 3) = 18 15
Stat the second: 4d6 ⇒ (2, 3, 1, 2) = 8 7
Stat the third: 4d6 ⇒ (3, 5, 4, 4) = 16 13
Stat the fourth: 4d6 ⇒ (2, 2, 3, 1) = 8 7
Stat the fifth: 4d6 ⇒ (1, 3, 2, 4) = 10 9
Stat the sixth: 4d6 ⇒ (2, 1, 4, 2) = 9 8
25-point buy it is! XD I should have a submission within the next couple of days.
Well, got to at least see what the dice gods think
4d6 ⇒ (2, 6, 6, 5) = 19 17
4d6 ⇒ (3, 3, 1, 4) = 11 10
4d6 ⇒ (6, 1, 1, 3) = 11 10
4d6 ⇒ (6, 1, 3, 5) = 15 14
4d6 ⇒ (2, 2, 6, 1) = 11 10
4d6 ⇒ (4, 1, 4, 6) = 15 14
So, 25 pt build you say ? :-)
Should the characters have a greek flavour to them?
Also, its a solo game. Does this mean that the character has to be self sufficient? Or will they be leading a group even in the early adventures?
Let's see what fortune holds:
Set 1: 4d6 ⇒ (4, 6, 6, 4) = 20 - 4 = 16
Set 2: 4d6 ⇒ (2, 4, 5, 2) = 13 - 2 = 11
Set 3: 4d6 ⇒ (2, 5, 5, 6) = 18 - 1 = 16
Set 4: 4d6 ⇒ (4, 5, 2, 3) = 14 - 2 = 12
Set 5: 4d6 ⇒ (5, 4, 6, 4) = 19 - 4 = 15
Set 6: 4d6 ⇒ (5, 3, 5, 5) = 18 - 3 = 15
Looks like I'm going with those rolls!
I echo Paul's question above: Are you looking for Greek flavor, and, if so, what echelon of the society? I was thinking of a youth who drew on the tutelage of his mentors to find innovative strategies for given situations, the strategies his initial tool against overwhelming odds.
|GM Nikolaus 'the Grimm'|
re. Flavour: Iblydos is blatantly ancient greece themed, so greek influence etc is good absolutely. That said it is still part of Golarion and conforms to Golarion cannon - so Artemis doesn't exist. You'd just be a cleric of Erastil/appropriate Empyreal Lord etc.
I'm not too fussed about where in society you come from. Aelysos doesn't condone slavery but otherwise pretty much any strata of greek society is open to you.
re. Self-Sufficiency: Whether you end up leading huge numbers of followers is up to you. The initial adventure(s) will be solo until you ascend to godhood and I will likely give out Leadership as a freebie at some point after your ascension, simply because as a Hero-God you will get a church of your own. However you'll mostly end up facing mythic foes and 'normal' people generally can't do much to them after a certain point.
That said if you want to train up assistants and arm them with mythic-killing weaponry that's great - you'll just have to find and retrieve said mythic-killing weaponry first!
Mythic should also do away with most mundane concerns - you can avoid needing to eat/sleep or even breathe without too much trouble. Equally I'll tweak things - if you have no DD then you won't run into a huge number of traps (although if your perception score is low and you fall into every pit trap, then that's your own fault!).
re. Wealth: No full plate. Sorry (not sorry :P). Again in keeping with the greek theme and flavour full-plate is pretty over the top. A breastplate is fine but that's about as heavy as greek armour went, so that's as far as we're going. (You can also get banded mail if you really want heavy armour at this point.) Remember you get ABP as though you were 7th level too so even your basic weapon and armour will have some power. That said I'm upping the item costs to maximum 400gp on a single item.. That should allow for masterwork weapons and armour without getting out of hand.
I'll write something up at lunch today. Sylph Empiricist4fighter1 using a bastard sword, stuff like that. Thirst for knowledge has lead to some prior physical conflicts and is the reason for being there. Rambling all this in a post now so I don't forget it in a few hours ;)
As for Greek myth, I love all the different ways you can twist Hades and Persephone. I'm reading something that turns their entire relationship into a cutesy love-drama rom-com thing. Plus Zeus can never keep it in his pants leads to hilarity every time.
Man, I'm very interested in this. Not sure what I'd do, first thought is the classic wanderer swordsman type hero, maybe something patterned off of versions of Sinbad even... Let's see what the dice say, at least.
4d6 ⇒ (1, 6, 5, 5) = 17 = 16
4d6 ⇒ (5, 6, 4, 3) = 18 = 15
4d6 ⇒ (4, 2, 3, 5) = 14 = 12
4d6 ⇒ (2, 4, 2, 3) = 11 = 9
4d6 ⇒ (1, 2, 2, 1) = 6 = 5
4d6 ⇒ (5, 3, 4, 1) = 13 = 12
...so I'll be taking the 25 points!
I love Iblydos! Not sure what I will play, but it will definitely have some self healing. Maybe a paladin? Lets see what the stats have to say...
4d6 ⇒ (3, 1, 1, 5) = 10 = 9
4d6 ⇒ (5, 1, 2, 5) = 13 = 12
4d6 ⇒ (1, 2, 5, 6) = 14 = 13
4d6 ⇒ (4, 3, 3, 6) = 16 = 13
4d6 ⇒ (5, 2, 2, 3) = 12 = 10
4d6 ⇒ (5, 5, 6, 5) = 21 = 16
Looks like the dice say 25 point buy.
Here's my submission: Ambrus Stathis an Oread Fighter (Unbreakable Archetype).
LG Male Oread Unbreakable Fighter 5
Medium Humanoid (Human) / Outsider (Native)
Init +2; Senses: Darkvision 60 ft.; Perception +10
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Deflection) (+2 vs. rays)
hp 75 (5d10+20+5 Favored)
Fort +7, Refl +4, Will +3 (+4 vs. mind-affecting)
Resist: Acid 5
Speed 20 ft. (15 ft. in armor)
_____+1 Halberd +12 (1d10+9; x3)
_____Silver Dagger +10 (1d4+4; 19-20/x2)
_____Darkwood Club +11 (1d6+5; x2)
_____Composite Longbow (+3 Str) +7 (1d8+3; x3)
Str 20, Dex 15, Con 15, Int 14, Wis 12, Cha 14
Base Atk +5; CMB +10; CMD 22
Feats: Combat Expertise (F), Deadly Aim (F), Point Blank Shot (F), Power Attack (F), Athletic (1st; B), Diehard (1st; B), Endurance (1st; B), Cleave (1st), Cleaving Finish (2nd; B), Weapon Focus (2H) (3rd), Weapon Specialization (2H) (4th; B), Deft Maneuvers (5th), Heroic Recovery (2/day) (5th; B)
Skills: (Total 30 Adventuring, 10 Background) (+6 Adventuring, +2 Background/Level)
_____Climb (Str) (A, C): +11 (3 A-Ranks, +5 Str, +3 Class, +2 Feat, - 2 ACP)
_____Disable Device (Dex) (A, C): +11 (5 A-Ranks, +2 Dex, +3 Class, +1 Trait, +2 Circ., - 2 ACP)
_____Handle Animal (Cha) (B, C): +6 (1 B-Ranks, +2 Cha, +3 Class)
_____Intimidate (Cha) (A, C): +6 (1 A-Ranks, +2 Cha, +3 Class)
_____Knowledge (Dungeoneering) (Int) (A, C): +10 (5 A-Ranks, +2 Int, +3 Class)
_____Knowledge (Engineering) (Int) (B, C): +10 (5 B-Ranks, +2 Int, +3 Class)
_____Perception (Wis) (A, C): +10 (5 A-Ranks, +1 Wis, +3 Class, +1 Trait)
_____Profession (Soldier) (Wis) (C): +8 (4 B-Ranks, +1 Wis, +3 Class)
_____Ride (Dex) (A, C): +5 (2 A-Ranks, +2 Dex, +3 Class, - 2 ACP)
_____Survival (Wis) (A, C): +5 (1 A-Ranks, +1 Wis, +3 Class)
_____Swim (Str) (A, C): +11 (3 A-Ranks, +5 Str, +3 Class, +2 Feat, -2 ACP)
_____Use Magic Device (Cha) (A, C): +11 (5 A-Ranks, +2 Cha, +3 Class, +1 Trait)
Traits: Dangerously Curious (Magic), Seeker (Social), Trap Finder (Campaign), Glory-Hound (Flaw)
Languages: Common, Dwarven, Terran, Undercommon
Special Qualities: Ferrous Growth, Crystalline Form, Unflinching, Armor Training, Heroic Recovery
Weapons: halberd (10 gp), silver dagger (22 gp), darkwood club (330 gp), composite longbow (+3 Str) (400 gp)
Armor: breastplate (200 gp)
Consumables: cold iron arrows (20) (2 gp)
Equipment: masterwork backpack (50 gp), bedroll (1 sp), belt pouch (1 gp), flint and steel (1 gp), iron pot (8 sp), mess kit (2 sp), silk rope (50 ft.) (10 gp), soap (1 cp), trail rations (5) (25 sp), waterskin (1 gp), masterwork thieves’ tools (100 gp)
Mount: light horse (combat-trained) (110 gp), military saddle (20 gp), saddlebags (4 gp)
Coin: 735 gp; 3 sp; 9 cp
Carrying Capacity: Light 153, Medium 306, Heavy 460
Total Load: 79
Ferrous Growth (Sp)
Crystalline Form (Ex)
Tough As Nails
Armor Training (Ex)
Heroic Recovery (Ex)
AUTOMATIC BONUS PROGRESSION
Armor Attunement +1 (breastplate)
Weapon Attunement +1 (halberd)
Mental Prowess +2 (Cha)
Physical Prowess +2 (Str)
Ambrus is a native to the city of Aelysos. Orphaned at birth, he grew up on the streets. He was sheltered and raised by a gypsy woman named Shera for the first 5 years of his life until she was slain by a thief. The thief wanted nothing more than the few coppers he could get for pawning Shera’s gaudy but mostly worthless jewelry. Unfortunately, she fought back and lost her life in the process. From then on, Ambrus was completely on his own, but he never fell into the criminal element himself. Instead, he grew up to be extremely hard-working and resourceful. Occasionally, he took up odd jobs throughout the city whenever someone would hire him. But mostly, he supported himself but exploring the ruins outside of the city. As a child, he was small and could fit through areas that adults could not. He loved the thrill of danger and sometimes found hidden treasures that he could sell back in Aelysos’ markets.
As soon as he was old enough, Ambrus joined the military. For the last ten years, he’s served faithfully and has garnered somewhat of a reputation. Unaware of his outsider heritage, he still had advantages that set him apart from his fellow human soldiers. For one, he could see in the dark as clearly as if it were day. And another, his skin always glistened as if oiled even when completely dry. This earned him the nickname “Butter Boy” among his platoon. Ambrus was never the fastest or most skilled at weapons compared to others but he made up for it with sheer willpower and the ability to seemingly shake off harm that would knock a normal man out cold. Once he started to prove himself, his ambition had no bounds. He constantly sought more glory, often forgoing safety to do so, and quickly rose in rank.
Ambrus’ affinity to earth has always made him uncomfortable with Aelysos being a coastal city. Although trained to swim as part of standard soldier training, Ambrus avoids the sea as much as possible. He feels most comfortable with solid ground beneath his feet and seeks out assignments that involve traveling by land as much as possible. Ambrus’ childhood fascination with ruins also remains strong and does not hesitate to explore those he comes across whenever the opportunity arises.
Ambrus is well aware of Ousmariku’s yearly tithes and the sacrifices that the city has made to it. He bristles at the thought of those who lost their lives fighting against it. While he wonders what difference a single soldier like him can make against such a behemoth that even the hero-gods could not defeat, he is willing to lay down his life in defense of called to do so.
My character would be going toward the Champion mythic path and would be associated with the Earth, Ruins, and Travel domains.
I took the Trap Finder campaign trait. Let me know if that is okay or if I should substitute it. Being a solo campaign, I figured it would come in handy but still fits thematically.
As for greek myths, I'm a big fan of the titans and especially hecatoncheires.
I'm beginning work on an undine kineticist, Cyanea Michailidis (possible epithet the Wind and the Waves, once she's important enough for such things). For the past several years, she has worked as a captain on a trading ship, the Golden Mermaid, sailing between Iblydos and Absalom. Her innate kinship with water has helped to make her ship one of the most successful on the route, but it is still not without its dangers. Many times, she has had to defend her ship from marauding pirates, overzealous wildlife, or sadistic grindylows. Most recently, she was even forced to drive away a sea hag that had taken too intense an interest in her vessel (an experience she wouldn't care to repeat). In the encounter, a significant portion of her cargo was lost, and she is currently stranded in Aelysos while she tries to organize repairs to her ship and a new arrangement for cargo using what resources she has left. Prospects aren't looking good, with everyone fearful of Ousmariku's return...
Cyanea will be building a rounded set of defenses and abilities using the water and air elements, using talents such as kinetic healer to improve her survivability. She'll most likely Dual Path down both Guardian and Champion, although Champion will likely be the focus. When it comes to a deific portfolio, her focus will fall on the Air, Water, and Travel domains. I will link a profile as soon as I have one together, with a statblock and a more extended backstory.
As for Greek myths, who could choose? My leisure reading on my last vacation was Bulfinch's Mythology. :)
EDIT: Here is the profile, if you'd like to watch it grow.
Working away on Cyanea, and I have a question. I'm taking an animal companion through the Animal Ally feat because ranged combatants like a way to hold things at bay ;), but the options that Animal Ally provide are somewhat limited and don't quite fit the theme of a ship captain. Which would you prefer:
a) choose something like a crocodile that would be more fitting, even though it isn't covered by the feat, or
b) give the companion the Elemental Companion archetype (with appropriate story reasons worked in), or
c) deal with the limitations and have a really cool well-trained pet that just isn't really at home on the water?
Whichever works best for your campaign is absolutely fine.
Oops. Accidentally made Plato.
I've got the stats worked out for a vigilante/monk that is a professor of philosophy by day and hero by night. He's got lots of grappling and combat maneuver stuff. I'll get the stats posted as soon as I have the back story finished.
What have I done!?!? This. This is what I have done. I'm so sorry.
About half way through making the character I realized I was just making Plato (who was thought to be a champion wrestler in addition to a philosopher) I couldn't stop myself though. So... Here you go.
When it comes to mythic He'll either go down Guardian or Champion, although most abilities will probably come from the general tree. As a deity his areas of influence would be Education, Cunning and Protection.
Professor Nikos Akios
Class: Male Human Vigilante 4/Unchained Monk 1 (Scaled Fist)
Race: Ifrit (Humanoid [human], Outsider [native])
Alignment: Neutral Good
Initiative: +14 = +4 (Dex) +2 (Trait) +4 (Racial) +4 (Imp Init)
Str – 14 (+2)
Dex – 20 (+5) (4th lvl bump here, +2 ABP)
Con – 14 (+2)
Int – 10 (+0)
Wis – 11 (+0)
Cha – 18 (+4) (+2 ABP)
Fort: 6 = 3 (Base) + 2 (Con) + 1 (abp)
Ref: 12 = 6 (Base) + 5 (Dex) + 1 (abp)
Will: 5 = 4 (Base) + 0 (Wis) + 1 (abp)
AC: 21 = 10 + 1 (Armor [abp]) + 5 (Dex) +4 (Cha) + 1 (Deflection [abp])
CMB: +10 (+2 Grapple/Trip/Reposition/Dirty Trick/Disarm/Feint/Steal)
CMD: 17 (+2 vs Grapple/Trip/Reposition/Dirty Trick/Disarm/Feint/Steal)
Punch/Punch: +10/+10 (d6+9/d6+9) [Power attack Factored in]
Race - Ifrit
Ability Bonus: +2 Dexterity, +2 Cha, -2 Wis
Wildfire Heart: +4 Init
Efreeti Magic: Enlarger Person 1/day
Darkvision: 60 feet
All Simple & Martial Weapons, Monk Weapons
Light & Medium Armor
1 – Avenger Specialization: Full Bab
1 – Social Talent: Renown: Daskadi University, +1 Starting attitude from NPCS in area
1 – Dual Identity: Professor Nikos Akios / Anaxagoraas
1 – Seamless Guise: +20 Disguise as Vigilante Persona
2 - Vigilante Talent: Lethal Grace: +½ lvl to damage when hitting with dex
3 - Social Talent: Well Known Expert: Bonuses to appear to know things
4 - Vigilante Talent: Living Shield: When attacked while grappling make a CMB check to redirect attack to grappled target as an immediate action.
5 – Flurry of Blows: 1 extra unarmed or monk attack
5 – AC Bonus: + Cha to AC
1 – Improved Initiative: +4 Init
1(b) – Skill Focus: Acrobatics: +3 Acrobatics
1(b) – Elephant Feats (Weapon Finesse, Power Attack, Agile Maneuvers
2(V) – Weapon Focus (Unarmed Strike)
3 – Deft Maneuvers: +2 to all the combat Expertise Maneuvers (Elephant Feat)
5 – Grabbing Style: Grab 1 handed at no penalty, don’t lose dex when pinned.
5 (M) – Improved Grapple: +2 Grapple, dont provoke
5 (M) – Stunning Fist: Stun 2/day DC: 15 fort negates
5 (M) – Improved Unarmed Strike: Don’t provoke when punching.
6 (Class) + 1 (Fcb ) +2 (Background)
Acrobatics: +16 (5 Ranks)
Bluff: +13 (5 Ranks)
Diplomacy: +12 (5 Ranks)
Disguise: +8 (1 Rank)
Knowledge (History): +6 (5 Ranks, Background)
Lore (Philosophy) +6 (5 Ranks, Background)
Perception: +8 (5 Ranks)
Sense Motive: +7 (4 Ranks)
Stealth: +12 (4 Ranks)
Use Magic Device: +11 (3 Ranks)
Reactionary (Combat): +2 Init
Fast Talker (Social): +1 Bluff
Dangerously Curious (Magic): +1 UMD
Pride: -2 on Diplomacy & Sense Motive when threatened or challenged
50” Spider Silk Rope - 100
Potion Mage Armor x10 - 500
Crowbar - 2
MW Backpack - 50
Disguise Kit - 50
Paper x10 - 4
Ink - 8
Scholar’s Outfit - 5
Noble’s Outfit (with Jewels) - 175
Entertainer’s Outfit - 3
Explorer’s Outfit - 10
Mask - 5
Spare Change - 1,088g
Nikos always believed in Ilybdos and the dreams of his peoples destiny. The model citizen growing up, he studied the natural sciences almost as diligently as he worked on his mastery of his physical form. A champion wrestler in his youth Nikos always lead his neighborhood to championship bouts. No less impressive were his efforts leading his fellows in rigorous philosophical debates. Shortly after coming of age, he was able to secure a position teaching at the Daskadei. Content with his lot, time began to pass him by, first years, and eventually decades.
Deep into his middle years Nikos was expecting to live out the rest of his years teaching the next generation of Aelyosos quietly. That all changed one summer night as he stayed late after class grading papers. Just as he was leaving to head home for the night he heard a commotion coming from down the hall. One of his colleagues was being assaulted by ruffians. Without even thinking Nikos found his old wrestlers instincts returning. He rushed in and grabbed the assailant, disabling him quickly and quietly. Running off before he was seen, Nikos was overcome with the thrill of what he had done. He had made a difference, and saved a life.
That was the first, but certainly wasn’t the last time Nikos would intervene. In time, he even constructed a persona around his activities and Anaxagoraas was born.
|GM Nikolaus 'the Grimm'|
Some excellent looking submissions so far - Plato, I mean Professor Akios is particularly amusing!
@Rennaivx: either option b or c. An elemental companion could be very cool. Also theres the Evolved Companion feat, which could allow a normal companion to grow gills. Could be an option later on?
|GM Nikolaus 'the Grimm'|
Artemis is not in love with the sea, as so many romantic sailors are. She's in love with the wind and the birds that sail the breeze. With the waves pushed by strong winds and with the longbows' arrows piercing through them. She could sit on a coastal ledge or in the ship's crow's nest for hours meditating and listening to the wind. She's also a formidable archer; not because of her average agility, but because she can sense, where the air will carry her arrows.
Artemis visits a small temple in the Magnimar port whenever she's back home and thanks the goddess Ylimancha for the favorable winds and the plentiful haul. The temple priest used to be a sailor himself, but that was when he was younger. Nowadays he's just one of these romantics that likes to tell a seaman's yarn, but also loves listening to new stories. Artemis spends most of her time there and meditated on Ylimancha's strength.
She hasn't been to the temple for three years now. That's because she hasn't been home for that long. A short-lived love affair made her join a far-reaching expedition into seas that she never dreamed to reach. The expedition included uncharted islands, undocumented sea dwellers and unknown cultures. Eventually they reached Iblydos, an island nation in an archipelago off the coast of Casmaron in the Obari Ocean. The vast archipelago and it's coastal reaches mesmerized Artemis. She decided to stay. That was two years ago.
She disembarked and traveled the islands. She wasn't alone, though. A few months ago a snail kite decided to join her. At some point it started to follow her and never left. The first days and weeks were strange. A bird that seemingly knew what she was thinking and guided her when she was fishing and travelling. Eventually it became friendship and she started to feel what he was thinking. And he did so a lot. This appeared to be the most knowledgeable bird in the world. Together they charted many coast lines, rid them off strange monsters and befriended secluded peoples. On their journey they found many animals. Especially birds, of course, as they were the animals Artemis' would observe the most. And for some reason, birds must like her two. One particular hawk, slightly bigger than Plato, called their attention. He was guiding them to a river delta, where an alligator was attacking two children in a rowboat. How could he know? Know that I'm around to help? Even the concept of humans and help should be quite difficult for a wild animal..." Artemis asked herself after taking down the monster and saving the kids. The hawk could not be compared to Plato, yet it seemed to understand so much more than usual birds. And it, too, stayed around. It just decided on its own. She called him Zeus and now their group was three. It was no surprise to her that Plato suddenly decided to speak to her. Not in any human tongue, but somehow he had taught her to speak in bird voices. It was only a matter of time that Zeus would start speaking, too. That she was sure of, no matter how crazy that made her.
Female Human Monk (Zen Archer, Qinggong) 4 / Warpriest of Ylimancha 1 (Sacred Fist)
LG Medium humanoid (human)
Init +2, Senses Perception +14
Aura aura of good
AC 23, touch 22, flat-footed 21 (+1 armor, +1 deflection, +2 Dex, +6 Wis, +1 monk) [fighting defensively: +6 dodge, Barkskin: +2 natural]
hp 59 ((5d8)+15+4)
Fort +10, Ref +7, Will +13
Speed 40 ft.
Ranged flurry composite longbow +8/+8 (1d8+5/x3) [attuned, Deadly Aim], [fighting defensively: -2 attack]
Melee flurry unarmed +4/+4 (1d8+2/x2)
Melee AoO unarmed +5 (1d8+2/x2)
Warpriest (CL 1st; concentration +6)
1st-bane (DC 17), obscuring mist, protection from evil
0th-detect magic, light, mending
Str 14, Dex 14, Con 16 (14+2), Int 11, Wis 22 (17+2+1+2), Cha 7
Base Atk +3; CMB +5; CMD 24
1: Crane Style, Deadly Aim (free), Deflect Arrows (monk), Improved Unarmed Strike (monk), Nature Soul (bonus), Perfect Strike (zen)
2: Combat Reflexes (zen), Weapon Focus (Bows)
3: Point Blank Master (zen), Familiar (VMC)
5: Animal Ally
Skills Acrobatics +8, Climb +6, Diplomacy +2, Disable Device +17, Fly +5, Heal +10, Intimidate +2, Knowledge (Nature) +5, Knowledge (Religion) +4, Linguistics +1, Perception +14, Ride +6, Sense Motive +12, Spellcraft +4, Stealth +7, Swim +6, Survival +8
Backgrouns Skills Handle Animal +3 (+9 for Zeus), Knowledge (Geography) +1, Profession (Fisherman) +10, Profession (Sailor) +10, Profession (Trapper) +10
Traits Cautious Warrior, Trap Finder, Wisdom in the Flesh (Disable Device)
Languages Auran, Common, Varisian
SQ ki pool 8/day, Blessings 3/day
Consumables potion of mage armor 2x, potion of cure light wounds, potion of cure moderate wounds, cold iron weapon blanch, adamantine weapon blanch, acid 2x, alchemist’s fire 3x
Gear composite longbow str (+2), outfit (traveler's), arrow (70), alchemical silver arrow (10), blunt arrow (20), spell component pouch, masterwork thieves' tools, heavy combat trained horse, saddlebags, mess kit, flint and steel, waterskin (filled), soap, familiar satchel, traveler's any-tool, riding saddle, rope (hemp, 50 ft), fishing kit, bedroll, iron pot, training harness, 24.9 gp
Monk (Zen Archer)
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.
Way of the Bow (Ex) At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.
Fast Movement (Ex) You gain a +10 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.
Flurry of Blows (Ex) Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
AC Bonus (Ex) When unarmored and unencumbered, you add +6 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Bonus Feats A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.
Perfect Strike (Ex) At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist.
Point Blank Master (Ex) At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.
Ki Pool (Su) You have a pool of 7 ki points, supernatural energy he can use to accomplish amazing feats. You have a pool of 7 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki Strike allows your unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Pool (Su) At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Zen Archery (Ex) At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.
Warpriest (Sacred Fist)
AC Bonus (Su) A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This counts as monk ability of the same name, and the sacred fist's warpriest level stack with monk levels for determining the benefit.
Aura of Good (Ex) You project a faint good aura.
Flurry of Blows (Ex) A sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist's attack bonus from warpriest levels does not count as his warpriest level.
Blessings (Su): Air, Good You can call upon the power of your blessings 3 times per day. The DC for these blessings is 15
Zephyr's Gift (Su) You can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn't provoke an attack of opportunity.
Holy Strike (Su) You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
School Elemental school of Air, focused school of Smoke and mists.
At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.
Familiar At 3rd level, he gains a familiar, treating his character level as his effective wizard level.
Eye for Talent Humans have great intuition for hidden potential. They gain a +2 bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat racial trait.
Cautious Warrior You learned defensive moves from your trainers. You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.
Naive Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a -2 penalty to AC against attacks with improvised weapons and a -2 penalty to CMD against dirty trick combat maneuvers.
Trap Finder You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Wisdom in the Flesh (Disable Device) Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.
Background Skill Handle Animal x5, Knowledge (Geography), Linguistics, Profession (Fisherman), Profession (Sailor), Profession (Trapper)
Favored Class Bonus 4 x 1 hp
N Tiny animal (Familiar, Sage Archetype)
Senses low-light vision; Perception +14
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
Fort +4, Ref +5, Will +6
Speed 10 ft. Fly 60 ft. (Average)
Melee talons +8/+8 (1d2-2)
Reach 0 ft.
Str 6, Dex 17, Con 11, Int 12, Wis 14, Cha 7
Base Atk +3; CMB +4; CMD 12
Feats Weapon Finesse
Fly +8 (1+3+3)
Perception +14 (1+3+2+8)
Stealth +15 (1+3+3+8)
Knowledge (Arcana) +8 (2+3+1+2)
Knowledge (Dungeoneering) +7 (1+3+1+2)
Knowledge (Local) +7 (1+3+1+2)
Knowledge (Nature) +7 (1+3+1+2)
Knowledge (Planes) +7 (1+3+1+2)
Knowledge (Religion) +7 (1+3+1+2)
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Dazzling Intellect (Ex) A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.
Sage’s Knowledge (Ex) A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Animal Companion (Hawk) 3 Archetypes Totem Guide
N Small animal
Init +2, Senses low-light vision; Perception +6
AC 18, touch 14, flat-footed 16 (+3 armor, +2 Dex, +1 natural, +1 size, +1 deflection)
hp 30 ((3d8)+3+3)
Fort +5, Ref +6, Will +6
Speed 10 ft. Fly 80 ft. (Average)
Melee bite +4 (1d4), attuned talons +5/+5 (1d4+1)
Str 10, Dex 15, Con 12, Int 4, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 13
Feats Toughness, Iron Will, Weapon Finesse (free)
Skills Fly +8, Perception +6, Stealth +6
Animal Tricks Combat Training, Attack 2x, Bombard, Come, Defend, Detect, Down, Exclusive, Fetch,
Guard, Heel, Sneak, Watch
Gear small leather barding (attuned), training harness
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Mythic path will be Champion, maybe dual with Guardian for some Companion stuff or with Archmage, because I'm a wizard :)
Domains would likely be Air, Animal and Good with Cloud, Wind and Feather Subdomains.
Tusara should be ready as well - although I might add more to the backstory later if I have time. It should be ready in her profile.
Mythic Path will likely be Archmage, but she might Dual Path into Trickster or Champion - I'll see how things go.
In regards to Domains or Area's of Concern, I foresee Tusara looking at Dance, Revenge, Magic, and Battle. In terms of actual Domain selections, that probably leans toward Charm, Chaos, Magic, and War.
|GM Nikolaus 'the Grimm'|
|GM Nikolaus 'the Grimm'|
|GM Nikolaus 'the Grimm'|
|GM Nikolaus 'the Grimm'|
Ok, this was not an easy decision to make - some great applications and I am going to take two people. With that decision made can I invite Cyanea Michailidis and Ambrus Stathis to join me in the discussion thread where we can hammer out the final details and get started!
Thank you to everyone who submitted - there was a full party of Hero-Gods here if I wanted them and it was a hard choice to just narrow it down to two!