Kisarta: Adventures Beyond Death (Inactive)

Game Master Seer of Shadows


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Terisa Nightranger wrote:
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.

Well pathfinder has chaos, good and charm domains. Lust would be under charm? Portal = travel? Moon and night = darkness? I don't know what hunt would fall under. And I don't think pathfinder has an equivalent for elf and drow.

What do you reckon @seer of shadows?


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

That’s actually somewhat of an important detail. I debated adding more description and context about the trees but I thought it might be an unnecessary distraction. Seems like I made the wrong choice. Your search-fu is strong. You found nothing for two reasons:

1. I made the trees up.
2. I accidentally spelled it differently than I had before. It is Lo Xiyang.

To satisfy your curiosity…

Lo Xiyang & background:

In the few iterations of Reiko I’ve played, she is always a poet. Also, her adventures have always been on the other side of the world from Tian Xia. I didn’t want to just say she was homesick or missed the Dragon Empire. She never gushes emotion, so I wanted something concrete for her to focus on and use as fodder for her poetry. I created the Lo Xiyang as an important touchstone, a symbol of the Dragon Empire.

Taking some snippets from previous games to fill in the blanks for you…

The Lo Xiyang is an emblematic tree of the Dragon Empire. It doesn’t grow here. Its nearest (and far poorer) cousin on this side of the world is the Weeping Willow. Unlike the Willow, the Lo Xiyang has red leaves and blooms every summer with bright flowers [think cherry blossoms] that have a beautiful scent. Dozens of poems have been written to and about the Lo Xiyang and it is part of Tian culture. Weddings are performed beneath it and more than a few jilted lovers have hung themselves from the branches of the Lo Xiyang.

"One thing I miss from my homeland are the Lo Xiyang trees. As a girl, I spent many summer days cool beneath their willowy, nodding branches, their bright blossoms filling the air with sweetness..."

One of Reiko’s haiku-esque poems:

Oh sad Lo Xiyang,
Do your branches weep for me
As I do for them?

Reiko returns the bow, pleased that the monk bridges the cultural divide. "An honor, Zeriax-san. It seems we are both far from the Lo Xiyang of home."

Reiko brushes the sleeve of the silk hitarare peeking out from beneath her armor and gives the monk a slight smile, saying, "From this side of Heaven's Wall, we are practically neighbors from the same village, Zeriax-san... for the Lo Xiyang drops her pedals on Quain as well as Xa Hoi and Wanshou. Time and duty permitting - I would enjoy sharing tea with you."


So... I came up with an idea which is interesting if you've ever played Earthdawn. I thought I would recreate Nioku, the legendary troll archer.

Now trolls in PF... Are difficult to recreate. Trolls in ED are quite different. They have horns, and are very proud of them.

So I ended up choosing to use a Tiefling. They have horns, right? So they should have an alternate trait to get them, or a trait, or a variant feature (those you usually roll in exchange for the SLA). But no, you don't. You want horns, you burn a feat or they're decorative.

So I thought maybe I could ask for some horns in exchange for the SLA? There's actually a 1d4 bite, I guess that would be ok, only a gore attack. If not, that's fine, I'll probably never use them anyway.

(Yeah, I know I could roll and try to get something better, even a +2 to an ability score, but well... In this case, the concept is what matters.)


All right, I think I've finished up the last details for Rahlmaat! Which is to say I spent all her money. :D Outside of magical items (including a couple of elemental augmentations, which I would like to flavor as effects of the hieroglyphs carved into her), she has some jewelry and finery for her human form.


If we assemble a casting tradition (with Spheres of Power) with base options, do we need approval for that tradition?

if so:
For my weather-based character, may I use the following:

Elemental Channeling
Elemental channelers learn to draw raw elemental energy into their bodies and shape it to create magical effects. This gathering of power is obvious to anyone watching, and wearing armor of any sort interferes with the channeler's abilities. Elemental channelers gain one extra spell point at every odd level.

Drawbacks- magical signs, somatic casting (2)


Progress on character.

Most is done, except for:
- gear (which may affected some stats)
- appearance (affected by gear) and personality
- fulling out of background (will do once drake is done)
- drake companion (will be faster to do as it is not gestalted)

Populating profile:
- Abilities and feats done


This is Giant Halfling's kineticist/incanter (aka submission #3). He's a blaster with some control (via weather/environmental effects). Pending approval for his casting tradition, he should be completely done, I believe.


Tk-Chthik was looking a bit too combat oriented for this campaign, so I'm going back to the drawing board. I'm sure some other campaign will be better for a shapeshifting wrestler.


Seer of Shadows wrote:


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.

For the LNC, I'm partially basing her on a college professor I had- Old fashioned, old styled, deeply out of touch, but oddly innocent in their claims and genuinely earnest in their belief of it before those quiet ideals are shattered and broken through brutal recognition that other people are people for the first time.

For Isabella, I was planning for a slightly more spiteful doctor-like personality. A woman who maintais a gleeful facade in the face of insurmountable odds, but mostly runs off of spite against the fact that the Gods have wronged her at every avenue. A blunt declaration that, despite the fact that everything is going awfully and completely off the rails, she'll still find ways to succeed in the face of insurmountable odds to make things better.

However, I have very little faith that these characterizations will pan out in actual gameplay- In my experience, the best laid plans go completely out the window as soon as they hit another living individual. It's always better to have a character mesh with the party than stick to the plan you origionally wrote out. I'll send out my request later next week, because this month has been busy as a hurricane, but LNC is going to be a Collective Wraith with the Factions sphere and Isabella is going to be a straightforward Arcanist//Mastermind with the martial talent progression feat trade, focused on Traps and Magic.


SoS, do you have a recruitment close date in mind? You mentioned 5 weeks initially which would put the close date around 20-May (give or take).

Just keeping things alphabetical and organized...

Entry 1: Reiko
Entry 2: Straehan


I might try building denaro as a spheres character just as an exercise to see if i can.


GM, could a departed soul from earth end up in the setting?

If yes, could an irl profession, such as a shaman (which filled roles of healer among others), substitute Heal through background [Profession: tribe shaman]?


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

Clerics of Eilistraee have access to Chaos, Good, Charm, Travel, and Darkness. This is to keep up the normal five domain standard that Pathfinder set for deities.

Reiko Mura wrote:

That’s actually somewhat of an important detail. I debated adding more description and context about the trees but I thought it might be an unnecessary distraction. Seems like I made the wrong choice. Your search-fu is strong. You found nothing for two reasons:

1. I made the trees up.
2. I accidentally spelled it differently than I had before. It is Lo Xiyang.
To satisfy your curiosity…

Lo Xiyang & background:

Thanks for the clarification. I rather like that.

Jereru wrote:
So... I came up with an idea which is interesting if you've ever played Earthdawn. I thought I would recreate Nioku, the legendary troll archer.

I have never played Earthdawn, strangely enough, and only have second-hand knowledge of the general feel of the setting. Don't let that stop you from creating a character, however.

Jereru wrote:

So I ended up choosing to use a Tiefling. They have horns, right? So they should have an alternate trait to get them, or a trait, or a variant feature (those you usually roll in exchange for the SLA). But no, you don't. You want horns, you burn a feat or they're decorative.

So I thought maybe I could ask for some horns in exchange for the SLA? There's actually a 1d4 bite, I guess that would be ok, only a gore attack. If not, that's fine, I'll probably never use them anyway.

I don't recall there being a gore attack of any sort when it comes to Tiefling options, sadly. You can refluff the bite as a gore, however.

Giant Halfing wrote:
If we assemble a casting tradition (with Spheres of Power) with base options, do we need approval for that tradition?

You would not need approval for Casting Traditions.

Storm Dragon wrote:
Tk-Chthik was looking a bit too combat oriented for this campaign, so I'm going back to the drawing board. I'm sure some other campaign will be better for a shapeshifting wrestler.

Understandable, all things considered. I must thank you for the glorious mental image of a Thri-kreen suplexing a dragon that just popped into my head for a moment. There is still plenty of time to create another character since the recruitment doesn't close for a few more weeks.

Lawful Lilly wrote:
However, I have very little faith that these characterizations will pan out in actual gameplay- In my experience, the best laid plans go completely out the window as soon as they hit another living individual. It's always better to have a character mesh with the party than stick to the plan you origionally wrote out. I'll send out my request later next week, because this month has been busy as a hurricane, but LNC is going to be a Collective Wraith with the Factions sphere and Isabella is going to be a straightforward Arcanist//Mastermind with the martial talent progression feat trade, focused on Traps and Magic.

Understood. There are still a few weeks left, so you have plenty of time.

stormraven wrote:
SoS, do you have a recruitment close date in mind? You mentioned 5 weeks initially which would put the close date around 20-May (give or take).

The plan was to have the recruitment remain open for five weeks before closing it and making my selections. If everyone has finished before that time, I will close it early. If there are still a few intriguing ideas that haven't been fully fleshed out by then, I am willing to extend the recruitment for up to three days beyond that. So it will be around May 15th, I believe, when recruitment closes unless the situation changes.

Chyrone wrote:
GM, could a departed soul from earth end up in the setting?

Yes. In fact, one of the NPCs I designed for the campaign is from Dark Ages-era Earth.

Chyrone wrote:
If yes, could an irl profession, such as a shaman (which filled roles of healer among others), substitute Heal through background [Profession: tribe shaman]?

I believe there is a feat that accomplishes that with Knowledge: Religion, but the name of it escapes me at present.


Amn is ready, I was working on Squish, a goblin monk//unchained rogue, but my heart wasn't really in that one. So Amn will stand as my only entry. Good luck everyone! :)


Bigrig107 here, finally finished with the crunch of my necron phaeron, besides skills.

Going to finish work on background, death, party role, etc. this weekend. The actual build was a lot more complicated than I'm normally used to, but I'm satisfied with where it ended up.

Edit: got to get his canoptek scarab familiar info posted in as well, but I'll get that done later with the skills.


Hi, I've been mostly lurking so far, and playing with ideas. This seems like a fun place to try out Spheres of Guile for the first time, so I'll almost certainly have SoG on one side, and likely SoM on the other.

Maybe a (somewhat Jackie Chan-inspired) bartender who is always weaving into and out of trouble, leaning into Barroom / improvised weapons / scoundrel? Or a survival/trap-focused woodsy hunter? Or...?

As I explore concepts, what do you think about the Light Body Technique (optional rule)?

If used, it would normally apply to either all PCs (and important NPCs) or to anyone with a Spheres of Might class. I like it as a way to make it easy for martials to lean into physical antics like running along walls...but happy to use it or not here, whatever you prefer.


Kamahnokh the Denied wrote:

Bigrig107 here, finally finished with the crunch of my necron phaeron, besides skills.

But how is he here if necrons dont have souls? Did he just, like, reach down the throat of the Outsider going "No! Bad star god! Bad! Spit it out!"


TarkXT wrote:
Kamahnokh the Denied wrote:

Bigrig107 here, finally finished with the crunch of my necron phaeron, besides skills.

But how is he here if necrons dont have souls? Did he just, like, reach down the throat of the Outsider going "No! Bad star god! Bad! Spit it out!"

A C’tan is involved yes, and that is part of the roleplay aspect I want to play up, for sure.

“This is where all the souls go when they die”

*raises hand*
“Uh, how did I get here?”

Edit: GM mentioned another necron phaerakh (female phaeron) already existing in the setting, so it made sense to me.


GM, with the feat Extra hex, would you permit it also to be an option to choose from the standard hexes offered on the shaman class' own list?


Seer of Shadows wrote:
While the root cause is unknown, all beings on Kisarta mentally interpret spoken words in their native language regardless of the language actually being spoken, even though the words themselves may still sound foreign to their ears.
Ironborn Language wrote:
Ironborn begin play speaking Common and whatever primary language their creators use. Some also know a language called Metronish, which uses runes arranged in long vertical columns. The speakers of this language require a specially designed or modified voice box that uses artificial sounds and harmonics. Writers and speakers of this language use it to communicate secret messages (direction or warnings for ironborn) or as an attempt to develop their own cultural heritage. Ironborn with high Intelligence scores can choose any language as a bonus language. See the Linguistics skill page for more information about these languages.

This is a relatively minor thing, but does the unique language effect of interpret just spoken words or anything used as language? I was planning on having my phaerakh/phaeron (haven't decided on gender yet) speak Metronish to their scarab familiar. Just more out of curiousity than anything else.


bigrig107 wrote:
Seer of Shadows wrote:
While the root cause is unknown, all beings on Kisarta mentally interpret spoken words in their native language regardless of the language actually being spoken, even though the words themselves may still sound foreign to their ears.
This is a relatively minor thing, but does the unique language effect of interpret just spoken words or anything used as language? I was planning on having my phaerakh/phaeron (haven't decided on gender yet) speak Metronish to their scarab familiar. Just more out of curiousity than anything else.

That actually does matter a lot to LNC too, because I'm debating how I'm going to be having LNC communicate. I was considering if LNC would communicate through stock exchanges, and how that would transfer into an actual setting, but if all her thoughts are translated and everything else is translated, that's going to be interesting.

(Also. Imagine being able to talk to your spleen for the first time. How f~!!ed up would that be)


gyrfalcon wrote:
As I explore concepts, what do you think about the Light Body Technique (optional rule)?

Normally I would allow such a thing at my table without a second thought, but it might affect a number of completed submissions if it were spliced in at this point and potentially put a few applicants back at the drawing board. I'm going to rule no on the Light Body Technique for this game, albeit with some degree of regret over the decision.

Chyrone wrote:
GM, with the feat Extra hex, would you permit it also to be an option to choose from the standard hexes offered on the shaman class' own list?

I would allow the standard hexes from the Shaman to be chosen with that feat, but not the Spirit-specific ones.

bigrig107 wrote:
This is a relatively minor thing, but does the unique language effect of interpret just spoken words or anything used as language? I was planning on having my phaerakh/phaeron (haven't decided on gender yet) speak Metronish to their scarab familiar. Just more out of curiousity than anything else.
Lawful Lilly wrote:
That actually does matter a lot to LNC too, because I'm debating how I'm going to be having LNC communicate. I was considering if LNC would communicate through stock exchanges, and how that would transfer into an actual setting, but if all her thoughts are translated and everything else is translated, that's going to be interesting.

All spoken words used by sentient creatures to communicate are affected. So a Teutonic Knight greeting the party with a "Guten Tag!" would be understood as "Good day!" despite hearing the words in the original language, but a bird's chirping wouldn't be interpreted. This translation effect doesn't extend to sign language, the written word, or the unique language that the Black Circle and some of the older inhabitants of Kisarta can choose to speak, however.


Light Body Technique would have been kind of funny with a sphinx. XD I agree though that it would have needed to be agreed on from the very start of recruitment.

Anyway, I think there's not much for me to do here now but wait anxiously for the decisions. I don't envy you having to decide between the submissions, oh Seer of Shadows. :D


So, to confirm, even Metronish would be converted to understandable? That’s fine, just clarifying.

I’m working on writing up her backstory, will get it finished either today or tomorrow.


Maybe I should reconsider being a deaf oracle? ={

Or maybe it'll be fun to just be confused a lot? At least everyone will understand me!


...your chargen rules and setting are sufficiently permissive that you've awakened my playful penchant for building characters from non-D&D genres and campaign settings by hacking Spheres stuff. That kind of thing tends to be very dependent on GM buy-in, though, so rather than put forward a single idea to get shot down, here's a pitch for four different concepts. Tell me which one(s) you think would be the best fit here.

'Blitz', Mato Nakamura (Mage from Shadowrun's Seattle circa 2065: Incanter 8 | Technologist 8 with the Incanter side's stuff hacked to resemble Shadowrun magic and the Technologist abilities reflective of the modern and sci-fi gear he's managed to take with him past the grave. Wily, cynical paranoid, criminal, distrustful of institutions and authorities. Can't make up his mind whether he's relieved to be out of his dystopian cyberpunk future or annoyed because no one around here can make a decent soyburger and fries for any amount of money.)

Lita Frontera (Mage from Magical Girl Lyrical Nanoha: Thaumaturge 5/Sphere Arcanist 3 | Martial Elementalist 8. Flashy, wide-area Destruction sphere stuff, barriers from Protection, great flight including some Athletics sphere stuff for really fancy flying, and the ability to boost any of it up to over-the-top levels with resource investment...but with the Extended Casting drawback and significant penalties to Concentration checks that make defensive casting tough, she *needs* to get space with flight in order to cast safely. Outwardly bright, cheerful girl who prefers nonlethal solutions to problems: troubled past as the product of a biological weapons development program to develop artificial sorcerors: casts with the help of a talking magitech staff.)

Taylor Hebert (Super from Worm/Parahumans web serial. The only character on this list lifted outright rather than being an homage or general representative of another RPG setting, just because the series' fandom puts the character into everything in fanfiction and it seems amusingly appropriate. The canon version has the seemingly-lame power of insect control- in actuality, total control of insects over a scale of city blocks, along with secondary powers that permit perfect multitasking and sense sharing across the entire swarm.

Incanter 8 | Warlord 8- the Incanter side focused on Conjuration with a really mean couple of Swarm Companions, with a side of Divination for seeing/hearing through insect spies, a few Cognition talents, and a smatteirng of other things, the Warlord side with significant Gladiator investment because a crawling carpet of Biblical plague is terrifying and she tends to play that to the hilt.

Resourceful, serious, altruistic but pragmatic, authority issues, determined beyond reason to the point where she can kind of psych herself into conflict with things far out of her weight class without ever consciously realizing that backing down was an option.

Over the course of three years, starting at fifteen, led one supervillain team, one superhero team, and one desperate involuntary coalition of everyone through at least seven mass casualty events followed by the end of the world, in which she sacrificed her own sanity as well as roughly a third of the thousands of superhumans present to kill an eldritch God. That more than half the human race was alive afterwards was considered a rousing success.

Then an ally shot her in the head- not unreasonably, she concedes- and she died shortly after turning eighteen.)

Zu the Viper (Full Moon Lunar from Exalted. Shifter (Spheres of Power) 8 | ??? 8. The right side of the gestalt will be something poison-related: Warlord (Steelfist Commando) with a Steel Serpent focus if you'll let me, maybe Alchemist (Toxicant, Mortal Chemist) if you won't.

Used to a very hierarchical social dynamic where small handfuls of nearly unchallengeable superhumans rule the world, of whom he was a very junior example: fascinated with the social structures of a place where just anyone can learn supernatural powers in any number of ways. A martial artist keen on respecting the bond between master and student, bound by honor to accept challenges to duels and honor surrender. Further-adrift even than most of the others here: more than merely ignorant of how D&D-like universes work, he's reasonably knowledgeable about a place with radically different metaphysics in a way that will make for both interesting RP fodder and a fair bit of comedy.)


I want to use the blossoming light and sphere cleric archetypes together but they both replace domain spells.

Would it cost just one feat to ignore the sphere cleric's instance of this replacement?


I'll hold off adding an alias for it.
Selecting inventory is still in progress, but here's the submission without it.

Wiconi:

F human (Lakota-Sioux ethnicity)
[Shaman 8][Unch monk 2/ranger 4/inquisitor 2 of Keya (spirit of health, safety, and healing rituals)]

Languages: Common, Lakota
HP: 118 (6d10+ 2d8 +24 con +8 houserule +8 feat +2 FCB)
Initiative +9

Ability Scores
STr 12 Dex 16 Con 16 Int 12 Wis 22 Cha 14

BaB +7.5/+2.5, CMB +8.5, CMD 27.5

Offense:
Melee (light weapons) +11
- Unarmed +10 (1d6+1)
- Unarmed flurry +8/+8/+3 (1d6+1)

Ranged +10
-

Defense:
AC 20/20/16 (+3 Dex, +6 Wis, 1 dodge)

Saves: Fort +13, Ref +10, Will +12

Class features:

- Hexes x3: Chant, Evil Eye, Misfortune, Slumber (Witch hex option) DC 20 will.
- Spirit magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
- Spirit animal (life):

Gale, the thrush, spirit animal
Diminutive songbird
HD x8
HP: 58 (1/2 master's HP)
AC: 20/16/18 (+2 Dex, +4 Size, +4 Natural)
Str 1, Dex 15, Con 6, Int 9, Wis 15, Cha 6
Low light vision
Skill focus: Fly

Grants Alertness feat to master
Improved Evasion, Share SPells, Empathic Link, Deliver touch spells, Speak with master, Speak with animals of its kind (birds)

Grants abilities:
Spirit Ability: Channel positive energy 4d6. Level in shaman is equal to the same level of cleric, for purposes of healing channeled. Daily channels: x5
Greater Spirit Ability: Healer’s Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

Wandering Spirit (currently Nature)
Grants abilities:
Spirit ability: Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.
Greater spirit ability: Spirit of Nature (Su): Whenever the shaman is reduced to below 0 hit points, she automatically stabilizes and gains fast healing 1 for 1d4 rounds. At 15th level, this increases to fast healing 3.

Wandering hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

Chosen: Friend to Animals (Su): The shaman can spontaneously cast summon nature’s ally spells as a druid. In addition, all animals within 30 feet of the shaman receive a sacred bonus on all saving throws equal to the shaman’s Charisma modifier.

Spells prepared:
Orisions x4, inf a/day: Dancing Lights, Guidance, Read Magic, Resistance
Lvl 1 x5, DC 17: Bless, CLW, Hex vulnerability, Protection from [alignment], Produce flame
Lvl 2 x4, DC 18: Bull's Strength, CMW, False Life, Spiritual Weapon
Lvl 3 x4, DC 19: Blindness/Deafness, CSW, Stone Shape, SUmmon nature's ally III
Lvl 4 x3, DC 20: CCW, Fear, Magic Weapon (greater)

Spirit magic:
Lvl 1: Charm Animal, Lvl 2: Barkskin, Lvl 3: Neutralize Poison, Lvl 4: Restoration
--------------------------------------------------------

Unchained monk class features:
Unarmed combatant, Stunning fist, bonus feats (Dodge & deflect arrows)
6 wisdom bonus to AC and CMD
Evasion: On a successful reflex save vs 1/2 damage, avoid damage entirely
Flurry of blows

---------------------------------------------------------
Inquisitor class features:

Inquisition: Conversion.
Use wisdom instead of Cha for Bluff, Diplomacy, and Intimidate.
Judgment 1/day.
Monster lore: Add wisdom to Knowledge checks, if to identify and know qualities of creatures. (current bonus +6)
Stern gaze: Add 1/2 Inquisitor level as morale bonus to intimidate and sense motive.
Cunning initiative: Add wisdom modifier to your initiative roll, in addition to your dex modifier.
Detect alignment at will.
Track: Add 1/2 inquisitor level to survival rolls, if to follow or identify tracks.

Inquisitor spells:
Orisions x5, inf/day: Create water, Detect Magic, Disrupt undead, Light, Stabilize
Lvl 1, 3 known, 4/day: Bless water, Haze of Dreams, Lend Judgment

---------------------------------------------------------
Ranger class features:

1st favored enemy (humans)
1st favored terrain (plains)
Track: Add 1/2 ranger level to survival to follow tracks
Wild empathy
Hunter's Bond: animal companion (wolf)

Ranger spells:
Lvl 1, 1/day: Gravity Bow

[spoiler=Animal companion, Nightrunner the wolf]
Large animal
Low light vision, scent, trip
HP: (7D8 + con)
Devotion, Evasion, Link, Share spells
BaB +5, CMB +13, CMD 23 (27 vs trip)

Ability scores:
Str 23 Dex 15 Con 19 Int 3 Wis 12 Cha 6

Offense:
Bite +11 + trip (1d8+9)

Defense:
AC 21/13/18 (8 natural, 2 dex, 1 dodge)
Fort +9, Ref +7, Will +3

Skills:
Perception +7 [3 ranks, 1 wis, 3 class]
Survival +6 [2 ranks, 1 wis, 3 class]
Swim +10 [1 rank, 6 str, 3 class]

Feats:
Dodge, Light armor proficiency, Spring attack, Toughness

Tricks:
Base x9 (3 int)
Bonus tricks x3 (class)

Attack x2 (attack everything), come, defend, down, guard, hunt, protect, quiet watch, sneak, stay, track

Skill:
Climb +5 [1 rank, 1 Str, 3 class]
Diplomacy +20 [8 rank, 6 Wis, 3 class, 3 spirit animal]
Heal +20 [7 rank, 6 Wis, 3 class, +4 spirit animal]
Intimidate +15 [5 rank, 6 wis, 3 class, 1 Stern Gaze]
Kn. Nature +10 [6 rank, 1 Int, 3 class] [+15 if with lore spirit]
Kn. Religion +5 [1 rank, 1 Int, 3 class] [+10 if with lore spirit]
Kn. Planes +6 [2 rank, 1 Int, 3 class] [+10 if with lore spirit]
Perception +20 [8 rank, 6 Wis, 3 class, +3 familiar's feat]
Ride +7 [1 rank, 3 Dex, 3 class]
Sense Motive +18 [8 rank, 6 Wis, 3 class, 1 Stern Gaze]
Spellcraft +7 [3 rank, 1 Int, 3 class] [+12 if with lore spirit]
Survival +13 [3 rank, 6 Wis, 3 class] [+16 if to follow tracks]
Swim +5 [1 rank, 1 Str, 3 class]
Use magic Device +11 [5 ranks, 3 class, 2 cha, 1 trait]

Background skills:
Handle Animal +8 [4 ranks, 1 Cha, 3 class]
Linguistics +8 [4 ranks, 1 Int, 3 class] [+13 if with lore spirit]
Profession +12 [8 ranks, 1 int, 3 class] (tribe shaman)

Feats:
Lvl 1 (monk) : Dodge, Unarmed Combatant, Stunning Fist
Lvl 1 (PC) : Selective Channel
Lvl 1 (human): Extra channel
Lvl 2 (monk) : Deflect arrows
Lvl 2 (house rule): Accursed hex
Lvl 3 (PC) : Extra hex
Lvl 4 (house rule): Boon companion
Lvl 4 (archery style): Precise shot
Lvl 5 (PC) : Toughness
Lvl 6 (house rule): Bouncing spell
Lvl 6 (ranger): Endurance
Lvl 7 (PC) : Spellfocus [Conjuration]
Lvl 8 (house rule): Augmented summoning

Traits:
- (Magic) Dangerously Curious [+1 to UMD checks, it becomes class skill for you]
-

Favored class bonus:
Lvl 1 & 2: +1 HP
3 onwards: Add 1 spell from the cleric spell list to the list of shaman spells. Must be at least 1 level below the highest level the shaman can cast.
1st level: Deathwatch, Shield of Faith
2nd level: Pilfering hand, Shield Other
3rd level: Summon monster III, Wrathful Mantle

Appearance:

Wiconi is a young woman, in her early twenties.
Long flowing hair to her shoulders, on a sun tanned skin, accompanied by unusually bright green eyes.

Of average build, she wears a few feathers downward woven into a small bob on the back of her head, and handcrafted necklaces. One of which holds the medicine wheel, accompanying her role within the tribe. When in full sun, she prefers to wear a hood.

Background:

Wiconi was, in the early mid 1800, a shaman in her village, in Nebraska.
Having succeeded her aging mentor, 'mother Healing Hand', she took on the role of healer and and spiritualist. Where people needed aid in health, both physically or mentally, she was always ready to aid.

A woman or reason, and appropriate to her station, she treated all equally, taking a neutral stance among any differences she was asked to mediate in.

While not as skilled in combat as trained warriors of her tribe, she accompanied the warriors on excursions, providing medical care for the wounded. Being a shaman, she could work not only mundane, but also supernatural means to care for the injured.

One night while on one of her many travels, sitting under a tree under the moonlight, she was surprised by the sudden sight of two light reflecting eyes. A wolf cub, dark grey fur, limped forth from the edge of the forest. Malnourished and an injured paw, it seemed in need of care. She took it with her, and nursed it back to health. It rarely seemed to leave her side after that meeting. Somehow, something unnatural befell the wolf, which she called Nightrunner. It grew faster than a regular kind, becoming a full grown wolf in half the time a normal one does. Even growing larger than that.
While her own horse had to be put down after breaking a leg, Nightrunner was large enough to even ride on. It even earned her a nickname, 'She who rides the dire wolf'.

But the 1850's were turbulent times. It was but a few years since The Fort Laramie Treaty was signed in 1851, giving free passage to European-American travelers, and respecting the lands of the Lakota-Sioux from the settlers' side. But the U.S. government did not enforce the treaty, leading to different bands attacking the settlers. The government was pressed to deal with the repercussions of their own actions.
....................

Wiconi's death

Forward to September 3rd, 1855, 700 soldiers under U.S. Brevet Major General William S. Harney avenged the Grattan massacre by attacking a Lakota village in Nebraska.

Wiconi's was alerted by the sound of trumpets, the thundering of hooves, and yelling all over the village. As she got out of her tent, chaos had erupted. The warriors were fighting against the blue jackets, spear vs sable, bow vs rifle. She helped some of the village women and children escape to a trail nearby, then went back to aid the warriors.

But the numbers were stacked against them 7 to 1.
None of those not evacuated to the trail were spared.

As she and Nightrunner fought off some bluejackets from killing an unarmed elder, a scruffy looking white man pointed his sidearm at her back. One pull of the trigger, and the bullet pierced her heart.
Things went hazy, as she collapsed to the ground. The last she saw, was the elder and Nightrunner being gunned down.

Why...why must those bluejackets be such cruel men? Taking lands, and defenseless lives..but at least.....i managed....to evacuate some of the families....

That day, the blue jackets mercilessly killed about 100 men, women, and children.


Seer of Shadows wrote:
Normally I would allow such a thing at my table without a second thought, but it might affect a number of completed submissions if it were spliced in at this point and potentially put a few applicants back at the drawing board. I'm going to rule no on the Light Body Technique for this game, albeit with some degree of regret over the decision.

Given how far we are into recruitment, that makes a lot of sense!

I'm still swimming in ideas. I'll post more when I've got a better idea (or more questions)

Veegees wrote:

I want to use the blossoming light and sphere cleric archetypes together but they both replace domain spells.

Would it cost just one feat to ignore the sphere cleric's instance of this replacement?

Clearly Seer is the decider here, but I'd imagine you could just literally let the Blossoming Light's Luminous Font power (which is a thematic part of the archetype) replace the Sphere Cleric's Domain abilities (which is just a vanilla way to adapt domains from Paizo to Spheres).

That seems like the most straightforward option to me (and I've seen Drop Dead Games start adding explicit text like this to certain archetypes, e.g. the new SoG Grifter archetype's "King-Hit" ability says "This replaces trapfinding, but may be replaced by other archetypes."


Have updated profile with Ikatarii stats crunch. Drake to be done today and tomorrow.

I have taken cloud dragon to be shaman's patron, as I thought it was most fitting of the dragon types for the area where Ikararii lives. The drake would just have appearance of the chosen patron, breath weapon selected to mostly fit the patron's breath weapon.


SoS,

I've decided to completely change up my concept, and will now be a champion of Bane prior to death.

The following are my classes and archetypes for approval:

Mageknight

Dread Crusader

Martial Mageknight

Rajah

Batal

Ruler of the Damned


Made a dragon, but not going to submit her because she's a bit too much just a combat monster.


Philo Pharynx wrote:
Made a dragon, but not going to submit her because she's a bit too much just a combat monster.

Love to see it. :)

Is it a conversion from pf2 dragon ancestry (roll for combat)?


Couldn’t fit the necron lore/story together well enough for me, headed back to the drawing board. Maybe some other xenos would fit better.


bigrig107 wrote:
Couldn’t fit the necron lore/story together well enough for me, headed back to the drawing board. Maybe some other xenos would fit better.

It'd be cool to see a traitor primarch transported to Kisarta, away from the influence of the warp and the chaos gods.

In a way anybody from 40k would be interesting. Having to interact with everyone from universes where magic isn't inherently dangerous.

Guardsmen sees a tiefling. "Why is nobody else freaking out!"


DarkOne the Drow wrote:
Philo Pharynx wrote:
Made a dragon, but not going to submit her because she's a bit too much just a combat monster.

Love to see it. :)

Is it a conversion from pf2 dragon ancestry (roll for combat)?

I used In the Company of Dragons.

statblock:

Kthraxisk
Female taninim (Brutish) draconic exemplar 8/shifter 8/gestalt 8 (In the Company of Dragons 9, 18)
CG Large dragon
Init +2; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Perception +11
--------------------
Defense
--------------------
AC 23, touch 18, flat-footed 21 (+4 armor, +1 deflection, +2 Dex, +1 enhancement, +6 natural, -1 size)
hp 168 (8d12+72)
Fort +14, Ref +10, Will +11; +2 vs. extraordinary, supernatural and spell-like abilities of dragons, +2 racial bonus vs. fear
DR 3/—; Immune paralysis, sleep; Resist acid 8, cold 8, electricity 8, fire 8, sonic 10; SR 19
Weaknesses alternate aegis, protected soul, regenerate, slow recovery
--------------------
Offense
--------------------
Speed 30 ft., fly 90 ft. (average)
Melee destructive blast +13 touch (4d6) or
. . spines +15/+10 (1d6+6) or
. . bite +17 (2d6+14), 2 claws +17 (1d8+10), tail slap +15 (1d8+14), 2 wings +15 (1d6+6)
Space 10 ft.; Reach 10 ft. (15' with Bite)
Special Attacks enhanced attacks (magic), enhanced attacks (silver/cold iron)
--------------------
Statistics
--------------------
Str 26, Dex 14, Con 22, Int 12, Wis 16, Cha 12
Base Atk +8; CMB +17; CMD 30 (38 vs. overrun, 34 vs. trip)
Feats Cantrips, Combat Expertise, Deadly Aim, Extra Draconic Defense, Extra Draconic Defense, Extra Draconic Gift, Extra Draconic Gift, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack, Power Attack, Rending Fury[UC]
Traits favored damage, savant
Skills Acrobatics +6, Appraise +8, Bluff +12, Diplomacy +12, Disguise +4, Fly +11, Intimidate +12, Knowledge (arcana) +8 (+10 to identify dragons), Linguistics +8, Perception +11, Perform (sing) +19, Sense Motive +10, Stealth +2, Survival +7, Swim +12
Languages Celestial, Common, Draconic, Elven, Infernal, Protean, Sylvan
SQ armored magic (+4 armor or +2 shield), bestial traits (adaptation, improved adaptation, magical attacks, spines), bite, breath weapon, casting, cure, destructive blast, dexterous claws, dracomorphosis, draconic defense, draconic defense (draconic defense [enchanted scales], draconic defense [reflective scales], draconic defense [spell resistance]), draconic essence, draconic gift, draconic gifts (draconic gift [blindsense], draconic gift [detect valuables], draconic gift [elemental affinity - air], draconic gift [overland flight]), draconic weaponry, draconic weaponry (draconic weaponry [breath weapon], draconic weaponry [rampage]), finesse weapon attack attribute, friendship, invigorate, kinslayer, obstruction (DR 3/-), predator's claws, quick transformation, shapeshifting (3 traits), tail slap, thunder blast, unfettered predator, wild empathy +9, wings
Other Gear circlet of persuasion, ring of sustenance, saltspray ring, secure paypack, tome of epics[ACG], 950 gp
--------------------
Special Abilities
--------------------
Adaptation (Ex) You suffer no harm from extreme heat or cold environments
Alteration: Shapeshifting (3 traits) You can apply a shapeshift to yourself
Alternate Aegis You lose access to the deflection aegis.
Bite Primary attack dealing 1d4 points of damage (increasing with size).
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (8d4 sonic, 40 ft. cone, DC 20) (Su) The draconic exemplar gains the breath weapon associated with his draconic essence. This is either a cone or line of his draconic essence’s energy type usable as a standard action that deals 1d4 or 1d6 points (as listed for the draconic exemplar’
Cantrips You can create a variety of small magical effects
Casting (CL 6, MSB +8, MSD 19, Concentration +11, DC 16) You can cast sphere effects.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Destruction: Destructive Blast 4d6 Ranged or melee touch attack deals 4d6 damage
Destruction: Thunder Blast (DC 16) Your destructive blast deals sonic damage and can deafen target
Dexterous Claws Secondary attack dealing 1d3 damage (increasing with size).
Dracomorphosis (Ex) Increase in size, improvement in attributes, added natural weapons.
Draconic Defense Additional draconic defensive capability.
Draconic Defense (Enchanted Scales) (Su) The draconic exemplar treats ½ of his natural armor bonus as a deflection bonus to AC against touch attacks. He cannot benefit from any ability or effect that allows him to retain his natural armor bonus to AC against touch attacks while benefitting
Draconic Defense (Reflective Scales) (Su) The draconic exemplar’s resistance to spells can reflect them back upon their caster. If a caster level check for a targeted spell to penetrate the draconic exemplar’s spell resistance is failed by 5 or more, the spell is reflected. The draconic
Draconic Defense (Spell Resistance) (Su) The draconic exemplar gains spell resistance equal to 3 + his class level. This draconic defense can be taken up to three times. Each additional time the draconic exemplar takes this draconic defense, his spell resistance increases by +4.
Draconic Essence One particular facet of dragonkind personality.
Draconic Essence (Vain, DC 15) Alignment: chaotic good
Energy: sonic
Breath Weapon: cone (1d4)
Dragon Type: crystal
Compulsion: the draconic exemplar must make a Will save to resist overreacting to any perceived insult.
Draconic Gift Additional draconic special abaility.
Draconic Gift (Blindsense) (30 feet) (Ex) The draconic exemplar gains blindsense 30 ft. At 16th level, this improves to blindsense 60 ft.
Draconic Gift (Detect Valuables) (Su) The draconic exemplar can detect valuable objects, casting an effect similar to locate objects as a spell-like ability at will. Only gemstones, precious metals and objects worth at least 100 gp can be detected with this ability.
Draconic Gift (Elemental Affinity - Air) (Ex) The draconic exemplar is tied closely to an element, gaining the ability to thrive in areas where that element is strong.

The draconic exemplar can see through fog, clouds and similar effects, ignoring any concealment provided by them. His maneuv
Draconic Gift (Overland Flight) (Ex) The draconic exemplar’s speed and endurance while flying dramatically increase. He increases his base fly speed by 30 feet for every size category larger than Medium that he has attained. In addition, he only checks for nonlethal damage once every
Draconic Weaponry (10/day) Additional draconic offensive capability.
Draconic Weaponry (Breath Weapon) (Su) The draconic exemplar gains the breath weapon associated with his draconic essence. This is either a cone or line of his draconic essence’s energy type usable as a standard action that deals 1d4 or 1d6 points (as listed for the draconic exemplar’
Draconic Weaponry (Rampage) (Ex) The draconic exemplar’s ferocity is unmatched, allowing him to bully his way around the battlefield with impunity. He can activate this ability as part of a charge to charge through difficult terrain and squares occupied by allies, and can even cha
Energy Resistance, Acid (8) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (8) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (8) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (8) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Enhanced Attacks (Magic) (Su) Your natural attacks count as magic for overcoming DR
Enhanced Attacks (Silver/Cold Iron) (Su) Your natural attacks count as silver and cold iron for overcoming DR
Extra Draconic Defense Your draconic defenses increase in power.

Prerequisites: draconic defense class feature

Benefit: You can gain an additional draconic defense.

Special: You can take this feat multiple times.
Extra Draconic Defense Your draconic defenses increase in power.

Prerequisites: draconic defense class feature

Benefit: You can gain an additional draconic defense.

Special: You can take this feat multiple times.
Extra Draconic Gift You have learned to use more gifts of your draconic heritage.

Prerequisites: draconic gift class feature

Benefit: You gain an additional draconic gift.

Special: You can take this feat multiple times.
Extra Draconic Gift You have learned to use more gifts of your draconic heritage.

Prerequisites: draconic gift class feature

Benefit: You gain an additional draconic gift.

Special: You can take this feat multiple times.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Fly (90 feet, Average) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Kinslayer Attack and defense bonuses vs. dragons.
Life: Cure 1d8+12 (DC 16) Heal a target
Life: Invigorate (Max 6 tmp HP) Grant up to 6 temporary HP to an injured target
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Attacks (Su) Your natural attacks gain an enhancement bonus
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Predator's Claws (Ex) Primary attack dealing 1d4 damage (increasing with size).
Protected Soul You cannot target other creatures with your aegis, only yourself.
Protection: Armored Magic (+4 armor or +2 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Friendship You can create an aegis that guards against friendly fire.
Protection: Obstruction (DR 3/-) You can put an aegis on a target that grants them DR/-
Quick Transformation Apply and maintain shapeshift on yourself as a move action
Regenerate You may only target yourself with your Life sphere abilities.
Rending Fury Need half the normal number of attacks to deal rend damage
Slow Recovery You cannot cure normally, only by granting Fast Healing
Spell Resistance (19) You have Spell Resistance.
Spines (Ex) You grow spines that act as armor spikes
Tail Slap (Ex) The draconic exemplar gains a secondary tail slap attack that deals 1d8 + 1 ½ times the draconic exemplar’s Strength bonus points of damage.
Unfettered Predator Penalties when armor is worn.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wings (Ex) The draconic exemplar gains two secondary wing attacks that deal 1d4 points of damage.


bigrig107 wrote:
So, to confirm, even Metronish would be converted to understandable? That’s fine, just clarifying.

That is correct.

Amn the Forgotten wrote:
Maybe I should reconsider being a deaf oracle? ={

That's not necessary, as being deaf would impact communication regardless of whether everyone has the ability to understand other languages. That new ability doesn't really change the dynamic all that much.

Toptomcat wrote:
...your chargen rules and setting are sufficiently permissive that you've awakened my playful penchant for building characters from non-D&D genres and campaign settings by hacking Spheres stuff. That kind of thing tends to be very dependent on GM buy-in, though, so rather than put forward a single idea to get shot down, here's a pitch for four different concepts. Tell me which one(s) you think would be the best fit here.

I don't have an issue with any of those ideas and they could all potentially fit the campaign- pending more details, of course- but you would have to find appropriate substitutions for the Full Moon Lunar Exalted's race and such to make them conform to the character creation guidelines.

Veegees wrote:

I want to use the blossoming light and sphere cleric archetypes together but they both replace domain spells.

Would it cost just one feat to ignore the sphere cleric's instance of this replacement?

That is correct.

Chyrone wrote:
Wiconi's history

So Wiconi died roughly a year after the start of the First Sioux War, assuming I haven't misremembered dates or the historical timeline?

Monkeygod wrote:

The following are my classes and archetypes for approval:

Mageknight

Dread Crusader

Martial Mageknight

Rajah

Batal

Ruler of the Damned

Those are all cleared for use.


I’m planning on making an armorist with a tech firearm (think Bolter or flamer) as one of her bound weapons, what sort of weapons would be power appropriate? It somewhat subverts the gold per level mechanic, and I don’t want to go too crazy on power, but still want to stick to the theme.


Hey SoS, I have a corner case ruling question...

Corner Case Question:
Reiko has the Crusader's Flurry feat which allows her to treat her katana 'as if it were a monk weapon'. I'm wondering if she could take Perfect Strike and apply it to her katana? According to the description, the feat's intent is 'When wielding a monk weapon, your attacks can be extremely precise.' However, in the specifics of the feat, only a subset of monk weapons are listed - obviously not including the katana. There are a couple exceptions to the weapons list... such as Perfect Strike on a bow for a Zen Archer Monk.

How would you adjudicate on this? Thanks!


GM SoS wrote:
So Wiconi died roughly a year after the start of the First Sioux War, assuming I haven't misremembered dates or the historical timeline?

You are correct.


Edit timed out,

Winoci personality:

She is a caring person. One could come to her tent after dinner, sort to speak, if needing help, and she wouldn't complain.

With the differences she was asked to help mediate in, she's continually kept a neutral stance. Hear each side with an open mind, do not jump to conclusions prematurely, something her mentor taught her.
Likewise, respect others' customs, even if they may seem odd.

The encrouchment of the settlers and bluejackets worry her, with news coming in from time to time. While she believes not -all- are brutal and greedy, she nonetheless can't help but hold some measure of distrust for them.

Like the night when she met the wolf cub, she enjoys gazing at a star lit sky. One of few serene and beautiful things in life.
Don't pick on her wolf, though, she's protective of it, and it of her.

And while she is a generally patient person, she can be straightforward if something bothers her.


Update Ikatarii profile.

Drake stats added, all gear done.

Outstanding: Background (skeleton done, adding flesh), appearance (both), personality.


Seer of Shadows wrote:


Amn the Forgotten wrote:
Maybe I should reconsider being a deaf oracle? ={

That's not necessary, as being deaf would impact communication regardless of whether everyone has the ability to understand other languages. That new ability doesn't really change the dynamic all that much.

Would this mean that all each person's native sign language would be common? My fighterish submission is a drow who knows drow sign language. They'd be surprised at an outsider knowing it, but that would help communication.


Philo Pharynx wrote:
DarkOne the Drow wrote:
Philo Pharynx wrote:
Made a dragon, but not going to submit her because she's a bit too much just a combat monster.

Love to see it. :)

Is it a conversion from pf2 dragon ancestry (roll for combat)?

I used In the Company of Dragons.

** spoiler omitted **...

I like the Dragon Ancestries by Roll for Combat, but rather sadden there was no PF1 version.

Thanks for bringing this dragon book to my attention that is for PF1, I see there is the expanded version "In the Company of Dragons Expanded" (excluded Void dragon for obvious reasons, though could make one by basing on what was done for the other outer dragons, for a campaign of absolute destruction).


Philo Pharynx wrote:
Would this mean that all each person's native sign language would be common? My fighterish submission is a drow who knows drow sign language. They'd be surprised at an outsider knowing it, but that would help communication.

I can field that question.

SoS wrote:
All spoken words used by sentient creatures to communicate are affected. So a Teutonic Knight greeting the party with a "Guten Tag!" would be understood as "Good day!" despite hearing the words in the original language, but a bird's chirping wouldn't be interpreted. This translation effect doesn't extend to sign language, the written word, or the unique language that the Black Circle and some of the older inhabitants of Kisarta can choose to speak, however.


Philo Pharynx wrote:
Seer of Shadows wrote:


Amn the Forgotten wrote:
Maybe I should reconsider being a deaf oracle? ={

That's not necessary, as being deaf would impact communication regardless of whether everyone has the ability to understand other languages. That new ability doesn't really change the dynamic all that much.

Would this mean that all each person's native sign language would be common? My fighterish submission is a drow who knows drow sign language. They'd be surprised at an outsider knowing it, but that would help communication.

Amn does know Drow sign, and Napsu/Pathfinder sign that's common based. She also has comprehend language, so if you can write she can probably use magic to read it if need be. :)


Imbued Weapon (Su):

As a swift action, the mageknight may spend a spell point to charge a weapon she is holding with magical energy for a number of minutes equal to her casting ability modifier. While the weapon is charged, the mageknight may add her casting ability modifier instead of her Dexterity or Strength modifier to attack rolls and damage rolls with this weapon.

If the weapon is a melee weapon, she may use the weapon as a thrown weapon with an increment of 20 feet. The weapon keeps its own damage and critical hit characteristics, and is not considered an improvised weapon.

When an imbued weapon is used as a thrown weapon, the weapon teleports back to her hand at the end of her turn, or the beginning of her next turn if used outside her turn. When an imbued weapon is a ranged weapon, then making ranged attacks with the weapon does not draw attacks of opportunity.

Bold mine. How would you rule this feature interacts with a bow? Does it add Attr to damage regardless of your Str? Does the bow need to be a composite bow?


At this point, I'm working on a halfling improvised weapon specialist (e.g. picking up and attacking with whatever chair/lamp/ladder/cook pot/wine bottle is handy), and should be able to skirmish or tank.
(loosely inspired by scenes like this).

He's currently a L.Fighter (Soldier, Mulus), and L.Rogue (Canny Scoundrel, Grifter) to get to play with SoM and SoG together. He'll be a mobile fighter, using Barroom and Scoundrel (at least) on the SoM side, and Performance: Dance (at least) on the Guile side.

If I go with ABP, would you be OK with my weapon attunement being improvised weapons? (I'm sure DR will be a challenge for me no matter what, but it seems like that would help with it.)


As some others have been submitting multiple PCs, I have also been toying around with multiple builds for submission. I have also been looking through some of the approved 3rd party material to see if any of it would better help to bring any of my concepts to life more effectively. To that end, I have been looking at the Legendary Kineticist. I know that you have approved all Legendary Classes by Legendary Games. But what about some of the other Kineticist-related supplements, like Kineticists of Porphyra by Purple Duck Games?

N. Jolly wrote both Kineticists of Porphyra (I - IV) and the Legendary Kineticists series (at least I and II) (with Onyx Tanuki as a secondary author on two int the series). A lot of the websites that collect 3rd party stuff together (like d20pfsrd and Library of Metzofitz) lump them together, and the Kineticists of Porphyra line was largely (if not entirely) republished in the Ultimate Kineticist Compendium. So are the wild talents from the Legendary Games UKC also okayed, or do they need to be approved on an individual basis?

(To head off the most obvious power-creep, I'm not interested in the dimensional ripper archetype or any of the related talents, nor stuff like oppressive or crushing atmosphere, choking vacuum, cantikinesis, advanced kinesis, and other talents generally regarded as overpowered. Those examples would all need some discussion to balance, so I'm happy just ignoring them in favor of stuff like seeking infusion, high- and low-gravity infusion, and unweave magic. I even want to stick with 1st-party elements; I'm just interested in some of the 3rd party expansions to 1st-party elements.)

---

Also, if someone did take the Deaf curse as an Oracle, what features would enable them to understand and be understood? More to the point, how would the translation effect of Kisarta affect people who are deafened, whether temporarily or permanently? What about in areas affected by silence-related effects?

If someone is trained to Read Lips (such as through a rank in Linguistics), are they able to understand as though in their native language? An old PFS FAQ (no longer accessible directly but quoted in different places) said the following:

Old PFS FAQ wrote:
Any PC may learn to read lips with a rank in Linguistics as if they had learned a new language. When reading the lips of a speaking creature within 10 feet in normal lighting conditions, the reader need not make any skill checks. In situations of dim lighting, extreme distances, or to read the lips of someone trying to hide their words from the reader, the reader must make Perception checks (DC determined by the GM based on the situation). A lip reader may only understand spoken words in a language it knows.

There's also a spell on most spell-lists caled speechreader's sight, and other spells that specify skill checks to understand speech in zones of silence.

In previous games where I have played deaf characters, it has been ruled that my PC could understand others if they invested a rank in Linguistics to learn to Read Lips, and that this enabled them to understand spoken speech in any other language that they knew.

However, you specify spoken language, which seems to suggest that the automatic translation effect is based in some way on vocal-auditory modalities rather than manual-visual ones. So would a deaf person no longer be deaf in Kisarta? Would an Oracle need to choose a different Curse to function in the game?

I guarantee I'm overthinking this.


1 person marked this as a favorite.

I apologize for this post arriving a few hours shy of being on time.

bigrig107 wrote:
I’m planning on making an armorist with a tech firearm (think Bolter or flamer) as one of her bound weapons, what sort of weapons would be power appropriate? It somewhat subverts the gold per level mechanic, and I don’t want to go too crazy on power, but still want to stick to the theme.

I haven't really established what constitutes "power appropriate" since the definition is rather fluid even with my own tastes. Simply submit ideas and I can tell you whether they would be appropriate or not. As should be evident by many of the things I have cleared, my sensibilities for what constitutes appropriately-powered content are fairly broad.

Reiko Mura wrote:
Hey SoS, I have a corner case ruling question...

I replied to your message with my ruling on Perfect Strike. It is needlessly restrictive as-written and so I believe my ruling will be a pleasant one.

Jereru wrote:
Bold mine. How would you rule this feature interacts with a bow? Does it add Attr to damage regardless of your Str? Does the bow need to be a composite bow?

Considering that the text mentions that the extra damage is due to the magical charge applied to the weapon, I would say that it applies to all weapons.

gyrfalcon wrote:
If I go with ABP, would you be OK with my weapon attunement being improvised weapons? (I'm sure DR will be a challenge for me no matter what, but it seems like that would help with it.)

I would rule in favor of that, with the caveat that you don't add weapon enhancements that are too ridiculous on a conceptual level- adding the flaming quality to chairs you pick up, making a broken beer bottle vorpal, et cetera.

polyfrequencies wrote:
So are the wild talents from the Legendary Games UKC also okayed, or do they need to be approved on an individual basis?

They would need to be individually approved. I have no issue with most of them, but approval is still necessary due to a few bad apples.

polyfrequencies wrote:
Also, if someone did take the Deaf curse as an Oracle, what features would enable them to understand and be understood? More to the point, how would the translation effect of Kisarta affect people who are deafened, whether temporarily or permanently? What about in areas affected by silence-related effects?

As long as a deaf character can speak, there shouldn't be a problem with them being understood. Them understanding others, however, is where the challenge lies.

The mystical language interpretation effect of Kisarta doesn't bestow the ability to hear the language, only the ability to interpret what is heard in one's own language. So deaf characters or those within silence effects are still unable to hear- and thus interpret- words.

polyfrequencies wrote:
If someone is trained to Read Lips (such as through a rank in Linguistics), are they able to understand as though in their native language?

No, as the effect is limited solely to the spoken word. While lip movement is essential to forming those words, it doesn't apply.

polyfrequencies wrote:
However, you specify spoken language, which seems to suggest that the automatic translation effect is based in some way on vocal-auditory modalities rather than manual-visual ones. So would a deaf person no longer be deaf in Kisarta? Would an Oracle need to choose a different Curse to function in the game?

As mentioned in one of my prior replies in this post, being on Kisarta doesn't impart the ability to hear words, only the ability to interpret the ones that you do hear in your native language.

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