GMDQ's Forces of Nature (Inactive)

Game Master DeathQuaker

Can the world's most powerful heroes save the Free Coast from catastrophe?
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GMDQ wrote:

@Djack Nymball: If you have chosen a PrC specifically as your favored class, yes. If you have not, no.

BTW, looking at your character sheet: in my answer to someone else's question, please no partially charged wands. Looks like you have the wealth to afford what you need.

Yes, Human.

I mostly play humans, I find that they are surely under represented in many parties/groups. And of course all these characters are manifestations/projections of my own psyche in other worlds :)

I've played might dabble in Half-Orcs and have surprisingly played a few females (Valeska, etc...) of late. Not sure what either of those say about my psyche... LOL.

Hero Lab is having issues with FCB for PrC, I'll add the 4 hp manually. From 6 (for Ranger) to 10 (Horizon Walker).

Apologies, I remember the wanna ruling, now. It wasn't a wealth play. If he's chosen, will be corrected, full charges.

Still looking for items to round out his capabilities.

Thoughts on the build? Too much this, not enough that?


GMDQ wrote:

Couple questions/notes on gear:

- Guided weapon quality is from a 3.5 adventure path, not PFRPG.

Dammit. I thought I had configured HeroLab perfectly. I'll see where I slipped up and amend it. Apologies.

GMDQ wrote:
You could take the Guided Hand feat instead, which would save you some money, even though you have to trade off a feat.

Thanks. I'll see if I can make that happen. At this point, feats are rarer than cash.

GMDQ wrote:
Just confirming the fact that your weapon is "reliquary" comes from this: https://www.aonprd.com/FeatDisplay.aspx?ItemName=Create%20Reliquary%20Arms% 20and%20Shields. No problem with that, just checking.

That is correct.

GMDQ wrote:
You have "mundane robe" in italics as though it were a magic item, but I also can't find that anywhere, so I don't know if you just really meant an actual mundane robe and accidentally italicized it, or it's another magic item I can't find (I actually love the idea of a magical robe called a "mundane robe" ;) ).

It is a magical item. It appears in HeroLab with just the PF hardcovers selected but its origin is unknown (no book listed and I couldn't find it either). I did a broader google search and apparently this is a phantom in HeroLab that may be an item that someone made up but it wasn't tagged as unofficial content in HeroLab. Sadly, I'll get rid of it but it is pretty damn cool. Here are the stats in case you ever want to use it in a game:

Mundane Robe
GP: 4,250
CL: 6
Body Slot
Weight: 2 lbs
Construction Reqs: Craft Wondrous Items, disguise self, magic aura, cost: 2,125 gp

The Mundane Robe automatically masks all magical auras when worn, including its own. In addition, the wearer may cast disguise self 3x per day. Finally, the robe confers a +5 competence bonus on all Stealth checks made to hide by blending in among a crowd.


Profile mostly updated. Need to spend about 50 skill pts, finish equipment, and pick spells.


Djack Nymball wrote:


I've played might dabble in Half-Orcs and have surprisingly played a few females (Valeska, etc...) of late. Not sure what either of those say about my psyche... LOL.

IDK but you write Valeska well!

Quote:
Thoughts on the build? Too much this, not enough that?

For reasons of impartiality, I fear writing deep comments on any submissions unless I see a conflict with the rules, adventure, or setting. I can say I haven't spotted any such conflicts yet apart from the wand cost thing (I want to be consistent with what I'd already ruled).

Of course y'all are welcome to chat about each other's builds.

Ariston wrote:
GMDQ wrote:

Couple questions/notes on gear:

- Guided weapon quality is from a 3.5 adventure path, not PFRPG.
Dammit. I thought I had configured HeroLab perfectly. I'll see where I slipped up and amend it. Apologies.

Might be the software, as the issue was below. It's listed on the PRD so it may have been pulled from there and someone tagged it wrong.

Quote:


It is a magical item. It appears in HeroLab with just the PF hardcovers selected but its origin is unknown (no book listed and I couldn't find it either). I did a broader google search and apparently this is a phantom in HeroLab that may be an item that someone made up but it wasn't tagged as unofficial content in HeroLab. Sadly, I'll get rid of it but it is pretty damn cool. Here are the stats in case you ever want to use it in a game:

I am disappointed as you (well, perhaps almost), but this definitely appears to be homebrewed, unfortunately. While I haven't checked the math, my semi-dormant RPG Superstar Round 1 Voter alarm bells are faintly ringing that the cost of that may be off. ETA: Cost is definitely off, given the magic aura has to apply not just to the cloak itself but everything in the wearer's possession. And the more I look at it, the more it indeed looks like a Superstar entry, not a published item.


GMDQ wrote:
Ariston wrote:
It is a magical item. It appears in HeroLab with just the PF hardcovers selected but its origin is unknown (no book listed and I couldn't find it either). I did a broader google search and apparently this is a phantom in HeroLab that may be an item that someone made up but it wasn't tagged as unofficial content in HeroLab. Sadly, I'll get rid of it but it is pretty damn cool. Here are the stats in case you ever want to use it in a game:
I am disappointed as you (well, perhaps almost), but this definitely appears to be homebrewed, unfortunately. While I haven't checked the math, my semi-dormant RPG Superstar Round 1 Voter alarm bells are faintly ringing that the cost of that may be off.

I fear it may be from Green Ronin Publishing, that's kinda where I see it mentioned when I search.

Oh another race that would have been fun for Level 17... Grippli!


Marcus Nocturnus wrote:
Profile mostly updated. Need to spend about 50 skill pts, finish equipment, and pick spells.

Sorry, High Guardian is from a player companion softcover and isn't allowed. Divine Tracker is fine. Since it's only 2 levels of fighter I am hoping you can rejig easily.

A note to folks still working on builds: I know folks are using different sources and chargen apps to help build (which is perfectly understandable). If you're not already referencing it, Archives of Nethys puts the source of a given feature right at the top of the description in bright blue letters, so if you're not sure something is allowed, quickly check the version on the site to be sure it's okay.


Corrected and updated. Still need to do his backstory.


Djack Nymball wrote:
GMDQ wrote:
Ariston wrote:
It is a magical item. It appears in HeroLab with just the PF hardcovers selected but its origin is unknown (no book listed and I couldn't find it either). I did a broader google search and apparently this is a phantom in HeroLab that may be an item that someone made up but it wasn't tagged as unofficial content in HeroLab. Sadly, I'll get rid of it but it is pretty damn cool. Here are the stats in case you ever want to use it in a game:
I am disappointed as you (well, perhaps almost), but this definitely appears to be homebrewed, unfortunately. While I haven't checked the math, my semi-dormant RPG Superstar Round 1 Voter alarm bells are faintly ringing that the cost of that may be off.
I fear it may be from Green Ronin Publishing, that's kinda where I see it mentioned when I search.

Yikes. I would expect them to do better QA. And this is why I don't allow 3rd party content...


Djack Nymball wrote:

...

Hero Lab is having issues with FCB for PrC, I'll add the 4 hp manually. From 6 (for Ranger) to 10 (Horizon Walker).

...

The reason Hero Lab won't let you do that is because normally you can't choose a prestige class as a favored class; that's what the feat Favored Prestige Class is for. It's from Paths of the Righteous, which is not on the acceptable sources list (it's a softcover).


pad300 wrote:
Djack Nymball wrote:
...Hero Lab is having issues with FCB for PrC, I'll add the 4 hp manually. From 6 (for Ranger) to 10 (Horizon Walker)...
The reason Hero Lab won't let you do that is because normally you can't choose a prestige class as a favored class; that's what the feat Favored Prestige Class is for. It's from Paths of the Righteous, which is not on the acceptable sources list (it's a softcover).

Oh snap! Thanks. I can lose the 4 hp, not a big deal. It's my ever present multi-class tax.


Djack Nymball wrote:
pad300 wrote:
Djack Nymball wrote:
...Hero Lab is having issues with FCB for PrC, I'll add the 4 hp manually. From 6 (for Ranger) to 10 (Horizon Walker)...
The reason Hero Lab won't let you do that is because normally you can't choose a prestige class as a favored class; that's what the feat Favored Prestige Class is for. It's from Paths of the Righteous, which is not on the acceptable sources list (it's a softcover).
Oh snap! Thanks. I can lose the 4 hp, not a big deal. It's my ever present multi-class tax.

I had forgotten the line in the CRB that bans PrCs from being a favored class.

However, since I told you earlier that it can be a favored class, I am willing to houserule--for ALL applicants--that that PrCs can be a favored class, no feat required.

I have a feeling that line is a holdover from 3.x, when taking a PrC was seen as all but prerequisite for building an effective character, and they were seen as or were more powerful than a standard class. .

PrCs in Pathfinder have cool features, but are more about flavor than power, and people don't take them really unless it suits a particular concept. And as you can only ever have 10 levels of a given prestige class, that means everyone but a half-elf is potentially giving up 10 levels of favored class if they choose to make their PrC their favored class, so I don't think that's unbalanced. There's also no special favored class bonuses for PrCs, so it's just either 10 extra skill ranks (usually panning out to the PC taking an additional trained skill they couldn't otherwise have) or hit points (which is never terrible), so I've no issue with that.


In 3.5, favored classes were a racial trait and not chosen by players at all, thus there were no rules disallowing prestige classes from being favored classes, but making a class favored was a design decision by a dev or gm, not a build decision by players.

RPG Superstar 2015 Top 8

MysteriousMaker wrote:
In 3.5, favored classes were a racial trait and not chosen by players at all, thus there were no rules disallowing prestige classes from being favored classes, but making a class favored was a design decision by a dev or gm, not a build decision by players.

Humans and half-elves still had favored class: any, and in that case, what that favored class was still up to the player.


DeathQuaker wrote:
MysteriousMaker wrote:
In 3.5, favored classes were a racial trait and not chosen by players at all, thus there were no rules disallowing prestige classes from being favored classes, but making a class favored was a design decision by a dev or gm, not a build decision by players.
Humans and half-elves still had favored class: any, and in that case, what that favored class was still up to the player.

I might be misremembering, but I'm pretty sure that for those two, the highest class was basically the favored class and counting xp penalties was strictly among the other classes.


Ok, lots of changes, but I think I'm ready. I went with a Ranger 15 / Brawler 2


Thank you!

-------
Application Summaries
Full Submissions
JohnGs -- Clarisa Blackwater, LN human fighter 17 Further build deets
Violant -- Krowys the Translator, LN Aphorite Pact Witch of Axis
Djack Nymball -- Thom Walker, Human Ranger 6/unRogue 1/Horizon Walker 10
andreww -- Mira the Obscure, N Human Wildblooded Sorcerer
LucianC -- N Human Half-Elf Druid3/Wizard 4/Mystic Theurge 10
Ouachitonian -- Grod the Cunning, NG Half-Orc Warpriest (Sacred Fist) 17
rorek55 -- Vinnick Varzel, Elf Wizard 17
stormraven -- Ariston, Aasimar Cleric of Varan 17
Ironparenti -- Marcus Nocturnus, NG Half-elf Divine Tracker Ranger 15/Brawler 2

Interest/Concepts
Andostre -- Gnome Barbarian (possibly very tall)
Monkeygod -- Inquisitor and/or Investigator
Lucendar -- Some type of Melee Build
SuperTumbler -- ??/Mammoth Rider
Zephyr Amir -- Sylph Sky Druid Druid
Lawful Lilly -- Diviner Wizard
Rosc -- Beastmorph/Vivisectionist/Master Chymist Alchemist
Trawets -- Investigator
Kazmanaught -- ??
TheWaskally -- Bard

Am I missing anyone? You still have till Tuesday just before midnight to submit.


Obviously a WIP, but here's what I have so far. I am all the skills, LOL


Have two functional builds whipped up between a changeling invunerable rager type with a whole lot of damage reduction and some ally shielding potential, and an Arcane Archer/Eldritch Knight/Wizard/Fighter type who can shoot anti-magic fields at bad guys. Do either of those sound particularly interesting to you GMDQ? Or do you favor one over the other? Working on backstory for both of them now.


@Knox Vossler: So far so good, as far as I can tell. I don't see a background, am I blind or is that part of what's yet to come?

@Kazmanaught: Off the top of my head, I'm not sure how shooting antimagic fields at bad guys works, though I'm sure it's possible at this level. I think either sound like a possibility. I will say that party support options are good, and simple builds are easier to assess (rager) but more ranged options and magic aren't ever going to hurt either. I'd say pick the one that makes you most excited.


Oh! Quick question, do you allow for changeling racial stat heritages? If not, I can swap the race out, I just happen to like Annis hag flavoring for my barbarian.


Q: Is you cast Silence on an object and that object breaks, does the spell stop or does one piece of the object retain the spell effect?

ex: cast on an egg (dropped), a loaf of bread (piece torn off) or an arrow ("destroyed/unusable if it hits").


Kazmanaught wrote:
Oh! Quick question, do you allow for changeling racial stat heritages? If not, I can swap the race out, I just happen to like Annis hag flavoring for my barbarian.

Sadly no, just to keep the source allowances simple. (But you can certainly say you're descended from an Annis hag).


Djack Nymball wrote:

Q: Is you cast Silence on an object and that object breaks, does the spell stop or does one piece of the object retain the spell effect?

ex: cast on an egg (dropped), a loaf of bread (piece torn off) or an arrow ("destroyed/unusable if it hits").

As long as there is enough of the object left to still be the object (e.g., it has the broken condition), one piece of the object retains the spell effect. I think determining which piece might be case by case, but I'd probably err toward either the largest piece or determine which piece randomly.

You could not split the effect in this way; only one piece would retain the effect (which I recognize is not what you are asking, but to be clear).

If the object is destroyed (i.e., it has 0 hp), the spell would dissipate, as the target no longer exists at all. (The same would be true if the spell were centered on a person, and the person's body was destroyed such as via disintegrate.)

In the three examples you provide:
- I really hope no player I recruit is cruel enough to try to make me figure out the hit point status of a broken egg, but otherwise I'd say the effect stays with the bulk of the egg, albumin, and shell mess on the floor. I'd say if someone tried to pick up the egg in its pieces, doing so would "damage" it sufficiently to reduce it to 0 hp for the intents and purposes of the situation.

- Loaf of bread: torn into chunks, I would say it would stay with the largest chunk. If it is eaten, the effect dissipates. If someone wants to argue about whether it's "Destroyed" versus transformed when digested, I'm walking away from a table where the players are getting that pedantic.

- Arrow: If the arrow is destroyed, which is an official condition in the rules, the spell dissipates.


Oh. Uh... well that certainly incentivizes me to go with the barbarian build!

Arcane Archer wrote:
At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.

So if I cast an area spell with a duration of longer than instantaneous, the arrow would break and my spell would end?


Kazmanaught wrote:
Oh. Uh... well that certainly incentivizes me to go with the barbarian build!
Arcane Archer wrote:
At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
So if I cast an area spell with a duration of longer than instantaneous, the arrow would break and my spell would end?

There is a big difference between the arrow being the target of the spell vs an arrow delivering the spell, the latter clearly being the intent of that arcane archer ability. Of course the gm might call different, but I'd be surprised if they did.


That's true, but imbue arrow has been a hotly debated topic for a long time, especially when used to apply effects that can normally only be targeted on oneself, such as Anti Magic Field. Is it centered on the square/creature the arrow hit? The arrow itself? If it hits a creature does the AMF move with them, or is it locked in the space that the arrow originally hit? I totally get it if the DM would prefer not to open up a decades old can of worms.


Kazmanaught wrote:
That's true, but imbue arrow has been a hotly debated topic for a long time, especially when used to apply effects that can normally only be targeted on oneself, such as Anti Magic Field. Is it centered on the square/creature the arrow hit? The arrow itself? If it hits a creature does the AMF move with them, or is it locked in the space that the arrow originally hit? I totally get it if the DM would prefer not to open up a decades old can of worms.

I'm honestly not sure how there is room for much debate. Most of those questions seem quite obvious to me, then again I've been gming for a long time.


DeathQuaker wrote:
Andostre -- Gnome Barbarian (possibly very tall)

Hi, I'm going to withdraw. With the holidays approaching and some events with the kids, I just don't have time to create a high-level PC in time for this deadline. I had a couple different concepts/specialties that I was trying to focus on, but they didn't work out, and now I just no longer have the time. Thanks for the consideration all the same.


MysteriousMaker wrote:
Kazmanaught wrote:
Oh. Uh... well that certainly incentivizes me to go with the barbarian build!
Arcane Archer wrote:
At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
So if I cast an area spell with a duration of longer than instantaneous, the arrow would break and my spell would end?
There is a big difference between the arrow being the target of the spell vs an arrow delivering the spell, the latter clearly being the intent of that arcane archer ability. Of course the gm might call different, but I'd be surprised if they did.

Correct.

I am making no house ruling here, I want to be very clear, but doing my best to interpret the established rules as intended. My answer to Djack does not apply to Arcane Archers for several reasons:

1. The Arcane Archer specifically has a class ability that allows it to deliver spells via an arrow. If other people could do cool s$$$ with delivering spells via arrow, there would be no point to the class.

2. More specifically, said class ability allows the archer to cast a spell that is normally centered on the caster to be centered on the arrow instead, and have an effect *from the point where the arrow lands* (not on the arrow, per se). So it doesn't matter that the arrow itself is destroyed in the process.

3. The question Djack asked related specifically to silence, which happens to be one of few spells where it can be centered on either a person or an object--but he specified that if you used the version of silence that targets an object. The arcane archer ability doesn't apply to spells that target an object. And regarding silence specifically, it isn't a spell that an arcane archer can cast anyway, usually, seeing as it's on the cleric list.
---- I should also note that silence can also just be anchored at a point in space and it has a range of 400 ft + 40 ft/level, which is much farther away than a bow can shoot effectively, so if you want silence rooted on a spot on the ground somewhere far away, you can just cast it there without any object use shenanigans, arrow or otherwise. (Usually the point of casting it on an object is to make the effect portable, and usually the ideal item for that is something like a pebble or coin, not an arrow.)

4. Also, generally specific always trumps general when it comes to rules interpretation. If a person can't usually do it, but a specific class or race ability allows it, then that specific case can allow it. If a wizard says "I really hate ogres, can't I get a bonus to damage against it?" I'd say of course not. But the ranger who has humanoid (giant) as a favored enemy of course gets that bonus to damage because that's what their class ability gives them. Just because I said no to the wizard doesn't make the ranger's class ability stop working.


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Andostre wrote:
DeathQuaker wrote:
Andostre -- Gnome Barbarian (possibly very tall)
Hi, I'm going to withdraw. With the holidays approaching and some events with the kids, I just don't have time to create a high-level PC in time for this deadline. I had a couple different concepts/specialties that I was trying to focus on, but they didn't work out, and now I just no longer have the time. Thanks for the consideration all the same.

Boo. I am sad, but thank you for making a realistic assessment of what you have time for.


Thanks for the clarification! Glad to get it all cleared up before I apply with anything. Time to make a difficult decision...


Here is my submission! Trer the Barbarian! She's an excellent frontline tank, with decent damage, and good defensive abilities to give the party some additional resilience through damage sponging, and forcing bad guys to target her. Plus, who can argue with a 55ft base move speed barbarian with 24 points of DR and a big club?

I welcome feedback, both from the DM and from other players!

Trer: Half- elf Barbarian:

HP:210(+54 when raging)|BaB:17/12/7/2|AC:30 T:20 FF:20 (Reduced by 2 when raging) DR/8-(14 when raging, +10 when stalwart) (75% chance to ignore crits)|Fort:22 Ref:14 Will:13(+2 vs enchantment, immune to sleep, +3 to will, +4 more against enchantment when raging)|Init:+4|Perception:+23|Move:55[Favored Class Barbarian Elf speedx15, HPx1, Fighter HPx1]
Str:16+2+6+1+1+1+1 +9
Dex:12+6 +4
Con:14+6 +5
Int:13 +1
Wis:12 +1
Cha:8 +0

Race
Half Elf:
+2 Str
Low Light Vision
Multitalented: 2 favored classes
Keen Senses: +2 Perception
Elven Immunities: Immune to sleep, +2 vs enchantment
Dual Minded: +2 to will saves (Swaps adaptability)

Skills: Ranks Stat Class Misc Total
Intimidate 17 9 Y - 29
Perception 17 1 Y 2 23
Survival 17 1 Y - 21
Climb 13 9 Y - 25
Stealth 17 4 Y 1 25
Craft(Calligraphy) 1 1 Y 2 7
Lingustics 3 1 N - 4

Languages:
Common
Orcish
Alvan
Zweidoran
Neen

Class Features:
Barbarian 16
Fast Movement

Rage(40rds/day):
- +3 to hit, damage, will saves, +4 stacking against enchantments, +3 Temp HP/Hit Die, -2 AC, fatigued for 1 min after

Rage Powers:
-2: Lesser Spirit Totem: Spooky but useless, no one cares
-4: Accurate Stance: Move action, +5 to hit
-6: Spirit Totem: 20% miss chance for any attack that originates more than 5ft away
-8: Increased Damage Reduction (1/3): +2 DR- while raging
-10: Increased Damage Reduction (2/3) +2 DR- while raging
-12: Increased Damage Reduction (3/3) +2 DR- while raging
-14: Imtimidating Glare: Use strength instead of cha for intimidate, can intimidate as a move
-16: Terrifying Howl: Any enemy shaken by me must make a DC 27 will save, or be panicked for 1d4+1 rds, once per creature per day

Damage reduction equal to 1/2 lvl (8, 16 vs nonlethal)
Endure elements hot, 5 points of fire resist

Unbreakable Fighter 1
Endurance and Diehard for free

Feats:
Unbreakable: Endurance
Unbreakable: Diehard
1st: Combat Expertise
3rd: Power Attack
5th: Furious Focus
7th: Stalwart
9th: Combat Reflexes
11th: Improved Stalwart
13th: Dreadful Carnage
15th: Bodygaurd
17th: In harms way

Traits:
Armor Expert: -1 ACP
Highlander: Stealth as a class skill and +1

Stuff:
+5 Mithral Restful Heavy Fortification Agile Breastplate (108,845)
+4 Furious Greatclub (32,005)
+6 Belt of Physical Perfection (144,000)
+5 Cloak of Resistance (25,000)
Winged Boots (16,000)
Torc of Lionhearted Fury (8,000)
Ring of Friend Shield (40,000)
+5 Ring of Protection (25,000)
Masterwork caligraphers tool (55)
Sling (0)

11,200 gp

Murder Table:
Power Smack: Bab+Str+Weapon=+17+9+4=30(d10+1.5str+1.5power attack+weapon+=d10+13+15+4+1 +30(d10+32)
Combat Expertise Power Smack: See above, -5 to hit: +25(d10+32)
Full attack power attack: +30/20/15/10(d10+32)
Combat Expertise Power Full attack: +25/15/10/5(d10+32)
Raging combat expertise power full attack: +28/18/13/8 (d10+36)
Raging Accurate combat expertise power full attack: +33/23/18/13(d10+36)
*If an attack downs, free intimidate vs all opponents within 30ft

Backstory, story, and other tales::

Trer and Splatter, have made a name for themselves traveling all across Scrithengard. Moving with a speed and tenacity that would be impossible for a lesser woman, and a casual disregard for social constructs such as national borders, she moves looking for foes to fight, treasure to accumulate, and great deeds to accomplish. Many have tried to kill Trer; indeed she has the scars to prove it, however all have found their untimely end.
Particular deeds of renown include, but are not limited to:
-Winning a giant's legendary strength belt in a duel to the first blood
-Fighting an entire army of orcs without taking any damage to her body
-Spending 10 days and nights awake and alert hiding in a dragon's hoard. Trer waited until the dragon eventually dozed off, and stole an incredible suit of armor from their horde.
-Earning a boon from the Chosen of Tria, which she took in the form of her greatclub Splatter.
Trer originally hails from Greengate, and took up living as one with nature. However she wanted more out of life than meditation and preservation of the natural order. She wanted to roam the land and see what it held. More than that, she wanted to fight. And fight she did. She has traveled wide and far, either alone, or with groups for short periods. Noting that most are far less sturdy than herself, she endeavors to protect those she considers to be "squishy friends." If someone has been dubbed a "Squishy Friend," and is in need of aid, Trer will find out, and will drop whatever personal quest they were doing to help.
Between being a veritable giant of a half-elf, being adorned with armor and furs, speaking plainly, and enjoying the simple things in life, many have assumed that Trer is stupid, or at the very least uncultured. While holding some truth in that Trer cares not for geopolitics, or formal education, she can speak several languages, and has taken up Neenian calligraphy in her limited free time. Although she is self-admittedly quite terrible, she finds a certain joy in creation as well as destruction. There is equal beauty in the strokes of a brush as the blows of Splatter.
Pale skin deeply tanned by days spent under the sun, blonde hair cropped short as to not interfere with battle, and piercing blue eyes, Trer could have been a great beauty. Instead she is criss-crossed with scars from old battles, and her mouth is permanently contorted into a slight sneer, something she is completely unaware of.


Submission noted! What is Trer's alignment? Forgive me if I am being blind but I don't see it.

LOL@ murder table.


Is "duskwalker" in the list of allowed races another name for a fetchling?


SphinxTreecat wrote:
Is "duskwalker" in the list of allowed races another name for a fetchling?

Nope, separate race from Planar Adventures (I may have missed them on my second source listing, but they are allowed per the original list). They have ties to Boneyard and are often reincarnated souls. In my world, they'd probably have deep ties to the death/renewal aspects of Tria.


OK, I think Ariston is totally done. I've added his background (not a ferocious or long read). If I missed any requirement, please let me know.


Oops! She's CG. I tend to forget about alignment until reminded. I think it's a little silly Barbarian's can't be lawful, but Trer most certainly isn't, so that's a moot point.

Dark Archive

Here’s my submission. Sorry it’s so close to the deadline, micromanaging the inventory of a 17th level character was a real rabbit hole.

Hello! I’m Rosc, a long time Pathfinder player and freelance writer. I bring with me a long history of playing the game, especially in Pathfinder Society where cooperation is a central requirement. I come with a sort of dual character. One is Meiosa, the transhumanist alchemist, and the other is Doctor Weaver, her alter ego brought on by long term mutagen use.

If you’re looking for examples of play, I currently have two characters in active play-by-post games. Profiles are here and here for easy reference. I also have a few PBP sessions under by belt from aliases tied to my various Pathfinder Society characters.

And one last thing before the character. I acknowledge that it is my responsibility to keep up with the game at least every two days with posting, In Character if possible but OOC at minimum.

Backstory/Hooks:

Meiosa was born to a pair of traveling merchants that made a living traveling the world as part of a greater caravan, though she knows very little about them beyond that. She knows that she was born with a strange deformity: some wriggling pustule across her back, growing rapidly with her maturation. Whether it was out of desperation, fear, or a callous need to be rid of a burden, her family left her behind in the hands of a noble house in Sheenosek.

Meiosa’s adolescence was spent being studied by prospective arcanists with interests in transmutation and necromancy, but it wasn’t until the alchemists took interest that any significant progress was made towards understanding her condition. It was there where her increasingly large and onerous condition was properly treated. With some corrective surgery and mutagenic infusion, the excess flesh was released from its epidermal prison. Meiosa was fascinated by this revelation, seeing her unusual mutation as a boon for the first time.

From there, she had found her path. She would do odd jobs and take apprenticeships wherever she could to earn money and gain knowledge in the arts of alchemy. With these new talents, she studied her unusual body and found other, nearly imperceptible anomalies. And there would be more surgeries, more infusions. After a while, she lost interest in minor corrections and became obsessed with modifying her body in whatever way possible.

Experiments grew bolder. Changes became upgrades, upgrades became grafts of entirely new parts. She even took up traditional adventuring and monster hunting to search for ever more exotic flesh to fuse with her own. She even learned about ways to artificially induce sentience into animals, as well as surgically transforming them into humanoid form. And while she valued that sort of knowledge greatly, she sought to focus on self-improvement, only performing drastic modifications to willing subjects under most circumstances.

She even experimented with generating entirely new parts, using her own body as the incubator to grow extra tissue. Among these experiments onto some yielded reasonable results. One involves a sort of cloned sack of brain tissue originally based on the more popular tumor familiar practices, though this one seemed to have connections to an unexplained and supernatural source of knowledge. Another involves a gray, bulb-headed creature that resulted from a failed attempt to clone herself via slime-like division.

But everything changed when trying a particularly volatile mix of mutagens. Something interacted with her androgynous, half-formed clone body. Instead of merely transforming her, it swapped the ‘positions’ of herself and her parasitic twin. Now, her personality was subservient to a new entity, one that seemed to share her passion for self-modification but insisted on going about it in a more organized, professional way.

The two agreed to share their one body, each personality ultimately accepting the other as a part of themselves. Leaving behind their comparatively comfortable life, they set out to travel in the long term, seeking ever more exotic and dangerous creatures to fuel their insatiable appetite for body modifications.

Reasons for Meiosa to adventure
- Searching for new body parts for self-alteration, as well as testing the latest upgrades.
- In her travels, she’d keep an eye out for exceptional individuals such as the PCs. Adventurers, warriors, and scholars of a similar caliber would be deeply fascinating, and she would likely keep documentation of their physical performances and abilities.
- Her propensity for hunting dangerous monsters has also taught her the importance of working with a team, though most groups find Doctor Weaver to be too unsettling to work with in the long term.
- Gaining more knowledge about the world, both for personal education as well as feeding knowledge to her encyclopedic tumor familiar.
- To respectfully test her and Doctor Weaver’s competing philosophies of “change for the sake of change” and “enlightenment though the pursuit of physical perfection.”
- Because having friends that aren’t just their counterpart personality is good for mental health when you live a life this dangerous.

Character Sheet:

This dark-skinned woman’s features are concealed behind a heavy cloak, wide-brimmed hat, goggles, and scarf. Surgical scars trace around her eyes and disappear below her clothing.

Note: With her wide variety of physical mutations, Meiosa usually wears heavy clothing as a disguise.

Meiosa
Female Vivisectionist Alchemist 15/Mad Chymist 2
CN Medium Humanoid (Human)
Init +8; Perception +27
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Defense
--------------------
AC 32, touch 18, flat-footed 28 (+9 armor, +0 natural, +5 shield, +4 Dex, +4 deflection)
hp 173 (15d8+5, 2d10+4)
Fort +19, Ref +19, Will +15
Immune: cold, nonlethal
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine longspear +20/+15/+10 (1d8+9/x3) or mithral dagger +20/+15/+10 (1d4+6) tentacle +24 (1d4+14 plus grab)
Ranged +1 light crossbow +9 (1d8+1)
Alchemist extracts prepared(CL 16th; concentration +22)
6th - heal, twin form
5th - overland flight, overland flight, regeneration, (open slot)
4th - fluid form, stoneskin, greater invisibility, (open slot), (open slot)
3rd - countless eyes, water breathing, heroism, heroism, displacement, (open slot)
2nd - alchemical allocation, alchemical allocation, darkvision, delay poison, skinsend, see invisibility, (open slot)
1st - ant haul, comprehend languages, heightened awareness, deathwatch, truestrike, polypurpose panacea, (open slot)
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 18, Int 22, Wis 14, Cha 8
Base Atk +13; CMB +19 (+23 grapple); CMD 33
Feats (b)Throw Anything, (b)Brew Potion, Iron Will, (b)Improved Initiative, Power Attack, Extra Discovery (Vestigial Arm), Extra Discovery (Vestigial Arm), Extra Discovery (Tumor Familiar), Extra Discovery (Spontaneous Healing), Extra Discovery (Healing Touch), Extra Discovery (Infusion), Extra Discovery (Elixir of Life)
Traits (So)Bruising Intellect, (Ma)Pragmatic Activator
Skills Acrobatics +8, Climb +13, Craft (Alchemy)+26, Craft (Cooking) +10, Disguise +16, Disable Device +24, Fly +14, Heal +5, Intimidate +26, Knowledge (Arcana) +26, Knowledge (Dungeoneering) +10, Knowledge (Nature) +26, Perception +27, Spellcraft +26, Stealth+29, Survival +5, Swim +10, Use Magic Device +26
Languages Aklo, Vargilder (Gnomish), Firas Trade (Common), Firaslander, Androsic, Alvan (Elven), Abyssal
Combat Gear +5 amulet of mighty fists, +5 cloak of resistance, +5 glamered shadow mithral chain shirt, +4 mithral buckler, +4 belt of physical perfection, +4 ring of protection, +6 headband of vast intelligence (intimidate, knowledge arcana, stealth), incandescent blue sphere ioun stone, vest of stable mutation, boots of speed, eyes of the eagle, boro bead (1st), boro bead (2nd), 20 crossbow bolts
Other Gear backpack, bedroll, belt pouch, flint and steel, 2 vials of superior invisible ink, 3 vials of ink, 11 inkpens, iron pot, mess kit, soap, 5 torches, 5 journals, waterskin, 3 formula books, 2 healer’s kits, 4 wands of cure light wounds, potion of tongues, handy haversack, bag of holding type II, portable alchemist’s lab, scroll of dimension door, scroll of plane shift (arcane), 2 scrolls of teleportation, wand of lesser restoration, clear spindle ioun stone, pearly white spindle ioun stone, 2 potions of remove blindness/deafness (curved bottles), 5 doses of cloudthorn venom, 25,000 gp worth of reagents for Elixir of Life discovery, 3,000 gold worth of diamond dust in 30 pouches, 2,500 gold worth of stoneskin reagents in 10 pouches, 4,000 gold worth of herbs and oils for awaken, 15,000 gold worth of materials for permanent anthropomorphic animal, 235 gp
--------------------
Special Abilities
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Alchemy: +15 competence bonus to Craft (Alchemy) checks to craft alchemical items.
Sneak Attack Meiosa deals 9d6 sneak attack damage, as per the rogue class.
Discoveries Meiosa has a multitude of discoveries that functionality to her body. These will be detailed in their own tab.
Greater Beastform Mutagen With this special blend of growth serum, adrenal stimulants, and monster blood, Meiosa’s mutagen grants her a +8 alchemical bonus to one physical ability score, +6 alchemical bonus to another physical ability score, +4 alchemical bonus to the remaining physical ability score, a -2 penalty to her mental ability scores, and a +6 natural armor bonus. Her mutagen also gives her four abilities from the beast shape III spell. Meiosa’s typical prepared mutagen gives a bonus to Strength, Constitution, and Dexterity in descending order, as well as the blindesense (30 feet), fly (90 foot, good maneuverability), grab, and pounce abilities.
Cruel Anatomist Meiosa may use her Knowledge (nature) skill bonus in place of her Heal skill bonus.
Torturous Transformation Meiosa added anthropomorphic animal to her formula book as a 2nd-level extract. When she uses this extract, she injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, she multiplies the duration by the number of extracts used. Meiosa also added awaken and baleful polymorph to her formula book as 3rd-level extracts. When she uses the awaken or baleful polymorph extract, she injects it into the target (not a plant) as part of a 24-hour surgical procedure. She can make anthropomorphic animal permanent on a creature by spending 7,500 gp.

Here is art of her

Character Sheet (Mutagen):

This hairless, marble-skinned humanoid has asymmetrical eyes and a mouth like a lamprey’s. It’s upper hands end in long, four-jointed fingers that have razor-sharp nails. It’s lower arms are connected to a glassy-eyed torso protruding from its stomach that looks eerily similar to Meiosa.

Doctor Weaver
Male Vivisectionist Alchemist 15/Mad Chymist 2
CN Medium Humanoid (Human)
Init +10; Perception +27
--------------------
Defense
--------------------
AC 40, touch 20, flat-footed 34 (+9 armor, +6 natural, +5 shield, +6 Dex, +4 deflection)
hp 224 (15d8+8, 2d10+7)
Fort +22, Ref +21, Will +15
Immune: cold, nonlethal
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite +28 (1d8+15) and 2 Claws +28 (1d6+15 plus grab) or +1 adamantine longspear +24/+19/+14 (1d8+16/x3) or mithral dagger +24/+19/+14 (1d4+11) tentacle +28 (1d4+15 plus grab)
Ranged +1 light crossbow +11 (1d8+1)
Alchemist extracts prepared(CL 16th; concentration +22)
(See other character sheet for prepared extracts)
--------------------
Statistics
--------------------
Str 30, Dex 22, Con 24, Int 22, Wis 14, Cha 8
Base Atk +13; CMB +23 (+27 grapple); CMD 39
Feats (b)Throw Anything, (b)Brew Potion, Iron Will, (b)Improved Initiative, Power Attack, Extra Discovery (Vestigial Arm), Extra Discovery (Vestigial Arm), Extra Discovery (Tumor Familiar), Extra Discovery (Spontaneous Healing), Extra Discovery (Healing Touch), Extra Discovery (Infusion), Extra Discovery (Elixir of Life)
Traits (So)Bruising Intellect, (Ma)Pragmatic Activator
Skills Acrobatics +10, Climb +17, Craft (Alchemy)+26, Craft (Cooking) +10, Disguise +16, Disable Device +26, Fly +16, Heal +5, Intimidate +28, Knowledge (Arcana) +26, Knowledge (Dungeoneering) +10, Knowledge (Nature) +26, Perception +27, Spellcraft +26, Stealth+31, Survival +5, Swim +14, Use Magic Device +26
Languages Aklo, Vargilder (Gnomish), Firas Trade (Common), Firaslander, Androsic, Alvan (Elven), Abyssal
--------------------
Special Abilities
--------------------
(For Special Abilities, please consult Meiosa’s character sheet)

Character Sheet (Tumor Familiar):

This long, slug-like cluster of wrinkled brain tissue emerges from the back of its master’s neck. It’s covered in a protective layer of translucent slime and has a hazy, dream-like aura about it.

Confluence
Leopard Slug Figment Sage Tumor Familiar 15
N Diminutive Vermin
Init -3; Perception -2
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Defense
--------------------
AC 15, touch 11, flat-footed 15 (+4 natural, -3 Dex, +4 size)
hp 43
Fort +11, Ref +7, Will +4
SR 20
--------------------
Offense
--------------------
Speed 5 ft., climb 5 ft.
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 4, Con 12, Int 20, Wis 7, Cha 9
Base Atk +13; CMB +4; CMD 11
Skills Climb +3, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +28, Knowledge (Engineering) +12, Knowledge (Geography) +12, Knowledge (History) +12, Knowledge (Local) +12, Knowledge (Nature) +12, Knowledge (Nobility) +12, Knowledge (Planes) +31, Knowledge (Religion) +28, Stealth +9
Evolutions Skilled (Knowledge: Planes), Skilled (Knowledge: Religion), Skilled (Knowledge: Dungeoneering),
SQ compression, slime strand, suction
--------------------
Special Abilities
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Dazzling Intellect (Ex) A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.
Empathic Link The master has an empathic link with his familiar to a 1-mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Manifest Dreams (Su) A figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 3 points’ worth of eidolon evolutions.
Recurring Dream (Su) A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.
Sage’s Knowledge (Ex) A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
Slime Strand (Ex) A leopard slug can turn its mucus into a 30-foot-long strand, much like a spider’s silk. It can hang from this strand indefinitely and lower itself safely at a rate of 5 feet per round. It can climb back up the strand at the same rate. Once the slug breaks contact with the strand, the mucus disintegrates in 1d4 rounds.
Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Suction (Ex) A leopard slug secretes sticky mucus, which allows it to apply its climb speed to any surface, even sheer walls and ceilings. Once attached to a surface, it has no chance of falling off unless it’s grappled and actively peeled away.

Formula Books:

Any spell with an asterisk* was purchased as a scroll and added to the book.
Any spell with a plus+ is a bonus spell from the vivisectionist archetype.
Redundant spells in the secondary book have been copied at the usual cost.

Primary Book “Essence of Life: A Detailed Guide to Transmutation and Fleshcraft”
(83/100 pages)
1st: ant haul, comprehend languages*, crafter’s fortune, cure light wounds, deathwatch+, disguise self*, enlarge person, heightened awareness, long arm*, polypurpose panacea, shield, truestrike*
2nd: alchemical allocation, anthropomorphic animal+, barkskin, darkvision, delay poison*, see invisibility*, skinsend*
3rd: awaken+, baleful polymorph+, countless eyes, heroism, remove blindness/deafness
4th: echolocation, fluid form*, freedom of movement, restoration
5th: communal stoneskin, delated consumption*, overland flight, planar adaptation, regenerate+
6th: heal

Secondary Book “Weaving Essence: A Supplementary Guide to Transmutation and Fleshcraft”
(84/100 pages)
1st: enlarge person, heightened awareness
2nd: alchemical allocation, barkskin, invisibility*, lesser restoration*, resist energy*
3rd: countless eyes, displacement*, fly*, haste*, heroism, water breathing*, tongues*
4th: restoration, greater invisibility*, stoneskin*
5th: overland flight, regenerate, sending*
6th: heal, giant form I*, true sight*, twin form*

Emergency Book an untitled tome, safe at home in a box under her bed
(38/100 pages)
1st: deathwatch, enlarge person, heightened awareness,
2nd: alchemical allocation, anthropomorphic animal, barkskin
3rd: awaken+, baleful polymorph+, heroism
4th: restoration
5th: overland flight, regenerate
6th: heal

Discoveries:

Tentacle: Originally believed to be a mundane (if painful) deformity, exploratory surgery revealed an extra limb beneath a layer of skin.

Feral Mutagen: Some of Meiosa’s earliest work involved grafts of animal parts, adding concealed modifications that are activated with a special catalyst mixed in with her mutagen.

Vestigial Arm (x2): These are a result of an attempt at growing a clone of herself using her own body as an incubator. The experiment didn’t progress as far as she originally wanted, but was ultimately bore fruit.

Wings: Constructed from spare parts left over from failed attempts to develop her own species of human-sized insects. These wings are proof that even failure can become fuel for success.

Preserve Organs (25%): Studies in integrating foreign tissue also taught Meiosa to look at human anatomy from a new perspective. As a result, she’s discovered how to reroute her vital organs in a more efficient and defensible configuration.

Tumor Familiar: Attempts at reproducing her own consciousness through cloned brain tissue have resulted in a slug-like creature that resonates with her own psyche. Despite coming from her own thoughtform, the creature knows things that she does not, and also exists in a state between physical and mental. Great potential for exploring gestalt consciousness.

Mummification: After achieving a mastery of grafting, Meiosa sought to find new ways to modify her own body. Extreme measures have allowed her to replace many of her vital fluids with a sort of alchemical false blood, rendering her immune to disruptive conditions such as sudden drops in temperature, muscle degradation, and artificially induced sleep.

Spontaneous Healing: Meiosa was fortunate enough to collect samples of troll flesh. While unable to recreate their near-immortality, she did develop a subdermal implant to give her a limited use of their natural healing.

Greater Mutagen: Meiosa has achieved an even greater form of mutagenic transformations, pushing her physical augmentations past their previous limits.

Healing Touch: Continued studies with troll flesh still haven’t yielded the secret to full regeneration, but Meiosa has found a way to double the efficiency of her current model. As an interesting side effect, she has gained the ability to secrete a concentrated dose of a restorative gel that can heal others.

Parasitic Twin: Further attempts at cloning from within her own body have shown more progress than she originally assumed. A creature with pale skin and a bulbous head seems to have grown within her along with the second set of arms. While initially dependent upon Meoisa for survival, it has shown some interest in quietly ‘looking over her shoulder’ while she performs her experiments.

Infusion: Meiosa’s extracts originally acted as catalysts for her physical augmentations. However, thanks to the development of short-lived symbiotic creatures, she has redesigned her infusions to work in other creatures as well.

Grand Mutagen: This new and improved mutagen is the pinnacle of Meiosa’s work, transforming her body to a state that’s extremely powerful and borderline inhuman.

Elixir of Life: With her greater understanding of living bodies and life energy, Meiosa is capable of generating an elixir that can bring back the dead. This biological slurry can be poured into a body to bring it back to life or prematurely consumed by her to automatically resuscitate her upon suffering a fatal blow.

TL;DR
Bruiser/Support melee alchemist with a heavy emphasis on biopunk flavor.


Thanks all, will look at the submissions after work.

Just wanted to note "close to the deadline" is no problem! Whole point of giving 10 days was to give a decent amount of time (without making it so long people would lose interest), especially because yes, just that inventory could be hard to sort.

And indeed that deadline is tomorrow just before midnight EST, so both for would-be applicants as well as current applicants, be sure your submissions are fully complete (background, noting commitment to play, etc.) before end of day (Eastern time), Tuesday, 11/21.


Noting commitment here


Oh, I forgot that part as well. If allowed the opportunity to play, I promise to follow the posting requirement, unless there is a good reason I am unable to and if so I will do my ever loving best to inform the group.

RPG Superstar 2015 Top 8

Thanks all. As always, please let me know if I've missed anyone or any detail:

Application Summaries
Full Submissions
JohnGs -- Clarisa Blackwater, LN human fighter 17 Further build deets
Violant -- Krowys the Translator, LN Aphorite Pact Witch of Axis
Djack Nymball -- Thom Walker, NG Human Ranger 6/unRogue 1/Horizon Walker 10
andreww -- Mira the Obscure, N Human Wildblooded Sorcerer
LucianC -- Rae Lighttouch, N Human Half-Elf Druid3/Wizard 4/Mystic Theurge 10
Ouachitonian -- Grod the Cunning, NG Half-Orc Warpriest (Sacred Fist) 17
rorek55 -- Vinnick Varzel, NN Elf Wizard 17
stormraven -- Ariston, CG Aasimar Cleric of Varan 17
Ironparenti -- Marcus Nocturnus, NG Half-elf Divine Tracker Ranger 15/Brawler 2
Monkeygod -- Knox Vossler, CG Human Inquisitor 10/Investigator 7 (not quite complete, need class features and background)
Kamanaught -- Trer, CG half-elf invulnerable rager barbarian
Rosc -- Meiosa, CN Vivisectionist Alchemist 15/Mad Chymist 2

Interest/Concepts
Lucendar -- Some type of Melee Build
Zephyr Amir -- Sylph Sky Druid Druid
Lawful Lilly -- Diviner Wizard
Trawets -- Investigator
TheWaskally -- Bard
SphinxTreecat -- ?


@Vinnick Varzel, noticed your alias has LE as an alignment. Your Mythweaver's sheet says NN which I assume is correct. You may want to check to be sure everything's consistent between the two.

(As a rule I am not obsessive about alignment, but still I want to make sure I note them so I take into consideration in how characters might and might not get along, plus with planar stuff happening, you never know whether alignment is going to matter for certain effects.)


Almost done spending all my gold, however, quick question:

Are we allowed to combine magic items from the same slot, provided we pay the normal cost for doing so? Ie, can I add the properties of a Circlet of Persuasion to a Headband of Mental Superiority?


Question: Given that we are 17th level, could we have acquired simple - continual use or Nx/day type items?

Nothing that creates a nightmare to cost, etc...

Example:
. . Gravity Bow (spell level 1 x CL1 Wizard spell) [APG]
. . Wonderous Item 2,000 gp
. . continual use would be 4,000 gp (min/round duration)
. . if slotless would be 8,000 gp

Command word for 3 or 5 times a day (if prefered), etc...


@Djack Nymball and Monkeygod: No. No custom items. No homemade spells in a can. No combined items. Existing items in allowed sources only please. You want a spell cast on you, your options are potions, scrolls, oils, any existing magic items that do that, and, most importantly, your fellow party members who are there to buff and support you.

Let's keep it simple, folks, and remember you're working with a team.

This is the last day, applicants! Please submit your final sheets by midnight, U.S. East Coast Time.


GMDQ wrote:

@Djack Nymball and Monkeygod: No. No custom items. No homemade spells in a can. No combined items. Existing items in allowed sources only please. You want a spell cast on you, your options are potions, scrolls, oils, any existing magic items that do that, and, most importantly, your fellow party members who are there to buff and support you.

Let's keep it simple, folks, and remember you're working with a team.

This is the last day, applicants! Please submit your final sheets by midnight, U.S. East Coast Time.

OK.


@Monkeygod, you don't need to do that. Circlet of Persuasion is a head slot item, and the Headband of Mental Superiority is a Headband slot item (and yes, head and headband are different slots).


Yes. Vinnick is NN/True Neutral, with a slight tendency towards good. Anything in the profile related to the character's crunch should be ignored atm. I was going to update it if selected, but I can update it prior if you would like.

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