Kisarta: Adventures Beyond Death (Inactive)

Game Master Seer of Shadows


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Veegees wrote:

Is the no templates rule solely for balancing reasons?

Like if I offered to take a hit to one of my class levels (so I'd be a level 8 cleric and a level 6 fighter for instance) would you consider letting me take something like the vampire or half-dragon template? Or something along these lines.
Or would you prefer to just not deal with templates?

Balance is one component that influenced my decision, yes. As someone who has been the GM for a template-happy table for over a decade now, I know the various pitfalls that can crop up in those games and decided to avoid those for this campaign.

Giant Halfling wrote:
If we end up with both a familiar and an animal companion, could we gestalt them and just take an animal companion and give it the bonuses a familiar would get too?

That has been allowed at my table in the past if a player is willing to take Improved Familiar. I'm willing to allow it here as well for the same price.

Ikatarii wrote:
Even though companions are single classed, do we just apply the max HD +1 per level? What about extra feats, considering characters getting 1 every level?

Companions do not receive the same benefits as player characters in this game.

Storm Dragon wrote:

I'd like one of his classes to be the Spheres of Power Shifter, taking the Braineater feats from the Alienist Handbook (details are also listed on the Shifter page). Maybe with Martial Shifter, maybe not. Not sure if I wanna go the Champion route, but probably will.

Second class I'm less sure about.

Maybe Prodigy? Since you're familiar with Spheres I'm sure you're already aware of Prodigy's reputation, so I'm not sure if you think it's OP in some manner or not.

I'm also mulling over just Incanter or Conscript.

This would also come with a request for the following Spheres themselves:

Alteration (obviously)
Mind
Life
Blood
Wrestling
Brute

All of those are cleared for use. Let it be known that none of the common exploits for the Prodigy, such as infinite link exploits, will be allowed to take place within the game.

Honestly though, Prodigy is far less of a concern to me than Sage, which can break the game in ways that baffle the mind with comparably less work. Thirty foot reach full attacks/combat maneuvers/attacks of opportunity that target touch AC, the ability to have an indefinite +14 bonus to all mental scores (or slightly less to all physical scores) at the very minor cost of having to spend a swift action to maintain the effects after building it up over six rounds, and more can all be done with Sage.

Almonihah wrote:
Hmm... I was looking at the PDF I have for making sphinxes a playable ancestry, and realizing it's not easily accessible anywhere... Perhaps I could PM you the basic stats?

Which PDF is it from? Is it Legendary Races: Sphinx or one of the others that feature playable sphinx races?


Do you know much about the Dragon Age universe?
I just came up with an idea to play as a mage from there but I'm not sure how it would work with the Fade not being a thing in Kisarta.


I would like to request both the Soulforge and Thug for approval.


So we need to roll here for HP for companions?


Hi!

Last page I linked some pre-selections for you GM to approve.

I'll link them again.

Spoiler:

Eldritch Godling

Spellcasting Attribute: Strength
Spell List: Cleric/Oracle
Favored Class Bonus: +1/2 Divine Trait

1st LEVEL
Ascendancy
·Major Ascendancy: Uncommon Element (Su): Choose one of the following damage types: acid, force, sonic. Whenever the godling casts a spell from her godling spell list that deals hit point damage, she may change the type of damage it does to the selected damage type. The spell loses any of the following descriptors: acid, cold, electricity, fire, force, and sonic. It gains the type of damage it now deals as a descriptor. (Sonic)
·Minor Ascendancy: Talent for Mysticism (Su): You gain a bonus Scion talent.
··Scion Talent: Force of Brawn (Su): You may add your Str mod, rather than any other ability scores, to your saving throws.

2nd LEVEL
Lineage Domain
·Weather Domain
+1 Divine Trait (FCB)

3rd LEVEL
+1 Divine Trait

4th LEVEL
+1 Divine Trait (FCB)

5th LEVEL
Ascendancy
·Minor Ascendancy: Eldritch Magic (Ex): You may add one spell from any spellcasting class’s spell list to your class spell list. A cleric/wizard spell becomes a godling spell of the same level. A druid or witch spell becomes a godling spell one level higher. Any other spell becomes a godling spell three levels higher. The spell is simply added to your godling class list, you do not automatically learn it.

6th LEVEL
+1 Divine Trait (FCB)

7th LEVEL
+2 Divine Traits

8th LEVEL
+1 Divine Trait (FCB)

DIVINE TRAITS (Total: 7 points)

·Divine Portfolio I: (Nature Mystery) The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfilling the revelation’s prerequisites). (1 Point)

·Mystic Inheritance I: (Orc Bloodline) The godling selects one sorcerer bloodline or wizard arcane school. If the godling selects a bloodline, he gains the bloodline arcana and the bloodline power gained at 1st level. (1 Point)

·Mystic Inheritance I: (Goblin Bloodline) The godling selects one sorcerer bloodline or wizard arcane school. If the godling selects a bloodline, he gains the bloodline arcana and the bloodline power gained at 1st level. (2 Points)

·Mystic Inheritance II: (Orc Bloodline) The godling selects one sorcerer bloodline or wizard arcane school he has already selected with mystic inheritance I. If he selects a sorcerer bloodline, he gains a power granted by the bloodline at 7th level or lower. (2 Points)

1 leftover point (will see if I can get a free one somehow to buy Divine Portfolio II).

3PP FEATS
Elemental Boost
Emergent Divinity


All right, here's the fighter/ranger I originally wanted to play. First time gestalt, never used a fighter or ranger in 1E, been forever since I was a martial...this should be fun.

Terisa has been a vampire for several years prior to this, though I built her as a human of course. She's not going to be happy to see her afterlife.

No archetypes for her, though I did consider it. I might still change my mind on that. She hates the undead with a passion.

General role: walk up to enemy, engage the Cuisinart.


Seer of Shadows wrote:
Which PDF is it from? Is it Legendary Races: Sphinx or one of the others that feature playable sphinx races?

The one I had was the "52-in-52 Playable Ancestries: Sphinx" one, which I'm pretty sure is still accessible only by buying the whole big pack.

That said, I've now purchased Legendary Races: Spinx and like their handling of it, so if it's approved I'll build out my idea with it. :D Since it goes with the racial class route (and that class is exactly eight levels long), I'd probably go with either Sphere Arcanist or Hedgewitch for my other class...

I think this is my list of things I'd like to know if they're approved:

Sphere Arcanist
Hedgewitch
The Transformation and Hybrid Transformation feats, so I'd have a more human-sized option for fitting into buildings
I'm debating about the Forbidden Knowledge oath--knowing ancient secrets which twist her mind in inhuman (Er, in-sphinx-ian?) ways would be thematic for the character, but the madness system is... not great, so even if approved I'm not 100% sure I'd go with it
I'm also not sure what Spheres of Power spheres I'd want at the moment... if I go Sphere Arcanist I might want access to a lot of them, given I could switch around to a degree.
I might want Extra Combat Talent and the Spheres of Might Scout sphere.

I think that's the list to start. The basic concept is that she was an ancient and powerful sphinx who viewed the universe as one grand riddle and so went delving into ever more obscure lore to 'solve' it, until one day she found a remnant of the creation of the planes, and was so absorbed in a moment of enlightenment it brought upon her that she was too late to escape from the unstable planar remnant shattering, killing her in the midst of her greatest discovery.


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For those who might know, yes I'm thinking of building Rahlmaat for this campaign. :D


Hello! I'd like to bring in 2 potential options, depending on your DM style

How do you like to run your games, and what is your general thoughts on Divinations and Illusions? For example, how do you feel about someone using divinations to plan aggressively ahead? How much planning do you think we'll be able to get away with? In addition, how much will we be able to set up the field?

I have three potential options here that I would just like to propose until I actually try to apply:

Option 1: What's essentially a melding of a traditional wizard with The Doctor to pull s&$% out my rear exactly as I need it, pull so many tricks out my sleeves, and use traps in order to get what I need.

Option 2: The strategist- Someone focused on supporting, orienting, buffing, and working with their team from the backlines as a remote support person. Basically designed around providing personal ranged buffs to the party.

Option 3: The Ghost of the East Indian Trading Company (Or similar corporation). AKA, a living corporation that is currently attempting to pull things out their rear, desperately trying to stay alive in a world that is foundationally not designed for it as something that exists for a world that does not exist anymore.

The exact stuff I'll need for each concept is going to be provided when I decided on the concept, but I want to make sure I'm not bringing in a concept that goes against what you think is fitting for the game.


Getting to be about done. Just need to spend the rest of my gold to fill out the spellbook and pick up some odds and ends then start putting the fluff down to print.

Not digging into any 3pp stuff just wizard/kensai stuff.


Regarding Godlings: Godlings seem to be a very popular request here. However, I want to clarify my position on them and their place in this game. Please read the following paragraph in full for more details.

All full and complete gods who awaken on Kisarta do so within the Nameless Abyss as either the slumbering False Stars within that Dominion's sky or as the amnesiac Starchildren, which makes them incompatible for the purposes of this game. Gods who were separated from their divinity, such as the concept discussed between TarkXT and I in the interest check, or demigods akin to pre-PF2e Arazni or Herakles/Hercules are exceptions to this rule and awaken within the Cemetery of Lost Souls. This makes them compatible.

Apologies for not stating this earlier. It doesn't seem like my clarification will invalidate any concept thus far, thankfully.

Veegees wrote:

Do you know much about the Dragon Age universe?

I just came up with an idea to play as a mage from there but I'm not sure how it would work with the Fade not being a thing in Kisarta.

Dragon Age: Inquisition DLC Spoilers:
Considering the Trespasser DLC for Inquisition revealed that the Fade is just a large chunk of the world's magic- and pieces of Thedas whose existence was tied to that selfsame magic- that was splintered off by Solas/Fen Harel to contain the evil god-kings of the elves known as the Evanuris. Mages possess the ability to use magic because they have a connection to the Fade, i.e. the world formed of the magic sundered from Thedas. Therefore, mages who journey to worlds whose ambient magic is still intact should be able to use magic normally, even if the experience may feel foreign since they no longer have to draw power from the Fade. That is my opinion on the matter in any case.
Monkeygod wrote:
I would like to request both the Soulforge and Thug for approval.

Thug is cleared for use. I need to do a little more testing on a few interactions with Soulforge to determine whether to clear it or not.

Ikatarii wrote:
So we need to roll here for HP for companions?

My apologies for that misconception. Everything in this campaign, from players and their companions to NPCs and enemies, will have maximum HP values. Random statistical variance is something I generally avoid in my games.

Jereru wrote:

Eldritch Godling

Spellcasting Attribute: Strength
Spell List: Cleric/Oracle
Favored Class Bonus: +1/2 Divine Trait

1st LEVEL
Ascendancy
·Major Ascendancy: Uncommon Element (Su)
·Minor Ascendancy: Talent for Mysticism (Su)
··Scion Talent: Force of Brawn (Su)

2nd LEVEL
Lineage Domain
·Weather Domain
+1 Divine Trait (FCB)

3rd LEVEL
+1 Divine Trait

4th LEVEL
+1 Divine Trait (FCB)

5th LEVEL
Ascendancy
·Minor Ascendancy: Eldritch Magic (Ex)

6th LEVEL
+1 Divine Trait (FCB)

7th LEVEL
+2 Divine Traits

8th LEVEL
+1 Divine Trait (FCB)

DIVINE TRAITS (Total: 7 points)

·Divine Portfolio I: (Nature Mystery)(1 Point)

·Mystic Inheritance I: (Orc Bloodline)(1 Point)

·Mystic Inheritance I: (Goblin Bloodline)(2 Points)

·Mystic Inheritance II: (Orc Bloodline) (2 Points)

1 leftover point (will see if I can get a free one somehow to buy Divine Portfolio II).

3PP FEATS
Elemental Boost
Emergent Divinity

All of those are cleared for use. My apologies for somehow overlooking your request.

Terisa Nightranger wrote:

Terisa has been a vampire for several years prior to this, though I built her as a human of course. She's not going to be happy to see her afterlife.

...

She hates the undead with a passion.

It would be interesting to see how she reacts to her situation, moreso when she discovers the threat of the Hollowing.

Almonihah wrote:
The one I had was the "52-in-52 Playable Ancestries: Sphinx" one, which I'm pretty sure is still accessible only by buying the whole big pack.

Strange, I have never heard of those books. Are they for sale here or on DTRPG?

Almonihah wrote:

That said, I've now purchased Legendary Races: Spinx and like their handling of it, so if it's approved I'll build out my idea with it. :D Since it goes with the racial class route (and that class is exactly eight levels long), I'd probably go with either Sphere Arcanist or Hedgewitch for my other class...

I think this is my list of things I'd like to know if they're approved:

Sphere Arcanist
Hedgewitch
The Transformation and Hybrid Transformation feats, so I'd have a more human-sized option for fitting into buildings
I'm debating about the Forbidden Knowledge oath--knowing ancient secrets which twist her mind in inhuman (Er, in-sphinx-ian?) ways would be thematic for the character, but the madness system is... not great, so even if approved I'm not 100% sure I'd go with it
I'm also not sure what Spheres of Power spheres I'd want at the moment... if I go Sphere Arcanist I might want access to a lot of them, given I could switch around to a degree.
I might want Extra Combat Talent and the Spheres of Might Scout sphere.

All of those options are cleared for use.

Almonihah wrote:
I think that's the list to start. The basic concept is that she was an ancient and powerful sphinx who viewed the universe as one grand riddle and so went delving into ever more obscure lore to 'solve' it, until one day she found a remnant of the creation of the planes, and was so absorbed in a moment of enlightenment it brought upon her that she was too late to escape from the unstable planar remnant shattering, killing her in the midst of her greatest discovery.

That concept is intriguing and would fit really well within Kisarta. There are plenty of cosmic enigmas to be found within the eight infinities beneath the Pale Sun's light.

Lawful Lilly wrote:
How do you like to run your games, and what is your general thoughts on Divinations and Illusions? For example, how do you feel about someone using divinations to plan aggressively ahead? How much planning do you think we'll be able to get away with? In addition, how much will we be able to set up the field?

I generally reward cleverness, forward-thinking, and tactical ingenuity in my players. This game is a semi-sandbox where the direction, pacing, and even the emergent plot of the game are ultimately determined by the party and, as such, you should have exponentially more freedom here compared to other games.

Lawful Lilly wrote:

I have three potential options here that I would just like to propose until I actually try to apply:

...

The exact stuff I'll need for each concept is going to be provided when I decided on the concept, but I want to make sure I'm not bringing in a concept that goes against what you think is fitting for the game.

There are few concepts that I would immediately label as unfitting for this game and none of yours seem to belong to those categories. I will list those incompatible character concepts for clarity's sake.

The first are full-blown gods, as those will awaken within the Nameless Abyss as Starchildren and not the Cemetery of Lost Souls within Limbo. Demigods and gods who were separated from their divinity are exceptions to this rule.

The second are murderous and/or treacherous psychopaths. Playing as an expy of The Joker can be fun for the individual, but it rarely is for the rest of the table.

Lastly are those characters who are already established on, or have some knowledge of, Kisarta. The set-up for the game is that all of the characters are freshly-awakened and, thus, new to Kisarta's unique eccentricities whether the players themselves are or not. Any character whose concept exists in opposition of this is, therefore, incompatible.


If chosen I look forward to seeing how Terisa handles this place. She's got issues of her own to deal with first. She does know who blasted her to bits for that matter.


I have a few ideas in mind but I'll start with a couple of the more solid ideas.

The 1st is a kobold from Golarion who worshipped Apsu and will be very sad after his death when he doesn't arrive in Apsu's demiplane, the Immortal Ambulatory.
Would you allow the racial sub-type from here, so that kobolds don't suck.
I would also like to use the sphere warpriest and sphere bloodrager if permitted.

The 2nd idea I'm a bit less sure about. It would be a human from Golarion who was seeking immortality and almost managed to become a lich before thier death.
I'd like to use this archetype. Although that would likely be dropped for just the base class when they eventually turn "good".
I feel like I would only go with this idea if all the other players are cool with it (and you of course).


Extremely interested, looking to create a former Necron Phaeron who died and awoke to find his powers and riches greatly reduced. Once a ruler of an entire dynasty of undying legions, now a nameless nobody once more.

How viable or flavor-fitting is higher tech stuff? Was looking at some sort of wizard/artificer combo in order to emulate their higher powered tech level and ‘science magic’, how appropriate is this idea?

Not sure how familiar you are with the Warhammer 40k universe, but Here is some lore on their abilities, though of course he or she wouldn’t start out so super powered, because of the whole death thing.


So, I've been bouncing around between a bunch of ideas, and I have one that I'm sure isn't as powerful as many of the other posted or mentioned builds but I'm finding it particularly interesting from a fluff perspective. The core concept is a former servant of Kelinihat (the Empyreal Lord of espionage and spies) who hunted fiends in the Shackles and Cheliax (probably as an inquisitor); she uncovered a cult that was performing a big ritual to grant their demon-leader divine power and died sacrificing herself to close the portal they'd opened. She woke up in Kisarta surprised not to be in Celestia but decided that there must be a divine purpose for her there. Mechanically, my thought was to make her a godling (with inquisitor type skills) who believes that her new found powers are a reward from Kelinihat, but in reality they are a consequence of the power she absorbed interrupting the ritual (so she'd have no idea she has become/is becoming some kind of demi-god). This has raised a bunch of questions though...

That fits with how you're working godlings in this setting, right?

I was thinking of maybe going mighty godling/adept godling for my two classes (which seems less mechanically beneficial than stacking a godling with another class, but really embraces the theme); you're allowed to multiclass between those two, but I figured I better ask if its ok to gestalt them?

I haven't looked at any 3pp domains at all, but I'd have potentially like 3-4 domains to pick... if I took a (standard paizo) domain a second time could I apply two different subdomains to it, so that I could trade out both the 1st level and 8th abilities? (usually you can't take 2 sub-domains on the same domain because they'll both modify 1 or more of the same domain spells, but godling's lineage domains don't grant spells at all, so I thought I'd ask if you'd let that slide)

Finally, would you allow heritage feats from dreamscarred press (specifically, vestigial wings and aerial wings)? There's a bunch of other ways I could start with wings/flight but that one fits with my idea the best.


Monkeygod wrote:
I would like to request both the Soulforge and Thug for approval.

In addition to clearing the Thug class in my previous post, I will also clear the Soulforge class for use, albeit with the caveat of fixing any issues that I missed during my theorycrafting.

Veegees wrote:

Would you allow the racial sub-type from here, so that kobolds don't suck.

I would also like to use the sphere warpriest and sphere bloodrager if permitted.

...

I'd like to use this archetype. Although that would likely be dropped for just the base class when they eventually turn "good".

Those are all cleared for use.

Veegees wrote:

The 2nd idea I'm a bit less sure about. It would be a human from Golarion who was seeking immortality and almost managed to become a lich before thier death.

...

I feel like I would only go with this idea if all the other players are cool with it (and you of course).

I don't have an issue with the concept and few places are as fitting for the exploration of such a character as Kisarta.

bigrig107 wrote:

Extremely interested, looking to create a former Necron Phaeron who died and awoke to find his powers and riches greatly reduced. Once a ruler of an entire dynasty of undying legions, now a nameless nobody once more.

...

Not sure how familiar you are with the Warhammer 40k universe, but Here is some lore on their abilities, though of course he or she wouldn’t start out so super powered, because of the whole death thing.

Warhammer 40K is a setting that I both enjoy and am well-acquainted with. In fact, one of the NPCs I created that could potentially be encountered in the starry void of the Nameless Abyss is herself a Necron Phaerakh.

bigrig107 wrote:
How viable or flavor-fitting is higher tech stuff? Was looking at some sort of wizard/artificer combo in order to emulate their higher powered tech level and ‘science magic’, how appropriate is this idea?

Tech fits Kisarta as well as magic or psionics, but it isn't quite as prevalent in most Dominions. The Dominion known as the Nameless Abyss has a quite a bit of it and a few of the new magic items in the 5e setting books include futuristic technology such as a rifle that fires condensed solar plasma, a speed-enhancing exoskeleton, and a cybernetic enhancement/stasis pod. So there is a precedent for both hard technology and magitech in the setting.

Giant Halfling wrote:
That fits with how you're working godlings in this setting, right?

More or less. I don't take umbrage with godlings as long as they are are less than a proper god upon arrival. So demigods both in the risen heroes and classic Grecian senses of the word, divine-touched heroes, and gods separated from their divine power are all acceptable to me.

Giant Halfling wrote:
I was thinking of maybe going mighty godling/adept godling for my two classes (which seems less mechanically beneficial than stacking a godling with another class, but really embraces the theme); you're allowed to multiclass between those two, but I figured I better ask if its ok to gestalt them?

I don't foresee an issue with gestalting them. You will have access to a swathe of domains, but that's not game-breaking by any stretch of the imagination.

Giant Halfling wrote:
I haven't looked at any 3pp domains at all, but I'd have potentially like 3-4 domains to pick... if I took a (standard paizo) domain a second time could I apply two different subdomains to it, so that I could trade out both the 1st level and 8th abilities? (usually you can't take 2 sub-domains on the same domain because they'll both modify 1 or more of the same domain spells, but godling's lineage domains don't grant spells at all, so I thought I'd ask if you'd let that slide)

That would be acceptable.

Giant Halfling wrote:
Finally, would you allow heritage feats from dreamscarred press (specifically, vestigial wings and aerial wings)? There's a bunch of other ways I could start with wings/flight but that one fits with my idea the best.

I would allow that, with the caveat that any given character may only pursue a single heritage feat chain.


Seer of Shadows wrote:
Ikatarii wrote:
So we need to roll here for HP for companions?
My apologies for that misconception. Everything in this campaign, from players and their companions to NPCs and enemies, will have maximum HP values. Random statistical variance is something I generally avoid in my games.

Does this mean familiars will have their master's full HP or still halved?

I'd like your thoughts on a first party feat line, specifically whether you would allow the Possessed Hand feat chain to qualify for feats in the Countenanced Carbuncle chain. There's intense overlap between them, as the first two are effectively the same in both.

The Carbuncle feats are first party Paizo but were made for the World of Vampire Hunter D splat, hence the split and overlap.


Okay, awesome! Gonna get to work then. Leaning towards an aero kineticist /wizard to get some of their gauss blaster and magical tech feel. Looked at one of the 3rd party artificer options, but didn’t really like where it was going.

If anyone has any recommendations for a good artificer class, feel free to shoot it my way!


Been looking through races for my phaeron, and while android is workable, I would like to ask for access to the old 3.5 warforged race. As well as the war forged specific feat Adamantine Body, to approximate his Necrodermis body.

If approved, I would likely switch to a divine class for my caster half, as 35% spell failure is sorta crazy. Makes sense flavorfully for necrons tho, they never did like sorcery.


@Seer of Shadows- awesome, thank you! I'll get to work on her right away. A follow up question: are the godling feats divine traits focus, emergent divinity, and extra talent allowed? I apologize if any of these have already been addressed (I know you cleared emergent divinity for Jereru already, but you said case by case so I didn't want to presume too much).

bigrig107:
A firearm with the conductive enchantment paired with most types of kineticist could (imo) make for an interesting/effective high-tech weapon. You'd only be able to do it once a round (so vital strike might be worth looking at, for once) but you could add elemental or gravity damage (or just extra physical damage) plus have some options for like entangling/slowing/pushing/whatever with your infusions. You could also combine that with the spellslinger archetype in order to fire spells through your firearm but I know there are mixed feelings about how effective that archetype really is (you almost have to dip gunslinger to get quick clear if you're going to cast spells through your gun).

I'm not super familiar with warhammer 40k, but the other thing that springs to my mind is that I've always wondered how effectively you could create a type of power armor with a synthesist summoner. I'm not sure how well you could do something like energy weapons, but you could definitely add extra armor, flight, built-in weaponry, and that sort of stuff... I don't know, it might be worth looking at?


Oh that is actually a wonderful idea, hadn't thought of synthesist. Could use that as his armor's effective power level, playing it as his wires and such being damaged or his power cell being empty until it's recharged.

I'll have to take a look into that, see how well it works.


bigrig107 wrote:
If anyone has any recommendations for a good artificer class, feel free to shoot it my way!

For something dedicated, Drop Dead Studios Artisan is gooif different, as is the 3.5 conversion on the enberron artificer. For something where it is a primary tool but not the only tool, Spheres of Power has the Essence Smith blacksmith, and Akashic Magic has the Vizier.


Doot. My mind is racing!


I've written something about my character, Rehgar Earthfury:

Rehgar:

Rehgar was born in a prominent family of a small clan in Draenor. He was raised to be an important figure in the clan, someone to stand beside the chieftain, though a neighbour ogre clan defeated them in a war and those orcs that weren't killed were sold as slaves.

Rehgar's potential was so high that he was quickly assigned and trained as a gladiator. He spent many years fighting, changing hands here and there, already in Azeroth, until he managed to buy his freedom. Even then, he still fought for fame and riches, for this was the only thing he could do well, and he even ended up having his own gladiators.

All of this ended when he met Thrall. Rehgar saw in him not only a fellow ex-gladiator, a charismatic leader and a wise shaman - he saw all at the same time and, most importantly, someone who cared. By genuinely looking after his people, Thrall gained the hearts of many orcs - and more than orcs. Rehgar felt at home for the first time in many years, so he left his old life and embraced the Horde.

He discovered a knack for shamanism, an ease for manipulating the magic ways to ask the spirits for favours. Thrall himself taught him, and the relationship between master and student quickly became closer and turned into friendship. Rehgar managed to merge his fighting prowess with the shaman ways, and he participated in many battles for the Horde where his ability to use the elements in battle was decisive.

After some time, Rehgar started acting as Thrall's advisor. Not because he was wiser or more capable than the Warchief, but because he openly spoke the truth - something a good leader knows how to appreciate. Even when Thrall retired from his position, he introduced Rehgar to the Earthen Ring, the group of shamans dedicated to maintain elemental balance in Azeroth. Rehgar felt useful and appreciated, and he even built a family.

But every time you roll the dice for a chance of failure, the possibility comes closer, until one day you score. During a mission for the Earthen Ring he found his demise at the hands of some wild elementals. At that very moment, he felt happy for the things he had accomplished, but a final worry about the future of the Horde and its new Warchief still lingered.

Rehgar is a very, very strong orc, with muscles built during his gladiatorial era. He cuts his black hair in whatever fashion so as to feel comfortable, and decorates his greenish skin with war paint. The tribal motives he applies to it make him even scarier, a skill he learned also while fighting for money, and help him stand out. He can use - and has used - any weapon, though his favourite is a big war falchion, decorated with a thunderbird as the pummel, a present from a quest in which he helped restore Prince Thunderaan as the Lord of Air.

Our hero has evolved from being almost a psycho-killer to a tempered warrior and medicine man. Age and events have helped him being more calmed and tolerant, and he's learned life is not always fair. As a warrior, he's quick to anger; as a shaman, he focuses that anger in whatever way he thinks is best; as a gladiator, he likes to have his 5 minutes of fame.

When he learned the shaman ways from Thrall, he discovered he had a knack for them, specially all things related to Air spirits. It was later revealed that Rehgar was the recipient of a small fragment of the essence of Prince Thunderaan, the elemental Lord of Air, killed long before by Ragnaros the Firelord. Rehgar would play an important part in resurrecting Thunderaan later in his life, a mission from which he received the blessings of the Windlord itself and a sword he kept until he died. All of these events made him wiser and taught him how big powers carry big responsibilities, and how blessings are often a double-edged blade.

You can search for Rehgar Earthfury here :p


My Watcher is finished. I've created a profile for her so you can see her build, description, and background. Bronwyn Draper.

I did have one last question. Orlans are by nature nocturnal and would probably have darkvision, while halflings do not. Would you consider allowing me to swap Fearless (+2 to saving throws vs fear) + Weapon Familiarity for Darkvision? Or is there another swap you'd consider? I'd also be willing to spend a feat on it.


This is stormraven, offering Straehan here. His description, backstory, etc. are all at the bottom of character sheet. If you have any questions, SoS, just ask.

Thanks for considering him!


Would also like to ask about the Aegis class. Fits the ‘super-powered armor body’ fantasy pretty well.

Might not use the warforged and go for android instead, if aegis is approved.


Did anybody ever make a Pathfinder version of Thri-Kreen and/or the xixchil (Starjammer variant, obsessed with body mods)?

I can reflavor pretty much any Medium insectoid race for that purpose, but the only Pathfinder insectoid I can find is the Trox which is both an absurdly statted race I wouldn't expect the GM to allow and not really very good for my character concept anyway.

I could potentially use a Kasatha for this, now I think of it.


Prototype RC-17 "Arcee" is a new model of warforged scout whose creation was interrupted by the Day of Mourning. (I'm using wyrwood with the living construct alternate racial trait to represent this)

Party Role:

Arcee is a fast and stealthy scout. It is a good tracker and trapfinder. As it has learned more, it's branched out to learn a variety of different tricks to survive and adapt. Even working solo, it can usually escape to warn the party.

Sources for Approval:

• Paizo, Automatic Bonus Progression; Already approved
• DSP - Ultimate Psionics -
Aegis (class); Already approved; Link
Student of the Astral Suit (feat); Link
Trailblazer (archetype); Link
• Eberron Campaign Setting (3.5) -
Eternal wand (1st-level spell) (equipment); ECS p. 265
Warforged Repair Kit (equipment); ECS p. 121
• Ultimate Spheres of Power -
Symbiat (class); Already approved; Link
Hekatonkheires (archetype); Already approved; Link
Protokinesis feats; Already approved; Link
Skillful Disappearance (feat); Link

Description and Personality:

Arcee is a small construct made of wood and crystal, with a rune on its forehead. Those familiar with Eberron will see that it is a warforged, though an unusual type. It is surrounded by an iridescent shimmer. Sometimes this shimmer looks like liquid, other times billowing cloth, and sometimes just a trick of the light. It wears a simple robe, bandoliers with tools and pouches and a metal buckler. It carries no obvious weaponry.

Arcee is very curious, and will indulge this given any opportunity. But it isn't foolhardy about this. It will examine a situation as deeply as it has time to do so and will always be preparing exit strategies in mind. While it doesn't have much experience with other people, it finds them fascinating. Though it has spent most of it's life on it's own, it very much understands how advantageous teamwork is. Each person adds many new capacities. Though he will want to know what each person can do in order make proper plans. Still, the lapses in his social education can cause problems.

History (short):

• Character is from Eberron.
• Created as a unique prototype and activated on the Day of Mourning. This further affected the magic of creation.
• Travelled the mournland looking for somebody to report to. Learning more about its powers on the way.
• Gave up looking for living members of House Cannith and focused on documenting the Mournland.
• Met up with a House Cannith adventuring party searching for the Creation Forge.
• Died from a tentacled Kaiju.

History (long):

As I became conscious, I watched a man begin to choke and his skin seemed to stretch and sag. It looked quite painful and it took him over an hour to stop twitching. He was alone in the chamber, so I waited for somebody to come and instruct me. After several days, I realized that nobody was coming. I should probably seek out somebody to report to. Unfortunately, I was in a metal chamber with a window. I spent a week trying to escape before realizing that I needed to destroy the chamber to do so. Reluctantly I did, finding that I had a telekinetic ability strong enough to break things.

I couldn't find anybody nearby who was alive, so I began investigating. I found that the dead man in the chamber was my creator and I read his experiment log. He was working with Riedran Crystals due to their unusual type of magic. The last entry was incomplete and referred to "Prototype RC-23", so I assumed that this was me.

I began exploring the House Cannith compound and found some of the people had become mutated and hostile. There were also strange creatures I knew little about. I had to fight for survival. My new telekinetic ability was useful, and I discovered that I could summon ectoplasmic armor to protect myself. There were plenty of tools around to repair myself after these fights. Though it took some time, as my skills were rudimentary. I tried some wands labels for repair of constructs, but I expended more charges in sparks than effect. Fortunately a couple of the wands recharged each day.

Eventually I searched the entire compound and found no people to report to. I did consult many of the books to try and understand my situation. And because it was enjoyable to learn things. Eventually I concluded that they had abandoned this site. So I gathered up some maps and useful items in order to find another Cannith location. It was rather annoying that they were making it so difficult to report for official commissioning. I did make a list of all of the items I took so that they may be returned to their rightful owners. It was several thousand gold worth of items. But since I was valuable property myself, I was merely protecting the House's investment.

Outside the compound, I found many dead warforged being stacked into piles. Some enormous tentacled beast was doing this. I quickly slipped back in and left by another exit. There were at least two other of the massive kaiju, but eventually I got lucky and slipped out.

Outside, the world was unlike what was described in the books and maps. They still had some use, but the inaccuracies were annoying. This would be a longer journey than intended. Fortunately, I didn't need food. I stil felt tired and slept, which seemed to contradict the books. I was beginning to think that House Cannith had veered away from proper quality control.

The world was dangerous, with creatures and magical effects unlisted in the books. I would have to document them properly. Where I could, I avoided threats. When I couldn't I found myself slowly getting better at controlling my abilities. At first there was as ense of pride in become a more valuable asset.

After months of travel, I found a town that was supposed to be occupied by House Cannith. They had apparently decided to create glass statues of citizens going about their work day. I greatly appreciated the craftsmanship - they included layers within the glass showing the clothing, skin, bones and internal organs. But I was further annoyed that nobody could properly commission me and give me duties.

After a year, I came to the realization that the entire region had faced devastation and there was nobody left to report to. I was without purpose and simply sat for about a week. By then I had read all the books I had taken several times and I decided to continue the mission I had already started. To scout and document this land and it's dangers. Of course that meant facing the dangers long enough to get a good report, but I had developed my abilities further.

Over the next few years, I also studied magic theory. The texts on wizardry didn't seem compatible with the power within me, so I focused on what I knew. Since I instinctively knew telekinesis, I broke down how I was doing this to figure out how it would work as a power. Once I cracked that, I began experimenting with other expressions of power. It didn't seem to act like traditional magic, but it expanded my capabilities.

It was then that I finally encountered other sapient beings. I ran across a few warforged travelling with a strange apparatus that looked like descriptions of a sea creature. I observed for a while and a human exited the device. A human wearing the livery of House Cannith, and with a visible Mark of Making. It appeared that they had been in a fight and he used magic to repair the warforged. I decided to make contact. Though I hadn't actually ever talked to anybody. Approaching I called out, "Prototype Warforged Scout, Designantion RC-17, reporting for initial commissioning." The warforged snapped to battle stations and the artificer stepped back behind the automaton. I hastily added, "I come in peace."

They ordered me forward, and I did. Walking on the ground so as not to reveal all of my abilities. I had my commissioning paperwork ready in triplicate. The warforged surrounded me, weapons ready. "The runt is unarmed," the leader said confidently, though with a curious tone of disrespect. One of the others took the papers, "He wasn't even processed at the forge." The artificer pushed forward with an amazed expression, "Were you created on the day of Mourning?"

"If that is the strange mists that seem to have killed or mutated all life, then I believe that I was." I answered confidently. "I have been awaiting commissioning and orders since then." I was interrupted, "Can you find your way back to the creation forge?"

"I have been scouting the area and I can definitely lead you back once my paperwork is processed. My creator is dead and I could not find a will, so I should revert to ownership by House Cannith in general. Thus I await orders." Though I had been independent, I was created knowing that I was property designed to follow orders. The first being to wait for paperwork processing. The warforged that took my paperwork started laughing, though the other held firm. "He doesn't know! I can't believe he's still waiting for orders."

The artificer took the papers and tore them up. "All warforged have been freed by the Treaty of Thronehold. You are legally an independent person, and not property any more. But I'd like to hire you as a guide. You'd get one share of the expedition profits, just like everybody else here."

I paused for a moment, taking this in. While I had been operating independently, I was still waiting to report in for orders. Still, this was work I was prepared for. I accepted and signed their contract. I was introduced to Rontel (the artificer), Brick (the leader of the warforged), Hudson (the comic), Hammer, Fred, and George. It was time to stop for the night, so when they set up a tent for Rontel, I set mine up next to it. Hudson found this funny. "It's advisable not to sleep in the open." They found it strange that not only did I sleep, but I had dreams. Quite vivid ones at that. In fact, I often dreamed about the same person. Liashana, a child in a place called Adar.

But we traveled on towards the Forge. I let them know about the tentacled Kaiju, but they seemed unfazed. As we came across other dangers, they were curious about my abilities. It seems I was far stronger and far odder than they expected. But soon enough we reached our destination. While I had evaded notice in escaping, this group was too large to avoid conflict. We were outclassed. I lasted longer than anybody else, but it was simply too powerful.

And then I woke up...

Statblock:

Prototype RC-23 "Arcee"
Warforged Scout (Wyrwood) telekineticist 8//aegis (trailblazer) 5/symbiat (hekatonkheires) 3
LG Small construct (living machine)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +20 (+22 to locate traps)
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Defense
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AC 27, touch 25, flat-footed 20 (+1 deflection, +7 Dex, +5 Int, +1 enhancement, +1 natural, +1 shield, +1 size)
hp 144 (8d8+92)
Fort +15 (+4 to avoid nonlethal damage from hot or cold environments, Stalwart), Ref +15 (Evasion), Will +8 (Stalwart)
Defensive Abilities danger sense +1, evasion, form astral suit, fortification 15%; DR 4/—; Immune bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stunning
Weaknesses consciousness linked, inhuman healing, mental focus, personal warp, regenerate, slow recovery
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Offense
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Speed 50 ft., fly 70 ft. (perfect)
Melee 2 tentacles +16 (1d4+6)
Space 5 ft.; Reach 10 ft.
Special Attacks kinetic blast, metakinesis (empower)
Psi-Like Abilities (CL 8th; concentration +7)
. . At will—astral repair (2 hp)
Aegis (Trailblazer) Powers Known (power points 19, ML 5th; concentration +4)
. . 0 (at will)—
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, foe throw (DC 23), kinetic blade, kinetic whip
. . Blasts—force blast (4d6+7 force), telekinetic blast (4d6+15)
. . Utility—basic telekinesis, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers
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Statistics
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Str 10, Dex 24, Con 24, Int 20, Wis 10, Cha 8
Base Atk +7.25; CMB +13; CMD 29
Feats Ability Focus (foe throw), Agile Maneuvers, Cantrips, Combat Expertise, Combat Stamina, Dampen Presence, Deadly Aim, Flyby Attack, Mind Limb, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Skillful Disappearance, Student Of The Astral Suit, Telekinetic Exoskeleton
Traits mechanical expertise (alkenstar native), pragmatic activator
Skills Acrobatics +18 (+22 to move through a threatened square or enemy's space, +26 to jump), Appraise +5 (+7 for small or highly detailed items when using a magnifying glass), Autohypnosis +10, Craft (mechanical) +13, Craft (sculpture) +15 (+17 to repair a warforged.), Disable Device +23, Fly +21, Knowledge (arcana) +10, Knowledge (dungeoneering) +10 (+12 to navigate underground), Knowledge (engineering) +13, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (psionics) +10, Knowledge (religion) +9, Linguistics +10, Lore (Mournlands) +13, Perception +20 (+22 to locate traps), Sense Motive +1, Spellcraft +15, Stealth +25, Survival +11 (+16 when tracking, +13 to track., +13 to avoid becoming lost when using a Mapmaker's Kit as you travel, +13 to avoid becoming lost), Swim +0 (+4 to resist nonlethal damage from exhaustion), Use Magic Device +16
Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Quori
SQ active energy type, agile maneuvers, astral skin, bludgeon, burn (2 points/round, max 10), casting, catch, combat expertise, cure, deadly aim, divine, elemental overflow +2, esoteric healing, expanded element (aether), finesse weapon attack attribute, gather power, hostile lift, infusion specialization 2, internal buffer 1, invigorate, invigorating suit, kinetic sense, living machine, living steel, point-blank shot, power attack, rapid adjustment, restore, sustained force, telekinesis (Max size Tiny, Speed 20 ft), teleport, thousand unseen hands, track, trapfinding +2, undetected tracker, unseeing teleport
Other Gear mwk arrow deflection living steel buckler, belt of tumbling[UE], eternal wand (1st-level spell), eternal wand (1st-level spell), gloves of reconnaissance[UE], handy haversack, lenses of detection, quill of endless ink, robe of infinite twine[UE], traveler's any-tool[UE], bandolier[UE], bandolier[UE], bell net[UE] (5), compass[APG], concealable thieves' tools[UI], crowbar, flint and steel, hammer, journal[UE] (5), magnifying glass, mapmaker's kit[APG], marbles[APG], marbles[APG] (4), pocket watch, signal whistle, silent piton[UW] (8), silent piton[UW] (42), small tent, tent, hanging[ARG], thief trainer, warforged repair kit, wrist sheath, spring loaded, wrist sheath, spring loaded, 34 gp, 2 sp
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Special Abilities
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Active Energy Type (Fire) Lets you set your psionic active energy type.
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Astral Skin AC +0; Free customizations: speed (2), nimble.
Burn 2/round (8 nonlethal/burn, 10/day) Burn HP to gain greater effects on your wild talents.
Cantrips You can create a variety of small magical effects
Casting (CL 2, MSB +3, MSD 14, Concentration +8, DC 16) You can cast sphere effects.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Consciousness Linked Your sphere effects end if you are unconscious or unable to take mental actions
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Divination: Divine You can divine magical auras
Divination: Fast Divination You can divine faster.
Elemental Overflow +2/+4 (Max +2, +2 DEX, +2 CON, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extended Range Kinetic blast has range of 120ft.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (70 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Foe Throw (DC 23) Throw a creature if it fails its save.
Force Blast (Sp) Level 4; Burn 2
Form Astral Suit (Su) Form an astral suit around your body.
Fortification 15% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Necromancy Effects You are immune to necromancy effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Inhuman Healing Your Life magic only works on non-living creatures
Internal Buffer 1 (Su) Store burn for use later
Invigorating Suit (Su) Gain a bonus to Constitution checks and Fortitude saves.
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Whip (Light Weapon) Form a kinetic blade with reach.
Life: Cure 1d8+4 (DC 16) Heal a target
Life: Esoteric Healing You may use Life abilities to heal non-living creatures
Life: Invigorate (Max 2 tmp HP) Grant up to 2 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Living Machine Through generations of refining the techniques of creation, many young wyrwoods have become closer to organic beings than constructs. These wyrwoods are constructs with the living machine subtype. They gain a Constitution score and can be targeted by
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mental Focus (DC 21) You can lose mental focus, making it more difficult to use magic
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mind Limb Gain an additional arm made of telekinetic force
Nimble (+2 Dex) +2 enhancement bonus to Dexterity while wearing astral suit.
Personal Warp You may only teleport yourself
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Rapid Adjustment The trailblazer can, as a swift action, alter his astral suit's customizations to better allow him to follow prey or respond to changing environments, but he is limited to the list of customizations below when doing so. The customization being lost a
Reach Reach increases by +5ft.
Regenerate You may only target yourself with your Life sphere abilities.
Skillful Disappearance Learn to use teleport with some finesse.
Slow Recovery You cannot cure normally, only by granting Fast Healing
Speed (10 feet) Increase land speed by +10 ft while wearing astral suit.
Stalwart Ignore partial effects when making a Fort/Will save.
Student of the Astral Suit Your studies in other areas has not hindered your skill with astral suits.
Telekinesis: Bludgeon Strike an enemy with a telekinetically-moved object, dealing damage according to its size
Telekinesis: Catch Stop a projectile or thrown object midair, preventing it from dealing damage (Will neg)
Telekinesis: Hostile Lift (DC 16) Lift an unwilling creature with your telekinesis (Will neg.)
Telekinesis: Kinetic Sense Use telekinesis without line of sight
Telekinesis: Sustained Force Maintain a lift without concentration, with the ability to obey simple orders
Telekinesis: Telekinesis (Max size Tiny, Speed 20 ft, DC 16) You can move objects and creatures with your mind, with several applications
Telekinetic Blast (Sp) Level 4; Burn 0
Telekinetic Exoskeleton (Dampening Field) Gain the benefit of one of three telekinetic enhancements
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Thousand Unseen Hands (Su) Gain Mind Limb as a bonus feat, and it becomes more powerful over time
Track +2 (Ex) Add the listed bonus to survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Undetected Tracker +2 (Ex) Add the listed bonus to Stealth checks when focused and with an active astral suit.
Warp: Teleport (30 ft./120 ft.) You can teleport as a standard action
Warp: Unseeing Teleport Teleport without line of sight (1 SP)


Hmm, my idea was also a kineticist/aegis, although I’m going for a different flavor angle. Should be different enough to not clash, but glad to see I’m not the only one with the class combo!


bigrig107 wrote:
Hmm, my idea was also a kineticist/aegis, although I’m going for a different flavor angle. Should be different enough to not clash, but glad to see I’m not the only one with the class combo!

No problem at all. I can see lots of ways that they could play differently.


All right, I've got Rahlmaat here mostly built. There are still some details to finish fleshing out, and I haven't decided on equipment yet, but most of the idea is here.

Here's her appearance, personality, and history! (It's also in this profile)

Appearance:
Rahlmaat in her natural form is a large, powerfully-built sphinx, roughly seven feet tall at the shoulder and twice that in length. Her head is that of a Garundi woman, black-haired and brown-skinned, while her body is that of a large and muscular lioness with a broad pair of falcon’s wings (Like a Lanner falcon) on her back. Ancient hieroglyphs and arcane sigils decorate her flanks, forehead, and wings, seemingly painted or in a few cases somehow chiseled into her fur, feathers, and flesh, but are actually woven so deep into her being that they will regrow even if cut out.

Personality:
Rahlmaat seems to view existence with a sort of detached amusement, save for when she’s on the trail of some new mystery, at which point she displays a fierce, unwavering focus. She views all existence as a sort of grand riddle, which she could solve if only she were to gather enough knowledge, and so she constantly searches for new lore and hidden secrets. She seems to care little for other people unless they prove themselves her intellectual equals--a rare feat, given her millenia of learning.

History:
Deep in the deserts of Osirion on Golarion, far from any city or known oasis, an ancient temple carved into a cliffside sits within a hidden depression. Since ancient times this temple has been guarded by a sphinx, the responsibility passed from mother to daughter in an unbroken chain reaching back to the times of the earliest pharaohs. Potent wards and clever illusions hide this place from prying eyes, along with the harsh and barren desert around it.

Rahlmaat had known for a long time that she would take up her lineage’s responsibility, and so she used the time before she had to take up the charge to travel, returning every year or two to make certain all was well and spend some time being further taught of the wards and secrets of the temple before leaving again in search of more mysteries to unravel. The only breaks in this cycle were the three times she raised a litter of cubs, including beginning to teach her eldest daughter Akila about the responsibility to guard the temple.

For Rahlmaat from a young age was more driven and focused than the average sphinx, constantly thirsting for new challenges, new riddles to solve, new knowledge to learn, and new opponents to test her wits against. In so doing she grew in knowledge and power, as well as making contacts in many places… though of course most of them died of old age in less than a century. She came to view the universe itself as one grand riddle, of which all secrets were only smaller parts. Yet one riddle she never solved in spite of her best efforts was just what was contained within the temple her lineage guarded--for only the current guardian was allowed within, and in all her years of searching she could find no mention of it.

Almost as if information about the temple had been deliberately suppressed.

She was with her mother when the attack came. A blue dragon, having penetrated the illusions and wards around the area, assaulted the temple, convinced there must be treasures within. With typical draconic arrogance the attacker did not turn back even when faced with a trio of sphinxes, and so battle raged through the little valley. The match was fairly even, though in truth Akila could contribute but little compared to her elders.

Eventually the dragon got its fangs around Rahlmaat’s mother’s neck. Enraged, Rahlmaat leaped upon the dragon’s back, tenaciously clinging to it while ripping into it with her claws until it at last fell. Then she turned to her mother, just in time for her to proclaim Rahlmaat the defender of the temple with her dying breath.

The two surviving sphinxes feasted well on dragon flesh that night.

Rahlmaat wasted no time in making changes. Seeing the need for more guardians she invited a tribe of maftets to live in the little valley before delving into the temple herself. Within she found many treasures, both of books and scrolls and of gold and gems. But… little more. Nothing to justify such protections.

It was then she realized there was a riddle here--a riddle built into the very stones of the temple. Throwing herself into solving it, barely noticing the passing of days, Rahlmaat at length discovered a hidden sequence of stones which opened a way deeper into the temple. There she found hidden secrets of arcane power, enough to satisfy her for many years.

And when those ran out, she realized there was another level to the riddle.

Over the centuries she continued to unravel the secrets of the temple she guarded, each time emerging from its depths more powerful and more knowledgeable than before. But with her growing intellect came a growing dissatisfaction. She took to visiting the planes from time to time, searching for mental stimulation she no longer found on Golarion. During those times when she had to remain at the temple and guard it, she often spent nights scrying distant locations simply to keep herself amused.

Eventually she could take it no longer. She invested Akila with the full duties and powers of the guardian of the temple and left for the planes. By now an elder sphinx, Rahlmaat was not content to leave her body as a statue and explore with her mind alone like others of her kind. Instead she traveled bodily to the different planes, delving deeper and deeper into their mysteries, ever searching for more pieces of what she termed the “riddle of existence”.

She did not relent in using what she learned to improve herself, and of course her ever-growing knowledge of magic also increased her powers, meaning she was powerful enough to have little fear even in the most dangerous corners of the planes. This may well have contributed to her eventual demise.

While exploring the First World sometime after passing her fifth millennium of age, Rahlmaat found something she had been searching for for a long time--a fragment of the earliest days of creation, still clinging to existence in spite of long ages of neglect. Exploring it, she started to see patterns she had never encountered before in the underpinnings of the planar fragment. So engrossed was she in her discoveries that she almost didn’t notice the maddened creatures that had followed her into the fragment.

Annoyed by the interruption, she annihilated them with a powerful spell and returned to her study… unaware that her spell had disrupted the delicate balance keeping the ancient fragment intact. Slowly at first, then more swiftly, the very framework of reality began to crumble around her. Even so she noticed it happening in time to escape… but just as she was about to, she saw in the unraveling plane… something.

Transfixed by a moment of enlightenment and convinced of her own power, she lingered too long. By the time she remembered her peril the very nature of magic itself was warping about her, causing powers long familiar to twist and bend around her paws, slipping from her grasp as she tried to grip it with her will.

As the fragment shattered into nonexistence and Rahlmaat was annihilated along with it, three thoughts filled her mind. First, that it was a tragedy that she should die in the very moment of her greatest enlightenment. Second, regret that she had become too arrogant to escape when the opportunity had still been there.

And third… that there was a certain humor in the fact that she, arguably the greatest of all cats, was being felled at last by curiosity unrestrained.

So, hopefully that gives a good idea of what she's about. I'm thinking she'll wake up with her memories 'shattered', really feeling the loss of all she lost in death. She'll be very determined to recover her memories, particularly the knowledge of what that moment of enlightenment that was so engrossing she got herself killed over it.

Let's see, other things I've been debating about...

I'm debating about ABP, but I feel like parts of it wouldn't be that applicable to her. I was thinking I might go with oath of offerings instead and pick some different things for the parts of ABP I don't think would work as well for a Sphinx.
Do we need to ask about specific advanced talents? I was planning on going for Advanced Alternate Divinations.
I was also debating about getting Prescient Dodger with one of her Hedgewitch secrets, but... it would boost her AC by *10* if I did my math right, so it seems like that might be a bit much...


Oh hold on, those oaths look really interesting, a few of them are fixing some Necron powers I didn’t have any easy way to replicate. Thanks for the pointer!


This sounds like quite the adventure. I would like to throw my hat into the ring, although my posts this week will be limited because of getting ready for a convention.

I'll start putting some thought into the kind of character I would like to play.

I noted you mentioned the Stamina and Combat Tricks under House Rules. How will you be implementing it? Feat Access, Free for Fighters, Fighter Bonus Feats Only, or Free for Everyone?


Oh right, Inimical Gaze is an advanced talent in the Scout sphere, so I should ask about it, too. I just really like the idea of her taking in her opposition in a glance, disdainfully noting all the holes in their defenses and using them to take them apart.

Liberty's Edge

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

Would Gunsmoke Mystic be approved?


The Lobster wrote:
Does this mean familiars will have their master's full HP or still halved?

Still halved, as that essentially is their maximum HP.

The Lobster wrote:
I'd like your thoughts on a first party feat line, specifically whether you would allow the Possessed Hand feat chain to qualify for feats in the Countenanced Carbuncle chain. There's intense overlap between them, as the first two are effectively the same in both.

I would be willing to allow that considering the chains in question.

bigrig107 wrote:
Been looking through races for my phaeron, and while android is workable, I would like to ask for access to the old 3.5 warforged race. As well as the war forged specific feat Adamantine Body, to approximate his Necrodermis body.

The entirety of 3.5 is not cleared for use. However, there is a wholesale conversion of Eberron out there- whose exact domain escapes me at present- that has a Pathfinder-updated Warforged.

Jereru wrote:
I've written something about my character, Rehgar Earthfury:

Ah, that read was a nice trip down memory lane. There is little in the Warcraft universe quite like the older Horde members.

Ever_Anon wrote:
I did have one last question. Orlans are by nature nocturnal and would probably have darkvision, while halflings do not. Would you consider allowing me to swap Fearless (+2 to saving throws vs fear) + Weapon Familiarity for Darkvision? Or is there another swap you'd consider? I'd also be willing to spend a feat on it.

There is a Deep Halfling alternate racial trait somewhere out there that swaps something for Darkvision. Would you like me to search for the specifics?

Straehan wrote:
This is stormraven, offering Straehan here. His description, backstory, etc. are all at the bottom of character sheet. If you have any questions, SoS, just ask.

I have a few questions and a few of them are concerning what is in the DM-only portion. There are a few things I would like more information on to get a feel for the setting your character comes from and potential tie-in material. Would you prefer if I ask them here in spoilers or through a private message? I have no preference in the matter.

bigrig107 wrote:
Would also like to ask about the Aegis class. Fits the ‘super-powered armor body’ fantasy pretty well.

Aegis is cleared for use.

Storm Dragon wrote:
Did anybody ever make a Pathfinder version of Thri-Kreen and/or the xixchil (Starjammer variant, obsessed with body mods)?

There is a Pathfinder conversion of all the Dark Sun races out there. I cannot remember exactly what the exact domain it was located on, however.

Philo Pharynx wrote:
Prototype RC-17 "Arcee" is a new model of warforged scout whose creation was interrupted by the Day of Mourning. (I'm using wyrwood with the living construct alternate racial trait to represent this)

I am not sure how attached you are to the Wyrwood race, but there is a Pathfinder conversion for Warforged out on the internet. The exact domain is something I can't quite remember, but it does exist somewhere. This is just an option, so don't feel as if you have to take it now that it was mentioned.

Philo Pharynx wrote:

• Paizo, Automatic Bonus Progression; Already approved

• DSP - Ultimate Psionics -
Aegis (class); Already approved; Link
Student of the Astral Suit (feat); Link
Trailblazer (archetype); Link
• Eberron Campaign Setting (3.5) -
Eternal wand (1st-level spell) (equipment); ECS p. 265
Warforged Repair Kit (equipment); ECS p. 121
• Ultimate Spheres of Power -
Symbiat (class); Already approved; Link
Hekatonkheires (archetype); Already approved; Link
Protokinesis feats; Already approved; Link
Skillful Disappearance (feat); Link

All of those are cleared except for the 3.5 content, which is denied on principle of not being Pathfinder. However, there is an extensive Pathfinder conversion of Eberron material out there as I mentioned in my above reply to you.

Rahlmaat, reborn wrote:

I'm debating about ABP, but I feel like parts of it wouldn't be that applicable to her. I was thinking I might go with oath of offerings instead and pick some different things for the parts of ABP I don't think would work as well for a Sphinx.

Do we need to ask about specific advanced talents? I was planning on going for Advanced Alternate Divinations.
I was also debating about getting Prescient Dodger with one of her Hedgewitch secrets, but... it would boost her AC by *10* if I did my math right, so it seems like that might be a bit much...
Oh right, Inimical Gaze is an advanced talent in the Scout sphere, so I should ask about it, too.

All of those are cleared for use. Whether you choose to use them or not is ultimately up to you.

The Lucky Halfling wrote:
I noted you mentioned the Stamina and Combat Tricks under House Rules. How will you be implementing it? Feat Access, Free for Fighters, Fighter Bonus Feats Only, or Free for Everyone?

My apologies for not clarifying. Fighters would receive it for free, while everyone else who wanted it would have to take the feat. I am so used to that being the norm at my table that knowledge of those other options simply did not register when the recruitment was being drafted.

Reckless wrote:
Would Gunsmoke Mystic be approved?

Gunsmoke Mystic is cleared for use.


For warforged are you talking about this site?

Or this site?


I believe I’m going a different route with him anyway, but thanks! Just going to use an android and synthesist summoned to replicate his armor suit and a symbiat to get his magic/tech powers.

The only thing I need to ask about now is the chronomancer archetype for the symbiat, along with the Time, Warp, Protection, and Destruction spheres. I’ll have links for everything I use in my character, but is it safe to assume the actual Spheres of the system are cleared for use? I’ll list my entire power list in the sheet for your approval.


Seer of Shadows wrote:


Ever_Anon wrote:
I did have one last question. Orlans are by nature nocturnal and would probably have darkvision, while halflings do not. Would you consider allowing me to swap Fearless (+2 to saving throws vs fear) + Weapon Familiarity for Darkvision? Or is there another swap you'd consider? I'd also be willing to spend a feat on it.
There is a Deep Halfling alternate racial trait somewhere out there that swaps something for Darkvision. Would you like me to search for the specifics?

If you could look for specifics that would be great. The only thing I'm finding are 3.5e Deep Halflings. They gain Darkvision, Stonecunning, and Greed in exchange for Sure-Footed and +2 Charisma. I could make that work but the Charisma loss would be painful.

I could also look more into 3rd party races instead of trying to force a Halfling to fit. For example I just found the Blinklings from Dreamscarred which are a small furry race with Darkvision.


@Seer of Shadows- I know that was a ton of questions you had to answer, but I think you missed my question about godling specific feats? I’m wondering if emergent divinity, divine traits focus, and extra talent are all allowed (there’s links in the previous post if you want/need to look at them).

Liberty's Edge

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

How about Mymidon Fighter Archetype from Path of War Expanded?


Straehan wrote:
This is stormraven, offering Straehan here. His description, backstory, etc. are all at the bottom of character sheet. If you have any questions, SoS, just ask.
Seer of Shadows wrote:
I have a few questions and a few of them are concerning what is in the DM-only portion. There are a few things I would like more information on to get a feel for the setting your character comes from and potential tie-in material. Would you prefer if I ask them here in spoilers or through a private message? I have no preference in the matter.

To avoid cluttering up your recruitment thread, feel free to drop me a PM and we can knock out your questions and brainstorm as needed.


No worries. I appreciate the clarification.

Currently my only real focus at the moment is that I would like to play a healer of some sort that makes use of the life sphere from Spheres of Power.


After much thought, I've settled on my Rage Prophet of Pharasma as the character I want to submit. I think a Rage Prophet of Pharasma dying and not waking up in the Boneyard could make for some pretty compelling storytelling. As I said in the interest check thread, he's gotten into several games starting around this level before, but they never went anywhere. Most likely un UnBarb/Oracle, but I'd like to throw in some Spheres stuff just because it's available.

@Seer - Is the Spheres of Power Painted Savage Archetype for UnBarbs allowed?


Dotting.

I have two ideas for characters, both relatively vanilla compared to some of these I've seen but whatever.

One of them is probably one of my favorite character's I've made that I haven't gotten to play yet, and he was made for a very similar campaign premise, although at a much lower power level. He was a Scottish highland-inspired Dwarven war bard (bagpipes ofc).

I might also submit a natural weapon focused Master Chymist build, I've loved that prestige class for a while.


May I use the Spheres of Origin rules to create an appropriate insectoid race?


For those who, like me, are curious what all has received blanket approval, I present:

The (unoffical) List of Approved 3pp Materials
(in the order in which they were approved, in case anyone wants to double-check)
- striker and barfighter from Spheres of Power
- clever and mighty godling classes from Rogue Genius Games
- adept and eldritch godlings from Rogue Genius Games
- Primagus archetype (source?)
- Aegis, vitalist, mageknight, doomblade, soul-weaver, symbiat, hekatonkheires, synapse, and sphere-magus (sources?); with the caveat that associated feats/archetypes still require approval
- gestalting a familiar and animal companion (if you have both, must take Improved Familiar feat)
- shifter, prodigy, incanter, and conscript from spheres of power (no prodigy exploits)
- thug (akasha reshaped)
- Sphere Arcanist, Hedgewitch, the Transformation and Hybrid Transformation feats, and the Forbidden Knowledge oath (spheres of power)
- soulforge (subject to nerfing if it does anything unexpected)
- sphere warpriest and sphere bloodrager
- heritage feats from dreamscarred press (one feat chain only)
- gunsmoke mystic

I didn’t include anything that was written as part of a build, because that seemed like individual (not blanket) approval to me. I hope someone finds this helpful.


I've chosen to go for a dedicated healer. I know pretty much nothing about spheres, so I hope that doesn't leave me too far behind the power level of the other applicants. :P

Definitely going Life Oracle on one side of the gestalt, more than likely Pei Zin Practitioner archetype (or Divine Herbalist depending on your str of choice).

I had considered Cleric or Shaman on the other side since prepared casters will get Breath of Life at 9th level, while Oracle has to wait until 10th. I'd also considered scaled monk, because CHA TO ALL THE THINGS!

But then I remembered the level 20 ability of Monk of the Healing Hand. And that's just too beautiful a death, I have to use it now. :'(

That's where I met my first roadblock. I figured I'd name her "Amn," short for amnesia, but when I tried to make an alias it was already taken. So I need a different name, for a character who erased her name and all memory of herself from existence.

I also have a couple questions. The first being, would she remember anything about herself? I assumed not, but it's worth asking.

Second, how does the Deathwatch spell work? Probably going human anyway, but tiefling can get it as an at will ability, which is kinda cool for healer. But everyone is dead. :(


If you’re worried about not knowing the spheres, it’s not as hard as it looks. I taught myself the basics for it over last night and this morning.

It’s essentially spending talents to unlock spheres( getting their basic abilities) and abilities in those spheres, and then spending a class resource pool to do other fun stuff with those abilities.

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