Kisarta: Adventures Beyond Death (Inactive)

Game Master Seer of Shadows


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Seer of Shadows wrote:
Lawful Lilly wrote:
4. Having my illusions Do Things- How close to the binds of reality will my illusions have to behave before they start requiring saves? Will someone who can deduce it's an illusion but has not saved against the illusion react as if it is an illusion, or will they still react as if it was not an illusion?
I don't plan on treating illusions any differently in this campaign than I would in any other. Assume that illusions work as they normally would in other campaigns.

The problem in this case is that the rules for Illusions are incredibly soft. Mechanically, there's nothing to say that because they see a Lion they react as if they are seeing a Lion, or they might presume it's just an illusion because they know an Illusionist is about. Nothing to say that, if they see the haunted specter of their dying grandfather clawing at them and saying "Peter, peter, please, please, they're killing me peter, please!!!" the target will respond *at all.* I had a campaign where I worked to establish that a shadow creature was haunting the kingdom, only to have it fail because they were just like "Hey, that's all just an illusion, who gives a shit that an ominous ghost is quietly whispering that the kingdom is doomed."

So yeah, I just want to have some examples of where the limits of illusions apply.

I would say that that is BS. By the normal rules if you interact with the illusion or take an action to specifically disbelieve you get a will save. If you fail that, on some level you believe that it's real. You can say "Well, there's an illusionist around, so I'm going to choose not to accept my senses, but I'd rule that you will still instinctively react to an attack. You can be harmed by the right type of illusions. And so forth. If you are a spherecaster, it looks like they have a little more guidance.


Philo Pharynx wrote:
The problem in this case is that the rules for Illusions are incredibly soft.

Indeed. Depending on the GM, Illusion magic is either the strongest or the weakest magic in the game.


Simeon wrote:
Well, Rhombus himself isn't a wizard. Rhombus barely even understands that magic exists.

That will teach me to reply while on the brink of exhaustion. I completely forgot that your character was a Master Familiar and when my eyes settled on "wizard" and "Morporkian", my sleep-deprived brain immediately thought "Unseen University". Please disregard my question.

Lawful Lilly wrote:

The problem in this case is that the rules for Illusions are incredibly soft. Mechanically, there's nothing to say that because they see a Lion they react as if they are seeing a Lion, or they might presume it's just an illusion because they know an Illusionist is about. Nothing to say that, if they see the haunted specter of their dying grandfather clawing at them and saying "Peter, peter, please, please, they're killing me peter, please!!!" the target will respond *at all.* I had a campaign where I worked to establish that a shadow creature was haunting the kingdom, only to have it fail because they were just like "Hey, that's all just an illusion, who gives a shit that an ominous ghost is quietly whispering that the kingdom is doomed."

So yeah, I just want to have some examples of where the limits of illusions apply.

Could you give some examples of what you're needing clarification on, specifically?

Lawful Lilly wrote:
Thank you, but in this case, I'm specifically talking about the Faction Sphere's Requisition ability, particularly with the Supply package, in order to requisition Scrolls and Wands from my faction. Will I not have access to these talent effects for an extended period of time?

Players will not initially have access to anything requiring a pre-existing reputation, such as the Famous ability for the Chelish Diva archetype or the Leadership feat. This is due to the fact that they are newcomers to Kisarta and I do not want to have a case of gameplay contradicting the reality of the party's situation. That said, characters will be able to arrive in Limbo soon after the game's start and begin building those reputations and connections.

Lawful Lilly wrote:
In addition, I do have to ask, but how will we function in terms of economy, wealth, and material goods? Will we be getting goods? How does Aether Shards work?

Traditional metal coins are not worth very much on Kisarta and only collectors and craftsman regard them as having any value whatsoever. Raw forms of condensed aether, however, are regarded much like the coinage that the characters may be used to. The faintly-glowing Aether Powder (in pinches and handfuls), Aether Shards, and Aether Coins effectively replace the traditional CP, SP, GP, and PP system. These new currencies are represented by AP, AH, AS, and AC, but you can simply use the traditional currency section on character sheets to track these in game if you wish.

Bartering is also fairly common with Kisartan merchants. Some merchants will trade merchandise for merchandise, but some requests will run more towards the esoteric: favors, blood, pieces of the customer's soul, memories, et cetera.

There are many markets of various sizes scattered across Kisarta. The Shadow Markets in Limbo and the various bazaars and souks within the Whispering Desert are generally regarded as the places to go if you are looking to buy, sell, or trade, but every Dominion has some form of economy and market in place.

Lawful Lilly wrote:
In addition, what are the rules for the creation of martial traditions? 2 equipment 2 other talents? In addition, are Unified Traditions avaliable, with custom traditions on the field?

Martial traditions can be crafted using the general guidelines that have been established by the authors. I will list those below in ooc format for reference.

1. Each martial tradition should include two Equipment talents, typically with at least one discipline, Armor Training, or Shield Training. These determine the weapons, armor, and other equipment a character has available to them (if any).

2. Each martial tradition should include either an appropriate base sphere, or the option to choose between 2 base spheres. The exact appropriateness of any given base sphere depends on the concept.

3. Each tradition should also include one additional thematic talent. This could be a bonus talent in the sphere you gained as part of step 2, an additional base sphere, or perhaps an Equipment talent that is not a discipline but works with the character concept in some way.

Unified Traditions are available.

Lawful Lilly wrote:
What materials currently in playtest can we request? I have two things I want to look at- A Leadership Sphere feat that allows them to select Utility Talents, and a Trap talent that allows them to reveal traps as a [Plan]

I generally don't allow playtest material unless it is in the final stages. Having to potentially alter existing rules and relearn how a character works in-game is something I tend to avoid.

Lawful Lilly wrote:
Finally, can I request the ability to use Vancian Spells in Trap Sphere Traps through the Spell Trap feat?

Spell Trap is designed specifically for Spheres, so I am going to rule no on that request.

Philo Pharynx wrote:
More detail on the Feywild for Ixivixi.

Thanks for expounding upon that.


Hey 'Seer of Shadows' I wanted to drop back in and remove Wulfgar from the 'recruitment' process.

I'd started the application process in three different recruitments. I figured if I wanted to add another game, applying in more than one would strengthen my odds. I'd been reading along here, but waiting to see if I'd gotten in one of the other two games before I posted more. I was accepted in a 'Kingmaker' game, so I wanted to officially remove myself. I hate feeling like I've 'ghosted' something even a recruitment.

Anyway, thanks for running the game, we players really do appreciate it. I'll be reading along, I find you idea really interesting.

Good luck and good gaming all.


Seer of Shadows wrote:
That will teach me to reply while on the brink of exhaustion. I completely forgot that your character was a Master Familiar and when my eyes settled on "wizard" and "Morporkian", my sleep-deprived brain immediately thought "Unseen University". Please disregard my question.

No worries! It happens to the best of us. I think if Peanut were in fact a member of the Unseen University he’d be much, much less competent than he is. That said, I think Peanut’s had a fair amount of past interaction with the Librarian. Magical primates gotta stick together after all.


Seer of Shadows wrote:
Traditional metal coins are not worth very much on Kisarta and only collectors and craftsman regard them as having any value whatsoever. Raw forms of condensed aether, however, are regarded much like the coinage that the characters may be used to. The faintly-glowing Aether Powder (in pinches and handfuls), Aether Shards, and Aether Coins effectively replace the traditional CP, SP, GP, and PP system. These new currencies are represented by AP, AH, AS, and AC, but you can simply use the traditional currency section on character sheets to track these in game if you wish.

It will come as a great shock to my dragon that his bag of holding full of hoard is considered mostly worthless. But he is a sort of collector, I suppose. And it still makes a good bed.


Ouachitonian wrote:
Seer of Shadows wrote:
Traditional metal coins are not worth very much on Kisarta and only collectors and craftsman regard them as having any value whatsoever. Raw forms of condensed aether, however, are regarded much like the coinage that the characters may be used to. The faintly-glowing Aether Powder (in pinches and handfuls), Aether Shards, and Aether Coins effectively replace the traditional CP, SP, GP, and PP system. These new currencies are represented by AP, AH, AS, and AC, but you can simply use the traditional currency section on character sheets to track these in game if you wish.
It will come as a great shock to my dragon that his bag of holding full of hoard is considered mostly worthless. But he is a sort of collector, I suppose. And it still makes a good bed.

You would still find competition for your worthless bed. *giggles*


Just popping in to say that I'm still following along. My recovery is going well, but progress on my 'malkyrie' is moving slowly. I think I'll still have him done by the deadline, but if not I'd still be excited to play either version of Maia or the Master of the Seas and Storms. I didn't see any questions/comments on the latter, although that could have been because of the meds... Rokugan as an origin and his build were all okay, right?

On another note, I finally saw Quantumania the other day and then--whilst convalescing--rewatched No Way Home, Multiverse of Madness, and the Loki series, and I got this really impish desire to put together a bunch of submissions that were just variants of other submissions from alternate versions of their universe (with the intention of creating a weird self-team-up, not to weasel anyone out of a pick). I'm not going to do it but I still think it would be hilarious.


Is it the 15th yet?

:)


Giant Halfling wrote:

Just popping in to say that I'm still following along. My recovery is going well, but progress on my 'malkyrie' is moving slowly. I think I'll still have him done by the deadline, but if not I'd still be excited to play either version of Maia or the Master of the Seas and Storms. I didn't see any questions/comments on the latter, although that could have been because of the meds... Rokugan as an origin and his build were all okay, right?

On another note, I finally saw Quantumania the other day and then--whilst convalescing--rewatched No Way Home, Multiverse of Madness, and the Loki series, and I got this really impish desire to put together a bunch of submissions that were just variants of other submissions from alternate versions of their universe (with the intention of creating a weird self-team-up, not to weasel anyone out of a pick). I'm not going to do it but I still think it would be hilarious.

I've been playing in a Starfinder game here on the forums where we're basically interdimensional superheroes. One of the players has been switching between different dimensions' versions of his character from time to time kind of like this. :D


I've been eyeing this recruitment for a while and have finally decided to try throwing something together for it. Should be interesting.


Seer of Shadows: This is basically just a cheese request because who doesn't like cheese? XD So I won't have any hard feelings if you say no. I want to play a paladin/synthesist summoner because a monstrous paladin sounds fun thematically and mechanically. The issue is that the eidolon's medium bab overrides the summoner's bab when they are fused. I think RAW, this would also override the paladin's good bab. Can I get permission to use the paladin good bab instead of having it overridden by my fused eidolon?


Only two days remain until the deadline. I am still waiting to hear back from a few people, so I will send out a few messages and determine where things stand with their applications. The lengthy process of breaking down statblocks to check for errors and test for cheese began two days ago and I am roughly a third of the way done with those.

caster4life wrote:
This is basically just a cheese request because who doesn't like cheese? XD So I won't have any hard feelings if you say no. I want to play a paladin/synthesist summoner because a monstrous paladin sounds fun thematically and mechanically. The issue is that the eidolon's medium bab overrides the summoner's bab when they are fused. I think RAW, this would also override the paladin's good bab. Can I get permission to use the paladin good bab instead of having it overridden by my fused eidolon?

This is a gestalt game, so it should be assumed that the higher BAB takes precedence regardless.

Do not worry, having a high BAB is not something I would consider cheese in the slightest. My definition of cheese is, for example, using the Sage class to give yourself unlimited regeneration and immunity to falling unconscious with a feat (thus making you nigh-immortal when it comes to damage) or 30+ ft touch attack area of effect combat maneuvers, utilizing the unlimited Flurry of Blows attack loop that will only end if you miss (which only requires a specific archetype and three feats to accomplish), using the online tool for Sacred Geometry instead of figuring it out for yourself, et cetera.


Trying to nail down the final few details of my actual submission. Getting the right flavor connect with mechanics is hard, it turns out. Hoping to have it done tonight.


Chyrone's submission.

Sorted things out at last.


Oh well. And I was afraid of using the Sage. I would never have reached such points of cheese by myself.

Using Ki Blaster Sage + Armorer to reskin Iron Man would have been cool.


I think I'll just stick with my first character idea Kiya.


Dammit just realised I accidentally copied my second character over my first one, I'll have to fix that up.


Oh yes I didn't mean cheese in terms of being OP or anything. I meant in terms of contradicting the RAW rules. Sacred Geometry in general is cheesy op and ridiculous, imo, without contradicting any RAW rules.

Thanks for letting me keep my full bab! I think I'm pretty close to finished with character creation. We'll see if I get my submission done in time.


caster4life wrote:
Seer of Shadows: This is basically just a cheese request because who doesn't like cheese? XD So I won't have any hard feelings if you say no. I want to play a paladin/synthesist summoner because a monstrous paladin sounds fun thematically and mechanically. The issue is that the eidolon's medium bab overrides the summoner's bab when they are fused. I think RAW, this would also override the paladin's good bab. Can I get permission to use the paladin good bab instead of having it overridden by my fused eidolon?

Paladin/Synthesist is a great idea. Like a magical Ironman.


Seer of Shadows wrote:
...The lengthy process of breaking down statblocks to check for errors and test for cheese began two days ago and I am roughly a third of the way done with those.

I have my characters in HeroLab. I'm happy to send you copies of the HL files if that would be helpful to your process. Just let me know.

I've also ginned up some of my different 'alpha strikes' to see what my characters can do. Happy to send you those details, if you'd like.


GM, i probably won't complete it, but i've got to ask anyway.

On a vanilla monk, would you allow scaled fist and tetori to work together?
The only aspect that both affect, are bonus feats, but in potentially non conflicting ways?

The tetori replaces the standard bonus feats.
The scaled fist adds additional bonus feats to the monk's selection.

Something else, regarding to Wiconi's submission,
How would you say linguistics affect her? She has some ranks in linguistics, and a positive intelligence modifier. However, since earth has no races other than humans, is it assumed she gains knowledge of new languages as part of their time in the new world? Or perhaps some wandering spirits in this world considered it beneficial to have taught her some?


I don't think I'll be able to complete Nioku's build on time... but I'll try. If by the deadline I have something to present, even unfinished, I might present it anyway.


This is Giant Halfling's malkyrie, in progress. He's mostly done on paper and I'm working on his profile. Aside from typing, I just need to finalize his traits/feats/skills, so hopefully he'll be ready to go by the deadline (as long as I can type fast/long enough with one hand, lol).


Two non-submissions.

Ozai is an imp pyromancer. I'm not submitting because his solution to every problem is to create a huge area of fire and burn everything. For things immune to fire, he can make his fire out of cold, electricity, acid, or bludgeoning. He's a bit monomaniacal about it.

Penelope is a medusa bard focusing on divination. I suspect that a 60' selective petrifying gaze would be counted as cheese.

Ozai:

Ozai
Imp 3/elementalist (geomancer) 5/incanter 8/gestalt 8 (Pathfinder RPG Bestiary 78)
CN Tiny outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., detect good, detect magic; Perception +14
--------------------
Defense
--------------------
AC 25, touch 20, flat-footed 18 (+3 armor, +1 deflection, +6 Dex, +1 dodge, +2 natural, +2 size)
hp 117 (11 HD; 3d4+8d8+43); fast healing 2
Fort +14, Ref +14, Will +11
Defensive Abilities evasion; DR 5/good or silver; Immune fire, poison; Resist acid 12, cold 12, electricity 7
Weaknesses magical signs, painful magic, somatic casting
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee destructive blast +14 touch (4d6) or
. . sting +15 (1d4 plus poison)
Space 2½ ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +12)
. . Constant—detect good, detect magic
. . At will—invisibility (self only)
. . 1/day—augury, suggestion (DC 19)
. . 1/week—commune (6 questions, CL 12th)
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 18, Int 12, Wis 16, Cha 22
Base Atk +6.75; CMB +10; CMD 21
Feats - Custom Feat -, Agile Maneuvers, Cantrips, Combat Expertise, Deadly Aim, Elemental Focus (fire)[APG], Fan The Flame, Fear And Flame, Great Fortitude, Greater Elemental Focus[APG], Imbue With Nature, Lurker In Darkness, Power Attack, Spell Penetration, Sphere Focus, Sphere Focus, Warded Step
Traits resilient, unscathed
Skills Acrobatics +17 (+13 to jump), Bluff +11, Escape Artist +17, Fly +22, Intimidate +17, Knowledge (arcana) +5, Knowledge (planes) +5, Lore (Fire) +12, Perception +14, Perform (Pyromancy) +14, Spellcraft +5, Stealth +25
Languages Common, Infernal
SQ acid blast, affect fire (Up to 4 size categories), ash strike, casting, change shape (boar, giant spider, rat or raven; beast shape I), commanding aid +14, create fire (Max size: Medium), destructive blast, dragonlung 6d8, easy focus, electric blast, favored package (favored package [fire]), finesse weapon attack attribute, fire blast, lingering resentment, manipulate lava (14 squares), move fire 140 ft/rd, nature sight, numbing blast, penetrating blast, teleport, totem of tactical coordination, totemic aura, weave elements
Other Gear mwk mithral shirt, intensifying gloves, lesser, Pyromancer's Crystal, 3,950 gp
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Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Cantrips You can create a variety of small magical effects
Casting (CL 8, MSB +13, MSD 24, Concentration +19, DC 20) You can cast sphere effects.
Change Shape (boar, giant spider, rat or raven; beast shape I) (Su) You can change your form.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
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.
Destruction: Acid Blast Destructive Blast deals acid damage
Destruction: Destructive Blast 4d6 Ranged or melee touch attack deals 4d6 damage
Destruction: Electric Blast Destructive Blast deals electric damage
Destruction: Fire Blast (DC 21) Your destructive blast deals fire damage and can ignite targets
Destruction: Numbing Blast Destructive Blast deals cold damage and imposes -2 to Ref for 1d4 rd
Destruction: Penetrating Blast Destructive Blast ignores up to 16 points of energy resistance (or up to 32 for 1 SP)
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Energy Resistance, Acid (12) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (12) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (50 feet, Perfect) You can fly!
Greater Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Magical Signs Your use of magic is obvious to all observers
Nature: Affect Fire (Up to 4 size categories) Make a normal fire larger or smaller
Nature: Ash Strike (DC 23) Cone of ash blinds creatures for 1d4 rds (Fort neg) and reveals invisible creatures
Nature: Create Fire (Max size: Medium) Create a fire that burns without fuel
Nature: Dragonlung 6d8 (DC 23) You can remove and deconstruct elements you can control
Nature: Manipulate Lava (14 squares, DC 23) As Vortex or Freeze, but requires lava
Nature: Move Fire 140 ft/rd (DC 23) Move an existing fire to a new location
Nature: Nature Sight Gain elemental sense abilities
Painful Magic (DC 14) When using magic, you must make a Fort save or be sickened/nauseated
Poison (DC 16) (Ex) Sting—injury; save Fort DC 16; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Sphere Focus (Destruction) Gain +1 DC with abilities from chosen sphere
Sphere Focus (Nature) Gain +1 DC with abilities from chosen sphere
War: Commanding Aid +14 Use Aid Another as a rally, using CL + CAM in place of attack bonus
War: Lingering Resentment Totems and mandates linger for 2 rds after concentration ends
War: Totem of Tactical Coordination Allies within totem do not risk harming each other with attacks, spells, or abilities
War: Totemic Aura You can attach totems to yourself or other creatures
Warded Step Your sphere effects are never difficult terrain for you.
Warp: Teleport (45 ft./180 ft.) You can teleport touched creature as a standard action
Weave Elements Gain Nature as a bonus sphere, and use your class level as caster level with Nature

Penelope:

Penelope
Medusa 8/sphere bard 8/gestalt 8 (Pathfinder Player Companion: Faiths & Philosophies, Pathfinder RPG Bestiary 201)
LN Medium monstrous humanoid
Init +7; Senses darkvision 60 ft., lifesense 30 ft.; Perception +25 (+31 to disbelieve illusions)
--------------------
Defense
--------------------
AC 27, touch 18, flat-footed 21 (+5 armor, +5 Dex, +1 dodge, +2 insight, +3 natural, +1 shield); Precogniscent Protection
hp 136 (16 HD; 8d4+8d8+72)
Fort +14, Ref +15, Will +13 (+6 to disbelieve illusions); +4 vs. bardic performance, language-dependent, and sonic; Precogniscent Resistance
Defensive Abilities all-around vision
Weaknesses somatic casting, verbal casting
--------------------
Offense
--------------------
Speed 30 ft.
Melee destructive blast +15 touch (3d6+2) or
. . snake bite +15 (1d4+1 plus snake bite)
Special Attacks bardic performance 26 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 22], inspire competence +3, inspire courage +2, suggestion [DC 22]), channel positive energy 11/day (DC 21, 4d6), petrifying gaze (DC 20)
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 22, Int 14, Wis 20, Cha 26
Base Atk +8; CMB +15; CMD 25
Feats - Custom Feat -, - Custom Feat -, Ability Focus (petrifying gaze), Agile Maneuvers, Cantrips, Combat Expertise, Deadly Aim, Power Attack, Practiced Seer, Precogniscent Protection, Precogniscent Resistance, Precogniscent Smite, Tribal Rhythm
Traits meditative
Skills Acrobatics +9, Bluff +22, Diplomacy +22, Disguise +11, Escape Artist +12, Intimidate +22, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +25 (+31 to disbelieve illusions), Perform (dance) +22, Perform (sing) +22, Sense Motive +16, Spellcraft +13, Stealth +16, Swim +3; Racial Modifiers +4 Perception
Languages Common
SQ bardic knowledge +4, break enchantment, casting, commanding aid +14, cure, destructive blast, finesse weapon attack attribute, foreshadow +1/+2, inspiring healing, invigorate, lifesense, restore, singing steel, stone blast, totem of shared sight, totemic aura, unhooded sight, widen sight
Other Gear +1 spell dodging mithral chain shirt, sing stl. buckler, circlet of persuasion, eyes of the eagle, headband of inspired wisdom +2, 4,895 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Bard Channel Positive Energy 4d6 (11/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action, 26 rounds/day) Your performances can create magical effects.
Cantrips You can create a variety of small magical effects
Casting (CL 6, MSB +8, MSD 19, Concentration +16, DC 21) You can cast sphere effects.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
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 3d6 Ranged or melee touch attack deals 3d6 damage
Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses
Divination: Foreshadow +1/+2 You gain a danger sense that grants bonuses to AC and Ref saves
Divination: Lifesense Sense grants you the blindsight ability
Divination: Unhooded Sight +6 Gain bonus to disbelieve illusions
Divination: Widen Sight You may increase the range of any sense abilities from a static number such as 30 ft to a range of close (25 ft + 5 ft per 2 CL).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inspiring Healing (13/day) (Sp) Spend 2 perform rds: Cast cure light wounds. Each target affected once/day.
Life: Break Enchantment Remove magical effects with your restore ability
Life: Cure 1d8+12 (DC 21) Heal a target
Life: Invigorate (Max 6 tmp HP) Grant up to 6 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.
Petrifying Gaze (DC 20) (Su) Creatures within 30 ft. turn to stone permanently (Fort neg)
Poison (DC 16) (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Practiced Seer Use MSB for duration of (sense) abilities, if higher than CL
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
Singing Steel Strike to begin bardic performance quicker.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Tribal Rhythm You can attach a totem to a song, affecting all allies who hear it
Verbal Casting You must be able to speak aloud to use magic
War: Commanding Aid +14 Use Aid Another as a rally, using CL + CAM in place of attack bonus
War: Totem of Shared Sight Allies within totem share perceptions, including special senses
War: Totemic Aura You can attach totems to yourself or other creatures


My crunch is all posted, sort of... I finished typing everything and went back to double check, and realized I made a big screw up. I spent a trait to switch out one of my PoW disciplines for piercing thunder (because it fits the theme so well), and then I forgot to take any maneuvers from it. SMH. I need to take a break from the computer now, but I'll try to get his fluff up before the deadline.

If its allowed at all, I'd love to rework his maneuvers known to include some piercing thunder, but I probably won't have time to get to that until after the deadline. I guess, maybe, if he gets picked we could talk about it?


Phew! Caster here. Finished my paladin 7+scaled fist monk 1/summoner 8 just in time. It was a lot to put it all together but quite fun.

Cheers to everyone as we near the submission deadline. Seems like it will be quite a fun game for all selected. And character creation was a fun trip, for me at least, regardless of who is selected.


All my fluff is posted now too, so Lief should be ready for review. He's definitely the most effective combatant I'm submitting, but it was fun playing around with two new bags of goodies I haven't used before (and this way I have options at a variety of different power levels depending on what kind of party you're putting together).

After reading through the piercing thunder maneuvers, my blunder doesn't seem so big; if I'm allowed to, I'd probably still switch out a couple maneuvers known just because the discipline is so thematic for me, but mechanically it's really not a big deal either way.

Good luck, everyone!


I finally got around to clarifying that Bhornkild was indeed killed by a lich. And that he's part ifrit, cuz he is.

Numerically he's probably a bit overtuned, but I suppose that can be adjusted based on the other PC's, if needed.

Good luck, everyone =)


Bigrig107 here, nearly done with my submission. Drukhari haemonculus that got her soul combined with the soul of a Harlequin and now the two 'friends' head out on an after-death adventure!

Putting final touches on skills and crunchy details, and need to put in fluff. Should have it done tomorrow morning, hope it's in time! If not, I gave it my best shot.


Seems today’s the day. Good luck y’all!


Yep! Though there is a lot of work for the GM between closed for submissions and party selected. It can take days sometimes. But maybe Seer of Shadows is very efficient.


Eh, can't get this concept to work flavorfully either. Gonna pull out, good luck to everyone!


Good luck everybody!!! ^_^


I've fixed the crunch in Kiya's profile so that's ready for you to review. But I'm still rewriting the fluff as I didn't have that saved anywhere else. I remember it for the most part so it'll be the same as what I had before, just different wording.


I'm also going to be recinding my applications, both because it's not done, but also because the main crux of both of those applications ended up being denied (The [Plan] talent and Spell Trap, and the Leadership Skill Sphere talent)


Sorry, this is almost mandatory. :D


Bronwyn is still around and waiting (mostly) patiently for the final verdict :)


The deadline to have a completed submission is fast approaching for those who still need more time to submit their character. There are roughly eight hours remaining until the recruitment officially closes at the end of the May 15th, Eastern Standard Time. This is to give any potential stragglers a final chance at submitting their characters and to allow me the time I need to give statblocks one final lookover.

After the recruitment officially closes, I will make my selections, post the opening scene of the prologue where the characters awaken within the Cemetery of Lost Souls, and the game will officially begin in earnest.

On an anecdotal note, selecting from such a fine collection of characters is quite difficult. I enjoy a great many of the characters that have been submitted and each brings something interesting to the table. It's clear that the decision to raise the party size limit was the right one.

And now, it is time to answer the final round of questions before the recruitment ends.

stormraven wrote:

I have my characters in HeroLab. I'm happy to send you copies of the HL files if that would be helpful to your process. Just let me know.

I've also ginned up some of my different 'alpha strikes' to see what my characters can do. Happy to send you those details, if you'd like.

I only have a passing familiarity with HeroLab, as my experience with it years ago was finicky due to my predilection for unsupported content and houserules. Anecdote aside, I have already reviewed the submissions that have been posted thus far, so there is no pressing need to send the HeroLab files.

The 'alpha strikes', however, are something I would be interested in seeing. I like to think that my grasp on what each character can do is fairly solid, but it wouldn't hurt to confirm that straight from their creator.

Chyrone wrote:

On a vanilla monk, would you allow scaled fist and tetori to work together?

The only aspect that both affect, are bonus feats, but in potentially non conflicting ways?

Any archetypes whose changes affect an ability in non-conflicting ways can be taken together without necessitating the feat tax I mentioned in one of the earliest posts in this recruitment.

Chyrone wrote:

Something else, regarding to Wiconi's submission,

How would you say linguistics affect her? She has some ranks in linguistics, and a positive intelligence modifier. However, since earth has no races other than humans, is it assumed she gains knowledge of new languages as part of their time in the new world? Or perhaps some wandering spirits in this world considered it beneficial to have taught her some?

I would rule that her ranks in Linguistics only apply to Earth languages currently, but that research during any 'downtime' can be used to expand it.

Lief Stoutspear wrote:
If its allowed at all, I'd love to rework his maneuvers known to include some piercing thunder, but I probably won't have time to get to that until after the deadline. I guess, maybe, if he gets picked we could talk about it?

Those selected will have up until the game's first combat to change their statblocks. While I will not allow for major alterations, such as to class and race, making smaller changes like what maneuvers you have prepared are perfectly acceptable.


Sounds good, Seer. We'll hang out. On the topic of alpha strikes or alpha options, here are summaries of some things Severa can and can't do. These alpha strike options include EVERYTHING she can do, not just what would be the combat normal as I listed on her sheet so the numbers are similar but higher here. She's mostly a flying tank that can do some damage, utility, buffing, etc.

Party buffing:

With inspire courage +2 to hit and dam, flagbearer +1 to hit and dam, and haste, Andrina will help all of her allies who make a bunch of attacks have a lot of fun.

Random utility:

Some other summoner spells like spiked pit and the option to drop her eidolon and summon all sorts of things gives her nice random utility. Throw in scent, flight, and good charisma skills and I think Andrina will find enough ways to contribute outside of combat to have fun.

Offense:

If she slaps on all her offensive buffs including the short term ones (enlarge person, haste, etc). then her offense is solid but not at all amazing by gestalt level 8 standards.

Attack bonus: +22
Damage bonus: +23
Slam for 2d6, slam for 2d6, bite for 1d10, claw for 1d8, claw for 1d8.
Can bypass all DR if doing a personal challenge.

Average damage if all hit: 143.5.

Note that she couldn't hit a clone of her buffed self even on a nat 20. I suppose I could wonder about the balance implications of that...

Defense:

If she slaps on all her defensive buffs including the short term ones (shield, barkskin, eagle's splendor, haste, cat's grace) then her hp, AC, and saves are pretty strong, even for level 8 gestalt, by my standards. She also has pretty strong swift action healing through lay on hands to add to her staying power.

HP 176 (humanoid)+66 (temp from eidolon)
AC 54 (10+12 dex+10 cha+4 armor+13 natural armor+4 shield+1dodge) T 37 FF 42
Saves F +23 R +23 W +23


Still about.


Alright, think I was able to hit a good spot flavor-to-mechanic wise. Re-entering Lae'zekaeri here. Would feel regretful if I didn't at least submit one of my half formed ideas.

Presenting Lae'zekaeri, a drukhari haemonculus that had her floating soul (awaiting the reanimation haemonculi often go through) stolen from the warpway around Commorragh and infused with the soul and body of a Harlequin. Had a few hours to experience this before a pack of invading daemons slaughtered the troupe, sending both of their souls together to the Graveyard. No idea what the Harlequins are upto, those rascals!

Plays as a durable teleporting melee fighter with a bit of healing (infusions) and a bunch of mental tricks/utility with the mind sphere.


To all of us: good luck! Hope to see you all on the other side!


And here's the other submission I'd say is 99% finished, just gotta do skills, but can do those after if accepted.

Playing along with the two minds in one body theme I kept having, Kamahnokh is the result of a cryptek sister fusing herself to her nomarch brother after he attempted to remove the Phaeron, his father, from the throne. The deal with a C'tan shard (the Deceiver) to fuse the two led to some unintended consequences, ending up with the two 'dead' and in the Graveyard.

Character image reference.


Good luck everyone! It'll be quite the fascinating party to watch even for those not chosen, I think. :D


Melkyzadyk is here, lurking. He is patient, for he has time aplenty.


I had a little time tonight so I reworked Lief's PoW maneuvers, he should be completely finished now with nothing I want to change.

That said, I've been looking over some of the other submissions and he does seem (to me) to be on the higher end of the power curve (largely due to what he can do with AoOs) and I am willing to tone him down a bit if you (SoS) love the idea but worry about his power level (although my other 3 submissions are all already less efficient and I'd be thrilled to play any of them).

Actually, speaking of my other submissions, I'll just go ahead and post all 4 together here for your convenience.

Submission 1
Maia Blackwing
a scout with secondary melee and casting abilities from the Shackles (Golarion); vast energies absorbed at her death caused her to awaken with new supernatural powers related to shadows and smoke

Submission 2
Maia Blackwing (v2.0)
the same background as version 1 but in this version she awakens in Kisarta with the same powers she had in life; this version lacks all the godling supernatural abilities (and is a little worse at sneaking) but offers more combat ability than the original

Submission 3
Master of the Seas and Storms
a blaster with some control from Rokugan; originally a capricious kami, he was cast down into a mortal form before eventually being killed, but through it all retained some power over water, weather, and wind

Submission 4
Lief Stoutspear
a tank/melee damage dealer from Midgard (an alternate Earth where norse mythology is true); the surprise son of a valkyrie, he fights with polearm and lightning, and swats away attacks with his shield

Good luck everyone!


Here's my fish-waaaay-out-of-water Lunar Exalt. I'll understand if it's too spicy/weird, particularly the custom feat request to make Brain Consumption work more like consuming a target's Hearts' Blood in Exalted. 'I eat you and take your shape' is pretty core to the Lunar fantasy, and Brain Consumption was tantalizingly close but not-quite-there.

Manosque Zhu, the Viper- N human Shifter (Apex, Martial, Forceful) 8 | Psion (Psychometabolism, Transmogrifist) 8

Crunch:
Strength: 22 +6 (+2 racial) (+4 primary)
Dexterity: 12 +1
Constitution: 18 +4 (+2 inherent) (+1 level) (+2 secondary)
Intelligence: 16 +3 (+2 secondary)
Wisdom: 14 +2
Charisma: 10 +0
Notes:
+4/6 enhancement to any ability score w/Animal Affinity
+2/3 morale to Str/Con w/Endorphin Surge
+4/6 size to Str or Dex, -6 to the other, w/Metamorphosis size change

BAB: +8/+3

CMB: +14 (+8 BAB +6 Str) (+2 enhancement w/any maneuver made with natural attacks or unarmed strikes)
CMD: 25 (10 +8 BAB +6 Str +1 Dex)

Fort: +6 base, +4 Con, +2 resistance, +12 total (+1-3 insight w/Defensive Precognition) (+4 vs. death effects, negative energy, poison, and disease w/Glow of Health trait)
Ref: +6 base, +1 Dex, +2 resistance, +9 total (+1-3 insight w/Defensive Precognition)
Will: +6 base, +2 Wis, +2 resistance, +2 psicrystal, +12 total (+2 racial vs. mind-affecting, +4 vs. fear) (+1-3 insight w/Defensive Precognition) (+2-5 as an immediate w/Empty Mind)

AC: 16 (10 +5 armor +1 Dex) (+1-3 insight w/Defensive Precognition) (-2 w/Berserking)
Touch: 16 (10 +5 armor (Unarmored Defense) +1 Dex)
Flat-footed: 15 (10 +5 armor)
Notes:
Force an auto-miss as an immediate with Sidestep/Deflect

HP: 122 (8d10 + 32 Con + 2 favored class + 8 campaign)
Delayed Damage Pool: 32
Notes:
11 temp HP/round w/Berserking
5-40 temp HP w/Vigor- as high as 120 effective w/Share Pain + Empowered Alteration
DR 2-4/-- w/Biofeedback
Fast Healing 3 for (Power Level) rounds w/Metabolic Healing, Fast Healing 2 for the duration of a form w/Vitality Alteration sphere trait

Initiative: +1 (+1 Dex)

Attacks:
Unarmed strike +16 melee, 1d4+8 bludgeoning, 20/x2 crit
Full attack +16/+11 melee, 1d4+8 bludgeoning, 20/x2 crit

Notes:
Iron Fang strike: Standard action, +2d6 damage, ignores DR, +2 to the save DC of poison
'Stone Blast' Energy Strike: Standard action, +2d6 slashing/bludgeoning/piercing that doesn't count as spell damage or +4d6 with a spell point

One trait each: two claws, slams (1d4) or pincers (1d6), one bite (1d6), one gore (1d6), two hooves (1d4) or two talons (1d4, must have a fly speed), two wing attacks (1d4, must have wings)
One trait: Web, +9 ranged touch once per minute: entangles any target up to one size category larger than me, Escape Artist/Strength check DC 18 (Con-based), 8 HP, DR 5
One trait per natural attack: injury poison (DC 24 [Con-based], 1/round for 6 rounds, 1d2 Con, 2 saves) (+1 save w/Superior Poison Enchantment talent) (DC reflects Poisoner's Stance and Venomous title veil)

Skills:
Disguise 8 ranks, +3 class, +0 Cha, +11 total (Alteration sphere: +10-25 depending on specific traits)
Sense Motive 8 ranks, +3 class, +2 Wis, +13 total (+2-5 insight w/Judge power)
Diplomacy 8 ranks, +3 class, +0 Cha, +11 total (+2-5 insight w/Broker power)
Bluff 8 ranks, +3 class, +0 Cha, +11 total
Acrobatics 8 ranks, +3 class, +1 Dex, +12 total
Perception 8 ranks, +3 class, +2 Wis, +13 total
Survival 8 ranks, +3 class, +2 Wis, +13 total
Handle Animal 8 ranks, +3 class, +0 Cha, +11 total
Sleight of Hand 4 ranks, +1 Dex, +5 total
Lore (Knowledge Skills appropriate to another cosmos) 4 ranks, +3 class, +3 Int, +10 total

Notes:
+6 enhancement to *any* skill w/Enhance Focus

Feats:
Dragon's Tattoos (1st-level martial tradition bonus)
Zodiac Tattoos (1st-level martial tradition bonus)
Venomous Soul (1st-level)
Spell Attack (1st-level human bonus)
Psicrystal Affinity (1st-level psion bonus)
'Brain' Consumption (2nd-level Bestial Trait bonus) (Reflects 'heart's blood' consumption, not brain)
Custom (Brain Consumption may provide bonuses to skills the victim had racial bonuses in, in addition to skills they had ranks in: Consumptive Intuition may provide Alteration talents necessary to reproduce racial traits of the victim, as well as martial and casting talents they had) (2nd-level Oath Boon bonus)
Narcissism (The Venomous) (2nd-level campaign bonus)
Enhanced Capacity (The Venomous) (3rd-level)
Consumptive Intuition (4th-level Bestial Trait bonus)
Extra Essence (4th-level campaign bonus)
Expanded Study (Sidestep) (5th-level)
Expanded Study (Deflect) (5th-level psion bonus)
Ability Focus (Alteration-sphere poison effects) (5th-level Oath Boon bonus)
Martial Training I (Dizzying Venom Prana, Sting of the Rattler) (6th-level campaign bonus)
Martial Training II (Weakening Venom Prana, Iron Fang, Poisoner's Stance) (7th-level)
Unarmored Mastery (8th-level campaign bonus)

Traits:
Potent Concoctions (Akashic Poison, Alteration sphere poison effects)
Gift for Magic (Alteration)

Class Features:
Martial Tradition: Tattooed Warrior

Casting Tradition: Exalted Martial Artist
Casting Ability Modifier: Intelligence
Type: Special Snowflake
Drawbacks: Innate Curse (Elemental Imbalance: Fire Vulnerability) [the 'fire does aggravated damage in Storyteller System' thing], Somatic Casting II, custom Unstable Storage variant (Current spell points obvious, spherecasting automatically breaks stealth as per Magical Signs if at less than 2/3, fatigued at less than 1/3, exhausted at less than 1/6: I'm just going to pretend I have one fewer spell point than I do because the 'sleep at 0 SP' thing has no real mirror in Exalted)
Boons: Drawback Feat (Wild Casting), Alien Source, +1 spell point +1 per 6 levels in a casting class

Sphere Drawbacks:
Alteration: Lycanthropic
Conjuration: Caller
Destruction: Destructive Touch, Energy Focus (any one)
Enhancement: Personal Magics, Bodily Enhancement
Fate: Neutrality, Non-Judgemental
Illusion: Personal Illusion
Life: Regenerate, Slow Recovery
Mind: Lost in Translation
Time: Personal Time

Shapeshifter/Diminished Magic/8th-level Shifter spherecasting (Alteration CL 8, other CL 4: Int-based, 11 SP)

Wild Empathy (May make a Diplomacy-like social-skill roll against animals with a modifier of +7 over the course of ~1 minute: magical beasts with Int 1 or 2 are also possible at -4)

Quick Transformation/Rapid Transformation/Reactive Transformation (Self-only uses of Alteration can be done as a move, swift or immediate action, and concentrated on as a move or swift)
Extended Transformation (When spending a spell point to make a shapeshift to continue without concentration, its duration is 10m/level)

Bestial Trait (2nd): Braineater (Brain Consumption as a bonus feat, benefit from two consumed at once)
Bestial Trait (4th): Braineater Savant (Get Consumptive Intuition as a bonus feat, get a 'brain pool' equal to 4 creatures' worth of talents rather than being limited to the last one consumed as per Consumptive Intuition)
Bestial Trait (6th): Learned Behavior (Gain Mimicry as a bonus talent: if using it on a subordinate, it lasts 8 hours, not 1 hour)
Bestial Trait (8th): Shifting Style (When applying a shapeshift to myself, spend a spell point to get a combat talent I posesss the base sphere for for 1 minute)

Knowledge of Many Shapes (one floating Alteration talent, changeable upon recovering spell points)

Enhanced Attacks (All natural attacks are treated as magic, silver and cold iron)

Enhanced Physicality (+2 inherent to Con)

Casting talents known:

ALTERATION (Lycanthropic sphere drawback)

  • Mimicry
  • Greater Changes
  • Extreme Changes
  • Lingering Transformation
  • Vermin Transformation (transformation)
  • Avian Transformation (transformation)
  • Animalistic Transformation (transformation)
  • Vitality
  • Perfect Imitation*[/list]

    ENHANCEMENT (Bodily Enhancement, Personal Magics)

  • Enhance Focus (enhance)
  • Superior Poison (enhance)

    DESTRUCTION (Destructive Touch, Energy Focus (stone))

  • Energy Strike (blast shape)
  • Stone Blast (blast type)

    *Floating Alteration sphere talent from Knowledge of Many Shapes class feature

    Martial talents known:
    EQUIPMENT

  • Unarmed Training
  • Unarmored Training

    BERSERKER

    GUARDIAN (Indifferent Defender)

  • Greater Delayed Damage

    Psion class features:
    Psicrystal reskinned as 'Mote', a green-furred Haltan cat and a familiar.
    Personality: Resolved (+2 Will saves)

    Detect Psionics: at will without PP expenditure, so long as psionic focus is mantained

    Discipline Talents: I can manifest a 1-pp version of Synesthete or Thicken Skin without paying its price so long as I spend a standard action. They last 4 rounds.

    Metabolic Healing: Gain Fast Healing 3 after manifesting any psychometabolism power on myself for a number of rounds equal to the level of the power.

    Empowered Alteration: Expend psionic focus when manifesting a psychometabolism power with a range of Personal and target of me to have all numeric effects of the power increased by 50%.

    8th-level psion manifesting (Int-based, 70 PP, ML 8)

    Powers known:
    1st: Vigor*, Offensive Precognition, Defensive Precognition, Judge, Broker*, Inevitable Strike, Hammer, Empty Mind
    2nd: Animal Affinity*, Share Pain, Body Equilibrium, Biofeedback*, Natural Linguist, Sidestep, Deflect
    3rd: Metamorphosis*, Hustle, Ubiquitous Vision, Endorphin Surge*, Body Purification*
    4th: Slip the Bonds, Wither

    Powers with asterisks are Psychometabolism powers with range Personal, target You, and at least one numeric effect- thus eligable to be improved by Empowered Alteration class feature

    Tentative mapping of Lunar Charms to effects, mentioned for RP purposes:
    Empty Mind: Labyrinth of the Beast/Commanded to Fly (RP potential!)
    Animal Affinity: Excellencies!
    Natural Linguist: Glance Oration Technique ('What's that, Lassie'?)
    Sidestep/Deflect: Flowing Body Evasion (Stunt fodder!)
    Metamorphosis: A whole boatload of Knacks, most notably Hybrid Body Rearrangement

    Racial traits:
    Medium humanoid (human), base speed 30' (Climb 60' w/Vermin Transformation, fly 60' [average] w/Avian Transformation as a trait)
    Bonus Feat
    History of Terrors: +2 racial to saves vs. mind-affecting, +4 vs. fear

    Favored class: Psion (+2 HP, +3 1st-level powers known)

    Oaths:
    of Offerings (7)
    of Honor (Tribal) (2)
    of the Cryptkeeper (1)

    Oath Boons:
    Bonus Feats (4)
    Bonus Talents (3)
    Enhanced Armaments (2)
    Inhuman Resilience (1)

    Equipment:
    Moonsilver Tattoos (+2 to Alteration sphere CL Implement, slotless) (16,000 gp)

    500 gp of mundane gear to be chosen if the character is selected

  • Fluff:
    "I wasn't the youngest son of my clan, but I was the least: one of the unfortunate children of Manosque Ci'an to fail to receive the blessing of the Elemental Dragons that was in her blood, to manifest the mighty spiritual heritage which would elevate me in every way- stronger, faster, wiser, more beautiful and more long-lived, better than my fellow man- a Prince of the Earth, destined to strive and win and rule over even the gods. The others were content to coast, to have their martial education conclude when it became clear that they had rendered it a waste of time by failing to Exalt. Some of them taught the mortal disciples: some of them drank themselves to death. Either way, no one cared: they weren't the important ones.

    They accepted defeat by their betters as a foregone conclusion. I never could. There's only so much training that mortal muscles and tendons can take: past a certain point, they begin to break down rather than strengthen. So I learned alchemy and medicine to heal myself fast enough to keep up with my own training regimen. The prime of a martial artist is mayfly short compared with the seemingly eternal lives of the Exalted: they have centuries to refine their art, we have decades. So every day, I worked twice as hard and twice as long as any child of the Dragons, and I made elixirs and potions to stave off the inevitable and keep my body intact. Where we are fragile, they are resilient: injury is an inevitability when mortals fight the Exalted. So I deliberately fought sparring matches with broken bones, torn muscles and frayed tendons, learning to function under extreme pain and healing myself afterwards with strange and radical remedies. Finally, when all this was not enough, I sought the secrets of geomancy as well, learned the sacred correspondences between the Five Fundamentals, the Four Virtues, the Will, and how their interplay with primordial Chaos creates reality itself. In a ritual long condemned by the rulers of the world as audacious and foolhardy at best and heretical at worst, I ripped an artificial enlightenment of my own from the formless Wyld- a pale shadow of an Exaltation, but enough for initiation into the basics of supernatural martial arts.

    My first victory over a Dragonblood was sweet. Chungwa made excuses- said she was hung over, not fighting seriously. After my second victory, things turned ugly, 'accidents' started to happen in training, and it became clear to me that my family would never accept an un-Exalted student as an inner disciple, enlightened Essence or no. They could just have killed me- strong as I'd become I was no match for any of the senior students. Subtle Wenming could have poisoned my food without my ever noticing a thing, cunning Qiao could have fabricated evidence of some capital crime, that venomous b~+$$ Hufeng might even have been able to talk me into suicide, any three of them could've simply ganged up on me and left my cooling corpse on the dojo floor- or left me crippled beyond my ability to heal. None of them ever did- they seemed to take it as a matter of twisted honor to break me down with nothing more than the occasional deliberately-overlooked foul in a practice match and constant, withering disapproval.

    I left, then, to refine my martial arts elsewhere, and seek deeper, stranger secrets of magic- of Sorcery. I returned five years later wearing a different face, my skin replaced with supple living bronze, my hands twisted into huge gnarled dragons' claws, even my bones transmuted to unyielding stone. In this shape I defeated every senior student who had ever ground me beneath their heel, revealed myself to my mother, and issued my challenge.

    With all my effort, all my sorcery, every alchemical drug I was doped to the gills with- even with all that, she broke more or less every bone in my body before I stood victorious over her, dripping with blood and scarcely able to see.

    And still, none of them respected me. It's not as if any of them could claim they had any principled objection to sorcery- Gija summoned demons for entertainment at drinking parties- much less alchemy. It was wholly and entirely about them feeling that they had a right to their power, and that I had no right to mine. So I left, as I should have done too long ago.

    And then the assassins came. Whatever scruples my family had about simply murdering me were not shared by the wider world- not even the conspicuously 'virtuous' monks and magistrates who set out to kill me for 'violating the natural order'. My reputation as a mortal destroyer of an Exalted dojo had simply made me too obnoxious for a society ruled by the Princes of the Earth to tolerate. I survived as best I could- defended myself where I could, ran where I couldn't, took a few students, buried most of them myself. And in one perilous moment where I thought my number was finally up, I felt an Exaltation that dwarfed any child of the Dragons'- in an instant's transcendent revelation, I knew I had been Chosen of many-faced Luna, the Fickle Lady, the loving savage Moon herself, among the mightiest of those who rule the gods, who loves the survivor, the outsider and the dissenter above all other men.

    And a few seconds after that, I felt my guts twist up as I realized that this momentous gift had instantly invalidated every scrap of torturous effort I'd ever put into proving that I didn't have to have a divine handout to be better than my mother.

    That shook me up. It took me a while to figure out what to do with myself after that...but I kept learning, and I kept training, because it's who I am. I found answers, of a sort...and new secrets to seek, new enemies to fight, new heights to climb I could scarcely have imagined before, and friends, allies and family to climb them with. But my story is long enough already...and none of what came after the part I've already told you explains one single thing about where I am right now. They tell me this is the afterlife, and...well, I believe they believe it...and certainly I'll never forget what it felt like for that deathknight to nearly rip me in half. But that's impossible. Because I spent the last seven years- my last seven years, supposedly- fighting the afterlife's attempt to invade the East. I've set foot in the Underworld, met its pale folk and seen its strange stars. And this is not that Underworld. And while Exalts can make for powerful and unusual ghosts, they definitely do not get to take their Exaltation with them when they go. Yet here I am, with Luna's blessing. Something very strange is going on."

    Works Cited/3PP Requests:

    Classes: Shifter (Spheres of Power), with Apex Shifter, Martial Shifter, and Forceful Shifter archetypes. Psion (Dreamscarred Press), with the Transmogrifist sub-discipline of Psychometabolism.

    Feats:
    Spheres of Might: Dragon's Tattoos, Zodiac Tattoos

    Champions of the Spheres: Venomous Soul, Spell Attack, Unarmored Training, Brain Consumption, Consumptive Intuition

    Other: A request for a custom feat to emulate something from the source material- making Consumptive Intuition not merely permit me to copy combat or casting talents the target knew, but also Alteration sphere talents necessary to get racial stuff they had, and letting Brain Consumption grant bonuses to skills the target had a racial bonus to as well as ones the target had skills in.

    Dreamscarred Press (Path of War): Martial Training I, Martial Training II

    Dreamscarred Press (Akashic): Narcississm [the Venomous title veil], Enhanced Capacity

    Dreamscarred Press (Psionics): Psicrystal Affinity, Expanded Study

    Traits:
    Spheres of Power: Gift for Magic


    Good luck to everybody.

    Here are the alpha strikes and the big twists of the various characters.

    Arcee:

    Alpha Strike (1-3 burn) +17 to hit (4d6+15)*1.5 Empowered TK blast, bludgeoning va AC. Or (4d6+7)*1.5 empowered force blast against touch.

    Defensively, DR 4/-, lots of THP, several immunities.

    Elliaria:

    Alpha Strike (1sp) +9 to hit 8d6+2 negative energy and reflex for -2 attacks for 1d4 rounds

    Defensively, difficult to target when using passive perception.

    Tazmir:

    Alpha strike (2=4sp) Spellstrike +18 touch 20d6+14 of various energy types with various rider effects. Up to four rider effects when using admixture.

    Ixivixi:

    Alpha strike (1 sp) +13 touch 2d6+23+18 bleed

    Drallin:

    Alpha Strike (power attack+improved haste+1sp) swift teleport, intimidate check +15/+15/+10 to hit 3d8+23+ CMB for 5' push 20' reach. and +10 bite 2d6+8

    Regen 5 stoppe dby acid only
    evasion and stalwart - no partial effects on any save.

    Large but no penalties for squeezing into medium space.


    Rehtar Earthfury's Alpha Strike

    Considering he's been buffed with Haste and Divine Favor (CL 8), and he spends an arcane point in Arcane Accuracy to Spell Strike/Spell Combat a Sonic or Electricity CL 10 Empowered Shocking Grasp:

    Falchion Attack #1 (free from spellstrike): +22 to hit for 2d4+16 slashing and 15d6+45 Sonic/Lightning

    Falchion Attack #2 (primary): +22 to hit for 2d4+16 slashing

    Falchion Attack #3 (haste): +22 to hit for 2d4+16 slashing

    Falchion Attack #4 (iterative): +17 to hit for 2d4+16 slashing

    If all attacks hit: 8d4+64+15d6+45 (average: 181.5 damage)

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