Sebecloki presents the Rod of Seven Parts (Inactive)

Game Master Sebecloki

Maps and Images:

Part One: The Dreaming Domes of the Aboleth Psilords

Trouble is fomenting in the prosperous Blood Sea city state of Malvent; the half-elven cerebremancer Ezria Santhrasslisan the Insightful, apprentice and confidant to the archmage Mordenkainen the Magnificent has vanished, and the vaunted head of the Circle of Eight is in need of aid to locate his protege; at the same time, foul rumors of fester regarding a series of caravans that have vanished on the road between Malvent and Phloon over the past several months. Has a new force of evil begun to accost the trade in this benighted region on the northern shores of the Sea of Blood? Heroes are sorely needed.

The Sea of Blood/Sanguine Sea Region

Region Map

Northern Sea of Blood Region: contiguous with the pre-Divine War realm of Kingdom of Thaumka (half-giant and orc/goblinoid worshippers of the Titan Kadum); notably, contains the non-aligned city-states of Malvent and Phloon; treacherous middle territory between the slavers of the Citadel of Tarim to the East and the despot of city-state of Hanfar and her purple plumes (legions of magus); north lies the Ravenlands of the Bloodmist; remnants of Thaumka in the northwestern tribe lands of ogres, orcs, giants, and others between the settled regions of the coast and the Ravenlands of the Bloodmist.

Northern Sea of Blood Coast: Region Map
Northern Sea of Blood: Region Map (Classic Icons)

City-State of Malvent

Overview Map
Vauntor Square, East Malvent Docks District (Night)

Vauntor Square

Floating Fighter Tavern (high class establishment, frequented by nobles)
Breakwater Tavern (run by former adventurers)
Vauntor's Drop (bridge over canal)
Hermuk's Allgoods (general store)
Ganza's Arms and Armor
Blackalbuck's Swap Shop
Temple of the Rainbow: Temple of Jazirian w/ shrines to Iris, and Renbuu -- nagaji and ophiduan priests from the distant south
Umberlee's Bosom (underground dive bar)


151 to 200 of 408 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Diamondust wrote:

The drow i'm making the backstory now for is open to working for the good or evil group. Surviving in exile you take whoever will help you survive.

He is going to be an oracle/slayer and his 'gifts' will have been secretly given to him from Vhaeraun so he won't exactly be working with any Lloth priestesses or clerics (willingly). So shadow, darkness and illusion based magic.

I found a rather interesting minor deity while reading up on Achaekek. Grandmother Spider is apparently the Mantis God's younger sister.

Perhaps you could worship/gain powers from her? Or otherwise work her into your backstory?

Silver Crusade

Monkeygod wrote:
Who all are making PCs for the evil party? And what are your concepts? Tryin to figure out who might gel with our group.

It depends on how much time is left. I intend to finish Krynn for the good group. I had a concept for an antipaladin version of him but since there already is an antipaladin submission i'll withdraw from that.

I did have another concept for an Orc or halforc warlord of sorts as an evil counterpart. Essentially, he'd be taking over Belkzen as the leader of another setting's orc army, with a perhaps lofty goal of uniting all the orc factions across all settings, with an end goal of taking revenge on their respective enemies/conquering them. However, whether i get to work on that depends on the time limit. Was there ever a stated deadline? I couldnt gind one earlier.


Lily is beyond morality, both a skill and a buff monkey, I think she can be both in character and of use in either group.


Trevor86 wrote:

It depends on how much time is left. I intend to finish Krynn for the good group. I had a concept for an antipaladin version of him but since there already is an antipaladin submission i'll withdraw from that.

I believe there's a tentative 'end' for recruitment around the 1st. But, I think Seb also said it depends on how everyone's doing and he's okay with extending past that.


@Sebecloki- Does the fluff (at least) for the faefolk seem usable so far? I can flesh out the houses a bit more and add some more details (when I have time) but I don't want to put too much time into it until I know the direction I'm headed with it works for you. I will post some thoughts about the city below though so you can evaluate that too. (Also, I can't get real far into character creation until I know if playing a faefolk noble is acceptable or not, so I'm kind of stuck waiting until you have a chance to look it over.)

@Monkeygod- Does the crunch (at least) for the faefolk seem acceptable? I can flesh out the fluff some more but I don't want to put too much time into it if the mechanics won't fly (plus I can't get very far into character building until I know if the race is acceptable).

Faefolk city:

Glenhaven, as its name is rendered in the common tongue, is a large city on the outskirts of the Feywilds, in the Heartlands. Also known to nearby humans and halflings as Faeholm or the Emerald Citadel, it is the center of culture and commerce for the Faefolk, a race of very humanoid-like fey. The city is surrounded by a high wall of carefully cultivated, densely packed thorn bushes, run through with creeping vines that lash out violently at any one tries to attack the wall or force their way through it. Inside, it's divided into three districts.

The Verdant Vale, the innermost district, is surrounded by its own wall, very much like the one that surrounds the city. Inside, the Faefolk nobles dwell in large manors with lush gardens. At the center stands the grand Hall of Houses where nobles gather in their houses to discuss and debate their activities and the leaders appointed over each of the seven houses gather in council to govern over the city and the surrounding hinterlands in the Feywilds.

Evenglade and Morndell together form a ring around the Verdant Vale. Morndell, on the east side of the city, forms only a quarter or a third of that ring. It is home to many of the Faefolk's merchants and houses a sprawling market, inns and boarding houses for visiting humanoids, and many forms of entertainment including theaters, concert halls, taverns, brothels, and gambling houses. The majority of the Faefolk live in Evenglade, in much more modest accommodations than the nobles. Evenglade is also home to a few inns and tavern (and even some entertainment) for fey visiting from the deeper in the wilds (or from the first world itself), along with the city watch, courthouse, a military academy, and several colleges. Few humanoids venture into Evenglade but Morndell is one of the few places in the world where a half-orc might be found haggling with a leprechaun or a gnome buying drinks for a pixie.

(This assumes that the region is to the west of its humanoid neighbors, with most of the Feywilds stretching further west from there. If it makes more sense for it to be east of the humanoids I would switch the two districts.)


Monkeygod wrote:
Who all are making PCs for the evil party? And what are your concepts? Tryin to figure out who might gel with our group.

I have been kicking around a concept that could be either good or evil. She's a giant-blooded witch with an Asgardian-esque outpost in the north, exiled from the rest of her family and trying to set up an independent realm as a sort of a practical thought experiment. Kind of a cross between Elsa and Ayn Rand? I haven't really delved into the setting yet, still playing with all of the mechanics options.

Silver Crusade

@Monkeygod thanks, that helps with the timeline.

Wanted to ask about the target numbers: I did a projection for a tanking paladin with 30 dex and 30 cha (and 24 con and 14 wis).

The level 15 table states the blue area for to hit is +28 (hits the first attack on a 2), an expected damage value of 110 is blue (would kill an at level foe in 2 rounds), and a saving throw is blue on +21 (usually saves on a 2). The save DC for an ability vs a bad save is blue at 30 and green at 27.

With no other investment in damage than normal (non-mythic) power attack, a dex to damage feat, improved critical and a feat to increase the crit modifyer by +1 (just 4 feats out of the 30 available), that leads to an EDV of +/- 117 (slightly above the targte number) and a to hit (using PA) of +28, which hits exactly. So far, so good, though it does feel like it was a bit too easy to hit these numbers and it feels like they don't account for a game with 30 feats or mythic.

Thr armor limit is reasonably easy to not overshoot by much.

However... on the saving throws, I get +32 fort, +36 ref, and +27 will. That's way, way higher than the target number and has no optimization involved other than buying a luck stone mostly for the skills. As a paladin, that might be expected due to divine grace, but even removing the luck stone and his shield bonus to reflex and touch AC feat would leave it at +30/+30/+25.

Otoh, his spell DC is at max 27, and his maneuver DC's are at max 26. That's at or below the green area for VS lower save and they're at current okay but kinda unrealiable I believe, if I understand it correctly.

Is the above roughly in line with the power of a character you want? The saving throws I could only lower below 30/30/25 by lowering charisma, which would also lower his already mediocre class DC's.


Hi Seb and MG, looks fun!

My preference would be to be on a Good/Neutral team, and not to have PVP. (I think it's so easy for it to go poorly, especially with builds like this.)

Dice:

24d6 ⇒ (2, 6, 4, 5, 1, 3, 1, 3, 2, 6, 6, 2, 6, 5, 1, 2, 3, 2, 6, 6, 6, 5, 6, 4) = 93
rerolls: 3d6 ⇒ (3, 1, 4) = 8

Kept : 6, 4, 5, 3, 3, 4, 3, 6, 6, 6, 5, 3, 6, 6, 6, 5, 6, 4
Dropped: 1, 2, 2, 2,2,2,

total by roll:
6 x 8
5 x 3
4 x 3
3 x 4

666 - 18
666 - 18
664 - 16
554 - 14
335 - 11
334 - 10


gyrfalcon wrote:

Hi Seb and MG, looks fun!

My preference would be to be on a Good/Neutral team, and not to have PVP. (I think it's so easy for it to go poorly, especially with builds like this.)

** spoiler omitted **

My go to assumption is that mythic characters, especially with such numbers of feats, are going to one turn other mythic characters, unless they have specific "hahah nope" things like mirror dodge.

I would be up for an arena setting though.


@Sebecloki: Could you tell me a bit more about the cloud giants from the north of the northern continent? Am I right in thinking that there's similarities to Asgardians from the MCU, with magitech and multidimensional travel? I'm writing my character to have giant and human parents, exiled from their halls to a sort of prison dimension that she has made her own. Could there possibly be lots of other half-giants who have been sent away like she was, who might view her as family? And are there large settlements in or near that part of the world that they could trade with?

Also, could you say a bit more about the mirror realm? What sort of entities live there, and would they be appropriate to act as a witch's otherworldly patrons?


Hi.

I'm considering a character who's born -or gifted - with inherent Lightning mastery, akin to Thor, Raiden or Zeus.

I was thinking maybe, among the millions of 3pp feats and options, any of you could direct me towards a way to bypass immunity to electricity damage, which would severely affect the character's capabilities. There are a dozen ways to change the energy to a different one, but that wouldn't be lightning mastery, right? I could also live with resistance - though a way to reduce it would be fine, I expect to be able to do enough damage to run through it. It's immunity that worries me.

Thank you all in advance for your advice.


Jereru wrote:
a way to bypass immunity to electricity damage

3.5 Consecrate Spell feat. Turns half the damage to divine that bypasses resists and immunities.


Might work, though in the end that's really similar to changing the energy. I have this option, and another one (which is also based on changing the energy), so I think I'll have to work with one of the two.

As for now, let's start by rolling some dice...

Truckloads of dice:

1: 24d6 ⇒ (3, 5, 3, 6, 3, 3, 2, 4, 2, 2, 6, 1, 4, 6, 6, 3, 2, 3, 5, 1, 3, 2, 3, 6) = 84
2: 24d6 ⇒ (5, 1, 1, 3, 1, 6, 1, 6, 1, 6, 1, 3, 6, 6, 1, 1, 6, 6, 4, 5, 4, 1, 1, 4) = 80
3: 24d6 ⇒ (1, 1, 4, 2, 2, 6, 4, 4, 2, 4, 5, 4, 4, 1, 6, 6, 6, 1, 3, 5, 5, 4, 5, 6) = 91
4: 24d6 ⇒ (3, 4, 2, 6, 3, 3, 3, 1, 4, 1, 6, 2, 1, 2, 5, 4, 6, 6, 5, 6, 6, 1, 1, 4) = 85
5: 24d6 ⇒ (4, 2, 3, 3, 1, 6, 2, 1, 4, 2, 2, 6, 5, 2, 4, 3, 6, 4, 5, 3, 1, 3, 6, 4) = 82
6: 24d6 ⇒ (4, 6, 4, 3, 5, 1, 3, 2, 4, 1, 6, 1, 2, 4, 4, 3, 3, 6, 2, 6, 6, 3, 6, 1) = 86
7: 24d6 ⇒ (4, 3, 5, 6, 6, 6, 5, 4, 6, 3, 5, 4, 3, 6, 2, 4, 4, 1, 5, 2, 1, 5, 5, 1) = 96
8: 24d6 ⇒ (2, 6, 3, 2, 6, 6, 2, 1, 3, 4, 3, 1, 3, 6, 2, 6, 6, 5, 1, 2, 2, 1, 5, 5) = 83
9: 24d6 ⇒ (2, 1, 2, 1, 1, 4, 3, 1, 2, 4, 1, 5, 1, 6, 6, 5, 3, 6, 3, 1, 3, 4, 2, 6) = 73
10: 24d6 ⇒ (5, 4, 5, 3, 6, 1, 3, 4, 4, 3, 6, 6, 6, 2, 4, 1, 6, 2, 5, 4, 1, 1, 4, 5) = 91
11: 24d6 ⇒ (6, 4, 1, 4, 3, 5, 6, 6, 5, 6, 1, 4, 5, 5, 2, 1, 4, 6, 1, 2, 3, 4, 1, 6) = 91
12: 24d6 ⇒ (3, 4, 2, 1, 4, 4, 4, 6, 3, 4, 4, 5, 4, 4, 4, 4, 6, 6, 4, 5, 3, 6, 2, 2) = 94

Okay, I'm not rerolling all ones, so I'm just going to pick number 11 and reroll the ones in it:

rerolls:

5d6 ⇒ (5, 4, 3, 3, 1) = 16
1d6 ⇒ 5

That's
6, 4, 15, 4, 3, 5, 6, 6, 5, 6, 14, 4, 5, 5, 2, 13, 4, 6, 13, 2, 3, 4, 15, 6

6-6-6-6-6-6
5-5-5-5-5-5
4-4-4-4-4-4
3-3-3-3
2-2

Silver Crusade

Progress has halted on my end the last two days due to my infant son being vaccinated and falling ill, should have it done by the 1st though if that is indeed the deadline.

@Seb Lore question, I believe Tromek Elves are fairly isolationist from the description that they wish to stick to their native lands. Is this correct? If the idea was to start a trading company that duelled as a spy network for the Divine, which cultures would the Tromek elves meet first that were not part of their own setting?


Trevor86 wrote:

Progress has halted on my end the last two days due to my infant son being vaccinated and falling ill, should have it done by the 1st though if that is indeed the deadline.

@Seb Lore question, I believe Tromek Elves are fairly isolationist from the description that they wish to stick to their native lands. Is this correct? If the idea was to start a trading company that duelled as a spy network for the Divine, which cultures would the Tromek elves meet first that were not part of their own setting?

The Tromek are divided from the rest of the continent by an enormous area of wastes filled with Thri-Kreen, the Skorne from the Iron Kingdoms, the Nothrog Tribes from the Warlords of the Accordlands, the Blasted Lands, Dark Sun (hidden within a great ash storm), the sea of fire from Taladas (gnome tinkers/technomages in levitating cities over a sea of lava), and the city states of Arena from Oathbound.

Also, we'll of course extend the deadline for a sick child -- just take of your family and don't worry about it, we'll work with you.


What do applicants / ideas look like for the non-evil party?

I'm thinking of:
a) Stealthy, sniping and trap focused kobold (likely a spheres of might Scholar + Conscript or Legendary Fighter (Soldier)). Could also be a gnome.
b) Roguish priest of a Trickster god. (maybe Brandobaris or Garl Glittergold) Seb if you have particular lore related to one of them, or any another trickster god that fits well, please let me know.
c) Dwarven tank/defender/martial-battlefield-control, probably dedicated to Folgit. Likely build as Spheres Sentinel on one side.
d) A bender of some sort (Maybe just Earth, maybe many elements). Could be Legendary Kineticist + some Spheres class, e.g. Geomancer.

Does anyone applying for Team Good have their concept/crunch mostly nailed down already?


I've put the results of my mechanical musings in an alias, here: Evelynda Mirsdottr, exiled isolationist.


gyrfalcon wrote:

What do applicants / ideas look like for the non-evil party?

I have the bender down pretty well for my good submission, with an Aerokineticist/Soulknife who flys and/or teleports a lot in combat (more a melee and ranged striker than defender)


gyrfalcon wrote:
Does anyone applying for Team Good have their concept/crunch mostly nailed down already?

Well, we have two Diplomancers; one excels at buffs, while another could fill in as a rogue if needed.


Cool! I'll avoid Bender then. FYI, have you read the Legendary Kineticist? I highly recommend it.

-----

Edit : Waskally, who/what are the two Diplomancers?


Ooo, I hadn't seen that Legendary Kineticist was available on spheresofpower! Thanks for sharing, @gyrfalcon!


Actually, my application will be for the Good guys party.

As for now, all I have clear is the character will be casting Force Lightning (basically, Chain Lightning turned into force damage). I don't know what to do with the other half of the gestalt yet - might use it to round up the Jedi concept, or being a bard, or something.

I don't want to be too abusive, so I quickly discarded being Paladin 2/Scaled Fist Monk 1 and etcetera, leaving instead all the abuse cards to be played for the Force Lightning (stacking various bloodlines, feats, etc).


gyrfalcon wrote:
Waskally, who/what are the two Diplomancers?

Rani (JonGarret) and Eladithas (Me)

FYI, a diplomancer is a character who focuses on/has strong Diplomacy scores.


I'll be Charisma focused, but plan on putting exactly zero ranks in Diplomacy.

Questions:

Anything we need to know about mythic abilities? Some of them are known to be broken to Hell and back.

Do non-sorcerers who have bloodlines have access to blood mutations?

Probably more questions; actually, the more things I read, the more questions I have :p


Jereru wrote:
I'll be Charisma focused, but plan on putting exactly zero ranks in Diplomacy.

Only if that's what you want to submit. High Charisma characters are often fun to RP.


@everyone asking questions- Sebecloki is running another recruitment now where he's been more active than this thread for the past few days. Over there he mentioned not wanting to field a bunch of questions, so I wouldn't count on getting many/any answers here. If you're going to apply I think you need to just make what you want to make and hope he likes it.


Monkey and I split up the recruitment so that he'd answer the mechanical questions and I'd answer fluff questions -- if there's outstanding fluff questions I can try to do a round up, I'm trying to keep up with them.

I don't have strong mechanical preferences and monkeygod and I are going to select players together, so I can't know exactly what/how we're making decisions until I can confer with him about it.


One fluff question just because it's itching.

Is Glorantha included somewhere in all the culture mix?


Jereru wrote:

One fluff question just because it's itching.

Is Glorantha included somewhere in all the culture mix?

I'm not hugely familiar with Glorantha, but I am using some of the fluff about the crimson bat of the lunar empire for the Thay/Thassilon era -- the Crimson Bat is going to be one of the bloody elder gods worshipped by the priests of the Scarlet Brotherhood.


This looks like a lot of fun. I have an idea for a Monk(UC)/Inquisitor Champion of Irori (or some other appropriate monastic god). Depending on how tongue-in-cheek the vibe is, he could be vaguely aware that this mishmash of worlds is against the natural order of the multiverse and be questing to restore balance. That's how I imagine an inquisitor of Irori would fit in this setting.

It also means that by taking the Impossible Speed ability I could get his base speed up to 160 ft, which on a run works out to over 70 mph. I'm just imagining this guy running next to a car on the highway, and the image makes me giddy.

Dice Sets:
Set 1: 24d6 ⇒ (5, 5, 4, 2, 6, 3, 6, 5, 3, 2, 6, 6, 1, 6, 6, 3, 3, 2, 3, 5, 1, 2, 4, 5) = 94
Set 2: 24d6 ⇒ (5, 2, 5, 4, 6, 1, 1, 2, 6, 5, 2, 1, 1, 4, 6, 4, 2, 1, 4, 5, 1, 2, 6, 2) = 78
Set 3: 24d6 ⇒ (4, 5, 2, 5, 5, 6, 1, 5, 3, 2, 5, 3, 5, 1, 2, 2, 5, 4, 5, 3, 6, 6, 3, 3) = 91
Set 4: 24d6 ⇒ (1, 5, 5, 3, 6, 4, 2, 3, 2, 5, 4, 6, 5, 3, 5, 1, 4, 2, 4, 4, 2, 1, 1, 1) = 79
Set 5: 24d6 ⇒ (6, 2, 1, 3, 2, 5, 6, 3, 6, 1, 3, 5, 1, 3, 3, 6, 2, 5, 1, 5, 3, 1, 4, 1) = 78
Set 6: 24d6 ⇒ (2, 5, 2, 5, 4, 1, 5, 6, 4, 6, 5, 1, 4, 4, 4, 1, 3, 3, 2, 1, 1, 2, 5, 2) = 78
Set 7: 24d6 ⇒ (2, 4, 3, 4, 5, 1, 1, 6, 5, 2, 3, 4, 4, 4, 2, 4, 6, 5, 3, 5, 5, 2, 1, 3) = 84
Set 8: 24d6 ⇒ (4, 2, 5, 5, 2, 4, 2, 4, 2, 3, 3, 4, 2, 2, 5, 4, 2, 1, 2, 5, 3, 5, 2, 2) = 75
Set 9: 24d6 ⇒ (5, 1, 1, 5, 3, 3, 2, 1, 3, 4, 1, 3, 2, 1, 3, 3, 4, 1, 6, 5, 1, 6, 2, 4) = 70
Set 10: 24d6 ⇒ (2, 4, 1, 6, 4, 2, 4, 6, 2, 4, 4, 6, 3, 3, 4, 6, 3, 3, 5, 3, 1, 3, 5, 2) = 86
Set 11: 24d6 ⇒ (6, 3, 2, 3, 6, 2, 6, 3, 1, 2, 1, 5, 6, 2, 6, 3, 1, 2, 6, 4, 6, 3, 6, 5) = 90
Set 12: 24d6 ⇒ (2, 4, 1, 1, 6, 3, 4, 4, 5, 2, 3, 4, 1, 3, 3, 2, 4, 1, 4, 4, 6, 2, 2, 3) = 74

Rerolls:
Set 1: 2d6 ⇒ (1, 2) = 3
Set 2: 6d6 ⇒ (3, 6, 5, 4, 2, 1) = 21
Set 3: 2d6 ⇒ (6, 4) = 10
Set 4: 5d6 ⇒ (5, 5, 4, 2, 1) = 17
Set 5: 6d6 ⇒ (2, 5, 3, 5, 6, 1) = 22
Set 6: 5d6 ⇒ (1, 5, 2, 1, 5) = 14
Set 7: 3d6 ⇒ (2, 4, 2) = 8
Set 8: 1d6 ⇒ 4
Set 9: 7d6 ⇒ (6, 3, 4, 1, 5, 4, 5) = 28
Set 10: 2d6 ⇒ (6, 5) = 11
Set 11: 3d6 ⇒ (2, 1, 1) = 4
Set 12: 4d6 ⇒ (3, 4, 5, 6) = 18

Re-rolling the 1s
Set 1: 1d6 ⇒ 5
Set 2: 1d6 ⇒ 5
Set 4: 1d6 ⇒ 4
Set 5: 1d6 ⇒ 1
Set 6: 2d6 ⇒ (6, 5) = 11
Set 9: 1d6 ⇒ 4
Set 11: 2d6 ⇒ (4, 1) = 5

Oh for the love of...
Set 5: 1d6 ⇒ 4
Set 11: 1d6 ⇒ 3

All right, then: Set 1! 6, 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 4, 4, 3, 3, 3, 3. Not insanely high, but pretty dang good.

* * *

After a lot of futzing around, I present to you...

Zenkichi Inoue: The Oni who would be a Kami. First draft.

Discourse and Questions:
I know you said not to bother being a canon purist. I’m happy to rework all of the elements here, but I wanted to give a hook in the setting with which I’m most familiar: Golarion. I hope you don’t mind a little tongue-in-cheek fourth wall-breaking recognition. This looks like too much fun not to try. I’m actually keen to avoid 3pp for now and just stick with what I know, or else there would be endless analysis paralysis: more than I’ve already had. I will cross my fingers and look forward to hopefully learning more about this crazy mashup setting! The lore looks like a lot of fun.

I can absolutely ditch the Jade Regent backstory and make something more at-home with the new setting, but I would greatly appreciate a bit of guidance towards where this character would fit best. If I’m scrapping this, then connections with cloud giants and wind yai in the Gates of Firestorm Peak/Dragon Mountain/White Plume Mountain/Castle Whiterock could maintain a good portion of the base concept. Speaking of, if eriktd’s half-giant noble race is acceptable on the table, I might go in that direction. I would likewise love to have more information about that region so that I can tailor my backstory more in that vein.

I also just saw the free archetype. Does that mean that we do not give up the base class powers, but instead gain the new powers in addition? Because that is going to be a lot of fun! Also, I now want a way to get more than one swift action in a turn.

Backstory: Zenkichi Inoue:
The peoples of the world are by now familiar with the rise and fall of the Soto Takahiro, the Jade Regent, and the oni behind the throne: Anamurumon. The wind yai had, for over 450 years, engaged in a conspiracy to flout the Laws of Golden Perfection, eventually siring half-fiend children and tiefling grandchildren to seize the Jade Throne. Soto Takahiro was one of those grandchildren.

Zenkichi Inoue was another one of those grandchildren: one who befriended Ameiko Kaijitsu—Ameiko Amatatsu—the future Empress. Zenkichi helped Ameiko defeat Takahiro and take the throne that was her birthright. Their journey was the stuff of legends, immortalized in bardic tales over the last decade.

But Zenkichi did not set out with Ameiko from Sandpoint/Sandpiper on the Coast of Blades: no, he joined with her in the Forest of Spirits, where he had lived for years, trying to gain communion with the kami and shed his oni heritage. Ameiko and her traveling companions were good-natured and help Zenkichi to recognize that he was not defined by his heritage, but could still be informed by it. He could choose to embrace that which made him unique and forge his own destiny.

Armed with this conviction, Zenkichi came out of his self-imposed exile and stopped listening to the lies that tieflings were destined for ill. He continued honing his body, mind, and spirit as he rededicated his life to the god Irori, and became one of Ameiko’s retainers and leading generals, taking the fight to Minkai and earning the trust of the people. Empress Amatatsu took the throne and began a peaceful rule.

That is how Zenkichi Inoue developed his legend. Where was there to go from here?

Well…

The world broke.

Sort of.

No one really noticed it. Zenkichi didn’t even notice it at first. He would go to visit some monastery that he had been to years before, and it just wouldn’t be there. And then he forgot why he wanted to go there. And then he forgot that it existed. And then his journals were replaced with accounts that he couldn’t really remember. But he always had this vague sense that something was missing.

Something was wrong.

And Zenkichi was resolved to figure out what it was, and put things back together the way they were supposed to be. After all, he had to get back to Empress…oh, what was her name again?

Character Sheet:

Male hungerseed tiefling Perfect Scholar unchained monk 15 /gestalt/ Sanctified Slayer inquisitor of Irori 15, Champion 5
LG Medium outsider (native)/humanoid (human, mythic)
Init +16; Senses darkvision 60 ft.; Perception +25 (+7 to locate traps, +4 vs studied target)

--------------------
Defense
--------------------
AC 38, touch 29, flat-footed 34 (+5 Monk, +4 Dex, +7 Wis, +2 natural, +2 deflection, +4 enhancement, +1 dodge, +2 shield, +1 insight)
hp 205 (15d10+55)
Fort +21, Ref +22, Will +25 (+5 resistance, +1 competence, +1 luck, +2 sacred; +1 trait Fortitude)
Resist cold 5, electricity 5, fire 5
Defensive Abilities ferocity, hard to kill, improved evasion, mythic saving throws, stalwart
Immune disease
SR 13 (vs evil spells)

--------------------
Offense
--------------------
Speed: 110 ft.
Melee: ghost strike unarmed strike +31/31/31/31/26 (4d8+17/19-20/x3)*
Special Attacks: Champion’s Strike (fleet charge), Combat Stamina (17/17), Divine Surge (inspired spell), Enduring Blessing, Ever Ready (+5, +1), Exploit Weakness, Flurry of Blows, Greater Bane (27 rounds/day), Impossible Speed (+50), Inevitable Fist (15 rounds/day), Ki Pool (17), Learn from Failure (+6), Mythic Power (13/day, surge +1d8), Precision, Sneak Attack +4d6, Studied Target (+4, swift), Stunning Fist (16/day), Style Strike (2/rd: flying kick, shattering punch, spin kick), Titan’s Bane
Spell-Like Abilities (CL 15th)
At will—detect alignment
5 minutes/day—zone of truth
15 rounds/day—discern lies
10 rounds/day—haste (self only, free action)
7/day—charm person (DC 24)
3/day—true strike, deadly juggernaut (1 minute), long arm (swift action, 1 round)
2/day—false life
1/day—extended alter self, haste
Inquisitor Spells Known (CL 15th; concentration +22)
5th (4/day, DC 22)—banishment, disrupting weapon, righteous might, wall of silver
4th (4/day, DC 21)—army across time, divine power, enchantment foil, freedom of movement, greater invisibility, litany of escape, protection from energy (communal)
3rd (4/day, DC 20)—channel vigor, claim identity, deadly juggernaut, dispel magic, heroism, invisibility purge, righteous vigor, shield of fortification (greater)
2nd (4/day, DC 19)—acute senses, anticipate thoughts, focused scrutiny, hidden presence, invisibility, litany of duty, resist energy, see invisibility, shared training
1st (4/day, DC 18)—bane, bless, divine favor, ears of the city, false face, heightened awareness, keep watch, litany of sloth, opportunistic loyalty
0 (at will, DC 17)—brand, create water, detect magic, detect poison, guidance, light, oath of anonymity, read magic, stabilize
Domain Reformation inquisition

--------------------
Statistics
--------------------
Str 31, Dex 18, Con 14, Int 14, Wis 24, Cha 8
Base Atk +15; CMB +36 (sunder, trip), +34 (bull rush, drag, grapple, overrun), +33 (dirty trick, disarm, hamstring, reposition, steal); CMD 62 (grapple, reposition, sunder, trip), 60 (other)
Feats: Blind-Fight, Combat Reflexes, Cornugon Smash, Crane Riposte, Crane Style, Crane Wing, Critical Focus, Dazzling Display, Deft Maneuvers, Deific Obedience, Dimensional Agility Dimensional Assault, Dimensional Dervish, Dimensional Savant, Diverse Obedience, Dodge, Dragon Ferocity, Dragon Style, Dual Path (mythic), Extended Bane, Greater Trip, Hammer the Gap, Improved Critical, Improved Grapple, Improved Monster Lore, Improved Outflank, Improved Unarmed Strike, Insightful Advice, Intimidating Prowess, Jabbing Dancer, Jabbing Master, Jabbing Style, Medusa’s Wrath, Mobility, Mythic Improved Critical, Mythic Improved Unarmed Strike, Mythic Power Attack, Outflank, Overwhelm, Powerful Maneuvers, Precise Strike, Pummeling Style, Seize the Moment, Shatter Defenses, Signature Skill (Intimidate), Stunning Fist, Titan Strike (mythic), Violent Display, Weapon Focus (monk); Elephant in the Room, granted: Weapon Finesse, Power Attack, Deadly Aim, Agile Maneuvers, Combat Expertise; Combat Stamina (free)
Traits: Clever Wordplay: Use Magic Device (social), Cunning Liar (region), Dangerously Curious (Magic), Martial Manuscript (Faith), Prolong Magic (Race), Resilient (Combat), Wisdom in the Flesh: Disable Device (Religion)
Skills: Acrobatics +22 (+32 to jump), Bluff +25 (+2 to feint, +4 vs studied target), Climb +14, Diplomacy +25, Disable Device +37, Disguise +5, Heal +11, Intimidate +44, Knowledge (history) +25, Knowledge (religion) +21 (+14 to identify creatures, +4 vs studied target), Knowledge (arcana, dungeoneering, local, nature, planes) +17 (+14 to identify creatures, +4 vs studied target), Knowledge (engineering, geography, nobility) +17, Linguistics +20, Perception +25 (+7 to locate traps, +4 vs studied target), Perform (oratory) +13, Sense Motive +32, Stealth +22, Survival +11 (+7 to identify or follow tracks, +4 vs studied target), Swim +14, Use Magic Device +21; Racial modifiers Disguise +2, Intimidate +2
Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Ignan, Infernal, Kelish, Osiriani, Read Lips, Senzar, Sylva, Taldane, Taldane Sign Language (or other common), Terran, Tien, Vudrani; can read all languages; can write all languages heard or read
SQ: amazing initiative, awaken discontent (7/day), blessed correction (7/day), combat stamina (17), cunning initiative, discern lies, exploit weakness, eye of the sun and moon, fast movement, fiendish resistance, flurry of blows (2), greater bane, improved evasion, improved monster lore (+14), inspired rhetoric, ki pool (17 points; ki strike: cold iron, lawful, magic, silver), ki powers (abundant step, barkskin, ki leech, restoration, shadow walk), learn from failure (+6), lore (+7), monk bonus feats (combat reflexes, dodge/mobility, deft maneuvers, improved critical, medusa’s wrath), prehensile tail, purity of body, recuperation, solo tactics, stalwart, stern gaze (+7), sneak attack (+4d6), studied target (+4), slayer talent (trapfinding +7), teamwork feats (improved outflank, outflank, overwhelm, precise strike, seize the moment), track +7
Gear: Bag of Holding (Type IV), Bane Baldric, Boots of Speed, Cloak of the Hunt, Death Mask, Dusty Rose Prism, Four-Leaf Cover, Goggles of Minute Seeing, Halo of Inner Calm, Headband of Ki Focus, Inquisitor’s Monocle, Juggernaut’s Pauldrons, Ki Mat, Longarm Bracers, Lucky Horseshoe (Communal), Monk’s Robes, Necklace of Spectral Strikes, Pale Green Prism (cracked), Prayer Wheel of Ethical Strength, Ring of Force Shield, Ring of Ki Mastery, Sash of Flowing Water, Stole of Justice, Stonefist Gloves, Swarmbane Clasp, The Master’s Name, Winged Boots, 10,350 gp in miscellaneous wands, scrolls, potions, and other trinkets TBD

Favored Class Bonuses Monk: +1/4 ki point; Inquisitor: +1 spell known (below highest level)

*

Flurry of Blows:
With flurry of blows, medusa’s wrath, ki strike, haste, mythic power attack, studied strike, flanking, bane, hammer the gap, inevitable fist, and jabbing style, the full attack becomes +38/38/38/38/38/39/38/38/33 (6d8+10d6+33/19-20/x3 +2d6 on second strike and +4d6 on third and subsequent strikes, with +1 per strike that hits, for an average of 996 damage if all 9 attacks hit. That’s before the ridiculousness of righteous might, divine power, deadly juggernaut, channel vigor, anticipate thoughts, or whatever else allies might buff. This man is designed to utterly melt things.


Sebecloki wrote:

The Tromek are divided from the rest of the continent by an enormous area of wastes filled with Thri-Kreen, the Skorne from the Iron Kingdoms, the Nothrog Tribes from the Warlords of the Accordlands, the Blasted Lands, Dark Sun (hidden within a great ash storm), the sea of fire from Taladas (gnome tinkers/technomages in levitating cities over a sea of lava), and the city states of Arena from Oathbound.

Also, we'll of course extend the deadline for a sick child -- just take of your family and don't worry about it, we'll work with you.

Thanks, that is kind of you :)

On the Tromek, is it only them there from their setting, or are the seafearing orcs, dwarves and humans near their lands as well?

Also, wanted to post what I had thusfar. Working on the background story in the back and I'll add that when it's done. This is the mostly completed yet still under construction mechanical side of things, along with a cool image in the profile I found that seems passable for an eastern-ish elf.

In short, he is a blind divine samurai and army general for the Tromek (a divine Daimyo)?. His paladin archetypes grant him mostly Iajitsu-related physical attacks and abilities and resolve around lots of flashy drawing and sheathing your Katana/Hirglaif/Nodachi to do cool stuff. He has multiple ways to AoE attack large groups of enemies with them if needed and could thus realistically take on large groups of lesser foes in reasonable time. And it's just cool to have a pathfinder character that can actually do the sterotypical fantasy stuff of drawing and sheating the katana while everything behind you could explode in a cloud of blood!

As a Wyred he has some prior magic training and that is reflected in his oracle spell list and archetype as a lore keeper. Most of his spells were selected on wind and mobility themes along with party support and defensive spells. Keeping with the racial conflicting theme of magic being dishonorable (yet also something necessary) to use according to them, he has 0 spells that directly harm enemies (other than dispel magic, maybe).

He should be a good tank with decent battlefield control and can heal the party pretty well if needed. He also has good party buffs with good hope, inspire courage at +5 and mythic prayer and haste (if he has the time to activate them all). His damage on single targets is okay but not his focus. He has good mobility , some scouting potential (scrying, divination, sensing winds) and decent to good knowledge skills. His weakness is that he's not as good vs non-evil targets and that he has no range capacity other than flying into melee and hitting things.

Oh, and shoutout to ErikTD for helping me out on the spheres of power stuff and the Bushido martial tradition. Thanks for that, and great to see you here too :)


Oookay we have a bard, with a lot of knowledges and Inspire Courage...

So let's remove that from the equation and start the second part of the gestalt all over again.

I'm running out of ideas here, honestly, to avoid ending up with mostly clonic characters.


What kinda thing are you hoping to do, with what kinda theme? There are a lot of third party classes out there, that do a lot of funky things - my personal favourite being the one that lets you build robot servants that can form Voltron as a prestige class - so you should be able to find something you wanna do.


Krynn of the Wyred wrote:
Oh, and shoutout to ErikTD for helping me out on the spheres of power stuff and the Bushido martial tradition. Thanks for that, and great to see you here too :)

Great to see you too! I'm so glad your son is doing better!

The Duelist talents you've added look great to me. It should be a blast for you playing with Path of War and Spheres of Power iajitsu stuff!


Jereru wrote:
I'm running out of ideas here, honestly, to avoid ending up with mostly clonic characters.

What's the one class you have down?


Just popping in to see if there's any mechanical questions that I need to answer. I've been hard at work on my PC, but have been keepin up on this. Wanted to make sure I didn't miss anything.


Krynn of the Wyred wrote:
Sebecloki wrote:

The Tromek are divided from the rest of the continent by an enormous area of wastes filled with Thri-Kreen, the Skorne from the Iron Kingdoms, the Nothrog Tribes from the Warlords of the Accordlands, the Blasted Lands, Dark Sun (hidden within a great ash storm), the sea of fire from Taladas (gnome tinkers/technomages in levitating cities over a sea of lava), and the city states of Arena from Oathbound.

Also, we'll of course extend the deadline for a sick child -- just take of your family and don't worry about it, we'll work with you.

Thanks, that is kind of you :)

On the Tromek, is it only them there from their setting, or are the seafearing orcs, dwarves and humans near their lands as well?

Also, wanted to post what I had thusfar. Working on the background story in the back and I'll add that when it's done. This is the mostly completed yet still under construction mechanical side of things, along with a cool image in the profile I found that seems passable for an eastern-ish elf.

In short, he is a blind divine samurai and army general for the Tromek (a divine Daimyo)?. His paladin archetypes grant him mostly Iajitsu-related physical attacks and abilities and resolve around lots of flashy drawing and sheathing your Katana/Hirglaif/Nodachi to do cool stuff. He has multiple ways to AoE attack large groups of enemies with them if needed and could thus realistically take on large groups of lesser foes in reasonable time. And it's just cool to have a pathfinder character that can actually do the sterotypical fantasy stuff of drawing and sheating the katana while everything behind you could explode in a cloud of blood!

As a Wyred he has some prior magic training and that is reflected in his oracle spell list and archetype as a lore keeper. Most of his spells were selected on wind and mobility themes along with party support and defensive spells. Keeping with the racial conflicting theme of magic being dishonorable (yet also something necessary) to use according to...

The only other thing I might imagine in that area is some kind of Ogre-mage culture that resembles the Seanchan from wheel of time -- they enslave/psionically dominate or otherwise enchant other magic users and use them as weapons.


Alright, so I've read through a lot of stuff and think I'll stick to bard... I really wanted to have a knack with knowledges. The performances, well, I can always pick different ones.

This character was born to protect the world against outside/alien menaces and, as such, he wanders around collecting small pieces of occult and obscure lore so as to be prepared for whatever would come from somewhere else with dishonest intentions.

The Eldritch Godling half of the gestalt gives him his tools of war - spells (specially chain lightning, which he can change between electricity, cold, fire, acid and sonic). The other half will be Legendary Bard, which is customizable enough to not step on anyone's toes (but keeping the bardic knowledge). I'm not sure I want to keep the bard spells - I might change it for any other cool class feature.

Now I only need to put all together.


Eldritch Godling/Bard sounds awesome! Coming in with the Arcane Power & Knowledge!!


@Seb thanks. Can some stuff the parts of settings that didn't make it in be referenced as legends or such the people don't exactly know how they came to be?

@Monkey Since you asked, i was wondering, for custom magic items, what is the cost of an item having a specific feat? If i google it, i get results of 3 k to 15 k cost per feat. Suppose i wanted to craft a greater gloves of the healer that allows someone to spend 10 uses of LoH to cast a raise dead, as per the ultimate mercy feat. That normally requires greater mercy as a prequisite feat. What is a fair cost for that? Or to add something like lingering performance to a Golden helm of Battle Command?

Also, regarding the baseline numbers, my paladin is projected to overshoot the saves by a lot due to his high charisma. To what degree does that matter to you for selection purposes?


Sebecloki wrote:
Monkey and I split up the recruitment so that he'd answer the mechanical questions and I'd answer fluff questions -- if there's outstanding fluff questions I can try to do a round up, I'm trying to keep up with them.

I asked twice if the fluff for the faefolk would fit with your vision for the campaign world? And also if their city seemed like it would work?

Monkeygod wrote:
Just popping in to see if there's any mechanical questions that I need to answer. I've been hard at work on my PC, but have been keepin up on this. Wanted to make sure I didn't miss anything.

I asked twice if the mechanics for the faefolk (and faelfolk nobles) were acceptable?


Giant Halfling wrote:
Sebecloki wrote:
Monkey and I split up the recruitment so that he'd answer the mechanical questions and I'd answer fluff questions -- if there's outstanding fluff questions I can try to do a round up, I'm trying to keep up with them.

I asked twice if the fluff for the faefolk would fit with your vision for the campaign world? And also if their city seemed like it would work?

Monkeygod wrote:
Just popping in to see if there's any mechanical questions that I need to answer. I've been hard at work on my PC, but have been keepin up on this. Wanted to make sure I didn't miss anything.

I asked twice if the mechanics for the faefolk were acceptable?

Feywilds is the name of the dimension in 4e -- we should come up with a different name. I already answered I think there's place for that kind of concept in the Old Margreve forest we can stick in the Heartlands region. It should emphasize the Grimm's fairytale/dark fantasy element.


You did say that, yes, but that was before I posted the spoilers with specific thoughts about the people and their city... the stuff in the spoilers in the linked posts is all fine?


Giant Halfling wrote:
You did say that, yes, but that was before I posted the spoilers with specific thoughts about the people and their city... the stuff in the spoilers in the linked posts is all fine?

I can't tell what you're pointing at -- is this referring to the fluff in the same spoiler as the racial stats post (that's the post your link goes to).


Yeah, there's a paragraph or so about the faefolk and another about faefolk nobles in the spoiler with the mechanics and I just wanted to make sure those bits of fluff were consistent with the type fey-land and fey-people you were envisioning. And then the second post I linked has its own spoiler with a couple paragraphs about the city where faefolk and humanoids interact and I wanted to make sure that fit your vision as well.


The second link goes to this post -- is there something else?

Giant Halfling Mon, Jan 24, 2022, 09:32 pm | FLAG | LIST | REPLY
+
Othlo Janke
Faefolk:
That took longer than expected to write up, so I'll have to post more tomorrow, but I have some thoughts about the city I mentioned and about a character: a servant of the Eldest (ancient fey of godlike power), probably built as an inquisitor/swashbuckler. In the meantime I'd love feedback from one or both GMs on the race(s).
@Monkeygod- I'm just making one submission and he'll be neutral (and open to working with either party).


For simplicity sake, here's the relevant bits:

Faefolk
My idea for the faefolk is that they are, for the most part, very humanoid-like fey. They're typically more capricious than most humans or elves but otherwise act more like those races than like many of their fey kin. They look a lot like half-elves (with pointed ears and angular features, but not to the extent of full-elves) but their hair and eye colors vary a lot more (with eye colors including blue, green, amber, and purple, and hair ranging the full spectrum from red to violet, plus white and black). Their society is sharply split between commoners and nobility, the latter of which possess powers well beyond their kin.

Faefolk Nobles
The most obvious distinguishing characteristic of noble faefolk is that they possess wings. The appearance of their wings vary greatly and include feathered (sometimes in brightly colored plumage), bat-like, translucent insectoid, and butterfly or moth-like. Within related clans all nobles have the same type of wings (though the markings vary) and marriages are usually always within the same clan (or set of related clans); in mixed marriages, each child will take after one parent and associate with their clan. Faefolk nobles are organized into houses which are not dictated by their family or clan but by what special power they possess. Faefolk scholars debate whether nobles are born into specific houses or if they unconsciously select their gift (and therefore house) before it manifests; in either case, it is agreed that dividing clans into separate houses and composing houses of members of many different clans is a vital safeguard against any one clan or house gaining too much power and influence.

Faefolk City
Glenhaven, as its name is rendered in the common tongue, is a large city on the outskirts of the Feywilds, in the Heartlands. Also known to nearby humans and halflings as Faeholm or the Emerald Citadel, it is the center of culture and commerce for the Faefolk, a race of very humanoid-like fey. The city is surrounded by a high wall of carefully cultivated, densely packed thorn bushes, run through with creeping vines that lash out violently at any one tries to attack the wall or force their way through it. Inside, it's divided into three districts.

The Verdant Vale, the innermost district, is surrounded by its own wall, very much like the one that surrounds the city. Inside, the Faefolk nobles dwell in large manors with lush gardens. At the center stands the grand Hall of Houses where nobles gather in their houses to discuss and debate their activities and the leaders appointed over each of the seven houses gather in council to govern over the city and the surrounding hinterlands in the Feywilds.

Evenglade and Morndell together form a ring around the Verdant Vale. Morndell, on the east side of the city, forms only a quarter or a third of that ring. It is home to many of the Faefolk's merchants and houses a sprawling market, inns and boarding houses for visiting humanoids, and many forms of entertainment including theaters, concert halls, taverns, brothels, and gambling houses. The majority of the Faefolk live in Evenglade, in much more modest accommodations than the nobles. Evenglade is also home to a few inns and tavern (and even some entertainment) for fey visiting from the deeper in the wilds (or from the first world itself), along with the city watch, courthouse, a military academy, and several colleges. Few humanoids venture into Evenglade but Morndell is one of the few places in the world where a half-orc might be found haggling with a leprechaun or a gnome buying drinks for a pixie.


Faefolk are fine, as are their noble counterparts.

However, feel free to boost their skill bonuses to +2 without spending the extra RP. +1 just seems so off, and a bit sad to me, lol.


Monkeygod wrote:

Faefolk are fine, as are their noble counterparts.

However, feel free to boost their skill bonuses to +2 without spending the extra RP. +1 just seems so off, and a bit sad to me, lol.

Thank you!


Ok, I'm going with a trap launching, stealthy, thing-knowing Spheres Scholar.

@MG, I like the idea of sticking to a benchmark. I have to say, i think it'll be a challenge to not be blue+ for everything at L15, given current could rules (high rolls + custom races + gestalt + 3PP + high cash + ABP). I'm having trouble fitting under blue for much of anything, and from the builds i see, i think I'm not alone.

Some thoughts:
1) keep the L15 benchmark, and lower ability scores (and maybe some other things).
2) raise the benchmark to a different level (maybe L20, or even higher, if we don't time down bit power)

I think either way, I'd appreciate a ceiling for ability scores added to the benchpress (whether it's 26 or 40 or what not) since high key stats chance DCs and etc

1 to 50 of 408 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The Rod of Seven Parts: An Epic PF1e Mythic Campaign in Mashup Homebrew All Messageboards

Want to post a reply? Sign in.