That Taldan AP!

Game Master bigrig107

Taldan AP! Save Taldor! Wow!


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Okay, Ester/Portia is fully converted to gestalt and ready to go. Went with infiltrator inquisitor // velvet blade slayer.

This has probably been my most fun character write-up so far (even as a 2-year-old concept), hope it's as enjoyable to read as it was to write.


Jereru wrote:
Vrog, what can Occultists do?

My occultist/wizard is also Int-based, so I will be able to do a bit of everything, including aoe damage dealing spellcasting. I'm a decent hand at dealing with traps, and eventually I'll be able to deal with magic traps too (I can't at the moment though).

I have a bit of social skills (mainly bluff) but I would rely on others to cover that angle of things (and most people tend to make socially focused characters in this AP anyway, so I'm not worried about it).

I'm also decent at creating or spotting forgeries, for what that's worth, and I've got ranks in all of the identification skills (except for, I think, local).

In short, a little bit of everything; although I won't be the best at anything, I should have an okay chance at any roll.


I'm definitely interested and have come from the other War for the Crown recruitment thread. Although, I'm creating a character from scratch for this thread.

I haven't played a Gestalt character in a long while, however I am eager to play one in this adventure.

I am thinking of a NG Cleric (Divine Paragon)/Ranger (Urban Ranger), venerating Shelyn. I'll get to work on it. :)


Hi GM, this is eriktd with my revised entry for your version of War for the Crown. I decided to make the second half of Henrika an Id Rager bloodrager, which is a really neat archetype and makes a fun combination with the Vexing Daredevil mesmerist. I am really enjoying imagining her learning to harness and control her rage while training with her old roguish friend and mentor Jack, both of them quoting Shakespeare all the while. :)

Thanks so much for running another game, and for your consideration. I'm sure you're going to have a blast!


Dotting

I'm thinking of a Toxin Codexer Investigator / Veneficus Witch. Bit of a poison extraordinaire =]


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Submissions So Far

  • Arden Castellan (Vrog Skyreaver) - M Human Occultist / Wizard
  • Ester Virgilla (theasl) - F Human Inquisitor (Infiltrator) / Slayer (Velvet Blade)
  • Gilfoy Fezziwig (Nazard) - M Gnome Oracle / Sorcerer (Wild-blooded)
  • Henrika Karthis (eriktd) - F Human Bloodrager (Id/Urban) / Mesmerist (Vexing Daredevil)
  • Hvakthur (Simeon) - M Human (Ulfen) Fighter (Viking) / Slayer (Vanguard)
  • Juan Karthis (oyzar) - M Human Oracle (Spirit Guide) / Mesmerist
  • Krios Dinrulsis (KingHotTrash) - M Elf Fighter (Learned Duelist) / Investigator (Empiricist)
  • Marthkus M (Nathanael Love) - M Human Paladin (Virtuous Bravo) / Bard (Dawnflower Dervish)
  • Virgil Greyon (Dorian 'Gray') - M Half-Orc Mesmerist / Brawler

    Let me know if I missed anyone!


  • I'm going to be reworking my witch to be a tatterdemalion witch//stalker vigilante. Vigilante caters well to being an influential fashion mogul by day and a fearsome controller and debuffer when it's time for fisticuffs.


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    That Taldan GM wrote:
    The Lobster wrote:
    stuff
    In that case, feel free to worship Sarenrae openly! Will still probably get a handful of weird looks and comments sometimes though.

    Kinda want to play a Sarenite now for exactly that roleplaying opportunity.

    Grand Lodge

    That Taldan GM wrote:

    I would advise against focusing on Sarenrae too much, as it is extremely frowned upon to worship her openly in Taldor, and many nobles wouldn't like you just for that.

    If it's more of a secret thing and won't influence party dynamics as much, I wouldn't mind it too terribly much.

    .

    Okay, I've gone back to the drawing board for my Investigator / Wizard ; high Bluff, Knowledge & Diplomacy PC taking out the Sarenrae angle.

    I thought of an expatriate of Cheliax who had been raised LE in Corentyn but as a young adult started moving toward LN (Hellknight Order of the Gate interest). But then 'something'(?) happened and the young prodigy disowned Cheliax, got on a boat to Absalom, and a few months later found himself in Taldor, his new home -- a brand new Level one, LG Investigator / Wizard. Maybe he's 18. Perhaps Tiefling if you'd allow Tiefling (again, not Core), or Human.

    Both of these character backgrounds are interesting to me, and I'd be happy to build my Investigator / Wizard around either. I'll give it more thought and propose either the Peri-Born Aasimar whose dad worshiped Sarenrae and converted Mom (in Merciful Bay); or an expatriate from Cheliax who in his childhood aspired to be in the Hellknight Order of the Gate, but is now anti-Cheliax.


    Complete change of plans, I'm thinking a Dandy Ranger/Vigilante of some sort. Would you be willing to accept a reflavored Chu Ye Enforcer? I'm thinking of blending thematic elements of the Count of Monte Cristo, Zorro, Spring-Heeled Jack, and V for Vendetta. A seemingly puffed up dandy with a more terrifying alter ego and a hidden edge of steel. He would start out as a somewhat myopic figure focused on a personal revenge but probably morph into more of a reminder of the crown's responsibility to those it rules.


    Chu Ye Enforcer is an awesome archetype. Love some oni action!


    Simeon wrote:
    Chu Ye Enforcer is an awesome archetype. Love some oni action!

    I was thinking of "There's a terrifying generic giant devil-thing running amok! Run for your lives!"


    Jereru wrote:
    Alright, so... We have a Kn heavy guy, a Perception heavy guy... What can others do?

    Henrika is a skilled martial character, like a barbarian rogue. I've got her covering the physical skills like Acrobatics, Climb, Disable Device, Sleight of Hand, and Swim. She's also very good at Bluff and Perception. I figure she can be the trapfinder if the party doesn't have anyone better, or the backup trapfinder if they do. She's got okay Diplomacy and Sense Motive for being a face when necessary.

    I didn't take Stealth because it doesn't really fit her character and I've found that heavy investment in Stealth tends to encourage splitting up the party, and that usually works out badly for them in my experience. :)

    Jereru wrote:
    What would you expect the bard to do?

    Bards are great at party support; at minimum I would expect a standard bard to inspire courage and weigh in on knowledges. They make great archers. In an intrigue game like this, they should also have better-than-average social skills. With gestalt characters, I imagine everyone will be covering multiple roles, and that's especially great in play-by-post because anyone can step up if one or two other characters fall behind for a few days without fear of being immediately overpowered.

    Jereru wrote:
    I guess Mesmerists can... mesmerise people :p

    I think of the mesmerist as kind of a cross between a witch and a bard. They are very good at debilitating single targets, and very good at party support. The Vexing Daredevil focuses on feinting, which is a neat sort of combat niche that I've never gotten to play with much. Feinting is often considered suboptimal at higher levels because it takes a move action to set up, which means you can't full attack with it. But mesmerists have lots of ways to make a single attack hit harder, and I plan for Henrika to go into Vital Strike later on, which should allow her to keep up with the damage of other martials.

    Liberty's Edge

    just to clarify should pets (Animal companions) roll for HP at level 1 or take max?


    Weird idea that may be too far out of the mold, but you did say we should feel free to ask questions, so...in terms of using the "gestalt" build idea, could I distort that concept and play a summoner who is just a plain summoner, but have the eidolon be an unchained archetype plus a character class? Like an earth elemental barbarian or a devil swashbuckler or something? Like I said, might be too far out of bounds, but if you'd be willing to consider it, I have some really lovely ideas going with it.


    Vrog Skyreaver wrote:
    I'm also decent at creating or spotting forgeries, for what that's worth, and I've got ranks in all of the identification skills (except for, I think, local).

    Occultists get psychic skill unlocks, and with a high Linguistics score that means your character would get a free augury or divination spell once a week. It's not much, but it is a little perk for all those Background skill points you're spending. :)


    Interested...
    Will look over later tonight.


    I've been waiting for a good gestalt recruitment, but since I got into the other WfrC I won't be submitting here. I'll just have to keep waiting to try my Fighter/DD


    I thiiink I'm gonna do vigilante/alchemist. Social identity will be a bored young noble, angry that his promising military career was taken away by a crippling injury and causing trouble in town to entertain himself. Vigilante identity will be a spooky plague doctor throwin' spooky bombs. Will take the chirurgeon alchemist archetype because... it replaces poison and poison is pretty useless in pathfinder and probably the inspired alchemist archetype for the bonus to skills the congnatogen grants. Out of combat he'll be skills and social, in combat I intend to focus mostly on buffing and debuffing.


    I'm gonna give it a shot to get something done by the deadline. Here's hoping.

    Sovereign Court

    pippinTook wrote:
    Weird idea that may be too far out of the mold, but you did say we should feel free to ask questions, so...in terms of using the "gestalt" build idea, could I distort that concept and play a summoner who is just a plain summoner, but have the eidolon be an unchained archetype plus a character class? Like an earth elemental barbarian or a devil swashbuckler or something? Like I said, might be too far out of bounds, but if you'd be willing to consider it, I have some really lovely ideas going with it.

    Ah, I think that’s a tad bit too complicated. Interesting idea, but not really looking to try and balance that much.

    Especially knowing this is a slightly complicated social campaign so.


    That Taldan GM wrote:
    pippinTook wrote:
    Weird idea that may be too far out of the mold, but you did say we should feel free to ask questions, so...in terms of using the "gestalt" build idea, could I distort that concept and play a summoner who is just a plain summoner, but have the eidolon be an unchained archetype plus a character class? Like an earth elemental barbarian or a devil swashbuckler or something? Like I said, might be too far out of bounds, but if you'd be willing to consider it, I have some really lovely ideas going with it.

    Ah, I think that’s a tad bit too complicated. Interesting idea, but not really looking to try and balance that much.

    Especially knowing this is a slightly complicated social campaign so.

    Figured that would be the answer, but thanks for considering it :=)


    pippinTook wrote:
    Weird idea that may be too far out of the mold, but you did say we should feel free to ask questions, so...in terms of using the "gestalt" build idea, could I distort that concept and play a summoner who is just a plain summoner, but have the eidolon be an unchained archetype plus a character class? Like an earth elemental barbarian or a devil swashbuckler or something? Like I said, might be too far out of bounds, but if you'd be willing to consider it, I have some really lovely ideas going with it.

    Interesting idea, but the problem with this is that it really increases your action economy. A gestalt character isn't twice as powerful as a regular character-- it's about one-and-a-half times (and in a skill-heavy game like this one maybe not even that), because you still have only one standard action each turn. Making your eidolon a character in its own right would make you much stronger even than most gestalt builds.


    I just had to redo Gil’s backstory. It was a jumbled, rambling mess and the writing was crap. If you had already read through the early submissions and filed them away I humbly ask for a re-read.

    If you hadn’t read through them yet, then this is all just an illusion <waves hand mysteriously>.


    Hm, thinking of joining in with an Brawler/Urban Barbarian. Time to get brewing!


    This is Elliot's submission: Adonis, Shelyn's gift to womankind. LG Unchained Monk / Sorcerer


    I will also throw my hat in the ring, well in this case a diadem.
    I would love to play a Investigator/psychic of noble standing.


    eriktd wrote:
    Occultists get psychic skill unlocks, and with a high Linguistics score that means your character would get a free augury or divination spell once a week. It's not much, but it is a little perk for all those Background skill points you're spending. :)

    I always forget about those lol.


    Vrog Skyreaver wrote:
    I always forget about those lol.

    Yeah, most of them really aren’t very good. I mean, yay! I can sort of see someone’s aura! But it takes ten minutes and I can only do it once a day! :)

    Liberty's Edge

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    eriktd wrote:
    Vrog Skyreaver wrote:
    I always forget about those lol.
    Yeah, most of them really aren’t very good. I mean, yay! I can sort of see someone’s aura! But it takes ten minutes and I can only do it once a day! :)

    I don’t know why but I’ve always been partial to phrenology .


    Here is Raven, a Toxin Codexer Investigator / Veneficus witch. I might flesh things out even further but shes mostly finished I think.

    Raven Nightshade:

    Raven wasn’t your typical noble’s daughter. Her family, probably wished that she would be, but Raven despised the idea of being married off to some nobleman and take up some domestic role. Like many other woman, she had long watched the rise of Princess Eutropia and secretly supported her growing influence. Raven hoped that Eutropia would shatter the traditionalist Taldan roles and open the door for women such Raven to follow in Eutropia’s footsteps and enter into politics.

    As a young girl, Raven was a bit of a rebel, and nothing much had changed several years later. As someone with a bit of a more liberal attitude to the law, Raven had spent a lot of time in the criminal underworld, picking up certain unusual skills that the gossip might call scandalous if they only knew. It meant that unlike other women her cage, Raven knew how to pick a lock, and pick the pocket of a particularly annoying individual. Raven used such skills rarely, she didn’t really fancy herself as a criminal, and just saw learning and honing such skills as valuable practice for the future. One of these skills was her study of various points, something Raven had taken a particular (but secret) shine to. Raven knew that with her slim wrists, her combat skills were utterly pathetic and nowhere near the skilled duelist Princess Eutropia was rumored to be. That said, Raven rubbished the idea of glory in a fight and believed in a win at all costs mentality. If she couldn’t match the physical skills of an opponent then she would even the score in other ways, with trickery, deception, and liberal use of toxin. Her aptitude for poison making also had uses outside of self-defense – more than once a minor noble who had made a particularly belittling or disparaging remark toward Raven ended up with a mysterious bout of sickness sooner or later. Raven never really set out to hurt anyone deliberately - she always calculated her doses correctly – but she wasn’t going to be pushed around.

    As Raven grew older, and began to take her first political steps, she tried to move closer and closer into Eutropia’s orbit, hoping to watch and learn from someone more skilled than she was in politics. Her ideal strategy was to be a bodyguard, or helper for the Princess, someone who could be helpful but stay in the shadows where she could learn and observe. Once more knowledgeable, she could then leave to pursue her own senate career. Such a task was still a long, long way off, but Raven was determined that things would eventually work out in the way she hoped.

    Appearance & Personality:

    Raven is an attractive young women with long dark black hair. Preferring to stay out of the light, Raven has fairly pale skin, although she has begun to show signs of a tan as she gradually pursues her political ambitions. Raven always prefers to dress in the latest fashion styles of the day, although stubbornly keeps her long hair unbound, rippling down her back in a trademark show of defiance at traditional social norms. With a keen mind Raven is adapt at quick planning, or at swiftly solving problems, but in the company of others she sometimes plays dumb or unintelligent. She wants to impress, but she doesn't want anyone to view her as a political rival or threat. Its a tricky balance to strike, but remains something that Raven strives for.

    Despite a somewhat arrogant attitude, Raven particularly happy to opportunistically help the less fortunate. She is more than willing to lend someone a hand, although such offers or assistance are usually calculated to better call on political favors in exchange at some future point. Raven is a very ambitious and driven individual, determined to find greatness in her own way.

    Crunch:

    Raven Nightshade
    Female human (Taldan) investigator (toxin codexer) 1/gestalt 1/veneficus witch 1 (Pathfinder Campaign Setting: People of the River 8, Pathfinder Player Companion: Potions & Poisons 14, Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Advanced Player's Guide 65)
    CG Medium humanoid (human)
    Init +6; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 12, touch 12, flat-footed 10 (+2 Dex)
    hp 9 (1d8+1)
    Fort +1, Ref +4, Will +2
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee rapier +2 (1d6-2/18-20)
    Special Attacks hexes (cackle[APG], misfortune[APG])
    Investigator (Toxin Codexer) Extracts Prepared (CL 1st; concentration +6)
    Veneficus Witch Spells Prepared (CL 1st; concentration +6)
    1st—burning hands (2, DC 16), mage armor
    0 (at will)—dancing lights, detect magic, guidance
    Patron Fate
    --------------------
    Statistics
    --------------------
    Str 7, Dex 14, Con 12, Int 20, Wis 10, Cha 10
    Base Atk +0; CMB -2; CMD 10
    Feats Alertness, Extra Hex[APG], Weapon Finesse
    Traits poisonous slayer, senatorial hopeful
    Skills Bluff +4, Craft (alchemy) +9 (+10 to create alchemical items), Diplomacy +5, Disable Device +6, Intimidate +4, Knowledge (arcana) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +6, Sense Motive +6, Sleight of Hand +6, Spellcraft +9
    Languages Celestial, Common, Elven, Hallit, Kelish, Skald
    SQ alchemy (alchemy crafting +1), inspiration (5/day), poison lore, synthetic venom, witch's familiar (compsognatus named Arcane Familiar)
    Combat Gear giant wasp poison (3); Other Gear rapier, alchemy crafting kit[APG], backpack, belt pouch, courtier's outfit, investigator starting formula book, poisoning sheath[UE], signet ring, thieves' tools, 16 gp
    --------------------
    Special Abilities
    --------------------
    Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
    Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
    Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
    Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Synthetic Venom (Ex) Prepare short-lived poison in extract slots.
    Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

    Familiar:

    Arcane Familiar CR –
    Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
    N Tiny magical beast (vermin)
    Init +3; Senses darkvision 60 ft.; Perception +8
    --------------------
    Defense
    --------------------
    AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
    hp 4 (1d8)
    Fort +2, Ref +5, Will +2
    Defensive Abilities improved evasion; Immune mind-affecting effects
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee sting +5 (1d2-4 plus poison)
    Space 2½ ft.; Reach 0 ft.
    --------------------
    Statistics
    --------------------
    Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
    Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
    Feats Weapon Finesse[B]
    Skills Bluff -3, Climb +7, Diplomacy -3, Disable Device +4, Intimidate -3, Perception +8, Sense Motive +1, Sleight of Hand +4, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
    SQ empathic link
    --------------------
    Special Abilities
    --------------------
    Darkvision (60 feet) You can see in the dark (black and white only).
    Empathic Link (Su) You have an empathic link with your master.
    Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
    Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
    Poison (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
    Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

    Character Progression:

    Raven is probably going to stay in the same classes as the campaign continues. She's very much going to be all about poison in future, picking up Anathema in the future to help her bypass any immunities that might crop up. Shes going to be pretty good at intelligence / face skills, and she's going to have some utility with the Investigator's extracts. Unlike other witches, I don't really see Raven abusing the Slumber hex much - she would much rather prefer using the Misfortune hex to deliver her poison from range, or close into melee with a poisoned blade.


    Isn't this the perfect AP for the Dandy Ranger archetype?


    This is Joker27, and here is my submission, in-depth backstory and crunch for Eoin as well as his phantom and animal companion are in the alias but the short version is that Eoin was the recipient of many happy accidents throughout his life and he's a minor noble who wants to turn the Taldan empire into a more representative government.

    Mechanically he is a Menhir Savant Druid/Spirtulist, in combat, he will serve well as a tank through his dog and phantom and outside of combat he knows his way around courtroom politics, so he can work as a face, and phantom can handle the more unsavory parts of the face job.


    Ellioti wrote:
    Isn't this the perfect AP for the Dandy Ranger archetype?

    I know it's the cornerstone of my current build


    So all I know for now is I want to be a bard :p Man, I see some very nice gestalt combos here :p

    Some questions:

    1- Have Background Skills been mentioned?

    2- Is there a way to be able to start the AP being a student - or, at least, an aspirant - of the Kitharodian Academy? Maybe a certain trait, or something?

    3- How about multiclassing/prestigeclassing?


    As there is already a Paladin/Bard submission for this, I think I'm going to hold off unless I can come up with a cool idea quick!


    Jereru wrote:

    So all I know for now is I want to be a bard :p Man, I see some very nice gestalt combos here :p

    Some questions:

    1- Have Background Skills been mentioned?

    2- Is there a way to be able to start the AP being a student - or, at least, an aspirant - of the Kitharodian Academy? Maybe a certain trait, or something?

    3- How about multiclassing/prestigeclassing?

    1)allowed

    2)easy
    3)allowed, if you stay on one side


    I'm not very experienced in the Golarion setting, so please let me know if I need to make changes. This is Karst Tanin, a Brawler/Urban Barbarian

    Story:
    Losing his parents at a young age, Karst was raised in a quiet orphanage with little to his name. Unbeknownst to him, the orphanage was run by the Thieves Guild. The Guild used the orphanage to pluck up young talent and bolster their ranks. Karst was one such talent. Subtly steered toward a life of crime, the teenager was picked to serve as muscle for a small time gang.

    He worked together for several years, forming a close bond with another from the same orphanage, Nicholas Wolfe. Together, they were wildly successful. Karst proved to be much smarter than his thuggish appearance might suggest. Nicholas, on the other hand, had a way with people, able to convince most people of anything. Together, they swore to be like brothers in blood.

    As the years went by, Karst grew disillusioned with the Guild's methods. Shaking down merchants and roughing up troublemakers never really bothered the thug, but the Guild's lack of ambition did. Anyone with two eyes in their head could see that the nobles were the ones with the real money. But the Guild never made a move on it, content to take bribes and act as a tool for the upper classes. Eventually Karst had enough, he broke away from the Thieves' Guild with Nicholas reluctantly in tow.

    He joined up in a team of like-minded individuals, seeking to loosen the pursestrings of the wealthy, by force if necessary. Karst, being an orphan, would often donate to orphanages and patronize the poorer merchants. As a regular and generous customer, he was often in tune with the thoughts of the local people. It was this knowledge that lead Lady Lotheed to invite Karst into her web.


    Crunch:
    Karst Tanin
    Human Brawler/Urban Barbarian
    HP: 14/14
    AC: 13 (FF:12 , Touch:11)
    CMD: 15
    Fortitude: +4
    Reflex: +3
    Will: +0

    BAB: +1
    CMB: +4
    STR: 16 (+3)
    DEX: 12 (+1)
    CON: 14 (+2)
    INT: 15 (+2)
    WIS: 10 (+0)
    CHA: 10 (+0)

    Traits
    Languages: Common, Kelish, Elven
    Speed: 30ft
    Skilled
    Brawler’s Cunning
    Martial Flexibility 4/4
    Martial Training
    Unarmed Strike
    Crowd Control
    Rage 6/6
    Young Reformer: +1 to Disable and Local. Disable Device is a class skill.
    Bred for War

    Feats
    Improved Unarmed Strike
    Catch off Guard
    Persuasive

    Skills 7+1Fcb
    Climb +7, intimidate +7, Kn(local) +7, Swim +7
    Diplomacy +6, Disable Device +6,
    Perception +4, Sense motive +4

    Background Skills
    Handle Animal +4, Perform (sing) +1

    Equipment 27/76 90g 9sp
    Backpack
    Traveller’s outfit
    Courtier’s outfit
    Leather Armor
    Canteen
    Crowbar
    Fishing kit
    Shaving kit
    Tattoo (10g)
    Thieves’ tools
    Dice

    Personality/Appearance:
    Karst is 6'0 and weighs 194 pounds. He's of mixed descent with black hair. Endless exercise has trimmed most of the fat from his figure, but he lacks the bulk of someone who aims to build muscle. Despite his best efforts, he always looks like a hired thug.

    Personality-wise, Mr.Tanin is level headed and reserved in his speech. He learned long ago that body language and a steady gaze can sometimes be much more effective than words. A cautious individual, Karst Tanin typically has a plan or two in reserve. When caught off guard, He's quick to act based on his gut feelings, which can lead to trouble.


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    Here's Thonis remade from the last recruitment as a Cyclopean Seer Intrigue Oracle / Court Bard.

    She the sweetest Mean Girl you'll ever meet. Just don't cross her.

    I perseverated over this build for a long time. Gestalt can be tricky in that a lot of viable builds feel like wearing a second pair of pants on top of the first. I think this one meshes nicely though so it feels like a single, expanded class.

    All her information is in the avatar profile. It probably needs another edit for mistakes, but she's complete.


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    We have lots of folks who want to talk, it seems. Perhaps something different is in order?

    It is my pleasure to introduce Taik, a dwarven monk and inquisitor of Irori. He seeks knowledge, truth, and understanding in order to build a better future for those who will come after him.

    Crunch:
    Taik
    Male Dwarf Gestalt Monk 1 / Inquisitor 1
    LN Medium humanoid (dwarf)
    Init +8; Senses Perception +11

    --------------------
    Defense
    --------------------
    AC 16, touch 16, flat-footed 13 (+2 Dex, +3 Wis, +1 dodge)
    hp 12
    Fort +4, Ref +4, Will +6 (+2 vs. poison, spells, SLAs)

    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee unarmed strike +4 (1d6+3 bludgeoning) or dagger +4 (1d4+3 slashing, piercing 19-20/x2)
    Ranged sling +3 (1d4+3 bludgeoning)
    Special Attacks Flurry of Blows, Stunning Fist DC 13
    Inquisitor Spells(CL 1st; concentration +4)
    - 1st (2/day) forced quiet (Will 14), shield of faith
    - 0 (at will) create water, guidance, read magic, stabilize
    Special Abilities: Judgement (1/day), Lore Keeper (6/day), Vow of Silence, Vow of Truth

    --------------------
    Statistics
    --------------------
    Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 6
    Base Atk +1; CMB +4; CMD 18
    Feats Dodge, Silent Spell
    Traits Indomitable Faith, Taldan Patriot

    --------------------
    Skills
    --------------------
    (1) Acrobatics +6
    (1) Heal +7
    (0) Intimidate -1
    (0) Knowledge (history) +1 (+3 regarding dwarves or traditional enemies)
    (1) Knowledge (religion) +4 (+7 to identify creatures)
    (1) Linguistics +1
    (1) Perception +7
    (1) Profession (scribe) +7
    (1) Sense Motive +9
    (1) Stealth +6

    Non-standard bonus:
    +3 Knowledge to identify creatures (class)
    +2 Knowledge (history) pertaining to dwarves and their traditional enemies (racial)
    +1 Intimidate, Sense Motive (class)
    +1 Knowledge (history), Sense Motive (trait)

    Languages Common, Dwarven, Sign Language

    Combat Gear: Backpack, bedroll, blanket, holy text (Unbinding the Fetters), mess kit, monk’s outfit, soap, teapot, wooden holy symbol (Irori), writing kit (masterwork tools - Profession: Scribe), 56 gp

    Background:
    The work is the prayer.

    Taik’s eyes open and he observes his surroundings with fresh eyes. A pinch of his fingers extinguishes the stick of incense, a hand collects brushes and curled parchment, an arm pushes the stout figure off his knees. His apartment is simple, befitting a lowly administrator of the magistrate, but no dust decorates the floor nor cobwebs clutter the ceiling. A simple cot of straw and cloth stands opposite an undecorated table and matching chair made from Taldan pine, atop which sits a single unassuming cup and bowl.

    He is almost as simple in appearance as his abode - long hair and beard both tucked out of the way, plain brown robes, large hands calloused and creased, a face with neither smile nor frown lines. But on closer inspection, the dwarf’s hair is carefully braided. There are no dark spatters on his robes, despite the inkpen tucked behind his ear. His hands, though creased, are undecorated by stains or scars. His eyes are dark, and seem much deeper than their iron-grey depths would suggest.

    He turns the memories his meditation over in his mind - how his mind travelled once more into the past and back to his family’s library in Kravenkus, a younger version of himself laughing and brashly asking his mother how they could be so certain they were nobles. The same question that shocked his classmates into silence, that echoed angrily back from his father’s lips as the three of them packed as many things as they could onto a mule, that hounded his family as they fled from the angry mob from their home to the strange human city of Oppara.

    The sound of a rooster greeting the dawn brings Taik back from his memories to the present. He nods calmly to acknowledge the guilt and hurt he still carries even years after seeking peace in the training grounds of Irori. He eats his simple meal of dark bread and goats-milk yogurt in silence, then carefully washes his bowl and cup before returning them to the table. He collects his brushes from their drying racks, the ink from the shelf, and the rolls of parchment and paper from their rack on the floor. Leaving a yogurt-soaked crust of bread beside his doorstep for the neighborhood tabby cat, the scribe departs for the grand buildings of the city hall.

    The work is the prayer.

    Taik carefully writes down the judge’s words, for those of the future must know of the decisions made in the past. He also includes a few notes for himself to copy down later in more complete thoughts - the accused’s crime, the judge’s temperament, the audience’s reactions. Those of the future must know why the decisions of the past happened, or history would be doomed to repeat itself once more. He loses himself in the work, transcribing and notating silently, until suddenly he stops.

    As the robed man continues to speak, the monk pauses to tap his pen gently against his writing desk. The judge turns, face turning red, and the dwarf passes him the very short list of the crimes which the barkeep before them stands accused. After a few seconds, the paper is thrown back at dwarf and the robed man continues his impassioned sentencing. The scribe slowly lowers his hand and carefully unfolds the crumpled note caught within, setting it aside as he puts pen to parchment once more. Another artifact of the present, another lesson from the Master of Masters, another step towards true understanding. He is part of the present as well, and he cannot - should not - divorce himself from the world in which he lives.

    The work is the prayer.

    Another day, another trial. A gambler, unable to pay her debts to the church of Sarenrae for healing after a pothole opened up beneath her on her way home. A child, trembling and unable to look at the noble beside her with scratches from her desperate fingers across his face. A banker, face stony as yet another man steps forward to shame her for abandoning her children at home so she could earn enough money to put one more bowl of thin soup on the table that night. The scholar continues to search for the truth - not only of what happened, but why it happened. When he feels it necessary, he wordlessly interrupts before fading into the background once more.

    He watches.

    He listens.

    He prays.

    The work is the prayer.

    This is my first gestalt build, so I'm sure there's some things still to tweak. That being said, it was quite a bit of fun. One thing that created an unexpected challenge was Taik's Vow of Silence, which makes his spellcasting... tricky. However, I did not want to give it up due to how well it fit the character concept (and how gracefully it would allow me to play a character with 6 Charisma in a social setting). From my research, there's about 7 or 8 inquisitor spells that don't have verbal components, so he'll have to use Silent Spell (and later Quicken Spell) to use the rest. Unfortunately, this means he will not be able to use spell-completion items such as scrolls or wands - so he should probably not be the only divine spellcaster in the group. I did consider warpriest instead of inquisitor (mostly for fervor and standard-action metamagic), but felt the latter would be a better fit for this story.

    Progression:
    You can find my planned progression here. One thing I would like to check with the GM is the use of Scribe Scroll to create riffle scrolls, which can be activated without any verbal components. I also did not realize this going into this build, but between monk and inquisitor Taik has Evasion on all three saving throws thanks to Stalwart (and even Improved Evasion from monk). If you think this would create a game that would not be fun to play (for GM and/or players), please let me know and we can discuss modifications.

    Please do not hesitate to reach out if there are any questions or concerns about the submission. Best of luck, GM.


    As much as I love the shifter and I love gestalt for making it actually workable as a class, I can't come up with a backstory for my concept (elven Adaptive Shifter/Weapon Master Fighter, focusing on the launched barbs from Adaptive Shifter's Spiked Form), so I decided to go back to my submission for Whiterose's game.

    The Lobster presenting Jaiolong Vanissar, the kobold-blooded "Dragon Prince" and idle rich nephew to General Audrya Vanissar, ruler of Taldor's last colony, Amanandar. I'll be going into Noble Scion at the same time I enter Dragon Disciple.

    Crunch:
    Jaiolong Vanissar
    TN Human Dragonheir Scion Fighter 1 | Covetous Dragon Oracle 1
    Init +2; Perception -1
    ------------------------------------------
    DEFENSE
    ------------------------------------------
    AC 17, touch 11, flatfooted 16 (+1 Dex +6 Armor)
    HP 13 (1d10+2+1)
    Fort +4, Ref +1, Will +1
    ------------------------------------------
    OFFENSE
    ------------------------------------------
    Speed 20 ft.
    Melee
    Sword Cane P d6/20x2 (+4/+3)
    Tail Swipe B d8/20x2 (+4/+3)
    Ranged
    -
    ------------------------------------------
    STATISTICS
    ------------------------------------------
    Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14
    Base Attack Bonus +1; CMB +4; CMD 15
    F: +4 R: +1 W: +1
    Feats: Noble Scion (War), Racial Heritage (Kobold), Arcane Strike (special)
    Traits: Child of Oppara, Rich Parents, Chosen Child
    Drawback: Insatiable
    Favored Class: Oracle (Human Bonus) 1

    Skills (6/Oracle, 8/Noble Scion):
    Diplomacy: +10 (1 rank, 2 CHA, 2 racial, 3 class, 2 circumstance)
    Intimidate: +6 (1 rank, 2 CHA, 3 class, 1 untyped to demoralize)
    K. Arcana: +6 (1 rank, 2 INT, 3 class)
    UMD: +6 (1 rank, 2 CHA, 3 class)

    Background Skills: (2/level)
    Appraise: +4 (1 rank, 2 INT, 1 trait)*
    K. Nobility: +12 (1 rank, 2 INT, 3 class, 1 trait, 2 feat, 2 circumstance, 1 competence)
    Perform (Dance): +3 (1 rank, 2 CHA)*
    Linguistics: +3 (1 rank, 2 INT)

    Languages: Tian, Common, Draconic

    Equipment:

    Sword Cane (49.5 gp)
    Pocketwatch (275 gp)
    Heritage Book (55 gp)
    Fashionable Accessories (22 gp)
    Jewelry (104.5 gp)
    1 dose exotic perfume (110 gp)
    4 dose silvertongue (330 gp)
    Courtesan's Kit (11 gp)
    Fellowship Film (209 gp)
    Masterwork Backpack (55 gp)
    Book of Letters (55 gp)
    Scarlet and Blue Cracked Ioun Stone (K. Nobility, 220 gp)
    Kobold Razored Tail-Attachment, (3.3 gp)
    Hip Flask, (1.1 gp)
    1 bottle absinthe, (33 gp)
    3 Fine Chelish Cigars (16.5 gp)

    2 Valets (2.2 gp/day)
    3 Footmen (1.65 gp/day)
    2 good meals (1.1 gp/day)
    2 common meals (.66 gp/day)
    3 poor meals (.33 gp/day)
    ~ 6 gp lifestyle expense per day

    254.15 gp
    Noble's Outfit (Free)
    Signet Ring (Free)
    Breastplate (Free)
    ------------------------------------------
    SPECIAL ABILITIES
    ------------------------------------------
    Class Features:
    Fighter

    Spoiler:
    Eldritch Strikes (Su): At 1st level, a dragonheir scion gains Arcane Strike as a bonus feat. She does not need to meet its prerequisites. This ability replaces the bonus feat gained at 1st level.

    Fearful Might (Ex): At 1st level, a dragonheir scion gains a +1 bonus on Intimidate checks to demoralize a foe. This bonus increases to +2 at 6th level and by an additional 1 every 4 fighter levels thereafter to a maximum of +5 at 18th level. This ability replaces bravery.


    Oracle
    Spoiler:
    Covetous Curse
    You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you.

    Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

    Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

    Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

    In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

    Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

    Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

    Tail Swipe (Ex): You express your wrath through sweeps of a wicked tail. You can grow a scaly tail. This tail can be used only to make attacks of opportunity, but it allows you to make one additional attack of opportunity each round. This tail attack deals an amount of bludgeoning damage equal to 1d8 (1d6 if you are Small) + your Strength modifier. At 10th level, you can attempt a free trip combat maneuver check against any creature damaged by your tail attack. This does not provoke an attack of opportunity.


    Spells Known:
    Spoiler:

    0
    Detect Magic
    Guidance
    Light
    Read Magic

    1
    Cure Light Wounds
    Burning Disarm
    Shield of Faith

    Fluff:
    Born with black scales across his neck and chest, Jaiolong Vanissar was stolen in the night and brought to Changdo, the Imperial City and capital of Po Li. He was not even a year old. The thief, his nursemaid, believed that Jaiolong possessed within him the soul of the Eternal Emperor of Lung Wa, that his scales were a sign of his divine right to rule. The oracles of Po Li smiled upon the baby, and agreed to raise him as their own.

    The chosen child wanted for nothing. The immense wealth of the Oracular Council was freely thrust upon him, and he lived blissfully.

    At age 10, his parents found Jaiolong. They demanded to have their child back, for he had been taken from them unlawfully. Jiaolong was returned to his family, and the oracles bestowed them with great wealth as an apology for the treachery wrought against them.

    The boy remembered nothing of his home, and was unprepared for what awaited him. The Vanissars were the current ruling family of Amanandar, the last Taldan colony. In Changdo, he was raised in privilege and comfort, but at home in New Oppara, all the wealth and splendor of the world seemed at his disposal.

    His aunt, the General Audrya Vanissar and leader of Amanandar, demanded he receive the finest Western education before his military service. Everyone wanted the best for him, he represented their future, and the black scales he bore represented the power present in their family line.

    Dragons. They were blessed by dragons, or rather, he was blessed by dragons. That pulled a lot of weight in Tian Xia. To represent the best of his family, he needed to be educated, capable and confident, competent and skilled in a wide array of fields.

    Unfortunately, the only trait he seemed to have inherited from dragons was the urge to hoard, and he proved more interested in the benefits of nobility than the responsibilities and charge of leadership.

    As a military state, Amanandar mandated five years service from every citizen. Hoping to beat his privilege out of him, his aunt, the General, forcibly enlisted him in the military.

    At the end of it, it was clear that the family's futures did not lie with him. He was sent off to the West, to represent Amanandar's holdings and power in the Taldan capital of Oppara. If he wanted only to bathe in luxury, let him do it where it would draw a favorable eye.

    In the seven years since Jaiolong's arrival in Oppara, he has made his presence known. Lacking a Senate seat or any real political power in the mainland, the Vanissar family made due with purchasing him a large manor in Senate Hill, and filling his coffers twice over. Through his lavish lifestyle, the world may see the success and power of Amanandar.

    Personality:

    Foppish and aloof, Jaiolong is obsessed with wealth, gaiety, and fashion, sometimes spending twice what he could on something just to claim he paid more for it. He keeps a fleet of servants and lovers both, and is said to instruct his servants to weigh him down with gold when he has trouble sleeping. He is incredibly proud of his draconic heritage, and wears it openly.

    Unknown to him, however, his mother's bloodline is not mingled with dragons but instead kobolds, and he would be much better compared to them than to true dragons. His desire to hoard is primal, obsessive. He privately suffers from an immense sense of inadequacy, feeling rejected by his family and home, and while in combat he is a fierce and capable warrior, he is a coward every moment before battle is inevitable.

    Jaiolong is a vocal supporter of Princess Eutropia, believing firmly in a woman's right and ability to rule, and often citing his aunt as proof that Taldor is ready for a woman's leadership. He is unafraid of embarrassment or of insulting his peers and betters, viewing his position in society as untouchable, and as a result, scandal follows him, but he always bounces back.

    He has never settled down in romance, preferring small engagements over lengthy affairs, and despite the rivers of men that flow in and out of his bedroom, he views himself as unlucky in love, but a true romantic. He isn't. Truthfully, he is deeply afraid of intimacy and vulnerability both, unwilling to allow someone power to hurt him.

    Like many in the nobility, he has a problem with substances, imbibing regularly. His teeth and nails often bear the silver sheen of someone under the effects of the party drug Silvertongue, and he smokes imported cigars constantly, attempting, he says, to emulate the smoke a dragon might breathe.

    He is generally agreeable, laughing easily and hard, and makes friends and lovers in the blink of an eye.


    I think I'll repurpose Torin for this after failing to get into the previous! Or... not. Definitely interested and will be working hard on submitting.


    Here is my female human cleric of Shelyn/universalist wizard. I have the crunch down besides items and will have the background soon.


    * What about Young Character(s)?
    * How will you handle ability scores adjustment due to age categories?
    * Kinda surprised that Generic Classes aren't allowed.


    4 people marked this as a favorite.

    .

    ---
    Submissions So Far
    ---

  • Adonis (Ellioti) - M Human Monk (Scaled Fist) / Sorcerer (Eldritch Scrapper)
  • Arden Castellan (Vrog Skyreaver) - M Human Occultist / Wizard
  • Countess Cassiopeia Zespire (Helikon) - F Human Psychic / Investigator (Empiricst)
  • Eoin Atticus (joker 27) - M Human Druid (Menhir Savant) / Spiritualist
  • Ester Virgilla (theasl) - F Human Inquisitor (Infiltrator) / Slayer (Velvet Blade)
  • Gilfoy Fezziwig (Nazard) - M Gnome Oracle / Sorcerer (Wild-blooded)
  • Henrika Karthis (eriktd) - F Human Bloodrager (Id/Urban) / Mesmerist (Vexing Daredevil)
  • Hvakthur (Simeon) - M Human (Ulfen) Fighter (Viking) / Slayer (Vanguard)
  • Jaiolong Vanissar (The Lobster) - M Human Fighter (Dragonheir Scion) / Oracle (Covetous Dragon)
  • Juan Karthis (oyzar) - M Human Oracle (Spirit Guide) / Mesmerist
  • Karst Tanin (Origami Dog) - M Human Brawler / Barbarian (Urban)
  • Krios Dinrulsis (KingHotTrash) - M Elf Fighter (Learned Duelist) / Investigator (Empiricist)
  • Marthkus M (Nathanael Love) - M Human Paladin (Virtuous Bravo) / Bard (Dawnflower Dervish)
  • Raven (Viviana Masters) - F Human Investigator (Toxin Codexer) / Witch (Veneficus)
  • Taik (Hawthwile) - M Dwarf Monk / Inquisitor
  • Thonis Cagliari (rdknight) - F Human Oracle (Cyclopean Seer) / Bard (Court Bard)
  • Trac Xuan Lin (Patrickthekid) - F Human Cleric / Wizard (Universalist)
  • Virgil Greyon (Dorian 'Gray') - M Half-Orc Mesmerist / Brawler

    Let me know if I missed anyone!


  • Reworking Torin into a dragonheir scion/scaled fist. Will pretty much be a new backstory/build/loadout.

    Edit: Have redone everything but equipment, backstory, and description. Equipment will mostly be personal belongings and some potions/minor tools.


    dotting for interest...most likely a rework of Syndir here at 1st level Sorcerer/Monk


    This is Chesca Wyndamere's submission: Viviana Vestalis, Female Human Cleric (Divine Paragon)/Ranger (Urban Ranger), venerating Shelyn.

    Please let me know if I've left something out or there are any obvious errors and I'll correct her sheet asap.

    Thank you for your consideration. :)


    Thonis Cagliari wrote:
    I perseverated over this build for a long time. Gestalt can be tricky in that a lot of viable builds feel like wearing a second pair of pants on top of the first. I think this one meshes nicely though so it feels like a single, expanded class.

    I hear you. Either you have two classes that only complement each other, or you end up overspecializing. Both are very helpful and viable builds, but just don't feel as satisfying as what you said.


    Yeah, really. After days of trying to choose a combination that I was happy with, Here is my own submission, for a Vigilante / Monk, with tentative plans to dip into Paladin.

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