Kisarta: Adventures Beyond Death (Inactive)

Game Master Seer of Shadows


151 to 200 of 365 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

How does automatic bonus progression work with animal companions, familiars, etc...?


And here's my lichling (Kiya) and her sprite familiar (Daisy).

I haven't finished buying equipment but let me know if there's anything else I've missed or if you have any questions.


Veegees wrote:
How does automatic bonus progression work with animal companions, familiars, etc...?

Good question if I think of using the system too


Veegees wrote:
How does automatic bonus progression work with animal companions, familiars, etc...?

I don't think it does anything specific. You still have to buy stuff for them out of your half share.


Seer of Shadows wrote:
If you don't mind, could you message me with the specifics of his second death? Even if they aren't clear to him, it's something I would like to know as the GM for reference's sake.

Sure thing. I'll get these together.


How do you feel about Deadly Agility and similar Dex to damage abilities as a GM?

Edit: Eh, question stands but I'll probably go Strongth anyways, forgot to account for the hoops I'd have to jump through to modify CMB to key off Dex.

Also I realized my plan to take the Braineater abilities kind of hits a snag in that eating enemies and absorbing Talents from them is not going to be feasible in a game where not every (or any?) NPC is Spheres-based.


Also, are the Brute, Gladiator, and Atheletics Spheres cleared for use?


GM, under 1st party races, which columns of the races page are included?

Base and advanced, or even the ones with more race points?
If the latter as well, are there limits/adjustments to their levels in classes at the start?


I'm hitting a busy patch in both work and homelife. i will not be able to submit any characters for this campaign. Good luck to all applicants and SEE YOU ON THE OTHER SIDE!!


The compiled character submissions and third-party clearance lists are postponed for a day due to unforseen circumstances regarding shifts. Answering people's questions, however, will not be postponed and you will find my replies below. This should be comprehensive, but don't hesitate to ask me again if I failed to answer a question adequately.

Giant Halfling wrote:

1. My mighty godling/adept godling is very flavorful but would not be able to keep up with a lot of the other submissions in combat at all.

2. I want to build like 10 different characters just to see how these all work together, and that's with consciously trying not to get too far into all the psionic stuff at all. (I'm assuming we're only allowed one application each?)

1. I know "keeping up with the Joneses" is a common anxiety among players, but it ultimately isn't something players need to be concerned about. It doesn't matter how close in power two characters are as long as each contributes something to the party, whether that is in-combat power or out-of-combat utilities. Just create a character you find interesting and let the cards fall where they may.

2. Players may submit as many characters are they desire.

Cydric de Bergerac wrote:
Is not knowing who or what killed you in what way, due to high level treachery with several different memories of how you died fine?

That is fine in-character, but I would like to know out-of-character. Regardless, every character remembers their death even if the specific details of that death might be elusive.

Lawful Lilly wrote:
Before I start digging even deeper into character building than I have, I'd like to know which you would prefer. While I know the other two spheres systems have been given a blanket go-ahead (Might and Magic), is the newness of Guile something that I am going to have to be concerned about? Currently, a lot of the material just finished being published, and I access it mostly through the Wiki or the playtest documents. I mostly use the Faction sphere and the Mastermind class.

Spheres of Guile is part of my library and so there are no issues with me having access to the material.

Lawful Lilly wrote:

In addition, this is largely a question of what type of character you'd really prefer- A wandering woman who has learned that her entire experience is constantly falling into chaos, and because of that she needs to plan for everything, and has constantly had to rely on creating traps and similar to prevent things from trying to hurt her.

or the aforementioned living corporation, not quite knowing how the f&~& it's alive, but understanding for the fact that it is in fact alive and wanting to figure out how to keep itself from dying a whole second time.

Both of those could be intriguing ideas to explore. I would need to know more about them before forming a preference for one or the other; what sort of series of happenstances and misfortunes beset the wandering woman, what kind of corporation the corporate zeitgeist and how did it "die", et cetera.

bigrig107 wrote:
You mentioned the ironborn being approved, but mentioned "racial classes", but I don't see anything like that on here. Is there something I'm missing, and are these ironborn the legal ones?

Ironborn, and all other non-undead races from the In the Company of Monsters books by Rite Publishing are cleared for use. Their racial classes are as well, but may be subject to nerfs, depending on the class in question. I'm fairly certain that Ironborn have a racial class, as every one of the monstrous races in that series have one that I recall.

Veegees wrote:
How does automatic bonus progression work with animal companions, familiars, etc...?

Companions do not get any of the benefits from Automatic Bonus Progression.

Kiya Aliwya wrote:
I haven't finished buying equipment but let me know if there's anything else I've missed or if you have any questions.

I do have a few questions about your character's background, as well as that of her companion. Would you prefer I ask them here in a spoiler or through a private message?

Storm Dragon wrote:
How do you feel about Deadly Agility and similar Dex to damage abilities as a GM?

I don't have any strong feelings against the idea. Deadly Agility is cleared for use.

Storm Dragon wrote:
Also I realized my plan to take the Braineater abilities kind of hits a snag in that eating enemies and absorbing Talents from them is not going to be feasible in a game where not every (or any?) NPC is Spheres-based.

There will be some foes that utilize Spheres. I can't guarantee how many there will be or when you will happen across them, however, since the game is going to be a sandbox.

Quote:
Also, are the Brute, Gladiator, and Atheletics Spheres cleared for use?

All of the official Spheres themselves are cleared for use. Additional clearances must be made for Advanced Talents within those, however, since a handful have problematic wording that can be abused.

Chyrone wrote:

GM, under 1st party races, which columns of the races page are included?

Base and advanced, or even the ones with more race points?
If the latter as well, are there limits/adjustments to their levels in classes at the start?

All first party races are allowed without prior clearance and no level-adjustments are required for the more powerful options.


Seer of Shadows wrote:
I do have a few questions about your character's background, as well as that of her companion. Would you prefer I ask them here in a spoiler or through a private message?

I'm fine with either.


1 person marked this as a favorite.
Seer of Shadows wrote:
2. Players may submit as many characters are they desire.

Oh, dang- that’s going to get me in trouble…


Seer of Shadows wrote:
Players may submit as many characters are they desire.

I'm considering submitting another character and noodling over the build. Would Sanctified Sorcerer be an acceptable 3PP Archetype?


Amn is mostly finished. I'm still working on mundane equipment, and need to do another look over spells for foci/components. I know I need diamonds for restorations...

I'm sorely tempted to make a second app, but I know I'd prefer to play Amn. :P


I have a follow up question on the multiple submission thing: how do you feel about someone submitting two different versions of the same character? Like, with my godling character, she wasn’t a godling during her mortal life but awoke as one in Kisarta because of the circumstances of her death, could I submit a second version that’s the same backstory but different mechanics because she woke up with her original abilities instead of as a godling? Or, is that just going to make things too complicated/confusing?


Rehgar Earthfury is 99% ready. I just have to put the backstory in the alias (and maybe add some details to it).


Here's a bit of Terisa's last moments before Kisarta:

Spoiler:
Selune shone down on the rolling hills, giving the ranger more than enough light to see by. The scruffy vegetation gave little cover to anyone who’d stalk the lands, not that anyone would. Unless they’re up to things less than legal, she thought. Long way from Darkhold though. Heading to Llorkh by a rather long road. She shook her head. I must be thirstier than I thought, if I’m thinking such things. The woman’s tongue licked her lips, tracing over her fangs briefly. Feeling the tips of her teeth she shut her mouth and snarled silently.

Damned vampire, Terisa thought for the thousandth time. For three long years she’d been wandering the wilderness, avoiding people, all because an assassin—probably Zhentish, but he’d seemed strange—had turned out to be a vampire. He’d managed to bite her before she’d rammed her sword in his heart, twisted it, and then lopped his head off. The damage had been done though. The priests at the Shrines of Nature had been unable to help her. No one in the entire city of Waterdeep could. Instead, they’d advocated killing her. Mercifully, of course—the paladins were nothing if not merciful. She’d left, not willing to die. Not giving up hope.

Three years later, there wasn’t much hope left to give up.

No one in the entire Savage Frontier knew a way to cure vampirism. She didn’t even display the traits of normal vampires. Garlic didn’t bother her, nor did holy symbols of any faith unless someone actively tried to channel holy power. She had a reflection, for that matter, though it had been a while since she’d seen her reflection. The last time she’d looked, her eyes were still green…but glowed sometimes, a deep dark red. Skin tanned by years under the sun was now as white as the moon. Like other vampires, she couldn’t bear sunlight. The pain of the burns hadn’t faded from her first sunrise, catching fire as she did.

It wasn’t all bad. Her senses were stronger, letting her see further in the night. She could smell blood, to some degree. Not that she could feel much; weather meant nothing to her now. And if she’d been strong before, now she was far stronger. A Zhentilar guard found that out the hard way when she’d punched him in a fight. His chainmail had burst to pieces from the punch, along with several ribs.

These thoughts, the ongoing musings, paused as a faint blue glow lit up the next hilltop. Terisa stared off at it for a long second before making up her mind. Old elf magic? I guess I can look. Terisa loped down the hill, picking out bits and pieces of game trail here and there. The climb to the next hill was swift—she never got tired anymore as an undead creature. Looking down from the peak, the blue glow had faded away. All that was left was a blonde woman in a fancy dress.

Said woman spun from staring at the ground as the vampire crested the hill to look up at her.

“You there.” The unliving ranger could see now that her gown wasn’t just fancy, it was made of gold, silver, and gems. Her tone was imperious, immediately setting the vampire’s teeth on edge.

“What do you want?” Terisa called as she began to descend the hill.

“I was informed there was a portal here dating back to the Crown Wars. Ilythiiri in origin.”

“Probably. I’m not familiar with elf history in this part of the world.” The ranger shrugged.

“Help me find it and I’ll see to it your rewarded handsomely.” Something in the woman’s voice seemed off somehow, as if it should carry further. The ranger snorted.

“Do I look like I want money?” She scoffed. “If that’s why you’re here, enjoy your stroll across the moors. Plenty of old ruins about if you look.” Terisa turned, no longer interested in the strange woman.

“You will not turn your back on me, human! I need to find that portal!”

“Not going to help. Try asking someone nicely. And I’m not human.” Terisa called back.

There was a snarl and Terisa spun. The woman waved a hand, her fingertips leaving a blue glow across the darkness. She pointed at the ranger…and nothing happened.

Great. My night aggravated by some crazy mage. Magic’s already gone a bit strange, doesn’t she know that? Terisa spun and raced down the hill towards the stranger. “Idiot. Magic’s going wild since the meteor shower we had, didn’t you know that? You want to turn yourself blue? Blow yourself up?”

“I don’t care. I will get back to Brightwater!” The woman screamed. She waved her hands again as Terisa hit the base of the hill and continued to run at her. This time her fingers glowed red in the night.

Brightwater? That’s—Terisa had no time to draw closer as each of the woman’s fingers fired off a flaming rock the size of a boulder. Fire trailed behind the stones as they streaked towards the ranger. She didn’t have the chance to dodge as they slammed into her and exploded. Terisa’s world became as bright as the sun and hurt just as much as her body burned away in the wake of the powerful evocation.
Waukeen….


Straehan wrote:
I'm considering submitting another character and noodling over the build. Would Sanctified Sorcerer be an acceptable 3PP Archetype?

Sanctified Sorcerer is cleared for use.

Giant Halfling wrote:
I have a follow up question on the multiple submission thing: how do you feel about someone submitting two different versions of the same character?

There isn't really much of a difference from my side of the table beyond noting which version is which in the upcoming compilation of submitted characters.

Terisa Nightranger wrote:
Spoiler:

Terisa's death:
That is quite the spot of bad luck. A vampire being dismissive to a wandering god is certainly a ticket towards an interesting demise. On the plus side, that solved the vampirism problem.

Terisa might look at the bright side in time. She's mad at Waukeen now. It also sort of fits in with the fact Waukeen was trying to get back to her realm nicely. But meteor swarm stings when you're combustable.


Giant Halfling wrote:
Seer of Shadows wrote:
2. Players may submit as many characters are they desire.
Oh, dang- that’s going to get me in trouble…

Sadly, muy character muse heard that. I'm not going to get more than four hours of sleep until the game starts...


I've seen many people creating characters here using SoP/SoM. I might make one with that system, which usually requires everyone to be in the same train.

I guess with characters out there having 2, 3 or even 4 stats higher than 20 Sage shouldn't be a problem?


For house rule "Stamina and Combat Tricks", which variant are you allowing:

1. Feat Access,
2. Free for Fighters,
3. Fighter Bonus Feats Only,
4. Free for Everyone


Hello! I have a concept for this game that I'd like to float to see if it fits. Basically, I want to build Raiden from Mortal Kombat. It's certainly not a standard D&D cosmology, so if that's not what you're looking for I am happy to put my creative energies into something you're more likely to enjoy.

In terms of class, I am leaning toward gestalting Unchained Monk and Psion, if Psion is approved. If not, then quite possibly Sorcerer. Either combination seems reasonable for combining unarmed combat and lightning powers.


Okay, here's my 1st alternate character.

Party Role:

Elliaria is a helpful spirit who rides along as a healer and support character. She can only manifest a body for fifteen minutes a day, and rarely does this. Normally she either stays in a holy symbol of Pharasma or passively inhabits another character - usually one who gets hurt a lot or who is scouting alone. She can do active possession, but doesn't like to do that.

Benefits of passive possession.
• She can absorb half damage like shield other
• You get a free Protection sphere aegis effect, and she can apply others
• She often runs area buffs
• The healer is always right there
• She can direct your body if you get dazed or stunned
• She has attacks and debuffs for the bad guys
• She can give you a couple of exotic senses
• You always have a friend!

Description and Personality:

Elliaria is not usually visible. She's either in a holy symbol of Pharasma, or she's passively riding one of the PC's. When she does manifest, she's a tall and thin aasimar woman wearing simple white robes. She's quite friendly, and enjoys talking and singing. Though she does respect hosts that want to keep quiet.

history (short):

• Character is from Golarion.
• She had a natural gift for the magics of life and death and worked as a psychopomp to ensure souls moved on correctly.
• After working with death so much, she moved on to a spiritual existence, walking between the world of the living and dead.
• She also studied the nature of souls and found out that a few souls did not pass on. They eft this multiverse for somewhere else.
• Even the servants of Pharasma didn't know where these souls went.
• She began to study the souls who had departed and eventually figured out some common elements. Enough to develop a ritual to pass through to this other world. She knew that such a transition would likely disrupt her memories, but she chose to do it, hoping to return and report to Pharasma where her lost souls had gone.

statblock:

Elliaria
Aasimar soul weaver (dual channeler) 8/wraith (unbodied) 8/gestalt 8 (Pathfinder RPG Bestiary 7)
N Medium outsider (native)
Init +0; Senses darkvision 60 ft., lifesense 45 ft., spirit sense 45 ft; Perception +16
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 15 (+2 deflection, +2 enhancement, +1 natural)
hp 96 (8d8+32)
Fort +7, Ref +9, Will +12; +2 vs. death, energy drain, negative energy, or necromancy spells
Resist negative energy 5; SR 14
Weaknesses alternate aegis, circle of symbols, consciousness linked, mental focus, shaped divination, slow recovery
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (perfect)
Melee/ranged +2 tenebrous blast +8 touch (4d6+2 negative); -2 to attacks for 1d4 rounds.
Special Attacks channel positive energy 16/day (DC 21, 4d6), lesion, possession
--------------------
Statistics
--------------------
Str 7, Dex 10, Con 14, Int 14, Wis 16, Cha 24
Base Atk +6; CMB +6; CMD 16
Feats Agile Maneuvers, Cantrips, Channel Ray, Combat Expertise, Combat Stamina, Deadly Aim, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Fateful Channel, Power Attack, Practiced Seer, Selective Channeling, Treat Injury
Traits caretaker, meditative
Skills Bluff +12, Diplomacy +15, Fly +12, Heal +15, Knowledge (history) +11, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +11, Lore (Souls) +12, Perception +16, Perform (sing) +15, Sense Motive +13, Spellcraft +12; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Infernal, Necril, Protean, Shae, Sylvan
SQ agile maneuvers, blessing, blight, break enchantment, casting, channel mastery, combat expertise, cure, deadly aim, deathless +4, deathless spirit[ARG], destructive blast, detect teleportation, divine, divine fate, divine hostility, divine life, divine protection, divine undead, easy focus, energy resistance 18, exhausting strike, finesse weapon attack attribute, freedom, grand channel, greater invigorate, haunt path (path of the ancestor), heal, invigorate, lifesense, manifest, obstruction (DR 4/-), permanent wraith, point-blank shot, potent channeler, power attack, read magic, repel chaos/evil/good/law, restore, serendipity, shared aegis, spell ward, spirit rider, spirit sense, tenebrous blast, weakening, wraith form, wraith haunts (ghostly talent, ghostly talent)
Gear living steel holy symbol of pharasma (refuge item)
--------------------
Special Abilities
--------------------
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)
Alternate Aegis You lose access to the deflection aegis.
Blessing +1 (DC 21) (Su) Grant a creature a blessing that gives +1 to all saves for 24 hours
Blight -2 (DC 21) (Su) Inflict a magical disease on a target
Cantrips You can create a variety of small magical effects
Casting (CL 14, MSB +16, MSD 27, Concentration +23, DC 24) You can cast sphere effects.
Channel Mastery (Su) Spend an extra use of Channel Energy to gain the benefit of a channeling feat you qualify for
Channel Ray (120 feet) You many channel energy as a ray. Ranged touch to hit unwilling targets. +2 DC.
Circle of Symbols You lose access to the barrier ward.
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
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.
Death: Exhausting Strike (DC 21) Ghost strike causes target to be fatigued
Death: Weakening (DC 21) Ghost strike reduces target's STR or DEX
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Destruction: Destructive Blast 4d6 Ranged or melee touch attack deals 4d6 damage
Destruction: Tenebrous Blast Destructive Blast deals neg. energy damage and imposes -2 attack for 1d4 rds
Divination: Detect Teleportation (18 min) Divine the direction and distance a creature recently teleported
Divination: Divine You can divine magical auras
Divination: Divine Fate Divine to see a creature's aura, colored by their alignment relative to yours
Divination: Divine Hostility Divine to detect when a creature or object takes HP damage
Divination: Divine Life You can divine for living creatures and their general condition
Divination: Divine Protection Divine for the creatures in range with the highest and lowest AC or saves
Divination: Divine Undead You can divine for undead creatures
Divination: Lifesense Sense grants you the blindsight ability
Divination: Read Magic You can read and decipher magical writing
Divination: Spirit Sense Sense allows you to sense immortal or deathless beings such as undead
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Fate: Freedom Free target from effects that impede movement
Fate: Serendipity +1 Nearby allies gain luck bonuses
Fateful Channel Creatures healed by your channel can reroll one attack, skil check, or save.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (30 feet, Perfect) You can fly!
Ghostly Talent Gain bonus magic talent from your path sphere
Ghostly Talent Gain bonus magic talent from your path sphere
Grand Channel (Su) to d10
Heal (80 HP) (Su) Expend a use of Channel Energy to heal a blessed target
Improved Path Possession (Ancestor) Apply an (aegis) talent to willing possession target at -1 SP cost
Lesion 8d6 (DC 21) (Su) Spend Channel Energy to deal 1d6 damage/level to a blighted target (Fort half)
Life: Break Enchantment Remove magical effects with your restore ability
Life: Cure 2d8+32 (DC 21) Heal a target
Life: Greater Invigorate Invigorate adds CAM to THP given; may spend 1 SP to grant THP beyond usual limit
Life: Invigorate (Max 23 tmp HP) Grant up to 23 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Lifesense (30 ft.) (Ex) Sense living things and creatures without seeing them.
Manifest (Su) You may become corporeal for a limited time
Mental Focus (DC 27) You can lose mental focus, making it more difficult to use magic
Object Ride (Tiny to Huge, DC 21) 1 SP to passively possess an object for 1 hr/lvl (Will neg. if attended)
Path Possession (Ancestor) Redirect up to half incoming damage from possessed target to yourself
Permanent Wraith (Su) You are permanently in wraith form, and take nonlethal dmg when not possessing or manifesting
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Possession (DC 21) (Su) You can temporarily occupy or even control another creature's body
Potent Channeler 2 extra uses of Channel Energy per day, +1 per two levels
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.
Practiced Seer Use MSB for duration of (sense) abilities, if higher than CL
Protection: Deathless +4 You may create an aegis that grants a bonus vs death and life effects
Protection: Energy Resistance 18 Create a ward or aegis that resists energy damage
Protection: Obstruction (DR 4/-) You can put an aegis on a target that grants them DR/-
Protection: Repel Chaos/Evil/Good/Law (DC 21) You may create a ward that repels creatures of one end of the alignment spectrum
Protection: Shared Aegis Your aegises can protect their target's allies within reach.
Protection: Spell Ward Create a ward that suppresses all magic, or an aegis that grants Spell Resistance
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaped Divination You can only divine targets in a cone area instead of a sphere
Slow Recovery You cannot cure normally, only by granting Fast Healing
Spell Resistance (14) You have Spell Resistance.
Spirit Rider (Su) You are permanently in wraith form, and take nonlethal dmg when not possessing or manifesting
Treat Injury When you treat deadly wounds, you may spend 1 spell point to remove a condition
Versatile Soul Weaver Channel Positive Energy 4d6 (16/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Wraith Form Ultimate Spheres of Power required


@Seer of Shadows- could a kineticist/incanter take a feat like extra wild talent with an incanter bonus feat? The bonus feat description says "any feat which has casting as a prerequisite" but I don't know if the kineticist stuff counts as casting in or generally, nor what impact the magic/psionic transparency might have on that, if any?


I haven't posted any fluff yet, but here's the crunch for GiantHalfling's godling submission. I should have her description and background posted tomorrow (followed at some point by a non-godling version of the crunch).


GM, can a made PC be an ex-member of a class? Some become an ex-[class] after shifting alignment.

For example: Lawful monk, > event > neutral ex-monk, retains class abilities, but must proceed as something else.


Shifts have returned to normal, so there shouldn't be any more delays in the near future. After submitting this post, I am off to finish compiling the character submissions and third-party clearances.

Jereru wrote:
I guess with characters out there having 2, 3 or even 4 stats higher than 20 Sage shouldn't be a problem?

Sage itself isn't a problem, but I will be curtailing it's most flagrantly broken interactions. So that means no 30+ foot touch attack combat maneuvers, nigh-permanent ability score buffs with the low cost of swift action maintenance, or other such cheese will be allowed to occur.

Ikatarii wrote:

For house rule "Stamina and Combat Tricks", which variant are you allowing:

1. Feat Access,
2. Free for Fighters,
3. Fighter Bonus Feats Only,
4. Free for Everyone

Free for Fighters, but others may take it for a feat.

Tazo wrote:
Hello! I have a concept for this game that I'd like to float to see if it fits. Basically, I want to build Raiden from Mortal Kombat. It's certainly not a standard D&D cosmology, so if that's not what you're looking for I am happy to put my creative energies into something you're more likely to enjoy.

I don't have an issue with it, but which Raiden is it that you are considering? The original heroic Raiden? The Raiden corrupted by Shinnok's Amulet? Regardless, there are already characters from nonstandard cosmologies being submitted, such as the Watcher from Pillars of Eternity and Rehgar Earthfury from Warcraft.

Tazo wrote:
In terms of class, I am leaning toward gestalting Unchained Monk and Psion, if Psion is approved. If not, then quite possibly Sorcerer. Either combination seems reasonable for combining unarmed combat and lightning powers.

Psion is cleared for use.

Philo Pharynx wrote:

• Paizo, Automatic Bonus Progression (no items);

• Ultimate Spheres of Power
Soul Weaver (class);
Dual Channeler (archetype);
Wraith (class);
Unbodied (archetype);
Extra Magic Talent (feat);
Meditative (trait);
Practiced Seer (feat);
Treat Injury (feat);

All of those are cleared for use.

Giant Halfling wrote:
@Seer of Shadows- could a kineticist/incanter take a feat like extra wild talent with an incanter bonus feat? The bonus feat description says "any feat which has casting as a prerequisite" but I don't know if the kineticist stuff counts as casting in or generally, nor what impact the magic/psionic transparency might have on that, if any?

Kineticist abilities are considered spell-like abilities as far as I recall. Spell-like abilities are not considered spells despite functioning like them in many ways, so I am going to rule no on that.

Chyrone wrote:

GM, can a made PC be an ex-member of a class? Some become an ex-[class] after shifting alignment.

For example: Lawful monk, > event > neutral ex-monk, retains class abilities, but must proceed as something else.

I have no issues with that. PCs can even take the ex-class archetypes like the Sin Monk or Vindictive Bastard if they so choose.


Here are the compiled submissions, as well as what third-party content has been cleared for use. A few things were added to the latter list after a short skim of d20PFSRD and the Spheres of Power wiki so that I could potentially clear content before an official request was made. If I have missed either mostly-complete submissions or requests that I have already cleared, please let me know.

Submissions:
Character Name: Amn the Forgotten (Duviana "Dove" Henderthane)
Alignment, Gender, and Race: LG Female Human
Class: Oracle (Pei Zen Practitioner) 8/Monk (Monk of the Healing Hand) 8
Plane of Origin: Golarion (Cheliax)
Synopsis: Student of the healing arts who served as a combat medic for Hellknights and Crusaders alike
Death: Sacrificed her existence in order to bring her allies back from the precipice of death within the Worldwound

Character Name: Bhornkild "Walks with Spirits"
Alignment, Gender, and Race: N Male Ifrit
Class: Unchained Barbarian (Painted Savage) 8/Oracle 8
Plane of Origin: Golarion (Storval Plateau)
Synopsis: Shoanti warrior blessed by nature spirits who sought to bring peace to the walking dead
Death: *UNKNOWN* (Possibly killed by a mummy lord, based on his backstory? Clarification needed.)

Character Name: Bronwyn Draper
Alignment, Gender, and Race: NG Female Orlan (uses Blinkling stats)
Class: Slayer (Sniper) 8/Spiritualist 8
Plane of Origin: Eora (Deadfire Archipelago)
Synopsis: The Watcher of Caed Nua who served as an agent of the gods
Death: Slain by a sea monster at the behest of Galawain, God of the Hunt

Character Name: Cydric de Bergerac
Alignment, Gender, and Race: CN Male Human
Class: Swashbuckler (Noble Fencer) 1-Gunslinger (Pistolero) 7/Bard 8
Plane of Origin: Golarion (Galt)
Synopsis: Galtan hero of the Mendevian Crusades and enemy of Baphomet
Death: Mercy-killed by Nocticula

Character Name: Denaro of Azlant
Alignment, Gender, and Race: LN Male Human (No Azlanti subrace?)
Class: Wizard 9/Magus (Kensai) 8
Plane of Origin: Golarion (Azlant)
Synopsis: The mortal half of a god that was separated from his divinity upon death
Death: *UNKNOWN* (needs clarification)

Character Name: Elliaria
Alignment, Gender, and Race: N Female Aasimar
Class: Soul Weaver (Dual Channeler) 8/Wraith (Unbodied) 8
Plane of Origin: Golarion (specific locale on Golarion unknown)
Synopsis: Aasimar gifted with powers of life and death who worked with psychopomps and served the goddess Pharasma
Death: Ritually cast herself out of reality as part of a plan to follow the souls that had vanished from the River of Souls and determine their fate

Character Name: Ikatarii
Alignment, Gender, and Race:N Male Strix
Class: Legendary Shifter 5-Polymorph Savant 3/Draconic Shaman 8
Plane of Origin: Golarion (Cheliax)
Synopsis: Warrior of the Windspire Tribe from the Devil's Perch region
Death: Slain by trespassing Hellknights

Character Name: Kiya Aliwya
Alignment, Gender, and Race: CE Female Human
Class: Soul Weaver (Lichling) 8/Hedgewitch 8
Plane of Origin: Golarion (Geb)
Synopsis: Student of the necromantic arts who sought the eternal existence of lichdom in the pursuit of knowledge
Death: Betrayed by her lich mentor who decided it was time to tie up loose ends

Character Name: Maia Blackwing
Alignment, Gender, and Race: NG Female Plumekith Aasimar
Class: Adept Godling 8/Mighty Godling 8
Plane of Origin: Golarion (The Shackles)
Synopsis: Daughter of an aasimar pirate lord who followed in her mother's footsteps to root out fiends
Death: *UNKNOWN* (Presumably died to the portal-sigil somehow? Clarification needed.)

Character Name: Piotr Vashnikov
Alignment, Gender, and Race: N Male Kisatha
Class: Fighter (Trench Fighter, Myrmidon) 8/Mystic (Gunsmoke Mystic)
Plane of Origin: Kasath
Synopsis: Survivor of an enclave of Kisatha whose life led him to many frozen worlds
Death: Burned to death (Presumably at the hands of his former comrade? Needs clarification.)

Character Name: Rahlmaat
Alignment, Gender, and Race: N Female Sphinx
Class: Sphinx racial class 8/Hedgewitch 8
Plane of Origin: Golarion (Osirion)
Synopsis: Scholarly sphinx hungry for knowledge and cosmic secrets
Death: Died in an entranced euphoria at the cusp of enlightenment as the primordial plane she was studying collapsed around her

Character Name: RC-17 "Arcee"
Alignment, Gender, and Race: LG Agender Warforged Scout (Wyrwood race)
Class: Telekineticist 8/Aegis (Trailblazer) 5-Symbiat (Hekatonkheires) 3
Plane of Origin: Eberron (Cyre)
Synopsis: Prototype of House Canith who chose to document and explore the Mournland
Death: Slain by a tentacular kaiju on the way to the Canith Forge

Character Name:Rehgar Earthfury
Alignment, Gender, and Race: NG Male Orc
Class: Magus (Primagus) 8/Eldritch Godling 8
Plane of Origin: Draenor
Synopsis: Shamanic warrior of the Horde who helped resurrect Thunderaan the Lord of Air
Death: Slain by rampaging elementals during a mission for the Earthen Ring

Character Name: Straehan
Alignment, Gender, and Race: LN Male Human
Class: Unchained Monk (Perfect Scholar, Scaled Fist) 5-Unchained Rogue 3/Sorcerer (Tattooed Sorcerer) 8
Plane of Origin: Miir (Polkepi)
Synopsis: Byronic hero who ended up serving both sides of a divine war
Death: Destroyed by his own spell in an attempt to take down the dragon that devoured him

Character Name: Terisa Nightranger
Alignment, Gender, and Race: NG Female Human
Class: Fighter 8/Ranger 8
Plane of Origin: Abeir-Toril (Waterdeep)
Synopsis: Orphan raised as a warrior of the wild and formerly cursed with vampirism
Death: Incinerated by Waukeen preceding the Time of Troubles

Classes:
- All Akhashic classes by Dreamscarred Press
- All Path of War classes by Dreamscarred Press
- All Psionics classes by Dreamscarred Press
- All Legendary Class variants by Legendary Games
- All Spheres of Power/Might/Guile classes and conversions of core classes by Drop Dead Studios
- All racial classes from the In the Company of Monsters series
- Adept Godling
- Archon
- Armiger
- Assassin (Interjection Games version)
- Battle Scion
- Blood Skald
- Cantor
- Cartomancer
- Chaplain
- Clever Godling
- Clockwork Adept
- Death Mage
- Deductionist
- Demon Hunter (Heroes of the Jade Oath version)
- Direlock
- Dragonrider
- Eclipse
- Eldritch Godling
- Elven Archer
- Enlightened Scholar (Heroes of the Jade Oath version)
- Gearhead
- Gladiator (TPK Games version)
- Harmonicist
- Hellion
- Herbalist (Interjection Games version)
- Idolator
- Kusa
- Luckbringer
- Machinesmith
- Maestro
- Magister
- Malefactor
- Mighty Godling
- Nexus
- Nightblade
- Occultist
- Phantom Thief
- Promethean
- Radiant
- Sacred Necromancer
- Savage
- Savant
- Severist
- Shadow Assassin
- Shadow Weaver
- Shaman (Kobold Press version)
- Shaman (Rogue Genius Games version)
- Soulforge
- Spell-less Ranger
- Stormbound
- Taskshaper
- Theurge
- Thug
- Time Thief
- Time Warden
- Tinker
- Ur-Conductor
- Valkyrie
- Vanguard
- Warmaster
- Warlock (Rogue Genius Games version)
- White Necromancer
- Witch Hunter
- Wolf Shifter
- Wolfshead
- Wraith
- Zodiac

Archetypes (Class in Parentheses):
- Barfighter (Striker)
- Chronomancer (Symbiat)
- Doomblade (Mageknight)
- Dual Channeler (Soul Weaver)
- Gunsmoke Mystic (Mystic)
- Hekatonkheires (Symbiat)
- Lichling (Soul Weaver)
- Martial Shifter (Shifter)
- Myrmidon (Fighter)
- Painted Savage (Barbarian/Unchained Barbarian)
- Primagus (Magus)
- Sanctified Sorcerer (Sorcerer)
- Synapse (Symbiat)
- Trailblazer (Aegis)
- Unbodied (Wraith)

Races:
- All non-undead races from Rite Publishing's In the Company of Monsters series
- All races from Rite Publishing's Heroes of the Jade Oath series
- All races from Dreamscarred Press's Akhashic series
- All races from Dreamscarred Press's Psionic series
- Blinklings
- Coalescent
- Sphinx (Purple Duck Games version)
- Thri-Kreen (fan conversion)
- Warforged (fan conversion)
- Zethian Kobold

Feats:
- All Braineater feats
- All Heritage feats
- All Protokinesis feats
- All Transformation feats
- Deadly Agility
- Divine Traits Focus
- Elemental Boost
- Emergent Divinity
- Extra Combat Talent
- Extra Magic Talent
- Extra Talent
- Practiced Seer
- Skillful Disappearance
- Student of the Astral Suit
- Treat Injury

Spells:
- Lightsight

Traits:
- Meditative

Items:
- Eternal Wand (fan conversion)
- Warforged Repair Kit (fan conversion)

Miscellaneous:
- All Spheres from Spheres of Power/Might/Guile (individual Advanced Talents must still be cleared)
- Advanced Talents (Spheres): Inimical Gaze
- Godling Ascendancies: Eldritch Magic, Force of Brawn, Talent for Mysticism, Uncommon Element
- Godling Divine Traits: All are cleared for use
- Spheres Oaths: Forbidden Knowledge, Oath of Offerings


I enjoy how you summarized Rahlmaat's death. An 'entranced euphoria at the cusp of enlightenment' indeed. :D

Filling in a few last details on Rahlmaat, I realized I hadn't settled on her casting tradition, so that's fixed now. Looking at gear, I was wondering about elemental augmentations--they'd be great to re-flavor as effects of some of the hieroglyphs carved into her hide/feathers. I wasn't sure if Spheres items were cleared or not, though, so I didn't put any down yet.


Lol- sorry, I got interrupted before finishing her background. I’m hoping to get her death posted before I go to bed tonight.

edit: should be good to go now.

re-edit: I didn't see hex lord listed as an approved ascendancy. I don't know if that's because its its one of the groups of bulk accepted stuff, or if its because it requires specific clearance; if the latter, may I take it? I currently have it selected for the iceplant hex and the murksight hex (both official paizo hexes that seemed fairly tame).


Anyone knows an angel-like race other than Aasimars? Being an angel fits the concept, but Aasimars are a bit... boring.


What a lovely summary of Bhornkild =)

His background does indeed still need some updating. I think I'm going to have him die fighting a lich, cuz licheses are, like, the boss undead.

Lots of cool submissions here. It's nice to see people are using the ample build rules to make cool concepts and not just ridiculously min-maxed stat abominations. IMO.


Is there an official Azlanti subrace? I thought I saw one long time ago. Don't think it'd make a huge huge difference to the character but ill look for it.

Also when you say clarification needed is that asking me for some or is that a general "does not know" word.


Tark, Azlanti Human is in the Inner Sea World Guide, "Humans with +2 in all stats" (instead of choosing +2 to one stat), is the extent of their rules, as far as I understand.


Jereru wrote:
Anyone knows an angel-like race other than Aasimars? Being an angel fits the concept, but Aasimars are a bit... boring.

Angel-like in what way? Celestial heritage specifically, or just other brethren of non-evil outsiders?

For the latter, as far as Paizo-official, you have aphorites, the children of the axiomites of Axis; duskwalkers, the not-children-of-but-still-accepted-by resurrected souls ushered onto the Material Plane by the psychopomps of the Boneyard, and ganzi, the children of the proteans of the Maelstrom.

For the former, there are a few 3rd party options. Little Red Goblin Games have Angels, Alluria Publishing has the Muse (originating from the dreams of angels), and Samurai Sheepdog released the Nephilim, children of angels and devils.

TarkXT wrote:

Is there an official Azlanti subrace? I thought I saw one long time ago. Don't think it'd make a huge huge difference to the character but ill look for it.

Also when you say clarification needed is that asking me for some or is that a general "does not know" word.

From the Inner Sea World Guide (published in 2011), p. 12 says the following:

Inner Sea World Guide p. 12 wrote:

Pureblooded Azlanti

Although technically the last of the pureblooded Azlanti was Aroden, Golarion is nothing if not a magical place. Ancient Azlanti could be introduced into a game via a number of different methods, such as by being released from a temporal stasis effect, restored to freedom from an imprisonment, or even resurrected by powerful artifacts or ancient magic capable of restoring life to someone thousands of years dead. There could even be pockets of pureblooded Azlanti dwelling still in remote and well-hidden locations.

Unlike a typical human, a pureblooded ancient Azlanti gains a +2 bonus to all six ability scores. Such powerful humans can become player characters only with the permission of the GM.

---

I'm working on conversion of a character I've tooled around with once before. The character has an origin in the Jade Regent AP as a half-sibling of one of the BBEGs, so spoilers for that AP will appear in my background (though none that aren't visible on the Pathfinder Wiki). I have a character sheet mostly done (as an oni-spawn tiefling perfect scholar unchained monk gestalted with the relic hunter inquisitor), but I'm working on adjusting the background to be appropriate here. I probably won't mess with any of the 3rd party stuff unless I find something inspiring in that massive list of approved content.


Inner Sea World Guide p. 12 wrote:
Unlike a typical human, a pureblooded ancient Azlanti gains a +2 bonus to all six ability scores. Such powerful humans...

Wow. Paizo really just phoned that one in, eh? So Azlanti are basically Shatterstar from Deadpool 2... Skip to 1 min


Alright, the two potential characters set up:

LNC: The Living Corporation:

LNC (Lorrain Nicholas Charles) was a US based accounting and data analytics firm known for their use of advanced AI technology and custom hardware to create cutting-edge analysis, outpacing their competitors by hours instead of milliseconds. They were known for the creation and destruction of economic standards through utilizing a non-standard structure etched in routine and behaviors taught to their employees. Well known for loyalty and trust, they were at the cutting edge of accounting technology and helped multiple large shareholders to maximize profit and ensure incredible success. Following the Dark Twilight Revolution in early 2028 and the change of government partially brought about by the success of LNC and it’s dominance in public companies, the company itself was charged with multiple offenses under recently passed legislation “The Corporate Personhood Act” and through various legal finnangling, the seizure of assets and destruction of the corporation by the government was declared “Equivalent to death, and as such a viable method of legal reprimand”. All assets were seized by non-shareholder stakeholders, most of the C-suite and multiple levels below it were put in prison, multiple shareholders were executed, and the remaining employees were given hefty severances. The company was dissolved into multiple smaller organizations in order to prevent similar monopolies from being established ever again.

The death of a corporation is a hard thing to really pin down. Is it when it stops existing as it once did? When the purpose it was made for ends? When the final shareholder dies? When the employees no longer are there? When it stops producing revenue? Corporations, despite the previous legal gerrymandering provided in 2012 to maximize control and meld with government, are not people. But what if I told you that, in this one, small case, a corporation could feel? Not necessarily understand what is going on, not outside of the world of figures and data, but could understand it and through the intermingling of society end up creating a life of its own?

What about when it gets a soul it doesn’t understand? What about when it realizes that it has, in fact, come back from the dead? When it is given a whole new world of financial information to analyze, and people to analyze too? When something is designed to grow, dies, and then discovers that it can grow more again?
What the f*!~ does it do? And how does it avoid dying again?


Isabella d’Arbol: The Stolen Daughter:

How do you tell a daughter you sold her future away. That everything she does from now until eternity is defined by the fact that her future will be taken from her by an ancient force, looking for power. What do you do when your daughter seems so bright and gleeful at the fact that her future is hers? When she has dreams of re-shaping the world? When all the blights that seem to trip her, all the things that she works so hard to prepare against, all are things fighting against the ancient force that try and chain her down to keep her from thriving are for the good of the world?

What do you do when you can’t even tell her that. As she crawls in your arms and weeps about the pain she suffers, the fact that despite putting every single bit of foresight forward, she still failed. That no amount of magical powers, magical foresight, and planning for ever contingency could stop her failure. Because if she does succeed in her goals, of creating a tribe learned in letters, learned in details, learned in law, she would be damning them all. She would be damning the world.

He took her anyway, at the age of 25. All the planning in the world didn’t stop it when she figured it out. Every arcane edifice, every tool, every drop of trickery up her sleeve didn’t stop him from taking her body, taking her life, and taking her future. But she could burn her future down. She could let herself die. For despite going up against Asmodeus himself, she had spent years learning how to outwit gods. And the contract never mentioned setting the body up to die when it’s taken.

Thoughts, comments, advice? Opinions? Any recommendations, anything I'm missing, and anything I should focus on?


Looking at what you have on the approved list, I either failed to get approval for a couple things or you just missed them in all the work it took to put that list together:

Advanced Alternate Divinations (Advanced talent)

Oath boons:
Inhuman Resilience
Shielded Form
Damage Reduction
Enhanced Abilities
Skillful
Bonus Feats


Radamare (The Devil God's Runaway)

This sentinel stands alert, armored in elegantly wrought steel, her blade crackling with pale flame, but though she looks at you with her one dark eye beneath dark hair, for a moment it seems that she is looking through rather than at you, as if at something else very far away.

The other is gone: eye and cheek have been eaten away by fire, leaving slabbed, bald scar.

Slightly Spoilery Further Description (GM):

Beneath Radamare's armor are far more terrible scars: whip, steel, and especially flame have left a history of violence upon every part of her body, and the distinctive deep-cut, ridged scars of the lash have persisted even beyond death. In another life, Radamare might have grown beautiful – she is fit of limb and body – but there is nothing beautiful about what has been done to her.

Above all, when seen out of her armor, the scars of burning are glaring and, unlike the others, supernatural, a strange effect of the uncontrolled hellfire ritual that both killed and empowered her. When her power is full, they are overwhelming and ubiquitous: parts of her body charred black, limbs consumed in places nearly to the bone, one eye ruined.

As she expends her power and especially her oracle's magic, the horrific burns begin to fade; char flakes away, revealing living (though scarred) skin beneath; the lost eye opens whole and unburnt.

But just as expending her magic causes the hellfire burns to fade, to renew her power is also to relive her death and burn anew, in a daily cycle that occurs during the hour in which she restores her spells; for Radamare was not a great mythic hero in life, bringing echoes of her own might with her into death. What strength she has here in Kisarta comes not from how she lived but how she died.

Background:

Life and Death

Radamare is unusual, perhaps unique among those who after death came to serve the Liberator, holy Milani: her soul was not that of a great mortal champion of liberty, but of a slave-priestess of Hell.

The story of that soul's life was a pitiable one, born into slavery to her god, Asmodeus, King of Hell, and to his mortal church: a nameless life, full of darkness and pain, of obedience brutally enforced until it seeped into the heart and mind and became second nature.

The story of that soul's death was, perhaps, inspiring, a single spark of hope kept alive deep within, inspired by a whispered dream sent from the goddess herself, leaping to sudden flame. A mythic ritual meant to empower nine elder cardinals of the Devil God, exploiting their obedient slave priestess as a conduit for dangerous planar energies, sent awry by her self-sacrifice, disrupting the ritual and letting its unbound energy sear her vile masters to ash even as her own body was likewise consumed.

The story of that soul's afterlife... might be unique.

Milani, goddess of revolution and liberation, had played a critical role in inspiring the heroic death of that soul, but as she wound her way as a petitioner through the River of Souls towards Pharasma's judgment, the celestial hosts who serve the Everbloom were troubled at heart. After all, heroic deaths may be glorious, but evil deeds, even those done under vicious compulsion, scar and darken the mortal soul, and who could say whether the Gray Lady would assign heroic rebellion the same importance as it bore in Milani's sacred halls? What if the death goddess's judgment took a soul who had died striving for freedom and decreed that the balance of her life would condemn her to Hell?

Azata being azata, and not over-fond of putting their faith in the procedures and trusting the process, a group of knights took matters into their own hands, raided the River of Souls, and stole the priestess's soul away to bring her before their goddess, that she might lay her claim in a way that even the Lady of Graves would be hard pressed to undo.

Yet they did not reach their destination. Devils are not ones to forget a theft or easily yield the possession of souls they consider theirs, and their anger was such that a war party of their own swiftly mustered, daring to attack the raiders even as they passed through the outskirts of Paradise with their rescued prize.

It was in that second battle, as fiend fought angel and black spellcraft clashed with holy fire, that the soul herself disappeared amidst the chaos, lost to both sides, seemingly destroyed. The devils withdrew, grimly satisfied in the belief that what they could not have, now no-one could; outraged holy knights called their comrades to arms and swore vengeance. Conflict flared for a time, as it often does between those of Hell and Paradise.

None knew that the soul they had lost was lost indeed, but not destroyed.

note to GM: I may tweak this somewhat if accepted. One thing I am considering a variant in which the conflict happens after an adverse judgment from one of Pharasma's judges, rather than before judgment. I think the arc of a good dead character might be more interesting if they are facing the weight of an unfulfilled negative verdict: dying heroically did not outweigh a lifetime of service as Hell's slave, at least not in the eyes of the yamaraj who delivered the ruling.

Awakening

Radamare awakens with grave goods that had been intended to serve her when raised up as an azata knight: a noble blade, elegant armor, a surcoat of blue silk embroidered with brilliant red roses.

But she is not an azata knight; and moreover, she never had the time an azata has to let go of the trappings of her mortality and, as a petitioner, subsume her old personality into the freedom of Elysium. Radamare remembers her mortal life very well. She remembers her afterlife, the conflict, the achingly short glimpse of Paradise.

And her death, burning in hellfire and raw mana: she remembers that also, still with terrible immediacy.

Indeed, it is especially this connection to her death that grants her the extraordinary powers* with which she awakens: the connection to the strange mythic ritual that the first and last rebellion of her mortal life so fatefully disrupted. The misfired ritual energy still lingers within her, a searing wellspring of power that was never properly bound and tamed to the will of the nine cardinals for whom it was intended and instead has settled itself within the soul that was only meant to be its conduit.

It is a painful and unwelcome connection, but also a strong one, and Radamare finds that she can draw upon that strength.

*read: oracle gestalt

Combat capabilities, broadly speaking:

*The usual life oracle thing where you provide life link fast healing to the team, combined with a few other ways to heal and buff without wrecking action economy.

*Pretty tough, like a paladin should be (especially a paladin who also makes a habit of taking others' damage).

*OK in melee. Can become a pretty good melee combatant via self and team buffs with oracle spells etc., or a really good melee and decent ranged combatant with that plus smite.

*Active healing: 6d6 channel energy, or 8d6 with the Sacred Servant's Divine Bond active. Can channel a lot of times per day. Quick Channel if needed and enough uses per day (between oracle channels and paladin channels converted from lay on hands) to get some mileage out of it.

*Using channel to actively heal also provides a team buff (basically a mass heroism that lasts for one fight) via the Milani channeling feat.

*Sacred Servant's planar ally. Although GM, if accepted we might need to talk about whether this particular ability of the Sacred Servant makes sense for the setting. I'm not married to it and am open to changes if it does not.

OTOH,

*Oracle's curse prevents casting chaotic or good spells, and though this does not apply to SLAs, it does limit some oracle spells (summon monster...) as well as a pretty substantial number of paladin ones.

Statistics:

Human sacred servant paladin 8//dual-cursed oracle 8
CG Medium humanoid (human)
Init +1; Senses Perception +8
Aura courage (20 ft; full fear immunity)

Defense
AC 23, touch 12, flat-footed 22 (+10 armor, +1 dex, +1 deflection, +1 natural)
hp 152 (8d10+72)
Fort +16, Ref +13, Will +17; +4 vs charm
Resist cold 3 Immune disease, fear

Offense
Speed 20 ft.
Melee Greyflame greatsword +12 (2d6+6/19–20x2)
Ranged +1 longbow +10/+5 (1d8+5/×3)
Attack Options Risky Strike -3/+9, Defensive Stance -3/+3
Special Attacks oracle channel positive energy (DC 22, 6d6, 11/day), paladin channel positive energy (DC 22, 6d6, costs 2x lay on hands), smite evil 2/day (+8 attack and AC, +8 damage)
Spell-Like Abilities (CL 8th; concentration +16)
At will—detect evil
1/week—call celestial ally (as lesser planar ally, no cost)
Paladin Spells Prepared (CL 5th; concentration +13)
2nd—bestow grace, bladed dash, paladin’s sacrifice
1st—hero’s defiance, grace, true strike
Domain Liberation (*domain spell)
Oracle Spells Known (CL 8th; concentration +16)
4th (5/day)—freedom of movement, restoration*, cure critical wounds
3rd (7/day)—blood rage, dispel magic, prayer, bestow curse (DC 21)*, cure serious wounds
2nd (8/day)—ashen path, eagle’s splendor, ghost whip, ironskin (+5), resist energy, lesser restoration*, cure moderate wounds
1st (8/day)—bless, divine favor (+3), funereal weapon, know the enemy, lucky number, obscuring mist, shield of faith (+3), ill omen* (two rolls), cure light wounds
0 (at will)—detect magic, guidance, light, mending, read magic, scrivener’s chant, spark, stabilize
Mystery Life (*mystery spell, considering dual-cursed)

Statistics
Str 18, Dex 12, Con 12, Int 13, Wis 10, Cha 26
Base Atk +8; CMB +12; CMD 24
Feats Azata Foundling*, Selective Channeling, Extra Channel, Quick Channel, Fearless Aura, Beacon of Hope, Unsanctioned Knowledge, Greater Mercy, Combat Stamina (pool 9)
*Fey Foundling mechanically
Traits Freed Slave [there seem to be two, this is the +1 will save version], Fate’s Favored
Skills Bluff +10 (0r), Diplomacy +13 (+9 good and chaotic) (2r), Intimidate +18 (8r), Heal +11 (8r), Knowledge (Planes) +8 (4r), Knowledge (Religion) +8 (4r), Perception +8 (8r), Sense Motive +11 (8r), Spellcraft +12 (8r)
Background Skills Lore (subject tbd) +12 (8r), Profession (torturer) +12 (8r) guess which one of these represents old unwanted knowledge and is here solely to be later retrained
Languages Common
SQ aura, code of conduct, divine bond (holy symbol +2, 8 minutes, 1/day), lay on hands (4d6, 12/day), mercies (enfeebled, sickened), oracle’s curse (hellbound, legalistic (nonadvancing), revelations (channel, fortune, life link, misfortune)
Gear

Gear, math, misc. accounting:

Automatic bonus progression (Armor +1/+1, weapon +1/+1, resist +2, nat arm +1, deflect +1, mental +2, physical +2)

16.5k to spend
10k for phylactery of positive channeling
2350 for greyflame greatsword
500 for a +4 mighty bow
1500 full plate
2150 to spend - major items above. If accepted, I’ll spend the time to comb through what small stuff (scrolls and minor mundane gear) I want, but accounting is my least favorite part of making characters and I'm putting it off for now.

Ability scores:

25 point buy:

14/10/10/13/10/18
(5/0/0/3/0/17 point cost)
+2 cha from leveling, +4 Cha, +2 Str, +2 Dex from typeless, +2 Str, +2 Cha from ABP
18/12/10/13/10/26

Saves

Fort 6 base 2 res 8 grace
Ref 2 base 1 dex 2 res 8 grace
Will 6 base 2 res 8 grace

favored class bonus: energy resistance (cold) 1 through 3, subsequently oracle spells known (2x 1st, 2x 2nd, 1x 3rd)

Bard unsanctioned knowledge:
1: true strike
2: bladed dash
3:
4:

Other than the CG paladin thing you OKed earlier, I am using only first-party Paizo material, so there are no special approval requests.


This is stormraven offering a second (and last) character.

If you have any questions, feel free to PM or post here. I'll respond in whichever medium you choose.

Thanks for considering her!


Well, my first offering was rogue-like, my second was cleric-ish, now here is my fighting type.

Party Role:

Tazmyr is a melee combatant. He has some strong control elements available with area effects and different blast effects.

Description and Personality:

Tazmyr is tall and thin, whiplike. He's very nimble and often reacts long before others. He wears fine clothes, though battle-hardened types will notice light mail underneath. He wears a fancy dagger at his waist, and his hand is sheathed in glass.
He's strange for a drow. He's not nearly as bloodthirsty or ambitious as his siblings. He would have liked

history (short):

• Forgotten Realms
• Lowest status noble from a middling noble house
• Small city on the edge of Menzoberranzan sphere of influence
• Born with magical and martial talent
• Became a gladiator and duelist to avoid house politics
• Died in an assassination attempt from his younger sister

statblock:

Tazmyr Ixit'shii
Male drow noble sphere magus 3/incanter 8/mageknight (doomblade, broadcast blade) 5/gestalt 8 (Pathfinder RPG Bestiary 115, Pathfinder RPG Ultimate Magic 9)
N Medium humanoid (elf)
Init +18; Senses blindsight 45 ft., darkvision 120 ft.; Perception +10
--------------------
Defense
--------------------
AC 26, touch 22, flat-footed 16 (+3 armor, +8 Dex, +2 dodge, +2 insight, +1 shield); Precogniscent Protection
hp 108 (8d10+32)
Fort +12 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +15, Will +12 (+3 bonus vs. mind-affecting effects); +2 vs. enchantments, +2 bonus vs. traps and hazards while underground
Defensive Abilities Weird Defense 40%; Immune sleep; SR 35
Weaknesses consciousness linked, focus casting, light blindness, personal warp, regenerate, slow recovery
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 destructive blast +18 touch (5d6+4+3) or
. . destructive focus mundane crystal gauntlet +18/+13 (1d3+10) or
. . mwk silver dagger +18/+13 (1d4+9/19-20)
Special Attacks arcane pool (+1, 3 points), broadcast: lance, broadcast: scythe, destructive blade, magus arcana (preternatural grace), spell combat, spellstrike
Spell-Like Abilities (CL 8th; concentration +13)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 18)
--------------------
Statistics
--------------------
Str 8, Dex 26, Con 14, Int 14, Wis 14, Cha 20
Base Atk +7.25; CMB +17; CMD 28
Feats Additional Traits, Agile Maneuvers, Cantrips, Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Precogniscent Protection, Precogniscent Smite, Reach Blade, Steadfast Personality[ACG], Weird Defense 40%
Traits dilettante artist, iron liver, meditative, twitchy
Skills Acrobatics +19, Diplomacy +17, Intimidate +16, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Knowledge (nobility) +6, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +8, Perception +10, Perform (oratory) +13, Profession (gladiator) +13, Spellcraft +9, Survival +6, Swim +3
Languages Abyssal, Common, Draconic, Elven, Infernal, Sakvroth, Undercommon
SQ acid blast, adhesive blast, admixture, blindfolded oracle, blistering blast, cascade failure, casting, cure, darklands guide, destructive blast, energy tether, finesse weapon attack attribute, fire blast, foreshadow +1/+2, gloom blast, invigorate, mystic combat ability (weirding initiate), nether blast, penetrating blast, penetrating blast, poison use, pouncing teleport, restore, searing blast, specialization (sphere specialization [destruction]), stone blast, tactical teleport, teleport, tenebrous blast, warp warrior, wingbind
Other Gear nimble mithral shirt, mwk buckler, destructive focus mundane crystal gauntlet, mwk silver dagger, bag of holding, minor, belt of incredible dexterity +2, blaster's bracers, cloak of resistance +2, headband of alluring charisma +2, muleback cords[APG], sleeves of many garments[UE], bedroll, trail rations (14), 413 gp, 9 sp
--------------------
Special Abilities
--------------------
Equipment Slots In Use Armor, Belt, Headband, Shoulders, Wrist, Shield
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Blindsense (45 feet) (Ex) Sense things and creatures without seeing them.
Blindsight (45 feet) (Ex) Sense things and creatures without seeing them.
Broadcast: Lance 15 ft. (Su) Broadcast your attack in a straight line.
Broadcast: Scythe (5 squares) (Su) Broadcast your attack across a contiguous area in reach.
Cantrips You can create a variety of small magical effects
Casting (CL 12, MSB +16, MSD 27, Concentration +21, DC 21) You can cast sphere effects.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Consciousness Linked Your sphere effects end if you are unconscious or unable to take mental actions
Darklands Guide +2 to saves vs. traps and hazards while underground.
Darkvision (120 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.
Destruction: Acid Blast Destructive Blast deals acid damage
Destruction: Adhesive Blast (DC 19) Destructive Blast deals acid damage and can entangle target
Destruction: Admixture Apply two blast type talents to a destructive blast
Destruction: Blistering Blast Destructive Blast deals fire damage and imposes -2 to Fort saves for 1d4 rd
Destruction: Cascade Failure Creatures damaged by your destructive blast take -1 to save against your destructive blasts for 1 rd
Destruction: Destructive Blast 5d6+4 Ranged or melee touch attack deals 5d6+4 damage
Destruction: Energy Tether (DC 19) Turn your destructive blast into a tether that binds the target to you
Destruction: Fire Blast (DC 19) Your destructive blast deals fire damage and can ignite targets
Destruction: Gloom Blast (DC 19) Destructive Blast deals neg. energy damage and can sicken target (undead targets blinded and take no damage)
Destruction: Nether Blast (DC 19) Your destructive blast deals negative energy. damage and causes fear on targets
Destruction: Penetrating Blast Destructive Blast ignores up to 21 points of energy resistance (or up to 42 for 1 SP)
Destruction: Searing Blast Your destructive blast deals fire damage using d8 instead of d6 as its damage die.
Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses
Destruction: Tenebrous Blast Destructive Blast deals neg. energy damage and imposes -2 attack for 1d4 rds
Destruction: Wingbind Entangling blasts can bring down flying creatures
Destructive Blade (5 rounds) (Sp) As a swift action, summon a "blade" of destructive energy
Divination: Blindfolded Oracle You can gain Blindsense, or Blindsight for an extra spell point
Divination: Foreshadow +1/+2 You gain a danger sense that grants bonuses to AC and Ref saves
Drow Immunities - Sleep You are immune to magic sleep effects.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Focus Casting (DC 26) You must make a concentration check to use magic without your focus item
Life: Cure 1d8+16 (DC 19) Heal a target
Life: Invigorate (Max 8 tmp HP) Grant up to 8 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Penetrating Blast (1/day) (Sp) Roll twice and take better result on spell penetration checks with Destructive Blast
Personal Warp You may only teleport yourself
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precogniscent Protection (max +2) +1 insight to AC per active (sense), dismiss active (sense) as immediate action to negate a crit
Precogniscent Smite (max +2/10%) +1 insight to att/dam per active (sense), spend 1 spell point dismiss active (sense) as immediate action to ignore some miss chance
Reach Blade Your Destructive Blade may be shaped with the reach property
Regenerate You may only target yourself with your Life sphere abilities.
Slow Recovery You cannot cure normally, only by granting Fast Healing
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Resistance (35) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Tactical Teleport 10 ft. +1 SP to cast a short-range teleport as a swift action
Warp Warrior Gain Warp sphere as your 1st level talent.
Warp: Pouncing Teleport 1 SP/+1 step cast time: make 1 atk after you teleport; +1 SP for atk act/full atk.
Warp: Teleport (45 ft./180 ft.) You can teleport touched creature as a standard action
Weird Defense 30% (Sp) Grant self a miss chance until start of your next turn


Maia's profile is still set to her godling crunch (aka, submission #1); below is her non-godling crunch (submission #2). Her background is the same, just in this version she awoke in Kisarta with her original abilities instead of being changed by her death. I'd be happy to play either version of her.

Maia

Racial Abilities:
Aasimar [plumekith]
Outsider [native] and Humanoid [human]
+2 Dex, +2 Wis
Darkvision 60’
Resistance 7* vs acid, cold, and electricity
SLA (1/day)- see invisibility
Skilled- +2 racial bonus to acrobatics and fly
Scion of Humanity- pass as human without disguise check

* includes +2 trait bonus


Class Abilities:

Conscript/Inquisitor 8

Martial Tradition
Pirate- gain pirate training discipline and unarmored training from equipment sphere; gain duelist and fencing as bonus spheres

Studied Target- study target as move action; gain +2 to bluff, knowledge, perception, sense motive, and survival and to hit/damage, and +2 to save DCs of sphere abilities vs target

Inquisition
Heresy (AG2)
- righteous infiltration: use Wis instead of Cha for bluff and intimidate
- blessed infiltration: roll twice for bluff, diplomacy, or stealth and take better result (7/day)
- word of anathema (sp): curse target with -4 to hit, saves, skills, and ability checks for 1 minute (standard action; DC 21 Will negates; 1/day)

Judgments (3/day; choose 2 benefits)
Destruction- +3 sacred bonus to weapon damage rolls
Healing- fast healing 3
Piercing- +3 sacred bonus to concentration and to CL vs spell resistance
Protection- +2 sacred bonus to AC
Purity- +2 sacred bonus to saves
Resistance- resist 6 vs one energy type
Smiting- weapons count as magic and good

Monster Lore- +Wis mod to knowledge checks to identify creatures

Stern Gaze- +½ level to intimidate and sense motive

Evasion- no damage on successful Ref save

Cunning Initiative- +Wis mod to initiative

Detect Alignment- as detect chaos/evil/good/law, at will

Track- +½ level to survival to track

Solo Tactics- gain benefits as if allies had same teamwork feats

Bane- add bane weapon enchantment (swift action, 8 rounds/day)

Discern Lies- as spell (immediate action, 8 rounds/day)

Inquisitor racial FCB: +4 intimidate, knowledge, and sense motive vs outsiders


Traits, Feats, and Skills:

Traits:
unscathed [magic]
freedom fighter [faction]

Feats:
1- vestigial wings
2- weapon focus [heavy blades]
3- combat reflexes
I3- tandem trip
4- great fortitude
C4- slashing grace [heavy blades]
5- toughness
6- skill focus [stealth]
I6- Lastwall phalanx
7- aerial wings
8- extra talent [expert feint]
C8- improved critical [heavy blades]

Skills (6 +2 Int):
Acrobatics +21 (8 ranks +3 class +8 Dex +2 race)
Bluff +16 (8* ranks +3 class +5 Wis) * from fencing sphere
Fly +21 (8 ranks +3 class +8 Dex +2 race)
Intimidate +20 (8 ranks +3 class +5 Wis +4 sg) +4 vs outsiders
Knowledge [planes] +13 (8 ranks +3 class +2 Int) +5 to ID; +4 vs outsiders (stack)
Perception +16 (8 ranks +3 class +5 Wis)
Sense Motive +23 (8 ranks +3 class +5 Wis +4 sg +3 bs) +4 vs outsiders
Stealth +23 (8 ranks +3 class +8 Dex +1 trait +3 feat)
Survival +16 (8 ranks +3 class +5 Wis) +4 to track

Background Skills:
Linguistics +13 (8 ranks +3 class +2 Int)
Sleight of Hand +19 (8 ranks +3 class +8 Dex)

Languages: Common; Abyssal, Celestial; Aquan, Auran, Infernal, Minkaian, Polyglot (?5 more?)


Spheres and Talents:

Duelist
- blooded strike: on attack action, AoO, or disarm deal 3 bleed damage; do not provoke by using combat maneuvers against bleeding foes
and stay down- enemies that fall prone provoke AoO and must make acrobatics check to stand (DC 19+points of bleed)
blooded skeptic- bleeding enemies provoke for feinting; +3 sense motive
defensive slice- use AoO to parry ranged attack
scar tissue- DR 4/bludgeoning; reduce bleed damage by 2
clouding cut- expend martial focus when inflicting bleed damage causes enemy to take cumulative 5% miss chance each round; after 3 rounds treat as concealment, after 4 rounds target is blinded (stopping bleed ends effects)

Fencing
- gain 5 ranks in bluff +5/talent (max=level)
- fatal thrust: 2d6 sneak attack
fast feint- feint as move action; on success may expend focus to move up to speed
feint strike- on successful feint make attack as swift action (or spend focus to make as AoO)
focusing feint- on successful feint can regain focus as swift action
footwork- if focused, take 5’ step as immediate action, gain +2 dodge bonus vs triggering attack; cannot 5’ step on next turn (reduce move by 5’ if taking move action)
open guard- on successful feint, target is battered for 1 round
parry and riposte- expend martial focus and AoO to attempt to parry attack; on success, regain focus or attack back
ankle strike- free trip attempt on fatal thrusts


Spells:

0th (DC 15)- acid splash, create water, disrupt undead, guidance, sift, virtue
1st (6/day, DC 16)- barbed chains, command, ears of the city, nature’s paths, protection from evil
2nd (5/day, DC 17)- aid, hold person, invisibility, see invisibility
3rd (3/day, DC 18)- dimensional anchor, heroism, prayer

Equipment:
explorer's outfit, hat of disguise
+1 darkwood light shield, +1 amulet of natural armor
+2 cloak of resistance, +2 ring of protection
+2 Dex belt, +2 Wis headband
+2 cutlass, +1 longbow, quiver of arrows

Combat Stats:

Str 10
Dex 26 (16 +2 race +2 @4/8 +4 bonus +2 belt)
Con 16 (14 +2 bonus)
Int 14
Wis 20 (14 +2 race +2 bonus +2 headband)
Cha 10

HP: 120 (8d10 +8 bonus +24 Con +8 feat)
AC: 28 (10 +5 armor +1 natural +2 shield +8 dex +2 deflection)
touch 26, flat-footed 20; CMD: 28

Fort +13 (+6 base +3 Con +2 feat +2 resist)
Ref +16 (+6 base +8 Dex +2 resist)
Will +13 (+6 base +5 Wis +2 resist)

+2 cutlass +19/14, 1d6+10; 15-20/x2
+1 longbow +17/12, 1d8


I have two more (non-Maia related) ideas that I think I'll submit, then I'll call it quits (or at least try really hard to, I love making characters). The one I'm currently working on is the kineticist/incanter I asked a question about the other day (a storm kami that was cast down into mortal form before dying and being reborn in Kisarta); he's focused on weather and some weather related blasting. The other is the son of a valkyrie who (with powers similar to some of those possessed by valkyrie, but who could never actually be a valkyrie because of his gender); I think I'm going to build him as a conscript/mystic.


To answer the GMs question, I definitely had in mind heroic Raiden, with the distinct possibility of becoming corrupted if appropriate circumstances happened in game. Although he has died and returned to life countless times, his soul has somehow been cast out, a fact that causes him much angst.

But . . . the list of completed submissions has me totally intimidated! I think it's a bit too much for me to take on at the moment. So I'll rescind my proposed submission. Really appreciate that you were open to it!

And to everyone else, good luck!


There are enough quality submissions and concepts that I have formally decided to up the party size. So everyone's chances of grabbing a spot just grew a little bit larger.

Rahlmaat, reborn wrote:
Looking at gear, I was wondering about elemental augmentations--they'd be great to re-flavor as effects of some of the hieroglyphs carved into her hide/feathers.

Elemental Augmentations are cleared for use.

Maia Blackwing wrote:
I didn't see hex lord listed as an approved ascendancy. I don't know if that's because its its one of the groups of bulk accepted stuff, or if its because it requires specific clearance; if the latter, may I take it?

Hex Lord is cleared for use.

Jereru wrote:
Anyone knows an angel-like race other than Aasimars? Being an angel fits the concept, but Aasimars are a bit... boring.

There is an actual angel race from Rite Publishing's In the Company of Angels. Drop Dead Studio's Worlds of Power book has a race with angelic trappings but a dark history known as the Ailerai. I will let you know if any more come to mind.

polyfrequencies wrote:
I'm working on conversion of a character I've tooled around with once before. The character has an origin in the Jade Regent AP as a half-sibling of one of the BBEGs, so spoilers for that AP will appear in my background (though none that aren't visible on the Pathfinder Wiki).

My table finished Jade Regent years ago, so nothing will be spoiled for me. Still, I appreciate the consideration you took letting everyone know that you would be incorporating spoilers into your backstory.

Lawful Lilly wrote:

Alright, the two potential characters set up:

LNC: The Living Corporation:
Isabella d’Arbol: The Stolen Daughter:
Thoughts, comments, advice? Opinions? Any recommendations, anything I'm missing, and anything I should focus on?

Both of those concepts have intriguing premises and could have equally interesting payoffs.

On the one hand, you have a sort-of AI, sort of corporate zeitgeist (corpogeist?) that has awakened to life after an impossible death with a physical form that it should not have. It wouldn't just be another lost soul searching for a meaning to existence, it would be a true tabula rasa defining and redefining it's very existence from moment to moment.

On the other hand, you have a cursed woman marked by Asmodeus as a pawn who chose to defy her fate even if it meant death. That brazen final act of defiance is compelling, but the directions she takes herself now that she is free and how she reacts when she discovers Kisarta's deepest secrets could be equally compelling.

If you are willing to expound a little further, I'd like to see what sort of personalities you had in mind for the both of them.

Rahlmaat, reborn wrote:

Advanced Alternate Divinations (Advanced talent)

Oath boons:
Inhuman Resilience
Shielded Form
Damage Reduction
Enhanced Abilities
Skillful
Bonus Feats

Those are all cleared for use. My apologies for leaving a few things out. I was managing two separate documents at the same time, switching between them as I went through posts. It seems that there was a lack of thoroughness on my part, which I fully accept the blame for.

coriat wrote:
note to GM: I may tweak this somewhat if accepted. One thing I am considering a variant in which the conflict happens after an adverse judgment from one of Pharasma's judges, rather than before judgment. I think the arc of a good dead character might be more interesting if they are facing the weight of an unfulfilled negative verdict: dying heroically did not outweigh a lifetime of service as Hell's slave, at least not in the eyes of the yamaraj who delivered the ruling.

Either variation works for me.

Reiko Mura wrote:
If you have any questions, feel free to PM or post here. I'll respond in whichever medium you choose.

As odd as it may seem, my sole question pertains to a minor detail in Reiko's backstory: the Lo Xi Yang trees you mentioned. What significance do they hold and what do they look like? My not-inadequate skills with the search engine failed to turn up anything, sadly.

Philo Pharynx wrote:

• Ultimate Spheres of Power -

Incanter (class);
Mageknight (class);
Doomblade (archetype);
Broadcast Blade (archetype);
Sphere Magus (archetype);
Blaster's Bracers (equipment);
Destructive Focus (item power);
Meditative (trait);
Precogniscent Protection (feat);
Precogniscent Smite (feat);
Reach Blade (feat);
Weirding initiate;

All of those options are cleared for use.

Philo Pharynx wrote:

Tazmyr is tall and thin, whiplike. He's very nimble and often reacts long before others. He wears fine clothes, though battle-hardened types will notice light mail underneath. He wears a fancy dagger at his waist, and his hand is sheathed in glass.

He's strange for a drow. He's not nearly as bloodthirsty or ambitious as his siblings. He would have liked
It seems as if your last sentence in that paragraph was cut off.
Maia Blackwing wrote:
Maia's profile is still set to her godling crunch (aka, submission #1); below is her non-godling crunch (submission #2). Her background is the same, just in this version she awoke in Kisarta with her original abilities instead of being changed by her death. I'd be happy to play either version of her.

Do you have a preference between the two?

Tazo wrote:
But . . . the list of completed submissions has me totally intimidated! I think it's a bit too much for me to take on at the moment. So I'll rescind my proposed submission. Really appreciate that you were open to it!

The recruitment still has a few weeks remaining, so feel free to come back and submit a character if you change your mind. If not, maybe we'll game together sometime in the future.


Seer of Shadows wrote:
There are enough quality submissions and concepts that I have formally decided to up the party size. So everyone's chances of grabbing a spot just grew a little bit larger.

So it'll be a party of 5 then?

I'm thinking about submitting a 2nd character from the forgotten realms. What domains would a cleric of Eilistraee have access to?


Seer of Shadows wrote:
There are enough quality submissions and concepts that I have formally decided to up the party size. So everyone's chances of grabbing a spot just grew a little bit larger.

So glad to see this. :)

I see some rather interesting submissions, serious contenders.


Veegees wrote:
Seer of Shadows wrote:
There are enough quality submissions and concepts that I have formally decided to up the party size. So everyone's chances of grabbing a spot just grew a little bit larger.

So it'll be a party of 5 then?

I'm thinking about submitting a 2nd character from the forgotten realms. What domains would a cleric of Eilistraee have access to?

In the 3E days, she gave Chaos, Good, Drow, Elf, Charm, Lust, Moon, Portal, Hunt, and Night. Some of these would need examination of course.

Glad that there are more openings! The more the merrier! If being in an off-the-map afterlife can be merrier at any rate :)


Seer of Shadows wrote:
Maia Blackwing wrote:
Maia's profile is still set to her godling crunch (aka, submission #1); below is her non-godling crunch (submission #2). Her background is the same, just in this version she awoke in Kisarta with her original abilities instead of being changed by her death. I'd be happy to play either version of her.
Do you have a preference between the two?

Honestly, not really, no. The non-godling version is obviously better in combat, but the godling version is better at sneaking, and both use classes that I haven't gotten to play with before. I'd be excited to play either- whichever one fits better with the party you're assembling better.

151 to 200 of 365 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Pathfinder 1st - Kisarta: Adventures Beyond Death (Recruitment) All Messageboards

Want to post a reply? Sign in.