| Sebecloki |
The origin of the Drow in this Greyhawk is going to be more similar to Golarion -- a group of Valley Elves allied with the Suel fled underground to avoid the Rain of Colorless Fire. They were transformed by the ancient evils of the underworld, such as Rovagug, Tharizdun, the Great Old Ones, and other subterranean evils. It remains a possibility to this day that surface elves exposed to these same malign forces will likewise be transformed into Dark Elves.
Like the original Drow of the Vault, they serve a variety of Demon Lords and other malign powers, including the Spider Goddess.
| Monkeygod |
How would you feel about adapting the Lantern Bearers for this setting? You already seem to be using a lot of the same material(drow are transformed elves, Sarenrae, etc) so hopefully it'll be alright.
| Sebecloki |
How would you feel about adapting the Lantern Bearers for this setting? You already seem to be using a lot of the same material(drow are transformed elves, Sarenrae, etc) so hopefully it'll be alright.
Sounds good
| ElbowtotheFace |
Finesse Fighting
You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.
Since the first part is basically covered by Elephant in the Room would I only need to take this once to gain the second benefit?
| Sebecloki |
Quote:Since the first part is basically covered by Elephant in the Room would I only need to take this once to gain the second benefit?Finesse Fighting
You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.
yes
| Suna, the Red Knight |
Locmore here, I ended up going in a very different direction, so here's Vagran, a dwarven paladin of Moradin who's taken the oath of the skyseekers.
Incidentally, if the Sky Citadels of Golarion aren't something you want to import, I figure that the basic concept of wanting to reclaim the lost halls of the dwarves is still a fairly universal concept to go with, yes?
Build-wise, he's a fairly standard reach-based paladin kind of deal. The most exotic thing about him is the crossbow, which will mainly be used when doing one of his 3/d smites.
I'm still missing 3 feats, picking spheres and most of the maneuvers, and writing up the backstory, so it's kind of a work in progress.
| Vhinservun Tekra |
I've continued to tweak my build and am wondering who we've got that's still working on characters at this point and what they are. It feels like a lot of those who valued flanking in particular to get their abilities to work either don't need that or aren't active anymore so I've tentatively moved away from a build that cares about flanking much.
| Brando the Magpie |
When I want to spend move actions on it I can make flanking work for any two people adjacent to an enemy (aggressive flanking tactic, warleader sphere). Using greater feint with move actions has more effect, but flanking's an option.
Oh, you've got that too. Warleader comes from Brando's martial tradition so he's not going to drop it though.
Writing a bit more backstory and working out a way to make the stats more presentable without dropping a huge wad of cash on software is all I'm likely to do from here.
| Vhinservun Tekra |
@Brando, I don't expect to use aggressive flanking activity unless it's a big help to others (and really if someone's got a flanking reliant build they can pick it up on their own,) so I've just dropped it to get breath support instead from the barbaric shout drawback (which to be fair I also don't really expect to use, but it potentially lets me buff people further away with fierce shout.)
I did have a paladin build I was looking at that had it, could give outflank to everyone indefinitely and would give +7 to attack and damage for anyone in the party (up to 5 characters chosen ahead of time) flanking (so anytime people were threatening the same creature really,) but we've got another paladin in the works and I like this bard. If I die horribly as promised I might bring them out as my replacement.
| Linndell Rallos |
ok...got the fluff done...
His mother knew there would be a time when he would want to seek out his elven relatives, so she let him go with proof of his blood ties: his father's
signet ring. He travelled to his ancestral home near Neelix in the Celadon Forest.
He was welcomed by his kin and taught the ways of elven combat and forestry skills. He even learned a simple druidic spell from one of
the wardens. He swore to hunt down the giant that killed his father. He eventually faced the giant that killed his fater, but only wounded him, taking
one of the mongrel's eyes with his bow. He now stalks the woods of his new home, ensuring the safety for the denizens. He fires from the shadows, but
has been known to wade into combat with his elven blades flashing.
Miklos baldaros-human priest, died making a stand against a horde of undead. Lost the grip on his holy symbol after an evil wizard cast a spell on it.
Sharimus the Red-half elven wizard, died after reading a spellbook tht was trapped. Was turned into a frog...and as quickly snatched up and eaten by his own raven familiar Chuckles
Vanisalla-human wizard that oversees the wizard enclave on the outskirts of the Celadon Forest
Bartok the Bold-half orc warrior. mercenry sometimes employed by Vanisalla
also...i haven't added in the defense bonus yet...forgot about that...so i add +6 to all 3 AC's?
| Locmore |
Personally, I think the main benefit of defense bonus is you can have an eventual return of the king style outfit change where we find some armour for the climactic big battle, but the rest of the time we have a low-fantasy travel clothes aesthetic.
Hmm, looking other people's submissions over, I get the impression that I'm like 3 points off in terms of my to-hit bonus in order to get to a balanced place. Weapon focus can fix some of it.
I really enjoyed the aesthetic of the crossbow related stuff, but I may end up dropping it since it seems like it'll be hopelessly behind on those terms, and rely more heavily on the fatigue-cleansing aspect of lay on hands in order to walk around between micro defensive stances.
| Vhinservun Tekra |
| 2 people marked this as a favorite. |
So for group planning purposes, I went with the Companions of the Broken Band for the name of our mercenary company in my backstory because someone else had used that. Is that something that everyone is happy with? Does anyone fancy being the initial member of the group that's survived all the (mis)adventures so far and recruited the rest of us over the years?
Further, we're collectively supposed to have three persistent enemies that our group has managed to aquire over the years. I've tentatively put an aboleth (unnamed, but I'm sure we could come up with a good one,) in my backstory, but I'm not wedded to it if someone else has a better plan (though for long term enemies I think an aboleth is up there.)
| Vhinservun Tekra |
For the spheres, if you're still thinking about a Paladin (and the Sphere Paladin in particular,) you don't need to do anything too fancy for your casting tradition. It's probably simplest just to use the Default Paladin casting tradition. It means you'll get a bonus spell point every odd level, but you'll need to decide at the start of each day what spheres you'll be spending your spell points in (like preparing spells.)
You'd have Caster Level 2 (because Sphere Paladins start being casters at level 4 and gain caster levels every other level after that, so 5 and 7 in your case.) With that low a caster level you'll probably want to choose talents (we'll go over them next) that don't rely too much on caster levels for their power.
Once you've got that you'll have some talents that you need to spend on what your magic (and SP) can do. Basically that means picking some spheres (here's an overview of what they are and do,) and some talents in the spheres. At 8th level you'd have a total of 5 talents. Picking a sphere for the first time costs a talent and gives you some base abilities that vary widely depending on the sphere. After you've got a sphere you can spend more talents in it to do more specific things (each sphere has a long list of talents you can pick up to specialize what you're doing.) If you pick either the protection or destruction sphere then the default Paladin casting tradition will give you a bonus talent in that sphere, but your abilities will only protect good (for the protection sphere) or damage evil (for the destruction sphere) creatures well (with diminished results for neutral creatures.)
Or you can drop those bonus talents for those two spheres and ignore those restrictions if you want to make the abilities simpler to work with.
It can get much more complicated, but that's maybe a place to start?
| Krauz "The Wolf" Bloodforge |
@Vhinservun - I am totally fine with having an aboleth as a nemesis for the party. They're awful and crafty foes; it'll be fun.
I have added the companions I ended up replacing and made mention of a possible foe; Xurianalth the Black Dragon. What group hasn't upset a dragon of some sort?
I believe that finishes all that I needed to do with Krauz and he should be totally good to go.
| Vhinservun Tekra |
I agree, dragons make great foes. Xurianalth sounds great for a party nemesis!
Would some sort of undead (lich? vampire? something else?) make a nice third recurring foe? Does anyone have an idea they'd particularly enjoy other than those?
We still need someone to step up as the original Companion of the Broken band as well. It doesn't seem particularly like the sort of organization that Vhinservun would have started so I'd (somewhat) rather it be someone else.
Past that, I think that Vhinservun is ready to go as well (despite the fact that I continue to tinker with her specifics; I can stop any time, really!)
| Vhinservun Tekra |
| 1 person marked this as a favorite. |
How about Yorlak the Butcher, a Graveknight that the Companions defeated some time ago only to have Sir Falgorn claim his armor as his own and then be killed by it when Yorlak's rejuvination kicked in a week later (another Companion lost, alas!)
Yorlak, a particularly brutal mercenary captain in life, had been the undead lord of a keep that the Companions cleared out back in the day, but since being defeated and coming back he's now become the field general for some more powerful enemy that we won't know yet (which Sebecloki can do whatever he'd like with.) Of course Yorlak's grown more powerful himself, and is now in command of some formidable forces so he'll be a challenge in and of himself the next time we cross paths.
| Locmore |
Ok so it turned out that there's the character I wanted to make, and then there's the character I actually wanted to write. I've ended up creating Avira, elven rogue who's really a horizon walker at heart.
Avira
CN Female Elven Unchained Rogue 8 Archetypes Eldritch Scoundrel, Hidden Blade, Deadly Assassin, VMC Magus
Initiative +6
Hp 108 (8d8)
AC 23, Touch 22, FF 17, CMD 24
Fortitude +4, Reflex +13, Will +7
Speed 30ft.
+1 Composite Longbow[str +1] +14/+9 or +12/+12/+7 rapid shot, 1d8+2 (19-20/*2)
+1 Elven Leafblade +13/+8 or +11/+11 dual attack, 1d4+7/1d4+4 (18-20/*2)
Dirty Trick +16, +14 if replacing attack in TWF
Unarmed Strike +12, 1d4+1
Eldritch Scoundrel Spells Prepared(CL 8)
0th DC 17, 5 prepared - Detect Magic, Read Magic, Light, Mage Hand, Prestidigitation
1st DC 18, 6 prepared - Shield, Shield, , , ,
2nd DC 19, 6 prepared - Sense vitals, Resist Energy, Mirror Image, Glitterdust, Blindness/Deafness, Glitterdust
3rd DC 20, 4 prepared - Fireball, Haste, Stinking Cloud, Fly
Hidden Blade Maneuvers
Inner Sense(R), Leaping Dragon, Ghostwalk(R), Obsidian Sidestep(R), Deflecting Shot, Distracting Draft(R), Vicious Swipe
Hidden Blade Stances
Galebreaker's Stance, Inner Sphere Stance, Tempest Gale Stance(active),
str 13, dex 22, con 14, int 24, wis 14, cha 12
BAB +6
FEATS Quick Draw, Rapid Shot, Iron Will, Deft Maneuvers, Weapon Focus(Bows), Extra Combat Talent(Focusing Breath), Quick Dirty Trick, Manyshot
ASSOCIATED FEATS Precise Shot, Improved Unarmed Strike
ROGUE TALENTS Offensive Defense, Survivalist, Ninja Trick(Unarmed Combat Training), Combat Trick(Manyshot)
TRAITS Unorthodox Methods (mithral current -> shattered mirror)(regional), Forlorn(race), Secret Knowledge(Religion)(religion), Indomitable Faith(faith), Foster Child(History)(campaign), Wanderlust(social)
RACIAL TRAITS Fey Thoughts(fly, knowledge(nature)), Keen Senses, Low-light vision, elven immunities, Elven Magic
SKILLS
Acrobatics(8 ranks) +17
Appraise(1 rank) +11
Bluff(6 ranks) +10
Climb(5 ranks) +9
Craft(Woodwork)(8 ranks) +18
Diplomacy(2 ranks) +6
Disable Device(8 ranks) +17
Disguise(1 rank) +5
Escape Artist(1 rank) +10
Fly(1 rank) +10
Heal(1 rank) +6
Intimidate(8 ranks) +12
Knowledge(Arcana)(8 ranks) +17
Knowledge(Dungeoneering)(1 rank) +11
Knowledge(Engineering)(1 rank) +8
Knowledge(Geography)(2 ranks) +9
Knowledge(History)(4 ranks) +16
Knowledge(Nature)(2 ranks) +12
Knowledge(Nobility)(1 rank) +8
Knowledge(the Planes)(4 ranks) +11
Linguistics(8 ranks) +18
Perception(8 ranks) +15
Perform(Sing)(8 ranks) +12
Profession(Sailor)(4 ranks) +9
Sense Motive(8 ranks) +13
Sleight of Hand(8 ranks) +17
Spellcraft(8 ranks) +18
Stealth(8 ranks) +22
Survival(8 ranks) +13
Swim(1 ranks) +5
CLASS FEATURES
Sneak Attack 4d6, Trapfinding +4, Finesse Training(Light Blades), Evasion, Danger Sense +2, Debilitating Injury, Uncanny Dodge, Improved Uncanny Dodge, Hidden Specialization(Tempest gale), Hidden Weapons, Portable Hole Specialist, Gambits(Unbreakable Gambit, Dastardly Gambit, Flanker's Gambit, Acrobatic Gambit), Alarm Sense, Combat Training(Expert, intelligence), Cutthroat, Vicious Critical, Assassins Edge 10/day
SPHERES OF MIGHT
Martial Tradition "Woodland Sniper"
Elvish Heritage - equipment
Critical Genius(bows) - equipment
Scout Sphere (+1 rank in stealth)
Sniper Sphere
Other Spheres & Talents
Fencing Sphere
Duelist Sphere (+1 rank in bluff)
Bloody Slasher Drawback - Long Cuts - duelist sphere (1 rank in bluff retrained)
1 - Lethal Precision - sniper sphere
2 - Dual Wielding Sphere
3 - Scoundrel Sphere (+3 ranks in sleight of hand)
4 - Mug - scoundrel sphere (+1 rank in sleight of hand, 3 ranks retrained)
4B - Open Hand Sphere
5 - Mug - scoundrel sphere (+1 rank in sleight of hand, 4 ranks retrained)
4B - Focusing Breath - open hand sphere
6 - Sight Beyond Sight - scout sphere (5 ranks in stealth retrained)
7 - Debilitating injuries - duelist sphere (+5 ranks in bluff)
8 - Soul Strike - fencing sphere
Equipment:
Traveler's Outfit, 2x +1 elven leafblades, +1 composite longbow[str +1], ring of protection +1, amulet of natural armor +1, belt of dexterity +2, headband of intellect +2, cloak of elvenkind, lesser rod of extend, spellbook, backpack, 100 arrows
Modifies Standard Attack: Blooded Strike, Fatal Thrust, Dual Attack
Standard Action: Initiate Strike, Cast Spell
Replaces Melee Attack: Quick Dirty Trick
Move Actions: Sweep (unarmed trip attempt), Focusing Breath(restore martial focus), Assassin's Edge(gain bonus talent)
Swift Actions: Boosts, Scout, Arcane Pool, Prescient Attack, Hidden Blade Gambits, Swap Initiator Stance, Sniping after deadly shot
Immediate Actions: Counters, Unbreakable Gambit
Free actions: Draw weapons(including hidden weapons), Sniping after deadly shot expending focus
Ever since she left home she's been following one passion after another, learning magic, spending a year as a deckhand on a merchant ship, and so on and so forth. At this point she's been on the road for 20 years. She's run into other elves, and been shocked at how boring most of their lives are - it baffles her that people can live like that.
Most recently, she's taken up woodworking, and keeps a number of relevant tools and half-finished projects in her bag of holding.
From time to time, she gets a little worried that her mother would not approve of her flittering about - while her growth has broadened immensely, she is nowhere near the prodigy archery she was when she left home. However it is not in Isara's nature to dwell on regrets, and so she doesn't give the matter much thought.
The limits of objectives that the mercenary work provides can chafe for her at times, she fundamentally enjoys the nature of it, as it leads her into new places and situations at regular intervals. If it ever became too constricting, she'd leave at the drop of a hat.
With regards to the mercenary band, I definitely see her as a late-comer. If she's to have an arc it would be to do with dealing with making and having friends that she doesn't feel ok with leaving behind as soon as she gets bored, and that's more feasible if she's a newcomer. An alternate arc would be coming to terms with her vincibility and mortality.
| Sebecloki |
You know what, would you let me go without the spheres and I can try to figure it out as I go? I like the concept and the game and I have heck of good roles.
Can someone fix Soto up with a low-complexity Spheres setup for his build?
I'd do it, but I'm not very good with builds because I almost never play as a character, so I'm not worth much for character design.
| Vhinservun Tekra |
Soto Elendor wrote:You know what, would you let me go without the spheres and I can try to figure it out as I go? I like the concept and the game and I have heck of good roles.Can someone fix Soto up with a low-complexity Spheres setup for his build?
I'd do it, but I'm not very good with builds because I almost never play as a character, so I'm not worth much for character design.
Well, I'm no expert but I do like designing spheres stuff, so I'm willing to put together something simple-adjacent that can be added to the rest of the character without breaking anything (and then used as much as is desired in play.)
@Soto, tell me about the character (the class and archetypes and what you'd like to be better at doing) in a couple sentences and I'll see what I can do. If you want it to be non-spell casting things that you're better at then it'll probably be easier to make use of when we're done.
| Vhinservun Tekra |
| 2 people marked this as a favorite. |
This all sounds good, I just need a compilation when you're all done so I have something to work w/ when I throw references to this stuff into the campaign.
Here's what I've got so far for the Companions of the Broken Band. I think that I've got all the current completed builds, but if I missed anyone do let me know (Vargarn's not in there because he's been replaced by Avira I think.) If anyone wants to be able to edit the document just send me a request and I'll give permission, and if anyone's not happy with how I wrote anything up or characterized anything do let me know!
| Sebecloki |
Sebecloki wrote:This all sounds good, I just need a compilation when you're all done so I have something to work w/ when I throw references to this stuff into the campaign.Here's what I've got so far for the Companions of the Broken Band. I think that I've got all the current completed builds, but if I missed anyone do let me know (Vargarn's not in there because he's been replaced by Avira I think.) If anyone wants to be able to edit the document just send me a request and I'll give permission, and if anyone's not happy with how I wrote anything up or characterized anything do let me know!
This stuff is phenomenal!
| Vhinservun Tekra |
@sebecloki, since no one else has expressed interest in being a founding member and you mentioned reincarnation earlier, what if Vhinservun was a founding member who was killed in the second expedition to the Isle of Woe by the aboleth, had her body dragged back by the survivors and was reincarnated (the only way they had to revive her at the time.) She then missed the next mission recovering and the entire squad that went in was wiped out but thwarted the aboleth that time around (killing Tas in the process.) After that Vhinservun was the only founding member left and with one or two other, newer recruits, has rebuilt the Companions into it's current form?
If that appeals then Vhinservun would be reincarnated (using the Unofficial, but more interesting table) as
Reincarnation: 1d100 ⇒ 60
a human? That couldn't be less interesting. Instead it was
Reincarnation: 1d100 ⇒ 96
an Undine! I guess she'd be a bit mopey and drippy about that and would be looking for a way to get turned back when she has a chance, but I suppose the swim speed could help when she meets that aboleth again.
@Lindnell Rallos, Here's a link to the Oaths page.
| Vhinservun Tekra |
I'm happy to stay human and let Kolvar be the original member, especially for utility as a story hook to get us to the Underdark where it sounds like Sebecloki was thinking of placing a couple of the earlier adventures. Or I can have been a non-original member, keep the reincarnation plot anyhow, and add getting a wish or miracle (that we don't need to use for something else,) to eventually regain my true form as another driver for the character (along with finding her origins prior to Celene and becoming a famous, chivalrous hero.)