I've actually been working on something similar in my spare time, but using the cards as an in game representation of characters, powers, etc. Every player character is essentially a legendary creature with abilities to match and I would use magic cards to supplement the game rather than replace it. Casting classes would get a large amount of bonus mana rather than spells, depending on their hit die. Here's a quick example.
Ayli is a female white black kor cleric, level 4 (colored mana x2 + colorless mana). She has no compulsions about sacrificing her allies to insure the safety of zendikar. Her initial mana rating is 4, 1 white, 1 black, and 2 colorless from being a cleric. which restores itself each turn. She may draw on the current land to supply additional mana. Currently residing in ash covered mountainous terrain, it can supplement her current mana with either one red or one black, but she must wrest control from an enemy spellcaster.
However, she can only use 2 mana to cast, as she's wearing swift foot boots. Her attached spells are Bone Splinter, Gideon's Reproach, and Lithomancers Focus. She's claiming the ground as her own when attacked by a Thought Knot Seer. It wrests the spell Lithomancer's Focus from her control. Ayli won't get it back until the combat is over. Ayli rolls initiative, easily going first. With an attack bonus of +12, she rolls a 17, hitting the Seer's 32 AC with a critical hit. Wanting to finish the fight as quickly as possibly, Ayli also casts Gideon's Reproach, dealing an extra 8 damage and dropping the Seer. Without it's presence, she can either attempt to tether a new spell or regain her Lithomancer's focus.
Abilities and their their translations.
Haste- Grants +10 movement speed and +4 initiative, granted by the boots.
Deathtouch- Represented by an increased critical range of +2.
Power and Toughness- Power increases the base attack by the same amount and toughness adds triple its amount to hp.
This way players can either play as their favorite cards, but I'm also building a system where players create their own.
Vigilance- Toughness is added to AC.
Trample- Increase damage dealt equal to the amount your attack roll beat their AC.
First Strike- May respond to an attack with an attack of opportunity.
Double Strike- May make an extra attack per turn and you also gain First Strike.
Flying- Flight speed. Duh.
Exile- Remove character until end of combat. Summoned minions (tokens) are gone forever.
Lifelink- Heal 1/2 damage dealt with attacks.
Shroud- Increase all saves by +2. Instants attack fortitude, enchantment will, and sorceries reflex.
Protection- Gain shroud against those specific spells, +2 attack against aligned creatures, +2 ac against aligned creatures, and evasion/mettle against spells/abilities.
Hmmmm... so, if one plays as an Initating Ranger, or Initating Bard from Path of War Expanded, would they be apply to apply as both a Knight and the other position? Or are those archetypes not allowed?
Once a land of great technological marvels, the world was close to perfect. No one went hungry, people were free to pursue their passions as androids performed menial labor, and free thought was an inherent right. Unfortunately, with the advent of science came a disregard for what came before as myths and legends faded away into obscurity. This proved to be the worlds downfall.
In a span of minutes, magic returned, shattering the entire planet. No one was safe as their infrastructure was destroyed, making all their technological advancements practically useless. Mankind was forced to parley with the creatures that came with this change, as only they could offer protection against supernatural threats.
Thus the world of Valendross was formed. What remains of the worlds population live on a series of floating islands, called Echelons. Large flying machines known as Skyshifters remain the only reliable method of transportation. Kings and Queens rule each of these Echelons, aided by divine powered agents, blade magic wielding Knights, and the rare collared Mage.
Our story takes place on one of these Echelons, Granson Internment. A prison island, the old King who was also the head warden, was killed during an escape attempt. As he was without a suitable heir, the Echelon selected the peoples greatest leader as the next King, a gang leader named Akele Varish. Upon taking over Granson, he made sweeping changes and started to reform the various criminals into a fighting force.
Every King requires three groups of people as their servants. The King's Hand act as his leadership cabinet, diplomats, generals, and advisers. The King's Shield are his personal bodyguard, almost always consisting of Paladin's and Knights. Finally, the King's Blade are his special forces, accomplishing tasks ranging from hunting down dangerous criminals to obtaining an artifact from some far away crypt.
Akele has selected you as one of his Blades. Whether a prison guard, recent arrival, or maximum security serial killer, it doesn't seem to matter to the new King. He selected you because you can get the job done. As for what that job is, he's summoned the new Hand, Shield, and Blade to unveil Granson's future.
Fair warning to all applicants, only some classes will be allowed. Those include all Path of War classes/archetypes (no psionics), Fighter, Rogue, Cavalier, Gunslinger, Brawler, Slayer, Swashbuckler, Cleric, Druid, Bard, Skald, Ranger, Hunter, Paladin, Warpriest, and Inquisitor. More information can be found below.
Player Details of the World:
This is just basic information about Valendross that most players would be concerned with. I strongly advise you read it before making characters.
Races
There are seven different major races in Valendross, each one holding one of the High Echelons and supported by a specific deity. As such these are mostly the only available races for play, with a few exceptions.
Elves rule the first Echelon Eskival and are currently the most powerful race in Valendross.
Aasimar rule the second Echelon Maldross and have the highest concentration of paladins.
Hobgoblins rule the third Echelon Kal and train most Knights.
Lashunta rule the fourth Echelon Vasenovis, dedicated both towards studying technology and restoring the planet.
Humans rule the fifth Echelon Novan and are incredibly productive, creating immense factories.
Tieflings rule the sixth Echelon Grollvun and are obsessed with their noble houses, which often turns towards spying and assassination.
Nagaji rule the seventh Echelon Samariss and presents itself as a vacation spot with brothels, gambling, and bloodfights, all the while perfecting the alchemic arts.
Offshoots
Naturally Half-Elves are fairly common, as the more militaristic elven families try to breed strength into their line and the more vain human families try to breed beauty into theirs.
Drow are an occasional genetic mutation that occurs once every 500 elven births. They are taken as children and trained by the matriarchal Spellseekers who hunt and collar Mages.
Some Nagaji are born more brutish and overly violent than their kin. Known as Lizans, they are treated as second class citizens and use the same stats as Lizardfolk.
When a human or elf breeds with a Nagaji they produce a Vishkanya, which is often more beautiful than either of it's parents.
Fallen Races
A few races don't live in the conventional Echelons, either eking out a life on the Primal Floor or dwelling on skyhills.
Dhampirs are the intentional offspring of the vampires on the Floor, often sent to live among humans on the Echelon as spies.
Changelings are a similar case, but more often serve their monstrous mother as an assistant.
Fetchlings are a recent arrival to Valendross and something of a mystery. They claim to have knowledge of a normal human life Pre-Calamity, but no other memories.
Strix and Syrinx both live among the skyhills. Most Syrinx live in incredibly elaborate towers made out of the hills and filled with wonders, something few other races will ever experience as the air outside these towers are filled with their black winged servitor race.
Classes
In the world of Valendross every class usually has a predetermined place in society. The following classes are the only ones available, so please do not request to play any others.
Mundane Classes
The vast majority of people in Valendross are incapable of shooting fire, changing the weather with a word, or summoning inner sources of ki. They use mundane classes, such as the Fighter, Rogue (Unchained is allowed), Cavalier, Gunslinger, Brawler, Slayer, and Swashbuckler. If you use a magical template you must also use a mundane class.
Greensingers
A few classes exclusively follow the Green, a kind of faith based magic that worships nature and the balance rather than a specific deity. Druids, Barbarians, Rangers, Bards, Witches, Bloodragers, Hunters, Skalds, and Shaman are all considered Greensingers, though most groups change the name.
How these classes are treated vary from Echelon to Echelon. If they don't reveal too much of their abilities, many can get away with simply being a skilled woodsman. Bards and Skalds are in fact celebrated for their entertainment and support skills. Barbarians, Bloodragers, and Witches most often get the worst end of the stick as people confuse them for Mages.
Divine Agents
As the most plentiful magical class, divine magic users often have great sway in their communities. This can be amazing as they lead righteously or horrifying as they abuse their position. Every church, even if their deity is chaotic, has a strict hierarchy for each divine class.
Paladins are missionaries, public servants, and the personal guard of high ranking clergy. Clerics make up the vast majority and are often jockeying for position. Oracles are something of a special case and are treated differently from church to church, as they're rare in the extreme. Inquisitors are supposed to only police members of their faith, though they're often used for more morally nebulous duties. Warpriests lead the militant part of the church, often with cavalier or fighter lieutenants.
Alchemists
Lacking in magic, but not intelligence, literally anyone can become an Alchemist or Investigator. Well, anyone with smart and wealthy enough. As the ruling class is tied closely with the church, there are strict laws that inhibit alchemy from spreading too far too fast.
Arcane Magic
Simply put, powerful arcane magic is a thing of the past. Mages are either controlled by Collars, put under heavy restrictions, or simply killed on the spot. Spellfury's, which is what is created when a Mage loses control of themselves, are always killed if possible.
Valendross has a very different version of magic than standard. Being able to cast Arcane Magic is a template, rather than a class. Only mundane classes can take these templates as the Arcane Mark prohibits its bearer from learning any other form of magic.
In addition, magical items are practically non-existent. The only ones still in any kind of production are the Mage Collars, the how of which is a closely guarded secret. Any item with distinctly magical benefits is either a pre-calamity relic, either with technological or magical origins. Unable to sustain itself in a world with a flow of arcane magic, most powerful magical items either violently blew up or turned to ash.
A Mage Collar has several properties. It has a strong magical aura equal to the Mark of the person it's on. It is invulnerable and changes shape/form to match the wearer. Removing the collar activates its failsafe, casting an immediate Maximized Energy Drain and Empowered Disintegrate on whomever is wearing it. This failsafe also activates if the wearer becomes a Spellfury.
Initiators
Blade magic is a large part of Valendross. Their fantastic powers can overcome problems ordinary people just cannot deal with. Rather than a specific class, your role is more often determined by your Martial Tradition. As every Initiating character has a martial tradition, they influence how you dress, cause some NPCs to become inherent friends or foes, even force you to against common sense. Every Martial Tradition plays a role in Valendross as stated here.
Black Thorn Knights- Are some of the most feared bounty hunters in Valendross, commanding both fear and high prices for their services.
Bloody Fangs- Most often ally with Greensingers, either protecting the pacifistic druids or forming fearsome warbands with barbarians.
Defenders of the Realm- The most powerful noble families always have at least one Defender in their retinue, with Kings going through great lengths to form a relationship with the order to provide for their Shield.
Empyreal Guardians- Surprisingly they often come to horns with paladins, whom they see as flawed for serving an often corrupt church. In turn, Paladins see them as dangerously unregulated and likely to harm someone through their heroics.
Scarlet Sentinels- A popular tradition for nobility, many young nobles enter into it with their personal guardsmen.
The Wayward Path- The Travelogue is changed to a technological mini computer that can only record buzzing audio and links directly to the main system in their temple.
The Quills- Though they don't often advertise their allegiance, Quills are dangerous enough with a harmless enough purpose that most people simply leave them alone.
Scales of Mourning- Their organization plays a bit of a balancing act between hunting the undead in Valendross and parlaying with the undead on the Primal Floor.
Lords of the Wheel- A bit of an oddball organization, most people see them as something of a Knight's gentlemens club with their various positions and vague sounding purpose.
The Cagebreaker Brotherhood- True champions of the people, they're reviled in the Upper Echelons as dangerous renegades and celebrated in the Lower as heroes.
The Lens Maker Society- Most Kings who know the Lens Makers true purpose often strike a deal with the seemingly harmless tradition. Leave them and their family alone and everyone else is fair game. Indeed, some even invite them, seeing only volunteers to keep their officials from becoming corrupt.
Stained Glass Champions- The Stained Glass Knight is a being from the original world of magic and seeks to go back.
Reverents of the Lance- These elite demonhunters are more found more often on the Primal Floor than not, seeking to permanently rid the world of demons.
Acolytes of the Arrow- Are currently locked in something of a challenge with the other traditions, seeking perfection in studying and defeating them.
Loyal Order of the Branded Waerloch- All four prison Echelons bear an Waerloch outpost whose members often act as parttime guards and thieftakers.
Descendants of the Golden Council- Entire family lines can belong to the Descendants, though the seven High Echelons have managed to keep them from holding any major power in their Echelons.
Crashing Tempest Academy- A popular spot for noble families to send disappointing offspring, they're often surprised and then upset when the graduate returns as a highly skilled Knight, offers insults, and then immediately leave again.
The Sultanate of Beggars- Many new Kings who receive offers from the Sultanate to establish themselves in their Echelon agree immediately, only seeing a group of peacemakers that don't need paid. Usually they're beset by complaints from their watchmen and tax collectors soon after, all about being beaten half to death.
Cirque du la Fumee- The Cirque trains as many Bards as they do Knights, performing all kinds, from running across a topwire, cutting six different apples with the same thrown knife, and stealing state secrets from the governors portrait safe.
Ordre des Repas Exotiques- The life of a Chef Knight has a strange duality. They serve the wealthiest of nobles at the fanciest of dinner parties, all with food they prepared from hunting chimeras on the Primal Floor.
Basic Information
Valendross is separated into the High Echelons, the Low Echelons, and the Outer Echelons. High Echelons are all dedicated to a singular deity and ruled by a specific race. Low Echelons, also known as Sub Echelons, owe fealty to a High Echelon. These Pacts are made between the Kings of each Echelon and usually include support from the High for the materials of the low, with the most common being the the High Echelon providing Knights and Clerics in exchange for the Low Echelons foodstuff and raw materials.
The most important people in Valendross are the Kings, Heralds, Knight Captains, and noble families. The position of King is one decided for life, chosen by the Echelon as whomever the majority of people see as their leader. This forces potential candidates to prove themselves or cost the royal family their position. Heralds are the chosen avatars of each god. There are only ever one for each deity and their word is law within the church. Heralds are chosen at birth and usually marked by their deity's holy symbol. Knight Captains are the respective leaders of each Martial Tradition. Most are detailed in the Martial Tradition description.
Character Creation and Guidelins:
You are one of the eight members of King Varish's new Blade. He has five Initiators (also known as Knights), a divine warrior (Paladin, Warpriest, Inquisitor), a Huntmaster (Rogue, Slayer, Ranger, Hunter), a support specialist (Cleric, Druid, Bard, Skald), and a single collared Mage (Fighter, Rogue, Cavalier, Gunslinger, Brawler, Slayer, Swashbuckler). You must fill one of these roles.
Crunch
Starting Level- 9th
Hitpoints- Max at first, half after that.
Ability Scores- You have a set of 18, 16, 14, 12, 10, and 8, or 14, 14, 14, 12, 12, and 12.
Equipment- You have 10000 gold to spend on starting equipment. This can include any magical object worth 2000 gold or less. Any weapon or armor purchased this way does not need the base +1 magical enhancement to qualify for the additional enhancements.
Traits- You start with three traits, which can include refluffed campaign or region traits. You may trade in all traits for a bonus feat.
Magic Items
You have three different options when it comes to magical items beyond the ones purchased by your starting gold. You can ignore this entirely, instead taking the Automatic Bonus Progression as if your level were 2 higher than it actually is.
Instead you may use Scaled Magic Items. Feel free to refluff these if you want. As the items are scaled by Bauble, Prize, and Wonder, you must have a combination of items that equals up to 90% of your treasure or less. The simplest solution is to just pick three Wonders.
Finally, you may use a Template. It must be a +1 or +2 template. If it is +1, than you may also receive either ABP equal to your level -2 or a scaled magic item(s) that equal out to 30% of your treasure, such as six Baubles or 2 Prizes. If it is a +2 they you will get APB, but starting at your next level. I'm willing to hear any template requests with the exception of undead, but my judgement is more based on how it fits with your character and backstory. I will not approve any template that makes playing the game annoying, such as one that grants a constant fear aura or incorporealness. I will also not approve any simple template. Templates I will automatically let in include Half-Celestials, Half-Fiends, Half-Dragons, Augmented, Lycanthrope (I don't count CR 2 or fewer creatures as having CR), and (Un)Seelie.
Allowed Material
All Path of War Expanded playtest as well as the standard Path of War material is allowed, in addition to the usual paizo content, with the sole exception of Zealot and respectively the Sleeping Goddess Discipline. If you select a position as one of the Initiators you may use all the archetypes found in the Expanded playtest, with the exception of classes that grant psychic powers.
Fluff
I'd like a decent sized backstory and you should feel free to do some worldbuilding if it helps set up your character. The only thing you really need is a reason for Akele to choose you as a Blade. This doesn't necessarily mean that you even need to come from Granson. You could be a relation, a burgeoning adventurer with a fast growing reputation, or even a skilled warrior who wishes to be a Blade no matter the Echelon.
Expect a mixture of combat and roleplaying. There will be problems and how you solve them is up to, but the story will move at a brisk pace so be prepared for that. If you like to examine everything from multiple angles and prepare for every eventuality, please do so outside of the actual game and keep your character moving along.
Guidelines
Valendross as I'm presenting it is a mixture of Steampunk Low Fantasy that sometimes moves into Dark Fantasy and Comedic Fantasy territories. Though guns and other old timey machines are commonplace, such as the telegraph and cotton gin, magical items and high tech items are also prevalent. Please expect to post at least once a day. I try to have combat at a brisk pace and will discuss various ways of moving that along with whomever winds up playing.
Valendross Expanded:
This section is entirely optional to read and is only for people more interested in Valendross.
Terminology Echelon
They're large floating land masses, with a large variety of terrains, societies, and places. High Echelons rule all others and are the largest, though most are only about the size of a state or province. Low Echelons owe fealty to the high and have dozens of different uses and sizes, ranging from some that are only half a dozen farms to those that have been completely industrialized. Finally, there are the Outer Echelons. Home to a huge number of monsters, Outer Echelons are those that haven't been colonized.
The King
Though I am referring to the position as King, there are just as many Queens among the Echelons. Kings are chosen for life by the Echelon and are always the one person most people on that Echelon consider to be a leader, not necessarily the one most fit to lead. Royal families are common, but not absolute or traditional. A third cousin could become Queen if she accomplished some incredible task or was immensely popular. Fights over becoming Royalty are common and skilled assassins become very busy whenever a King is close to death.
Being King is more than just a title. Kings can tell the physical description and general location of any of their Citizens, so long as they remain on the Echelon. Their word is law, though many see fit to place some of that power in the hands of councilors and magistrates. They're also the only ones capable of swearing fealty to another King, removing Citizenship or granting it. Once per month they may even give a single order to one of their Citizens. This acts as Greater Geas.
Citizens
Becoming a Citizen of an Echelon is usually done by getting born on one, though Kings may grant Citizenship to any who pass the established test or perform some great service. Being a Citizen insures you fall under that Echelons laws and protection. Any Citizen that visits another Echelon falls under their protection, though the law is usually biased against them. For example, a Novanis visiting Eskival would face steep trade taxes, be unable to use any non-essential public services, and be considered guilty until proven innocent if accused by a crime from an Eskivalen citizen.
Exiles are those without an Echelon, either by not being born on one or by their King removing Citizenship. Exiles are not protected by any laws and though heavily frowned on in most Echelons, it is not illegal to harm, rape, or even murder them.
Knights
Also known as Initiators, Knights always belong to a Martial Tradition and usually bear the symbol of their order. Every tradition has a different relationship with any Echelon they have an outpost or base on. It greatly varies depending on what kind of services the organization provides. For example, Reverents of the Lance would have the most privileges on an Echelon that has demons inhabiting Outer Echelons near them, but practically none on an Echelon that rarely sees any monster more dangerous than a wyvern.
Primal Floor
Located below all the Echelons, the Primal Floor is the most dangerous and rewarding locale in all of Valendross. The vast majority of relics can be found there, in addition to some truly powerful monsters. Demons, dragons, undead, aberrations, and all sorts of other monsters prowl the Floor. Wild, unclaimed wilderness goes farther than anyone has ever searched. At least, anyone who came back alive to tell about it.
Technology
Roughly around the level of the late 1800s, though there a number of changes, namely in the form of Skyshifters and firearms. Skyshifters are much sleeker than most airships, most being powered by old age technology. There are number of places that have only heard about many of the new devices, as Valendross itself is entering into something of a golden age for technology.
The Seven High Echelons Eskival, Land of the Elves
General Knowledge- The greatest of the Echelons, Eskival has over a dozen Low Echelons that owe it fealty. It is large, with vast forests surrounding impossibly beautiful cities. Ambassadors from every High Echelon and a few of the more powerful Low meet there once a year to discuss world spanning issues, an event known as the Summit.
Society- Eskivalen elves see themselves as even greater than others of their own kind and consider Exile to be worse than death. Many of their more powerful noble families rarely leave their estates. There is a small population of Greensinging Elves that never leave the forest and have a tense relationship with their kin in the cities.
Religion- Eona, TG Goddess of Light. Also known as the goddess of civilization, the sun, and life. Though not the eldest, Eona is the most powerful by virtue of having the most parishioners. Usually taking the form of a stunning beautiful and fair haired elven woman, Eona's main commandments take form of a series of epic poetry that most of her followers try to live their lives through.
Weapon- Staff
Domains- Rune, Weather, Sun, and Fire
Holy Symbol- A white robed woman holding up the sun.
Important People- Though it's practically unprecedented, Eskival is actually ruled by two sisters. Pharonis is the Queen of Eskival. Her ascension to the post came as something of a surprise to everyone but her, as she got almost the entire majority of half-elves on her side. Despite only being 200 years old, Pharonis has proven to be inspiring in public, but hard as steel in private.
Pharonis's younger sister Lavonis is the Herald of Eona and easily the second most powerful person in Eskival. Rather than see any potential problems with that much power held by one family, the entire Echelon loves the two sisters and idolizes them.
Maldross, Land of the Divine
General Knowledge- Maldross takes it's divine heritage very seriously as the birthplace of the gods. It is home to Infinite Mount, a steep spire that is said to lead to the god's domain. Though Tielia is their primary deity, all other faiths are welcome in Maldross. It is also one of the few places where Exiles are welcome, provided they agree to serve the faith in some respects.
Society- Religion is the way of life in Maldross. Everything, from days of the week to the time eggs are delivered, is patterned after one of the gods. They realize that way of life is a paradise for some and a prison for others, so the King is often busy granting and removing Citizenship. Despite strict laws against sinful acts, Maldross is also a bustling port, with many coming to pay respects and receive inexpensive healing magic.
Religion- Tielia, LG Goddess of Honor. Said to bar the gates of the god's domain, Tielia is the inspiration for paladins of all stripes. Her word, and that of her followers, is stronger than the toughest steel. Oathbreaker is the absolute worst curse her worshipers can call anyone and many in her church will attest to a deal being made for a small sum of money.
Weapon- Shield
Domains- Protection, Void, Nobility, and Community
Symbol- A steel shield with scratches that reveal gold underneath.
Important People- Marcus Brochevian is Maldross's current King, while Loxlieve is Tielia's Herald. While Marcus manages the Echelon, more people treat Loxlieve as Queen than him as King. Indeed, there are a number of high ranking clergy that consider him nothing more than a bureaucrat. One that performs a necessary duty for sure, but a bureaucrat nonetheless.
Kal, Land of Battle
General Knowledge- Since it is one of the very few Echelons with pre-calamity ruins still in place, as they rose with the city, it became a very dangerous place to live. Naturally, many Initiators settled there. Though the Hobgoblin tutors don't claim to follow any Tradition, every such organization has an outpost and they all look for new talent. Practically unsettled, Kal still has wandering monsters and the duels with fellow Knights can often be just as deadly.
Society- Kal is a place ruled by strength and not just the physical. When their current King feels as if he will no longer be fit enough for battle, a tournament is held. Leaders must assemble their own teams through any methods they possibly can. Cheating is non-existent, because there are no rules to break besides don't kill someone whose surrendered. They can bribe, threaten, cajole, inspire, anything. That mentality is shared across all of Kal.
Religion- Tramillion, CG God of Heroes. If fortune favors the bold, Tramillion favors the suicidal. His name is on the lips of every man that jumped down a dragon's gullet carrying explosives, charged a gang of trolls armed with nothing but a spoon, or wore copper armor while climbing a mountain in the middle of a thunderstorm.
Weapon- Double Bladed Sword
Domains- Glory, Liberation, Strength, and Luck
Holy Symbol- The top half of armor with several weapons embedded in it.
Important People- The current King is Locian Grave, the only man to ever survive a decade on the Primal Floor by himself. Kal's Herald is a hobgoblin, only known as Fletcher and is said to make the finest weapons in all of Valendross. Close to death from a constantly regeneration poison, Locian is said to announce the tourney any day now.
Vasenovis, Land of Freedom
General Knowledge- Though technically ruled by the Lashunta, they do very little actual ruling. Most of the Echelon is covered in scenic terrain, running the gambit from rolling hills, colorful jungles, and vibrant forests. Though their society is somewhat matriarchal, this is something of an old fashioned prejudice and more of an unspoken rule than anything enforced by law. Everyone is free to follow their own path and no one is denied anything so long as it does not bring harm to another.
Society- Most Lashuntans forge long time bonds, with everything from romantic partners to pets to siblings. These bonds are an important part of their society and anyone without at least one such bond depresses them. There are more universities than cities on Vasenovis and practically no standing military. Surrounded on all sides by powerful Echelons, the idealistic nation rarely sees any confrontation more violent than the occasional dire beast.
Religion- Eddon, NG Goddess of Nature. While the Greensingers might pray to the land itself, Eddon is the one that rules over it. From the lowliest insect to the most fearsome bear, all animals are drawn to her grace. She teaches that the land provides all, supports all, and all must live in harmony. Eddon's blessings come most often in the form of healing.
Weapon- Scythe
Domains- Animal, Earth, Healing, and Plant
Holy Symbol- A totem pole of four animals, always a fish, a harmless land dweller, a dangerous land dweller, and at top a bird.
Important People- Queen Joranis leads her people when necessary, but rarely leaves her garden nowadays as peace has been constant for decades. Most of the actual management falls to the University officials, who usually just control whatever town is nearby their school. Eddon's Herald recently died and the search for the new one is currently ongoing, though the lack of an infrastructure is making it difficult.
Novan, Land of Smoke and Steel
General Knowledge- After the calamity, what remained of humanity was forced to live on Novan, a practically barren expanse of rock. Though it's taken centuries, they've managed to make a comeback by exploiting the age old science. Most of the modern inventions still spreading across Valendross come from Novan, a fact human travelers don't often let people forget. What food they receive comes directly from Sub-Echelons, as almost their entire land is covered in cities and factories.
Society- To sum up Novan in two words, they would knowledge and crime. All it takes is one bright idea to elevate someone out of poverty and the government ran school system is constantly on the lookout for those with above average intelligence. For those without it, life is hard on Novan. They have a choice between serving the wealthy, killing their bodies working in a factory, or crime. For a lot of Novanites it's not a hard decision.
Religion- Adur, LN God of Industry. Adur, once known as the God of Smithing, rebranded himself after the calamity and adopted humanity as his former people, the dwarves, were left behind. Now his followers hunt down every last invention from the last age, replicating them if possible or more commonly developing new ideas from their design.
Weapon- A Hammer
Domain- Knowledge, Artifice, Earth, and Destruction.
Holy Symbol- The outline of an anvil filled with gears.
Important People- Beldreth Quelson is the current King of Novan. Once the president of the labor union, his politics underwent a complete 180 upon becoming King. Taxes are crushingly high and Beldreth uses his full power to support the businesses he once claimed to oppose. Unfortunately, Aldur's Herald Vanessa Curve cannot help as she disappeared on a Primal Floor expedition five years ago.
Grollvun, City of Blood
General Knowledge- In Grollvun it doesn't matter who you know, what you can do, or what you've done. All that matters is who your parents were. Though Tieflings are a majority, there are a number of human and elven noble houses that are constantly vying for position. All too often ordinary people get caught in between.
Society- How rank is determined in Grollvun is by prestige and what position you hold within your family. The family's head and primary scion, which is a position decided by the head, hold the most prestige of a house, followed closely by the head's spouse, their other scions, their own siblings, and then their siblings scions. Prestige itself is rated by how wealthy the house, if members of the house have done something noteworthy, how old the house is, and how lavish their events are. It's all very complicated, but most of them understand it.
Religion- Disaris, TN Goddess of Fate. Disaris doesn't play favorites, which is most likely how her people get away with everything they do. She is inexorable, granting spells to whomever prays to her, even if they oppose one another. Surprisingly, Disaris never appears to her followers or gives them commandments. If Disaris has a Herald, he or she has never revealed themselves.
Weapon- Handaxe
Domain- Death, Repose, Air, and Darkness
Holy Symbol- A blank piece of parchment most people decorate with their own name.
Important People- Tinara Fentrix is the current Queen of Grollvun, being the Head of the most powerful family. In her early forties, Tinara is fast losing control of her house. Fentrix expended too many resources gaining the crown and now doesn't have enough to defend against the other houses, particularly House Brec and House Talleath.
Samariss, Land of the Snakes
General Knowledge- Despite being a High Echelon for over eight centuries, Samariss is still considered the newcomer and must prove itself. Originally an Outer Echelon filled to the brim with dangerous reptilian cultists, one Lizan Shaman rose above the rest and with a truly astounding amount of bloodshed brought Samariss to heel. No one knows exactly when it became the den of depravity it is now, but tourists flock there all the same.
Society- For visitors, even those that live there as no one without scales is allowed to become a citizen, Samariss is a wonderful place. Pleasures are cheap, laws are incredibly lax, and enough gold is bandied around that it's easy for some to stick to your fingers. For the inhabitants, it's a different story. Nagaji are the undisputed rulers, with Lizans as their workers and warriors, and Vishkanya as their public face.
Religion- Oris, CN Goddess of Masks. Though she rules over almost anything with scales, Oris considers herself above such pointless restrictions. She teaches to find a goal and achieve it, no matter the cost. As Oris herself gets distracted with a dozen different plots and ideas a day her followers can only do their best to keep up.
Weapon- A hidden blade.
Domain- Trickery, Travel, Charm, and Scalykind.
Holy Symbol- A potion bottle filled with a rainbow of different colors.
Important People- Umeranith is the current Queen of Samariss and has been for quite some time, which is still somewhat surprising to her. A gorgon, she plotted to simply control the new King by using a series of disguised Nagaji. It came as a shock when the Echelon selected her instead of a patsy. Vill Xelk is Oris's Herald and has long since been driven insane by her demands, reducing the once attractive male Vishkanya to a broken shell.
Magic Templates:
There are 21 different Arcane Marks, three for each school of magic with the exception of divination. Only 1 in 1000 people are born with an Arcane Mark, while those who are born with more than one Mark or born with the Master Mark only number in the dozens.
Being born with a Mark acts a template, but one that can increase class levels rather than one that just increases CR. Choosing an additional Mark or upgrading your mark from Novice to Adept or Adept to Master costs an additional level/CR.
While every Mark grants spells, casting these as spell like abilities costs stamina or willpower. Every character with a Mark has a number of stamina points equal to their class level (not including the Mark)+strength modifier+constitution modifier. Willpower points are equal to wisdom modifier+intelligence modifier+charisma modifier. Spending more of these than you can afford has drastic consequences.
Running out of stamina points causes you to become fatigued, which applies a -2 penalty to your spellcasting modifier in addition to its regular effects, but also restores your stamina points to full. Running out again also restores your stamina points to full and causes you to become exhausted, but increases the modifier penalty to -5. If you run out of stamina points while exhausted, no matter how you became so, you die.
Running out of Willpower points brings with it more drastic consequences. Every time you run out of Willpower points you must roll on the Tiefling or Aasimar alternative physical features table, gaining the feature you roll. This restores your willpower points, but you gain that feature in a sudden mutation that is both incredibly painful and paralyzes you for the full round while it grows. Running out of Willpower points more than once per day can actually grant a boon. The second time your run out of willpower points not only do you roll on that table, but your relevant spellcasting modifier increases by +2 while your other two ability scores decrease by -2. This is permanent. Running out of Willpower points a second time causes your relevant spellcasting modifier to increase by +10, but reduces the others to 2 and causes you to gain unlimited willpower points in addition to the regular mutation.
Casting a spell-like ability requires you to expend a number of points, either stamina or willpower, equal to the spell's level. Cantrips expend no points. You may use Metamagic feats with these spell-like abilities, but doing so increases the point cost by +1 for every spell level the feat would have cost. Points are restored after 8 hours of sleep.
Every Mark has three different stages, Novice, Adept, and Master. Each stage improves the base power of the Mark and allows the bearer to cast more powerful spells. Base powers do not stack. Each Mark from the respective school uses charisma, wisdom, or intelligence as their spellcasting modifier.
Abjuration Marks Mark of the Shield (Charisma)
Novice Mark- +1 Permanent bonus to Deflection AC. Can cast Shield, Shock Shield, and Bullet Ward.
Adept Mark- +2 Permanent bonus to Deflection AC. Can cast Greater Stunning Barrier, Stone Skin, and Wreath of Blades.
Master Mark- +3 Permanent bonus to Deflection AC. Can cast Repulsion, Spell Turning, and Prismatic Wall.
Mark of Protection (Wisdom)
Novice Mark- +1 bonus to all saves. Can cast Resistance, Endure Elements, and Protection From Arrows.
Adept Mark- +3 bonus to all saves. Can cast Protection From Energy, Lesser Globe of Invulnerability, and Life Bubble.
Master Mark- +5 bonus to all saves. Can cast Guards and Wards, Circle of Clarity, and Protection From Spells.
Mark of Pacification (Intelligence)
Novice Mark- +1 attack and +2 damage when using non-lethal attacks. Can cast Peacebond, Alarm, and Arcane Lock.
Adept Mark- +2 attack and +4 damage when using non-lethal attacks. Can cast Dispel Magic, Dimensional Anchor, and Dismissal.
Master Mark- +4 attack and +6 damage when using non-lethal attacks. Can cast Banishment, Anti-Magic Field, and Dimensional Lock.
Conjuration Marks Mark of Weaponry (Intelligence)
Novice Mark- Can summon a single weapon as a standard action. If it leaves your hand it disappears in one round. Cam cast Icicle Dagger, Fiery Shuriken, and Returning Weapon.
Adept Mark- Can summon a single +1 weapon as a swift action. If it leaves your hand it disappears in one round. Can cast Ice Spears, Pellet Blast, and Whip of Centipedes.
Master Mark- Can summon a single +1 weapon as a free action. If slashing it gains Wounding, if bludgeoning it gains Impact (even if light), if piercing it gains Negating, if ranged it gains Endless Ammunition (even if a firearm). If it leaves your hand it disappears in one round. Can cast Chains of Light, Instant Summons, and Rain of Arrows.
Mark of Aid (Charisma)
Novice Mark- Can channel Positive Energy as a 2nd level Cleric. Can cast Unseen Servant, Obscuring Mist, and Summon Monster 1.
Adept Mark- Can channel Positive Energy as a 4th level Cleric. Can cast Summon Monster 3, Black Tentacles, and Mage's Faithful Hound.
Master Mark- Can channel Positive Energy as a 7th level Cleric. Can cast Summon Monster 6, Rampart, and Maze.
Mark of the Land (Wisdom)
Novice Mark- Gain an Animal Companion as a 2nd level Druid. Can cast Drench, Mudball, and Mud Buddy.
Adept Mark- Gain an Animal Companion as a 4th level Druid. Can cast Swarm of Fangs, Ghost Wolf, and Geyser.
Master Mark- Gain an Animal Companion as a 7th level Druid. Can cast Acid Fog, Create Lesser Demiplane, and Wall of Lava.
Enchantment Marks Mark of Control (Intelligence)
Novice Mark- Gain a +2 bonus on all charisma based skill checks. Can cast Charm Person, Hypnotism, and Oppressive Boredom.
Adept Mark- Gain a +4 bonus on all charisma based skill checks. Can cast Suggestion, Charm Monster, and Dominate Person.
Master Mark- Gain a +8 bonus on all charisma based skill checks. Can cast Unconscious Agenda, Insanity, and Euphoric Tranquility.
Mark of Support (Wisdom)
Novice Mark- Gain a bonus Teamwork feat that all your allies are considered to also have. Can cast Moment Of Greatness, Compassionate Ally, and Tactical Acumen.
Adept Mark- Gain two bonus Teamwork feats that all your allies are considered to also have. Can cast Heroism, Antithetical Constraint, and Hold Monster.
Master Mark- Gain three bonus Teamwork feats that all your allies are considered to also have. Can cast Greater Heroism, Mass Hold Person, and Power Word Stun.
Mark of Weakness (Charisma)
Novice Mark- Singular enemies hit by your spells take a -2 penalty on all their checks until the start of your next turn. Can cast Daze, Bungle, and Unprepared Combatant.
Adept Mark- Singular enemies hit by your spells take a -2 penalty on all their checks until the end of your next turn. Can cast Psychic Leech, Terrible Remorse, and Feeblemind.
Master Mark- Singular enemies hit by your spells take a -2 penalty on all their checks and AC until the end of your next turn. Can cast Vengeful Outrage, Power Word Blind, and Imprison.
Evocation Marks Mark of Power (Charisma)
Novice Mark- You may cast any Evocation spell of up to 1st level by paying double the stamina or willpower points. Can cast Light, Magic Missile, and Admonishing Ray.
Adept Mark- You may cast any Evocation spell of up to 3rd level by paying double the stamina or willpower points. Can cast Battering Blast, Resilient Sphere, and Wall of Light.
Master Mark- You may cast any Evocation spell of up to 6th level by paying double the stamina or willpower points. Can cast Forceful Hand, Mage's Sword, and Sunburst.
Mark of the Elements (Wisdom)
Novice Mark- Gain a single Metamagic feat of your choice. Can cast Ray of Frost, Shocking Grasp, and Fire Breath.
Adept Mark- Gain two Metamagic feats of your choice. Can cast Fireball, Ball Lightning, and Cone of Cold.
Master Mark- Gain three Metamagic feats of your choice. Can cast Hellfire Ray, Vortex, and Stormbolts.
Mark of Destruction (Intelligence)
Novice Mark- Increase the damage dealt by your spells by +2. Double this bonus against objects. Can cast Spark, Ear Piercing Scream, and Shatter.
Adept Mark- Increase the damage dealt by your spells by +4. Double this bonus against objects. Can cast Call the Void, Detonate, and Sonic Thrust.
Master Mark- Increase the damage dealt by your spells by +6. Double this bonus against objects. Can cast Elemental Assessor, Hungry Darkness, and Greater Shout.
Illusion Marks Mark of Shadow (Charisma)
Novice Mark- Gain the Hide in Plain Sight Rogue talent, choosing a single terrain. Can cast Blend, Shadow Weapon, and Blur.
Adept Mark- Gain the Hide in Plain Sight Rogue talent, choosing two terrains. Can cast Illusory Poison, Shadow Step, and Shadow Evocation.
Master Mark- Gain the Hide in Plain Sight Rogue talent, choosing three terrains. Can cast Shadow Stride, Greater Shadow Conjuration, and Greater Shadow Evocation.
Mark of Creation (Intelligence)
Novice Mark- Increase the Will save to disbelieve your illusions by +1. Can cast Ghost Sound, Silent Image, and Mirror Image.
Adept Mark- Increase the Will save to disbelieve your illusions by +2. Can cast Major Image, Hallucinatory Terrain, and Major Phantom Object.
Master Mark- Increase the Will save to disbelieve your illusions by +4. Can cast Permanent Image, Subjective Reality, and Scintillating Pattern.
Mark of Disguise (Wisdom)
Novice Mark- Choose one of the spells available to you and always treat it as if casted with the Improved Duration metamagic feat. This does not increase the spells cost. Can cast Disguise Self, Illusion of Calm, and Invisibility.
Adept Mark- Choose one of the spells available to you and always treat it as if casted with the Improved Duration and Empowered metamagic feats. This does not increase the spells cost. Can cast Adjustable Disguise, Greater Invisibility, and Seeming.
Master Mark- Choose one of the spells available to you and always treat it as if casted with the Improved Duration, Empowered, and Quicken Spell metamagic feats. This does not increase the spells cost. Can cast Mislead, Project Image, and Screen.
Necromancy Marks Mark of Raising (Intelligence)
Novice Mark- Can channel Negative Energy as a 2nd level Cleric. Can cast Disrupt Undead, Repair Undead, and Command Undead.
Adept Mark- Can channel Negative Energy as a 4th level Cleric. Can cast Halt Undead, Animate Dead, and Ghoul Army.
Master Mark- Can channel Negative Energy as a 7th level Cleric. Can cast Create Undead, Control Undead, and Animate Greater Undead.
Mark of Pain (Wisdom)
Novice Mark- Your attacks inflict 1d4 bleed damage for 2 rounds. Can cast Touch of Fatigue, Chill Touch, and Stricken Heart.
Adept Mark- Your attacks inflict 1d6 bleed damage for 3 rounds. Can cast Howling Agony, Enervation, and Feast on Fear.
Master Mark- Your attacks inflict 1d8 bleed damage for 4 rounds. Can cast Unwilling Shield, Finger of Death, and Orb of the Void.
Mark of Blood (Charisma)
Novice Mark- Every time you deal damage to a creature with a spell, regain a number of hitpoints equal to the spells level. Can cast Bleed, Ray of Sickening, and Brow Gasher.
Adept Mark- Every time you deal damage to a creature with a spell, regain a number of hitpoints equal to the spells level +2. Can cast Vampiric Touch, Bloody Arrows, and Vampiric Shadow Shield.
Master Mark- Every time you deal damage to a creature with a spell, regain a number of hitpoints equal to the spells level +5. Can cast Eyebite, Temporary Resurrection, and Wilting.
Transmutation Marks Mark of Change (Wisdom)
Novice Mark- Gain a +1 bonus to a single ability score. Can cast Mending, Monkey Fish, and Alter Self.
Adept Mark- Gain a +1 bonus to two ability scores. Can cast Beast Shape, Adjustable Polymorph, and Polymorph.
Master Mark- Gain a +1 bonus to every ability score. Can cast Disintegrate, Giant Form, and Form of the Dragon 3.
Mark of Metal (Charisma)
Novice Mark- All equipment you wear and wield is considered to be Mithral. Can cast Gravity Bow, Stone Fist, and Blood Armor.
Adept Mark- All equipment you wear and wield is considered to be Mithral and Adamantine. Can cast Keen Edge, Stone Shape, and Hungry Earth.
Master Mark- All equipment you wear and wield is considered to be Mithral, Adamantine, and have a +1 magical enhancement bonus. Can cast Dimensional Blade, Control Construct, and Iron Body.
Mark of Force (Intelligence)
Novice Mark- You may cast Telekinesis at will, but only to use Sustained Force and with a max range of a 100 ft. Can cast Animate Rope, Longshot, and Telekinetic Volley.
Adept Mark- You may cast Telekinesis at will, but only to use Sustained Force and Combat Maneuvers and with a max range of a 100 ft. Can cast Fly, Resilient Reservoirs, and Fickle Winds.
Master Mark- You may cast Telekinesis at will, but only with a max range of a 100 ft. Can cast Sonic Form, Reverse Gravity, and Temporal Stasis.
I'm getting tired of having to say this, but terribly sorry for being gone for so long. Normally I'd leave some sort of message if was going to be silent for a week, but SOP dictates no outside contact when staying with a witness.
You know how in some movies the witness agrees to testify and the police say they'll send a car around? In real life, if the witness says he won't testify without assured protection, that means the one of the precincts junior members gets stuck babysitting them until the trial and sometimes after.
Sight, sorry about real life venting, but I at least wanted you to know you weren't kept waiting for nothing.
Annoying police procedure aside, it's time to choose characters. Drum roll please.
The Branded
Gyrfalcon aka Grenadil
Paulicus aka Talla Zalimar
Ptolmaeus Arvenus aka Sperow Sixsmith
Western Wolf aka Felicity Vanderstrix
The Corruptions- Didn't really get enough Corruption submissions to really start a game on their own, but here's the list of characters that could change their background/alignment and play on the Corruption side. It's entirely up to them, but I would like the two groups going at the same time.
Ashe aka Archeon the Everchosen
Tark aka The Crismon Blade
Gavmania aka Silver Ghost
Bobson aka Zharr
All the submissions were really good and it wasn't an easy time picking. If you weren't picked, you're definitely an alternate.
Here is the gameplay and discussion links for Branded.
http://paizo.com/campaigns/CapesAndCrownsFightForTheFutureOfKelovar/gamepla y#1
http://paizo.com/campaigns/CapesAndCrownsFightForTheFutureOfKelovar/discuss ion#1
Assuming there will be people playing it, here is the Corruption campaign gameplay and discussion thread.
http://paizo.com/threads/rzs2qkyx?Corruptions-Prologue-The-Cobalt-Blade#1
http://paizo.com/threads/rzs2qkyy?Corruptions-Discussion#1
This is the discussion thread for Corruption players. Introduce yourself and repost your finished character sheet (if it's stored somewhere besides on these forums).
For ease of access here is the gameplay thread.
http://paizo.com/threads/rzs2qkyx?Corruptions-Prologue-The-Cobalt-Blade#1
The first order of business is whether or not to use Roll20. I've never used it before, but I've heard good things. If not using roll20, I will just use Imjur links for maps and whatnot. Does anyone have a preference?
The rumors on everyones tongue are all about the powered freaks running around. But underneath that, where the bloated spider of black market information dwells, lies another rumor. This one about an incredibly rare artifact, one worth a king's ransom. Using guile, money, or violence, a group of ne're do wells seek to steal it.
Reportedly held within the Kelovar pathfinder branch, several individuals sneak in the dead of night. Brought together by happenstance, this night will forever seal them together.
*You approach the Pathfinder's warehouse, a squat brown building in the western half of Kelovar. There are no guards, but the it's protections are supposed to be extreme in nature.*
This is the discussion thread for Branded players. Introduce yourself and repost your finished character sheet (if it's stored somewhere besides on these forums).
For ease of access here is the gameplay thread.
http://paizo.com/campaigns/CapesAndCrownsFightForTheFutureOfKelovar/gamepla y#1
The first order of business is whether or not to use Roll20. I've never used it before, but I've heard good things. If not using roll20, I will just use Imjur links for maps and whatnot. Does anyone have a preference?
In the south tenement district, otherwise known as the Bootknifes, trouble is brewing. Sounds of distress announce a terrible calamity. Screams, along with smoke from over a dozen fires, blanket the sky. People are charging through the street, the smallest getting trampled. The Raven Guard are trying to keep order and failing.
Wait! One rubbery black tentacle grasping the side of building reveals this foe. It’s one terrible eye focuses on the emerging heroes. It begins to cast, calling down buffeting winds. Several heavily armed fighters rush forward, no doubt thralls to the enslaving aberrations.
*This entire fight is taking place inside the Bootknife district. Make a local knowledge check to find out about it, though a DC 10 will tell that it's ruled by various gangs and is one of the poorest in the city. Which might explain the lack of a guard presence.
http://imgur.com/UJIK3Pd
This is a quick workup of the area. There are Aboleths on each of the buildings, with fourteen thralls in the streets. Two Raven Guard squads and a Stag squad (four members each) are trying to push their way through the crowd to reach the Aboleths. Running through the crowd puts a 1/2 penalty on movement.
The thralls are moving from the center of the street and are attacking anyone who gets in their way. Tall and brutish, they carry an assortment of axes and swords.*
Really sorry about the dead air these past few days. Just had a massive snow storm and anyone who works for the city has been pulling double shifts and sleeping in their cars. Seeing as how I was late answering questions, I'll give people an extra day for the characters. That said, the game will definitely start this friday, immediately after characters are picked.
characters yet to be wrote:
wilros: gold dragon oracle: branded
sam starfield: quickling rouge sorcerer: corruption (not quite done)
if I have time I'll put forth a giant eagle animal lord or lycanthrope druid
question: can we apply a rouge archetype to a ninja so long as it has the class features to replace?
Yes you may.
gyrfalcon wrote:
Flinnfurious, can you say a bit more about the Corrupted campaign? Are you going to run two campaigns, one with only a Branded party, and the second with two parties -- one Corrupted and one Branded? Are you open to players playing in both campaigns?
I'm very excited about Grenadil but if there's room to play in both, I realize I have a cool concept for a Corrupted as well.
EDIT: Oh and Andiemus, I was hoping to see someone submit a dweomercat. Very flavorful. Do you have any fluff written yet?
I am going to run two campaigns, one Branded one Corruption, that will on rare occasions meet. Pvp will happen, but it won't be common. Players may submit characters for both campaigns, but only play in one.
As for more information about the Corruption campaign itself, my little avatar in that campaign will provide a series of capers for the team to choose from. Of course, that won't last long. Other Corruption gangs will attack, as will Branded and a few non-powered do-gooders. Ultimately, it will be up to the team itself to decide goals and actions. You should never feel pressure to do what my character says beyond what would be expected in the game. He'll be a voice of reason and give information on various goings on, but definitely won't lead the team.
Tsamast Chinok-Sun wrote:
Paulicus' Graveknight Barbarian/Inquisitor of Rovagug for the Corrupted
I figured it we're going for 'terrorize the citizens,' why not go all the way and worship the big one? :p
Crunch is mostly done (this guy's been surprisingly complicated to build, it's been fun though). I'll get some rough flavor soon.
Though, I've done a bit of reading and I should ask how you'd run barbarian rage interacting with undead traits? The issues are the use of con/cha for rage rounds and bonuses, and if intelligent undead and get morale bonuses from rage.
Nothing changes for the undead. It still raises con, but since undead feel no fatigue it all balances out. You're basically trading effectiveness for reliability. They still get the morale bonus.
gyrfalcon wrote:
Hey Flinnfurious, would you allow taking a few class levels *before* the monster levels? Or do the monster levels have to come first on that side of the gestalt?
Hmmm, I'm going to have to ask why. I can't see any reason it would be an issue, but I'm also pretty tired and would rather not have to tell you no after saying yes in haste.
Lord Foul II wrote:
Hey DM
Would you allow me to add rouge archetypes to ninja?
Yes, so long as it has the necessary class features to replace.
Alright everyone, it's finally go time. Well, a few days before go time. PM or post your character submissions in the next few days, stating whether the character is for Corruptions or Branded. You can submit multiple characters, but only one will get selected. If for some reason two days aren't enough to finish it, focus on crunch and save the fluff for later. Next we meet, it will be on the mean streets of Kelovar!
Note, you gave yourself all the normal Human extras (+2 to an ability, bonus feat, skilled, etc.) Flinnfurious should confirm, but my impression was we either got to be a standard race or a monster, but can't take the qualities of a core race and put them onto a monster template. (I think the one exception is if it's a template that's designed to be applied to a race, e.g. half-celestial or diamond).
If I'm wrong, I'll happily apply one to Grenadil.
I hope not. Any chance of clarification, Flinnfurious?
If that is true, I will drop 2 STR from his belt and add to DEX. I won't be able to get Power Attack, but that's not a major part of the build. The loss of focused study would hurt, though. +6 on UMD and Stealth is a nice bonus.
It would also mean there is no point changing from Kukri to Scimitar, despite being able to use one handed in his off hand with no penalty from level 11. Probably no point anyway as I think I lose weapon finesse bonuses unless it's a Rapier. Perhaps I could go double Rapier - just like Nightcrawler (actually, he was triple Rapier IIRC).
For clarification, you don't add the two together. That's actually one of the downsides of being a monster class; they generally don't have balanced ability scores.
There are many different kinds of Dragons in the world, but only one kind of Half-Dragon. With Skinwalkers, optional Tieflings, Aasimars, and Dhampir's it only seems fair to include some love for one of the most popular/abused templates of all time.
These are variations on the abilities offered by the Half-Dragon template, namely the ability score bonuses, defenses, and breath power.
Half-Outer Dragon
Unlike their (relatively) ordinary brethren, Half-Outer Dragons have no natural home or alignment. Where ever they end, most assume roles similar to their draconic parent, usually a lone wanderer if neutral, mysterious hero if goodly, or random destroyer if evil.
Whatever their alignment, Half-Outer Dragons are constantly torn between wanting to explore the stars and being forced to remain in a stable environment.
Special Defenses- Half-Outer Dragons are not immune to Paralysis, a certain type of energy, or Sleep effects. Rather, they do not breathe and are immune to effects that require breathing. This does not grant immunity to cloud or gas attacks.
They also gain SR 21, but it only functions against Transmutation Spells.
Replace the Breath Weapon with the one of the following spell like abilities, used a number of times per day equal to your racial HD.
Lunar Dragon- Blur
Solar Dragon- Dispel Magic
Time Dragon- Slow
Void Dragon- Lightning Bolt
Vortex Dragon- Displacement
Ability Score Bonuses- +6 strength, +4 constitution, +4 intelligence, +4 charisma
Half-Imperial Dragon
Widely celebrated, Half-Imperial Dragons know none of the prejudice of their chromatic or even metallic cousins. Being marked in such a manner is considered incredible fortune and in their homeland most Half-Imperial Dragons rise to positions of power. Of course, if they were to ever leave, most places don't share the same mentality.
Special Qualities- Half-Imperial Dragons are not immune to paralysis effects, sleep effects, or a certain type of energy. Instead, they may use Alter Self 3 times a day.
Replace the Breath Weapon with one of these special movement types.
Forest Dragon- Gain Woodland Stride, as the Druid ability.
Sea Dragon- Gain a swim speed of double you standard speed.
Sky Dragon- Fly speed now has good maneuverability rather than average.
Sovereign Dragon- Increase base speed by 10 ft.
Underworld Dragon- Gain a burrow speed equal to your base speed.
Ability Score Bonuses- +8 strength, +4 constitution, +4 wisdom, +2 intelligence.
Half-Linnorm
The most feared of all Half-Dragons, those born of Linnorms are capable of unspeakable evil. Incredibly arrogant, but shunned by their parents, Half-Linnorms would go to great lengths to prove their superiority, even over their own parents.
In some few remote places, these Half-Linnorm have even garnered the reputation of heroes as they seek to slay Linnorms and other dragons.
Special Qualities- Half-Linnorms do not gain wings, are not immune to paralysis effects, sleep effects, or a certain type of energy. Instead, they act as if under a constant Freedom of Movement spell and are immune to curse effects.
Replace the Breath Weapon with a curse spell like ability. Each curse may only be cast once per day and lasts the entire day. The DC to resist each curse is a Will save equal to 12+the Half-Linnorm's racial HD (minimum 3)+their charisma modifier.
Cairn Linnorm- Target takes 1 point of Constitution damage every minute until reduced 2.
Crag Linnorm- Target gains vulnerability to fire, taking 50% extra damage from fire effects.
Fjord Linnorm- Target can only hold their breath 1/2 the usual time and if spends 2 rounds submerged in water is considered sickened.
Gare Linnorm- If target imbibes any amount of liquid, they are struck by the Suffocation spell. The spell only happens once; if the target survives it the curse is lifted.
Ice Linnorm- Target gains vulnerability to cold, taking 50% extra damage from cold effects.
Taiga Linnorm- Targets gains vulnerability to electricity, taking 50% extra damage from shock effects.
Tarn Linnorm- Target cannot heal through magical means, including potions, spells, or channeling energy.
Tor Linnorm- If target takes at least 10 hp of fire damage from a single attack, they are staggered for 2 rounds, with a Fortitude save reducing it to a single round.
Ability Score Bonuses- +6 strength, +4 constitution, +2 dexterity, +6 charisma
Half-Primal Dragon
Born from Dragons that are practically part elemental themselves, Half-Primal dragons are some of the toughest and strongest creatures around. They have far fewer hangups regarding parentage in comparison to most half-breeds, considering things not concerning survival unimportant.
Most find them too blunt and willing to use their draconic advantages, but Half-Primal Dragons, even the evil ones, tend towards loyalty and responsibility.
Special Qualities- Half-Primal dragons do not gain immunity to paralysis effects, sleep effects, or a certain type of energy. Instead, they gain a single favored terrain dependent on their dragon type.
Umbral Dragon- Urban
Magma Dragon- Desert
Crystal Dragon- Underground
Cloud Dragon- Mountains
Brine Dragon- Water
Replace the Breath Power with augmented melee. Each Primal Dragon has an additional effect added to their natural attacks.
Umbral Dragon- Deals 4 extra points of negative energy damage and is considered to have ghost touch.
Magma Dragon- Deals 4 extra points of fire damage and deals that damage to any enemy that attempts a grapple.
Crystal Dragon- Deals 4 extra points of sonic damage and grants +4 on all Sunder attempts.
Cloud Dragon- Deals 4 extra points of cold damage and gains +2 attack and +4 damage against any enemy in gaseous form or effect that replicates gaseous form.
Brine- Deals 4 extra points of acid damage and any enemy that is hit by a critical hit is also stunned for 1 round. Any ability that grants the same thing, extends the stun for 1 round.
Ability Score Bonuses- +8 strength, +8 constitution, +2 intelligence.
Others
These are even more optional than the templates above. While those at least made some sense, these do not. Still, they're neat and especially allowing GM's should have fun with them. I'm mostly making them for fun.
Half-Ravener Dragons
How or why these undead monstrosities bore children is the stuff of nightmares. As Raveners themselves are incapable of laying eggs, any Half-Ravener must have a draconic father.
Special Qualities- Half-Ravener's do not gain immunity to paralysis effects, sleep effects, or resistance to a certain energy type. Instead, they gain the negative energy affinity trait, healing from negative energy and taking damage from positive energy.
Replace the Breath Weapon with the following power. All Half-Ravener Dragon's possess a greatly weakened version of their father's Soul Ward.
Minor Soul Ward- Whenever an attack would reduce a Half-Ravener Dragon below 1 hitpoint, it instead reduces him to 1 hitpoint.
Ability Score Bonuses- +6 strength, +2 dexterity, +2 wisdom, +4 intelligence, +4 charisma
Half-Jabberwock
'Twas brillig, and the slithy toves
Did gyre and gimble in the wabe;
All mimsy were the borogoves,
And the mome raths outgrabe.
Defenses- Instead of a +4 bonus to AC, Half-Jabberwock's gain DR 4/Vorpal.
Special Qualities- Are no different than a standard half-dragon's, being immune to sonic energy.
Replace the Breath Weapon with the following ability.
Minor Burble- Targeting one enemy within 30 ft, a Half-Jabberwock can Burble at them, which is a solid ball of nonsense words in various languages. This deals 1d6 sonic damage equivalent to the number of languages the Half-Jabberwock knows (max 5). This ability can be used any number of times per day, but each language can only be used for a single 1d6.
Ability Score Bonuses- +8 strength, +6 constitution, +2 wisdom, +2 charisma.
Half-Woundwyrm
A templar that falls near the World Wound may find a fate worse than death...
Movement- A Half-Woundwyrm does gain wings, but with fly speed limited to 20 ft (average maneuverability). He also gains 20 ft of swim speed and 20 ft of burrow speed.
Special Qualities- Half-Woundwyrms are not immune to paralysis effects, or sleep effects. They are immune to gaze attacks, poison, and acid damage.
Replace the Breath Weapon with power to cast Acid Fog once per day as a spell like ability.
Ability Score Bonuses- +8 strength, +6 constitution, +2 intelligence, +2 charisma
Half-Spine Dragon
Hailing almost exclusively from Numeria, Half-Spine Dragons are the most physically shunned of their kind. Rows of razor sharp spikes cover their skin, cutting both those going for punch and hug alike.
Special Qualities- Half-Spine Dragons are not immune to paralysis effects or sleep effects. They are immune to rays and sonic energy.
Replace the Breath Weapon with the following ability.
Spines- Half-Spine Dragon are always considered to have masterwork armor spikes, even when not wearing armor. Once per day they may fire these armor spikes, which functions as a normal melee attack with them, but with a range of 30 ft.
Ability Score Bonuses- +8 strength, +6 constitution, +4 wisdom.
Half-Clockwork Dragon
Not born so much as made, Half-Clockwork Dragons are far more than flesh and bone.
Movement- Half-Clockwork dragons do not gain wings and cannot fly.
Special Qualities- Half-Clockwork Dragons do not gain standard Half-Dragon immunities. Instead, they gain all immunities of the Construct type.
Replace the Breath Weapon with the following power.
Adamantine- Half-Clockwork Dragon's gain DR 4/adamantine and their natural attacks are considered adamantine.
Ability Score Bonuses- +10 Strength, +10 Dexterity
OK! Got everything done with the magus/oracle (let me know if I've missed anything, it's late here)!
Somehow my character histories always end up way longer than I intend. I meant to make a quick history, but it ended up at 8 paragraphs! xP Eh, still a fun project.
edit- ninja'd by the GM! Sounds like you have some cool ideas though.
Don't worry, the extended background will definitely come up during the game. Just curious, but have you heard of the ten-minute background?
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Sooooommmmmeeeebbbbooooodyyyyy doesn't like Danny Phantoooommmm....
Nothing against the show itself. During the second game I ever played in, one of the other players, a level 8 rogue/level 3 ranger, bought an ethereal cloak. Whenever he'd activate it, soon followed by stealing kills/loot, he'd yell "I'm Going Ghost!". Even though that was over six years ago, that phrase still causes me and everyone that played with him rage filled anxiety.
Just to clarify, I don't have a problem with PVP, and I would love to be in a functional two group game.
The issue I had with it in the past was purely the shared world aspect. My two groups had varying posting rates, and one group ended up around two weeks in the future of the other group (in game time). Then both groups went to the same place. I had to put the first group on hold for like a month (of real time) because the slower posting group was technically in that location "before" the faster posting one. So if they cleared the dungeon it would be empty when the faster posting group got there, but I didn't know because they weren't done in the dungeon yet. I ended up losing a bunch of players from the group that I put on delay and then having to consolidate them all into one group afterward.
I mean, if you have a way to solve this problem, awesome. Just thought I'd give a heads up because it was an unexpected big pain in the rear for me.
That's one of the big issues with pvp, but my solution is to just do a one off or two if one of the groups falls behind. Much like in comic books, things start with a big arc followed by smaller stories. I've started on half a dozen smaller stories for each group and will also create some based on character backgrounds, adding some closure to their stories.
Lord Foul II wrote:
It seems that the "powerless" characters are going to be way stronger than the non powerless...
Not necessarily more powerful, but... Let me give you an example. I don't feel bad about showing this as I chose to leave it out, but here's one of the possible bonuses.
The Devouring Blade- This artifact starts as a simple +1 longsword, but literally eats other weapons, gaining their power. Once per day, the Devouring Blade can make a sunder attempt against another weapon. You may not take 20 on this attempt, but it also negates any magical effects that would prevent destruction.
If the sundering is successful, then the weapon in question becomes plain unbroken stone. The Devouring Blade can then transform into that weapon or gain it's magical properties. It can do this with any melee weapon and the wielder is automatically proficient with the transformed weapon.
Once five magical weapons have been sundered this way, it's wielder is treated as having weapon focus with whatever weapon The Devouring Blade currently is. Once 10 magical weapons have been sundered this way, it's wielder is treated as also having Weapon Specialization with whatever weapon the Devouring Blade currently is.
This goes on until Greater Weapon Specialization, but you get the idea.
For the most part, the in game bonuses I'm referring to are neat homebrewed artifacts or additional resources.
Ashe wrote:
is retraining a feat allowed? Almost done with Archaon the Everchosen
Yes, within reason. One or two is fine, but no resetting your feats every two levels.
Talla Zalimar wrote:
I thought getting blindsight 5 levels early might be a bit much :P That's ok.
I'll get working on the black/diamond blade then, thanks!
I trust you'll balance the powerless/monster characters well. I'm just glad I didn't start buying more stuff for Sellin before I realized my mistake!
Here's another example, mostly because I'm sorry to see it go and having to cut it. Though you might just see it in the hands of an enemy!
Pazulu- This furry guy is your new best friend. He can transform into wings, flippers, or even two additional clawed arms! While not riding on someone's back, Pazulu can perfectly assume their identity, both secret and otherwise. A master of stealth and speaking to various vermin. He shares a mental link with whomever becomes his master, obeying their orders without question, whether to attack enemies or just gather information.
gyrfalcon wrote:
Hey Flinnfurious, glad you're liking the concept for Grenadil. Yes, I had Doctor Manhattan a bit in mind as he was coming together. I can totally work with a 6 INT. And fair warning about the gravity field heard and noted! I agree that his gravity field (while powerful) will be complicated to use, and (especially given that he's a hero, not a villain) he'll often be in situations where he won't be able to use it without harming his allies or some innocents. It's kind of like carrying a bomb around with him: powerful but typically not useful in close quarters. I think that'll provide some interesting strategic choices for me as a player.
Which brings me back to his INT. Given his training as a spy -- and still having his Twilight Talons captain as a coach and guide -- I don't plan to play it as doing stupid things, strategically. Instead, he'll be someone who has some reasonable "street smarts" (as reflected by an 11 WIS) but never really been able to make much sense of books or keep track of details about places, things, monsters, etc. that are outside of his immediate experience.
Flinnfurious wrote:
Flinnfurious
>> 6- Whatever hp the elemental has is what you start with. Class hit points can be added onto that, but you would only get half.
gyrfalcon
> I'm not 100% sure I understand but lets work through an example: I started with the Gravity Elemental's 136 HP, and added 11 (1d8=5+5 con +1 fcb) for the one level beyond the elemental template. Are you saying I could also add +half of what his Rogue HP would be for levels 1-9?
> 1a. If I took +1 HP as my Rogue FCB for my first nine levels, would that add HP for those levels? Or does it not, since the elemental HP are still higher than the Rogue HP for those levels?
Flinnfurious
For the HP I was referring to only getting half the classes hit dice in hp, not full as with a normal level one character. For example, tacking a rogue class on the monster gestalt would only add 4 hp for the first level, rather than 8.
...
Alright, now he just sounds like Sterling Archer.
1- You would get 4 from the 1d8, not 5. Sorry to nitpick, I know it probably won't matter in the long run, just pointing it out.
2- No the bonus hitpoints from your FCB would only apply to the side of the gestalt they're currently on. That said, your current HP would be 146. Unless the other side of your gestalt for that last level has a higher HD than a rogue.
Other than that, you seem to have a grasp on it.
fnord72 wrote:
Here's my interpretation (and confusion with monster HD greater than CR):
Elemental 1 // Fighter 1: you get the elemental HD + con
Elemental 2 // Rogue 1: you get the elemental HD + con + FCB
Elemental 3 // Rogue 2: you get the elemental HD + con + FCB
Elemental 4 // Rogue 3: you get the elemental HD + con + FCB
Elemental 5 // Rogue 4: you get the elemental HD + con + FCB
Elemental 6 // Rogue 5: you get the elemental HD + con + FCB
Elemental 7 // Rogue 6: you get the elemental HD + con + FCB
Elemental 8 // Rogue 7: you get the elemental HD + con + FCB
Elemental 9 // Rogue 8: you get the elemental HD + con + FCB
Elemental 10 // Rogue 9: you get the elemental HD + con + FCB
Elemental 11: you get the elemental HD + con
Elemental 12: you get the elemental HD + con
Elemental 13: you get the elemental HD + con
Oracle 1: you get the Oracle 1/2 HD + con
The problem is, that to have a CR 9 and fit in a level of oracle and be at 10HD would you have to back out 4 levels of the elemental's HD?
It was my understanding, with gestalt, that at each level, you just took the greater HD from the monster or the class.
That is accurate, for standard gestalt campaigns. The hp from being a monster should just be treated as a lump sum rather than having individual levels. Also, you cannot gain FCB from having a monster template. That would only apply to the gestalt half that actually has that level. This even applies to powerless characters.
After the monster class/template is over, it goes back to standard gestalt.
Bobson wrote:
Gavmania wrote:
OK, I'm gonna have to rethink. A martial with just 12 STR is not cool (Human Bonus and level ups can increase to 16, but even so). Might be able to go Rogue for backstab, but the lower BAB would mean no Dimensional Jaunt - which is really at the heart of the character.
Yeah, that's why I gave up on my original blink dog idea. You get very early access to the Dimensional Agility feat chain, so you can probably flank with yourself on every attack, but you just don't have the stats to support a melee character.
The idea of flashing in and out around the target, stabbing from every side at once is really cool, though.
-----
Edit: I also just realized that my Zhaar is the Human Torch now that he can turn the flames on and off.
Edit2: What about losing my gear, Flinn? Assuming it stays with me when I go incorporeal, I'll be done tomorrow night.
Your gear also turns incorporeal, which does mean hitting ghosts. By the way, this is your only warning. If he ever says "I'M GOING GHOST!" your character will die a truly horrible death. Something painful, with razors and salt.
Sorry for taking so long to post again. I'm a cop and new years means mandatory overtime.
DM Jelani wrote:
I would highly recommend against running two games in the same world/timeline, especially if there is going to be PVP. It creates a ton of problems with timing and stuff. I've tried it before and it failed horribly.
PvP will be not be a common thing, more saved for end of large sections. That said, I've also ran PvP before and am aware of the problems.
Bobson wrote:
Flinnfurious wrote:
Did not intend to put incorpeals on the list, but won't take it off now. Your strength score is 10 and turning incorpeality on and off is a full round action.
That works for me, although it can be even stronger to be optionally incorporeal than constantly so. Unless my gear all falls to the ground when I do, Obi-wan style. That would be very amusing, but I'm not sure it'd be very practical. Although I did once have a Shadowrun character who turned into a bear on a regular basis... his team members carried spare pants for him (he didn't care either way).
Flinnfurious wrote:
For some reason I was denied access to your character.
Maybe because I left it mid-edit this morning. I'll close it down once I'm done with it tonight, so it should be accessible.
Last question: Crossblooded & Wildblooded stacking? FAQ says they don't, but there's nothing inherent to them that conflicts.
Edit: Zharr would almost make a better Corruption than a Branded, because he'd be flinging fire everywhere, and it would just mean he wouldn't be as careful with what it might hit. But I'm not sure it's feasible to pull off two overlapping campaigns.
Not feasible? This is an epic super hero based campaign set in one of the best fantasy worlds ever conceived. We left feasible behind upon first post and have now arrived at Awesome Fun Town.
Talla Zalimar wrote:
(Paulicus here)
This is the diamond magus/oracle I mentioned above. I still need to set out the skills, spells, equipment, and flesh out her backstory, but otherwise she's nearing completion.
One other question for you Flinnfurious (aside from the Bladebound archetype/diamond blade thing): Would you allow the favored class bonus to apply to the oracle curse instead of a revelation? It's not RAW, but I thought I'd ask. If not I'll just put it into HP instead.
Thanks!
Yes, your diamond blade can be used as part of the blade bound.
Sorry, but no. I know it's a little silly worrying about favored class bonuses in this kind of game, but they do tend to add up.
Ynaeve Amryln wrote:
Looks like a base class and PRC can get to 6d6, i.e. Rogue 5/Assassin 5. Though arcane trickster is still 5d6.
An alchamist-vivisectionist/rogue can't get to 6d6 because the vivisectionist specifically states you stack the levels to determine SA dice.
In a gestalt, stacked levels can't exceed HD to determine a feature.
That is usually correct, but this gestalt is a little different. Some monster templates have a 6d6 sneak attack built in and that can be improved with class levels, but only with class levels on the same side. You can't take a monster with a 4d6 sneak attack and combine it with a level 10 rogue for 9d6 sneak attack.
Gavmania wrote:
fnord72 wrote:
@ashe in gestalt's favored class is once per level.
But vanilla half-elves get 2 favoured classes. What if one is one side of the gestalt, and the other is the other side?
I know of at least 1 GM who has ruled that half-Elves (and only half-elves) can get it for both gestalt classes. The question is, does Flinnfurious think that?
No I don't. That ability obviously wasn't geared to gestalt and something shouldn't automatically become infinitely better by just being in a gestalt campaign.
Lord Foul II wrote:
question
out of curiosity, do I count as a dragon for things like dragon disciple? or for favored enemy? and do I count as my origional race for similar effects
That is an excellent question and one that I've been considering at length. My solution is a case by case basis. In these cases, you can take the dragon template and be a dragon disciple. For Favored Enemy you count as both and they can stack. So that will be fun. Traits, feats, etc, you count as your non-effective race. Unless you have a good argument as to why you shouldn't be.
Ashe wrote:
does a powerless half elf get favored bonus for each class each level. IE: +2hp a level or +2SP or +1/+1. Thanks.
Both state that natural weapons are not unarmed strikes.
The standard rules do state that natural weapons are not unarmed strikes. I'm sticking by this one, as there's a lot of things that improve both unarmed attack and natural attacks. Players shouldn't get access to all of that for a weapon that can't be sundered or disarmed. Unless they sunder your arm. See what I did there?
gyrfalcon wrote:
Hey Fnord72, thanks for the review of Grenadril. Answers below.
Bonus feats: Style Master is a ninja trick but per UC rogue can choose ninja tricks that they otherwise qualify for.
Improved unarmed strike: that's actually a question I wanted to ask Flinnfurious. Natural attacks (which I have) give the benefits of Improved Unarmed Strike. My bias is that having natural attacks should be an assumed equivalent qualification, but it's a gray area and definitely needs DM input.
Dodge: thanks, I forgot to list that.
Bow: yep it's paid for. I'll list that too.
Literally correct, but spiritually inaccurate. Improved Unarmed Strike (and the feats that improve it) are based on training, not natural hitting power. Anything that requires Improved Unarmed Strike would require that training, not just having claws or fangs. So no.
Gavmania wrote:
one more question: If I choose dragon as Favoured enemy, and I meet a humanoid with dragon powers, am I eligible for the bonus? If I have humanoid as favoured enemy, will I still get my Favoured enemy bonus?
Yes your favored enemy bonus counts and it can stack. Normally that wouldn't be the case, but it seemed like fun since the chances of that actually happening is very low.
Gavmania wrote:
So, I'm thinking of throwing in with a blink dog ranger/inquisitor. Still awaiting an answer, can I add a template to my monster in exchange for a level?
Sorry for the wait and you cannot. Might be okay if you were playing an animal lord or lycanthrope and wanted to beef up your wild side (lycanthropic Giant Dire Rabbit was an insanely fun character), but not to a blink dog.
Sellin Marcadian wrote:
Bobson wrote:
The extra money is only for powerless in the corruption campaign. Not for the current campaign. Specifically because they don't get in game bonuses later.
That's how I read it, anyway.
I believe your right! Thanks for pointing that out, glad I didn't start spending :P
Alright, I'm going to say this again. The in-game bonuses for powerless characters will be really awesome. In all honesty, I was considering upping the money for powerless corruption characters even more because it didn't quite seem like enough. Remember, this is a superhero campaign. Ask people on the street who they think the coolest superhero is. Cough *Ironman* cough *batman* cough, cough.
fnord72 wrote:
The Minotaur's Tale was one of the more upscale establishments in Kelorav. And one of the oldest. The back wall was formed from an Azlanti tower. The sides from two fortress towers that had been crashed into the tower.
The first owner, a wizard of some reknown, Validk Ghujold, bought the two fortresses and over the course of several months and a considerable sum of magical investment, reworked the towers into a series of tiered balconies soaring a hundred feet up. Each tier sported at least one private suite.
The bottom floors on each side housed staging rooms and supplies for the numerous shows that had been played over the years. And the front of the establishment housed a two story inn and tavern. Enclosing the open area between the two converted fortresses and stretching down to the roof of the inn and tavern was a mosaic of stained glass windows reaching 70 feet.
The window looked west and sun set the images of the stained glass windows played the history of Kelorav across the white backdrop of the Azlanti tower. Many had tried to duplicate the windows, but the spells used by the great wizard were unknown, for as new and significant events took place in Kelorav, their story was added to the magical window show.
The setting sun marked the beginning of the evening's entertainment.
The Minotaur's Tale has one inviolate rule. "Leave the violence outside, or join the others." This sign is posted over a fountain in the foyer. In the pool at the base of the pond several frogs make their home. Some of them stare at you with a look of pleading. Nobody's seen anyone turned into a frog. But everyone knows someone who knew someone that got in a fight and disappeared that night. The next day there was another frog in the fountain.
Maeve has often used the Minotaur's Tale as a meeting place because of the neutrality of the establishment. And she makes a nice wage as an entertainer of some small note....
I didn't literally mean the buildings were smashed together to create Kelovar, but The Minotaur's Tale seems like a cool place and will most likely be part of the main game. If there's any other information that Maeve knows about the place, pm me and I'll get it in there.
Sellin Marcadian wrote:
Flinnfurious wrote:
No, you don't need to write it twice, though you do need separate spell lists[/QUOTE="Flinnfurious"]
Do you mean for spells prepared? Currently I have my spellbook listed in this profile with wizard/magus only spells labelled as such (still have to go through a few more wizard spells though). Is that acceptable?
I was going to say I needed to buy a few more scrolls, but wow! Now I have another 80000 to spend :P I'll get to that over the next few days.
Yes that's fine.
I know someone else mentioned it in the thread, but the extra money only goes to Corruption characters. Do gooding Powerless get special in game bonuses that will remain a mystery.
The Crimson Blade wrote:
Made some small adjustments to the Crimson Blade in light of changes and clarifications.
I agree with Jelani in that I highly advise against running two games with pvp. Two games without it is fine with another GM. I just dont't want the GM to burn out before things actually get going as happens all too often in such over the top games.
I appreciate the concern, but this means a lot to me and I won't be abandoning it. Obviously there will be some pitfalls, but I'm not letting unforeseen future issues derail this campaign.
gyrfalcon wrote:
OK, Flinnfurious. First, thanks for answering all my questions. Crunch is now done for Grenadil Hasbrek and ready for your review (as is a physical description and image reference). Backstory is still in progress, but due to his complexity I'd love to get the crunch reviewed on the sooner side. Please let me know if you see any errors, or have any questions...I've certainly never built a gestalt monster before. ;-)
A few more notes and Qs on my side:
1. HP --
Flinnfurious wrote:
6- Whatever hp the elemental has is what you start with. Class hit points can be added onto that, but you would only get half.
I'm not 100% sure I understand but lets work through an example: I started with the Gravity Elemental's 136 HP, and added 11 (1d8=5+5 con +1 fcb) for the one level beyond the elemental template. Are you saying I could also add +half of what his Rogue HP would be for levels 1-9?
1a. If I took +1 HP as my Rogue FCB for my first nine levels, would that add HP for those levels? Or does it not, since the elemental HP are still higher than the Rogue HP for those levels?
2. INT -- I noticed you suggested that constructs take a 10 INT. The Gravity Elemental template has only a 6 INT. Do I keep that, or do I bump it up to 10?
Thanks again!
For the HP I was referring to only getting half the classes hit dice in hp, not full as with a normal level one character. For example, tacking a rogue class on the monster gestalt would only add 4 hp for the first level, rather than 8. As for Favored Class Bonuses, they function the same. You can get 1 hp from them for every level you have in that class.
You keep the 6 int. I know it sounds a little off, but at least you're wisdom isn't especially low. Not knowing random facts is a whole lot better than believing any lie or being extra susceptible to various mind attacks.
Uncle Taco wrote:
Not in the list of templates but would you be willing to allow the kirin race?
I like the Kirin, but I would be literally buried under a giant mountain of cheese if players could start picking their monster templates. So no, I'm afraid not.
DM Jelani wrote:
I got up fluff for Felicity. I'll give it another edit before recruitment closes, but it probably won't change much.
Looks good.
gyrfalcon wrote:
OK, I've updated Grenadil, adding a level of Fighter (unarmed) at 2nd level, in place of one rogue level. I believe that makes all feats legit.
I've also completed his background (in his profile) so he's 100% ready for review.
Kind of digging the Doctor Manhattan feel. Seems like a really solid character and more balanced than he initially seems. The grav field screws with allies almost as much as enemies and like I said before, BE CAREFUL!. This is fair warning from the GM. Things that can reasonably go wrong with your powers, most likely will. I won't make a baby float and go splat when you move, but there's a decent chance of crates falling on the rest of the party.
So the following announcements didn't get lost in the big above post, here are a few things everyone needs to be aware of.
Recruitment ends in 4 days. I'll make choices then and probably select four or five alternates, along with the main 4 party members.
If no other GM is forthcoming, I would be willing to also run a Corruption based campaign. There would be a few differing rules in that campaign. Though it isn't ideal for me, there's just too many awesome characters and enthusiasm regarding this game to just no let it happen.
Rule Changes
Powerless characters start with 120,000 instead of 20,000, as they do not gain the in game bonuses of the Branded. Only a max of two characters may be powerless.
It will be a PvP campaign, but I don't want any specific targeting of certain character builds. In game rivalry is fine, even encouraged, but no building your character just to beat someone else.
PvP will happen on occasion and players may die. It happens and there should be no hard feelings. That said, I don't want a PvP party wipe on any side.
Corruptions may only be neutral or evil. They aren't necessarily bad, just using their powers for personal gain. Think along the lines of Lex Luthor or Deadpool, rather than Darkseid or Carnage. Don't worry, they'll be plenty evil psychotic supermonsters, but such characters don't make good party members. That said, anyone choosing Corruption should be okay with murder and thievery. Anything else, such as torture or mass murder of innocent people, can be roleplayed out. Just as with any other group of bad guys, there are going to be levels of evil.
I will have a player character in this campaign to moderately keep things on track and within reason.
Extended Monster Templates- Unlike Branded, Corruptions may have Aberrations as Monster Templates. The same rules apply.
Drider- Gain 3 levels in another class.
Faceless Stalker- Gain 6 levels in another class.
Brethedan- Gain 5 levels in another class.
Cloaker- Gain 5 levels in another class.
Destrachan- Gain 2 levels in another class.
Guardian Naga- Gain no levels in another class.
Spirit Naga- Gain one level in another class.
Phasm- Gain 3 levels in another class.
And, because I believe in fairness, here's a list of Branded only monsters, all outsiders.
Angel, Balisse- Gain 2 levels in another class.
Azata, Bralani- Gain 4 levels in another class.
Eidolon, Unfettered- Gain 2 levels in another class.
Einherji- Gain no levels in another class.
Inevitable, Zelekhut- Gain 1 level in another class.
Kami, Fukujin- Gain 7 levels in another class.
Raiju- Gain 5 levels in another class.
Triton- Gain 8 levels in another class.
In regards to how natural attacks function, it's however you want them to. Turn them into other natural weapons, a masterwork weapon you can store inside your body or magically call upon, really anything that doesn't directly affect it's stats. However, if they become masterwork weapons, they must be the same size. Light attacks, such as claws, would become light weapons. Heavy attacks, such as most bites, would become two-handed weapons or equivalent.
Paulicus wrote:
fnord72 wrote:
Even though he can use one book to write his spells into, does he need to keep them marked as wizard or magus?
If he wanted to cast enlarge person as both a magus and a wizard, would it need to be written twice?
I was concerned about that as well. There were some older threads on it, but having 2 copies of a spell shouldn't be necessary since magi and wizards and copy, use, and learn from each others' spellbooks anyway.
I am keep track of which spells are wizard- or magus-only though.
No, you don't need to write it twice, though you do need separate spell lists.
Bobson wrote:
Flinnfurious wrote:
That is accurate. Pretty sure I didn't put any permanent incorpeals on the list though.
I think it's just the Witchfire. Her natural attacks are also pretty amazing, although not very improvable.
Did not intend to put incorpeals on the list, but won't take it off now. Your strength score is 10 and turning incorpeality on and off is a full round action.
Maxelmish Stoutwick wrote:
Bobson wrote:
I'm not sure pixie dust works on crossbows, though...
I wasn't sure either. Worst case scenario I'll just pick up a spare mundane longbow.
I'll allow pixie dust to work on crossbows.
DM Jelani wrote:
So if I'm understanding your method correctly it's yielding a ridiculous amount of skillpoints, I want to make sure it's right.
** spoiler omitted **
That monster part grants additional skill ranks. Like the feats conversation before, I realize this presents an imbalance, especially to those with no monster templates. And, like before, since it's not optimized and powerless/template characters will receive in game bonuses, I'm fine with it.
For anyone curious about those in-game bonuses, they'll not happen immediately, but will be quite impressive.
Lord Foul II wrote:
DM Jelani wrote:
That would make much more sense to me, but...
Flinnfurious wrote:
DM Jelani wrote:
For skills, do I take 6+int modifier for the first eight levels of Axiomite (since that's what outsiders get and it's higher than monk) and then whatever is higher out of my two classes for the last two levels like normal gestalt?
You do not gain the outsider's skill progression, instead you simply gain whatever skill ranks they have in addition to the skill progression of your other class. If any ranks are above 10, they're negated to 10 until you reach the appropriate HD.
Bold emphasis is mine.
this makes me happy and enough to tip in favor of the dragon
Gold dragon oracle guard is my primary
As a dragon I have a human form yes? Or will I have to adjust to being large except for when my 3 per day polymorph is in effect
I'm working on mobile for the next few I'd rather wait till I can get on my comp before I finish the crunch
Intended lvl 20 build
Dragon 10/paladin 10/oracle 20
Will the dragons ever raise in age catagory?
No, Dragon's will not improve in age category. However, I might improve the monster side down the road. Better spell like abilities, special attacks, etc.
Sellin Marcadian wrote:
Finally! Here's the wizard/magus I've been building. His crunch is all done (Let me know if I missed something), his history is almost finished except for the 'event' in Kelorav and his description. It turned out a bit longer than I expected! Fun to write though. I went with the powerless 'template.'
I stuck to 3 scrolls, as requested. Does that mean just scribed scrolls, or all?
I envision mixing between spell combat with some damage spells, but also buffs and debuffs with wizard spells, even a few control spells when needed. His wizard side can keep up with ranged combat too.
I'll go through and do some proofreading later tonight as well.
Sorry about not being clear before. Yes, a max of 3 scribed scrolls. You can buy however many you want of the other kind.
fnord72 wrote:
How will the unicorn be casting spells? I don't see a profile, but hope you are taking eschew materials, still spell, and natural spell.
Is the DM allowing natural spell to work with non-druid spells?
And now my nymph has a mount... :)
Any spells a creature can cast you can as well, as if you were that creature. Such spells don't require materials and do not suffer arcane failure chance.
DM Jelani wrote:
No, as far as I understand it you only have the abilities of the monster race unless you are taking an actual template (half-fiend etc). But cosmetically you are a core race. Is that correct DM Flinnfurious?
That is correct. You gain no advantages from you initial, pre-Event, race. Beyond looking like one, that is. Of course, you can also choose to look like a mix of that creature and your usual self, odd features taken from that creature, or actually just look like the creature. That comes with it's own problems and advantages, depending on the creature.
gyrfalcon wrote:
I'm strongly considering a gravity elemental -- perfect 100' flight and an antigravity field seem very iconically superheroish -- but I realize that I have some questions about how their (su) gravity field's reverse gravity-like ability works:
I'm assuming turning it on is a standard action. Yes?
What action is it to turn it off? Free?
What about 'pulsing' it briefly off and back on again?
Given that it's centered around me, what happens when someone's caught in it and then I move? Do they fall or do they follow me?
If I buzzed along 30' above the ground, would everything I passed fall up 60' and then back to the ground again?
When I've got one or more entities trapped in the field and I fly straight up, do they 'fall' along with me, higher and higher (until I turn it off)?
From reading other questions on the thread, I believe that (while a CR9 Greater Elemental has 13 HD and so 13d10 HP)
Let's assume I'm a (gestalt Gravity Elemental/Witch 1 | Rogue 10). I believe I'd get 9d10 HP (from the elemental) + 1d8 at 10th level (from rogue).
I believe that elemental abilities that trigger off of HD will use my character HD (e.g. HD == my character level) rather than the greater gravity elemental's 13 HD.
I believe my BAB would be +9 from the elemental and +1 from the rogue (who doesn't actually get full BAB, but happens to get +1 at L10.)
And a few misc questions,
As far as attacks, the elemental gets 2 slam attacks. I'm assuming that I can either take those or take a weapon attack, but not both?
Would you allow the Scarred Witch Doctor archetype?
Thanks!
1- Turning it on is a move action while turning it off is a swift action.
2- It can only be turned off or on once per round, so you cannot 'pulse' it.
3- They would fall if you moved. However, a character can set themselves to move with you.
4- Yes, so I suggest you be careful. Like many caped crusaders, your powers can have some very negative effects if used without caution.
5- Unless you're physically holding onto them with telekinesis or bare hands, they would not stay in the field. If you are, then they would fall if you let go or turned off the field.
6- Whatever hp the elemental has is what you start with. Class hit points can be added onto that, but you would only get half.
7- Yes, your HD would be 10, not 13.
8- That is accurate. Your BAB levels up as usual.
9- Since the elemental treats their slams as light weapons, that's what they would count as.
10- Yes, it's official paizo, so there's no real reason to deny it.
So, is Witchfire still on the list? I've got a concept and most of the stats for an oracle based on that monster. It'd work best if the character is incorporeal, but I can make it work if he just gets the witchfire bolts and not the rest of it (just tell me what his Strength is).
If it is still a valid template, does Vital strike work the natural attacks? My inclination is that it shouldn't, but I can certainly make the case for it doing so (or at least doing so for the melee touch).
Finally, a question for everyone else: I can build this character as a pure blaster with a sideline in knowledge (Flame oracle), or a knowledge character that's mostly a battlefield control character, but occasionally just set things on fire (Lore oracle). It's actually a very small change, but it makes a huge difference in how it plays out. I'd find them both interesting, for different reasons, but the first has much more of a use for being a Witchfire...
Vital strike can work with any physical natural attack. I'm going to say no when using vital strike with magical attacks, even bolts.
Sellin Marcadian wrote:
WHEW! I think I finally have everything finished and ready for submission. The backstory ended up wayyyy longer than I expected, but I had fun writing it :)
Sellin here would be focused on using spell combat for damage, buffing up himself and the party, and laying debuffs on enemies. The wizard spells let him dabble in battlefield control and utility when needed, and put up a fight at range if the situation calls for it. He's not necessarily great at talking to people, but he has a number of useful out-of-combat spells in his books, and I grabbed the Fast Study discovery (love that one) so he can easily prep them on the fly.
For his gear, I tried not to go too far towards "surly adventurer armed to the teeth." Most of his gear is helpful for his research, or useful protections that make sense for someone going on potentially dangerous field assignments, especially in a rough town like Kelorav. He doesn't take a lot of it when just traveling around the city, though, aside from what he wears or might need day-to-day (which isn't much).
Seems like a really interesting campaign, and I'd love an opportunity to finally play a gestalt game. I've come to like the RP potential in this guy too :D
As for the discussion on PCs appearance, Flinnfurious mentioned you can look however you want somewhere earlier in the thread. So I believe you can be anything from an entirely normal gnome, to a human who sprouts wings and shoots electricity from his eyes, or even a permanently disfigured undead-type character.
Bobson wrote:
Finally, a question for everyone else: I can build this character as a pure blaster with a sideline in knowledge (Flame oracle), or a knowledge character that's mostly a battlefield control character, but occasionally just set things on fire (Lore oracle). It's actually a very small change, but it makes a huge difference in how it plays out. I'd find them both interesting, for different reasons, but the first has much more of a use for being a Witchfire...
As someone...
Yes, you can look practically however you want, within reason. Obviously any physical changes have to go along with your monster templates. That applies to the normal templates as well.
Bobson wrote:
Well, I've crashed Hero Lab twice on this character, but I have about 2/3 of it done in a Mythweavers sheet, which is all I have time for this morning.
Witchfire Sorcerer (Wildblooded, Crossblooded) 1 // Flame Oracle 10
The bloodlines are Primal (Fire) and Efreeti, the curse is Haunted.
Very brief backstory: He was a dwarf with minor sorcerous powers inclined towards fire. One night, while he was asleep, he accidentally lit his bed on fire and burned to death. He was very surprised to still be "alive" afterwards, marked by the Brand and with much greater powers of fire.
For some reason I was denied access to your character.
Ashe wrote:
sweet recruitment still open? working up an idea now.
I will be closing recruitment in 4 days and give people another 3 days after that to finish their characters.
fnord72 wrote:
Don't see any reason why vital strike wouldn't work with a natural weapon. It does say "When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage."
Note that witchflame is not a natural attack, it is a supernatural ability that applies an effect to an attack.
The attack's (incorporeal touch or ranged bolt) base damage gets modified.
Question becomes are those attacks supernatural themselves? Vital striking an 8d6 attack is just mean.
I haven't located anything that specifies where the damage on those two attacks comes from, so I would guess you'd need to check with the DM on whether those will work together or not. (keep in mind that if a player cna do it, so can the DM, and I'm gonna use this in one of the games I run.)
Vital Strike is one of those things that every DM must be wary of. The wording isn't the precise and it can easily backfire in certain campaigns.
Bobson wrote:
fnord72 wrote:
The attack's (incorporeal touch or ranged bolt) base damage gets modified.
Question becomes are those attacks supernatural themselves? Vital striking an 8d6 attack is just mean.
I haven't located anything that specifies where the damage on those two attacks comes from, so I would guess you'd need to check with the DM on whether those will work together or not. (keep in mind that if a player cna do it, so can the DM, and I'm gonna use this in one of the games I run.)
Yep, that's the question. My feeling is that the ranged bolt isn't intended on being so, because its range is specified in the Witchflame ability. The melee touch is more questionable, but as someone on the linked thread pointed out - it's clearly based on a Ghost's corrupting touch, which is explicitly a Su ability, not a natural attack.
If I were the GM, I wouldn't allow it. It makes one feat way too strong. But in a game like this, I figured it's worth checking with the actual GM.
Even without it, the fire vulnerability debuff against a fire-based caster will hurt.
Took the words right out of my mouth. Well, keyboard. To reiterate, Vital Strike can only work with normal physical attacks.
fnord72 wrote:
Favored classes?
How do you mean? Each PC may select one favored class. There are racial abilities, traits, and feats that may allow a second favored class.
Are you asking about options other than HP or SP? Those have always been based on race. So if you were "powerless" you would have your racial options open to you.
If you are taking a monster race, you no longer have a 'base' race or those options even though the 'monster race' is a skin.
Of course, this is just my impression.
anyone interested in doing some shared background?
Is there any option/expectation that we may already know each other prior to game start?
How long after "the Event" does the game start?
Favored Classes remains the same. Obviously you cannot pick a monster template as your favored class.
Feel free to have any kind of relationship you want. I once had two guys who did nothing but insult each other playing as husband and wife on a dare. It was hilarious. Like watching a DnD version of Married With Children.
Roughly a fortnight, which is the primary method of date telling in Kelovar. For those of you who haven't read hundreds of fantasy novels, a fortnight is 14 days or two weeks.
fnord72 wrote:
If only the basic bow damage gets doubled, how did he get to 16d6?
I could see gravity bow possibly increasing the damage type with enlarge person to get from 1d8>2d6>3d6+3d6.
Maeve is a nymph entertainer, dancing, singing, instruments. Haven't determined where she works yet.
Feel perfectly free to make a place up. I'll gladly add it to the city map.
Alias of ',' posting with an avatar since my normal one seem to 'get lost' amongst the barrage. :)
So...Succubus/Summoner. Yes? No?
Sorry about missing it before. Yes that character is fine.
Silvertounge wrote:
Profile page is now up for my character, a Powerless Fighter/Monk(Martial Artist). Profile page has a link to the character sheet. I'll work on moving everything over to the profile page for convenience if I'm selected.
Fluff will come later today, after I've gotten some sleep. He will be a member of the Stag Watch, though. More to come later. Good night, all.
Looks good so far.
Andiemus wrote:
Ok, here it is, I will make an alias if I'm selected.
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Most of your sheet looks good, except the hitpoints. How did you come to 198? As a Dweomercat with 3 levels of barbarian, that's only 103. You take take the highest hp from either side of the gestalt, but don't add them together.
Iranaset Maior wrote:
Uncle Taco here submitting a half-dragon elf monk/cleric. Click through to the profile to access the stat sheet, background, etc. I borrowed pretty liberally from a few ideas to make her and she's very much inspired by Laori Vaus. She's also lawful evil but I figure she can "focus" her more questionable habits on the corrupted. There's more to add to her background, maybe even something about how she interacts with the silver dragon she's bonded with but that'll be later.
I kept flurry of blows off of my sheet for now because I want to know if I can flurry at character level or just monk level. I'm also using the monk skill progression.
Lastly, where does the brand appear on the body?
You would flurry as monk level, not character level. For point of reference, you normally wouldn't be able to use both Weapon Adept and Qinggong as they both replace Timeless Body and Perfect Self. It's okay with me as I believe Qinggong can go with anything, just a heads up.
Jubal Breakbottle wrote:
Here's Murdoch's Vengeance submission:
** spoiler omitted **
** spoiler omitted **...
Don't know if this is just a work in progress, but you might want to add everything else to your character sheet.
As for your backstory, being a gestalt monster or template character doesn't mean you physically become that character. You can retain appearance and alignment if you want.
Maxelmish Stoutwick wrote:
Here is my Pixie Ninja Paladin submission. Details are in the profile. I hope my math is right.
Paulicus wrote:
I'm working on the wizard/magus tonight. He's all statted out, I still need to get spells and buy stuff. I dropped the half-fiendish template (didn't feel right) and went "powerless."
Two questions I've come across:
1) Do the wizard/magus spells need separate books/copies of spells? The rules seem to state it'd be ok to just have one book and prepare both class spells from it, as long as the spell is correct for the slot being prepared.
2) You mentioned no crafting (which is good, so I don't have to go learn the crafting system :P). BUT, wizards get scribe scroll for free. Should I switch it out for something else?
I'll have most of the character finished tonight and post here soon.
1- You can use the same book.
2- That's entirely up to you. I use the no crafting rule to stop players from buying a dozen wondrous items at half price, but since you're powerless... You can keep the feat or replace it with any metamagic feat that you qualify. The max number of scrolls you can start play with is 3.
Ptolmaeus Arvenus wrote:
My two submissions:
** spoiler omitted **...
Both look great. As a personal rule any Ioun stone can be carried, worn, or floating around your head. The same restrictions for their use still apply.
Did see you have Hellknight armor. Feel free to keep it, but any actual Hellknight's will want to know where you got it and will want it back.
Bobson wrote:
New question - if a monster doesn't have some stats (due to being undead, constructed or incorporeal), we wouldn't have those stats as a character (except for Intelligence, which gets set to 10), right?
I'm now considering a barbarian construct of some kind. Free action to end rage (immune to fatigue), free action to rerage, each round. Gloring in not being subject to human weaknesses any more, or something...
That is accurate. Pretty sure I didn't put any permanent incorpeals on the list though.
DM Jelani wrote:
For skills, do I take 6+int modifier for the first eight levels of Axiomite (since that's what outsiders get and it's higher than monk) and then whatever is higher out of my two classes for the last two levels like normal gestalt?
You do not gain the outsider's skill progression, instead you simply gain whatever skill ranks they have in addition to the skill progression of your other class. If any ranks are above 10, they're negated to 10 until you reach the appropriate HD.
Oh, I forgot to mention I was taking the job Agent
I did have a question about Resources. Does it deal with other equipment other then ammunition and spells?
It varies. Some places have better and more varied ammunition, while others are limited to divine or arcane spells. Some places might lend out the rare wondrous item or provide scrolls/potions. However, these aren't a permanent boon. No place will give you so many healing potions per week or let you keep a flying carpet. Even if the place you're employed does have that kind of stuff, they need a lot more than a simple request before giving aid.
Clearing up any confusion regarding feats, you get any feats the monster has free of charge. They don't come out of your feats per level and you cannot change them. Normally this would present some balance issues, but most of them provide small bonuses (like endurance of great fortitude) or just improve a natural attack. In a game like this, that's not enough to warrant a significant change.
Ok, just to make sure we're on the same page... everyone gets 5 feats of their choice (at 1, 3, 5, 7, 9), plus any feats their monster comes with. No more (except for class features), and no less.
So the blinkdog character would have Combat Reflexes, Iron Will, and 5 more.
I'm sorry for harping on this point - I'm just trying to wrap my head around it and I want to make sure that I have it right.
That's my take on it as well. So you definitely find a benefit in extra feats for choosing a monster that has a higher CR and Hit Dice pool, however you also lose out on the chance to gain more abilities by taking more class levels.
Yes that's accurate. Don't worry, something like this always happens when it comes to powerful homebrew. I'm just glad to get everyone on the same page and having fun making their characters.
The Dragon wrote:
I think I've got a fix on the character I want.
He's a paldin of an order I just made up, the Knights of the Anchor (name is negotiable: among other ideas rank Knights of the Harbor, Waveknights and Anchorites). This order consider it its duty to keep safe those who sail the high seas. Such a paladin will probably find adventure by chasing pirates, dealing with those who lure ships to their doom by creating false lighthouses, and, more importantly for this story, they attempt to staunch the rise of crime that inevitably runs like wildfire through any port town. This is why Kelarov, as a recently established and excessively lawless port city, has attracted their attention. It is why my character is in town, and has become part of the city watch.
He's going to be a human with the vampire template (I'd make him powerless, but 25pb isn't going to shape up to his partymember's stats, and four class levels and 20000 gold isn't enough to make up for it.)
Class will probably be a mix of paladin, swashbuckler, duelist and monk. I might go without one or two of those classes.
If you're concerned about the overall power level of the powerless, don't be. There are some in game advantages that I think will make more than a few people question their +9 Strength modifier.
Clearing up any confusion regarding feats, you get any feats the monster has free of charge. They don't come out of your feats per level and you cannot change them. Normally this would present some balance issues, but most of them provide small bonuses (like endurance of great fortitude) or just improve a natural attack. In a game like this, that's not enough to warrant a significant change.
Captain Fremont wrote:
I'm nearing completion in terms of stating her out. Just need to figure out her skill points, finish up picking out her gear, and making some numerical changes based off her gear.
While looking through the magic items, I found the Shawl of Life-Keeping. I was wondering if I might be able to substitute this for the shawl that Nereids normally have. I think it works really well flavor wise considering the power a Nereid's shawl has over her.
With templates do we apply our normal racial ability bonuses in anyway? For that matter does our race factor in at all?
Yes, the templates are applied normally.
likrin wrote:
Do they need to be in HeroLab?
No, mythweavers or even just a post here would be good.
Bobson wrote:
I think I'm going to go with a Pixie Fighter (Archer) 6 // Rogue 10. May still tweak it. We'll see.
I still have my questions from the previous page. Reposting and separating them for clarity:
Bobson wrote:
For instance, a Blink Dog has (by default) Combat Reflexes and Iron Will from their three hit dice. If I were to add 8 class levels, I'd add four more feats of my chosing (5, 7, 9, 11).
1) So the question here is whether I get Combat Reflexes, Iron Will, and four others, or whether I get to just choose six feats in the first place?
2) This raises two side questions, though. First, does the "other half" provide an additional set of feats (1, 3, 5, 7, 9), giving me a total of 11 feats? Or are those feats supposed to match the ones we get from the monster side (the way typical gestalting works), leaving a total of 5-6 feats?
3) Secondly, what happens when we level up to 11 and would normally get a feat?
1- You would get Combat Reflexes and Iron Will, along with four others.
2- No, the other half does not provide an additional set of feats.
3- At level 11 you will just get a singular feat.
In all honesty, you might be overthinking this. Take the monster as is from their bestiary entry. Gain their stats, abilities, skill bonuses, senses, feats, powers, etc. Everything else is as normal. You get normal feat and ability score progression. Think of it as making a level 8 character and then just tacking extra stuff onto him.
Can we take crafting feats, and if so, do they apply to beginning equipment?
No you cannot take crafting feats.
Andiemus wrote:
Do the construct templates get more intelligence and charisma?
No, just a core intelligence of 10.
Anyr wrote:
Reposting a question which might have been missed:
Is there any particular reason for the 'no two characters can have the same template' rule? After looking through the templates, Nymph is the only one which appeals to me. However, I don't want to step on fnord72's toes. Will submitting another Nymph mean that only one of us can be chosen? If so, I'll go with an 'ordinary' gestalt character instead. It just seems a shame to do that, in a game with such unusual options.
Mostly to avoid redundancy. Submit multiple characters if you want.
Hmm...that's not too horribly big of a deal considering he would still gain his full charisma as a deflection bonus when he smites among other things which make Charisma still heavily worth investing into.
As for the saves, I think Ninja or Rogue would make since for him considering his progression with Bogeyman.
However, I don't know how well this character would play as a Branded. I get the feeling he makes more sense as a part of the Corruptions.
Wow, that is some crazy post timing. If you want, he could be a former Corruption or even a Branded trying to be both. Doing forced acts of heroism while still trying to serve his own ends. Maybe even as a Thunderbolts-esque character, acting as a hero to gain peoples trust.
Regardless of the motivation, he must be branded. Don't get me wrong, it would be supremely cool to run a PvP Branded vs Corruption game, but that would require another GM.
Actually, if anyone's up for that, I would be game to play a Corruption. However, unless another GM magically appears, I'll be going forwards with this campaign as is.
Sorry about swapping on you like that. I didn't see your initial post about being a gunslinger. We can still go back if you'd prefer.For your questions:
I can't answer that, unfortunately. I would agree but that's up to Flinn.
10d10 is correct. That comes out to 55HP not including your bonus per level.
Correct.
Correct.
Correct.
No need to be sorry. I only came upon this thread today and you posted your idea before I even put my forward. In fact, I actually was looking at the Bogeyman to begin with, then I switched over to looking at the Pale Stranger upon noticing the fact that you had put forth interest in the Bogeyman. So when I realized that you had switched over to the Pale Stranger, I switched back to the Bogeyman.
It's kind of amusing actually. Not only that, you came up with the same concept for the Pale Stranger that I had been thinking about.
So need to worry about switching. I'm happy with the Bogeyman. It meshes well with the Anti-Paladin to make one truly frightening character. One rather capable of killing through fear alone.
Edit: Hell, the two of our characters could make one hell of a duo too.
In regards to an Anti-Paladin, it's fine to play one, but his brand will need to be stronger and more magically forceful than the others to counter his innately evil nature. There will be serious consequences if he ignores it. He'll be a villain forced to do good, an Anti-Hero if you will. Hehe, see what I did there?
Thanks for all of the clarifications so far Flinnfurious.
I'm still a little fuzzy on the feats. A Bebilith / Cleric 10 would get all of the feats listed under the Bebilith entry (That much is clear). Would they also get 5 more feats for the 10 levels of Cleric (levels 1, 3, 5, 7 9)?
Are there any limits on doubling up caster level? Could you do something like a Powerless Wizard 10 / Cleric 5 Mystic Theurge 5 and end up with 15 levels of wizard casting?
Currently I'm debating between a Pixie Ninja Paladin or some kind of Undead Fighter
Sorry for the lack of clarification. I'm used to Giant in the Playground, where gestalt is the rule, rather than the exception. Yes, you would get all 5 feats for the ten levels of cleric.
Abilities granted by both halves of a gestalt do not stack, including spells. If you wanted to take casting prestige class one one side of the gestalt for it's class features, but you wouldn't gain spellcasting levels for a class you're still gaining spellcasting levels from.
TarkXT wrote:
I would very much like to try this. When will recruitment be closed and will you allow the use of the playtest classes from the ACG?
To be perfectly honest, I don't when recruitment will close until I start getting more finished character sheets. Will probably announce this weekend and give people some more time to work on character sheets.
Yes, you can playtest an advanced class, but with the following caveat; You may only use one and the other half of the gestalt may not be one of the base classes represented by the advanced class.
Captain Fremont wrote:
With that concept in mind, I have some questions to make sure I'm calculating everything correctly:
The Bogeyman appears to receive a deflection bonus equal to his Charisma modifier, but this ability is not mentioned anywhere. Can I assume that this bonus will increase if I increase his Charisma modifier?
Despite the Bogeyman being a 17d6 creature, I will be counted as a 10d10 creature because of the Anti-Paladin levels. Thusly, my Bogeyman abilities will be adjusted down to a 10d10 creature, correct?
I will still receive the full benefit of the Bogeyman's 6d6 sneak attack, correct?
I will still receive all of the Bogeyman's feats, correct?
Since a Fey receives good saves in Ref and Will, and an Anti-Paladin receives good saves in Fort and Will, I will have full progression in all saves, correct?
I think that sums up my questions at this point in time. I do believe that some of these might have already been addressed, but I wanted to make sure I was understanding everything correctly.
It's clear that charisma to deflection bonus was planned, but since it's not specifically stated on his character sheet, increasing it would not increase the deflection bonus.
Yes, for most things, including class features, you are a 10hd character.
Yes, it's a special attack and doesn't apparently come from a class.
Yes, you receive all the Bogeyman's feats.
Yes and no. You cannot gain another level of "Bogeyman", so come levelup time you'll need to choose another class and you'll gain the progressions of that class. So if you choose a class that does have good Ref progression, then you will have good progression on all saves.
fnord72 wrote:
@cronax Unless the GM is going way up on the power level, mystic theurge is one of the PRC's that is specifically forbidden in a gestalt.
It is also stated that abilities that stack can't exceed max HD.
So a rogue 10//fighter 5/assassin 5 would still only have 5d6 sneak attack dice.
Ditto with a druid 10//ranger 10. The animal companion is 10th level, not 16th.
On the other hand, you can use the gestalt to catch up missing caster levels. You could have a Ranger 6 // Wizard 6 who at 7th level added Arcane Archer 1 // Wizard 7 to maintain the wizard spell casting. But at 8th level it would have to be Arcane Archer 2 // Ranger 7, with wizard spell casting at 8.
What's the issue with a Mystic Theurge... Yikes. Yeah, that's not allowed. Going to update the starting post.
You are correct Cronax. Unless the monster class specifically has a unique ability that grants an effect beyond that of a normal class (as in the Bogeyman's case) then it cannot go above what a normal HD 10 character is capable of.
Sorry for leaving this alone. I honestly didn't think more than a few people would comment until after Christmas.
To clarify about the various arguments concerning HD vs CR, I know a high CR creature isn't supposed to be equivalent to levels in a class. One example pointed out is the Bogeyman, who has a higher Sneak Attack at CR 10 than an 11th level rogue.
While the stats aren't precisely balanced, they're still thematically balanced. Basically it's choices vs raw power. Those with more class levels will have more control over what their character is capable of while those who choose the higher level templates will have more raw power.
This is essentially a super powered campaign. The foes you face will be varied, powerful, and moderately unique. It will take a plethora of skills, powers, and abilities to defeat them, so don't worry so much about balancing stat blocks.
Bobson is correct when it comes to mixing the monsters and gestalt classes.
Walter Lindie wrote:
So some examples and questions to be sure I got this right
I can be an adult white dragon cleric 10 with these stats Str 21, Dex 12, Con 17, Int 16, Wis 17+2, Cha 16 and 20 k to spend.
A powerless 10 barbarian/10 alchemist with 18+2,10,11,15,10,10 stats and 40,000 gold to spend
A Mothman fighter 5, oracle 5, wizard 5.
Are their prestige classes ie Doppleganger, wizard 3, cleric 3, Mystic theurge 7.
Is there magic crafting and if so is there a starting cost cut.
Ultimate campaigns retraining.
Lastly the jobs can others buy the services for you i.e. My entertainer bard/fighter wants a bane dragon arrow so he turns to Joe's Agent Cleric/barbarian and gives him the money to buy a +1 bane from his allies and contacts.
As The Dragon said, any 1/2 of your gestalt cannot exceed 10 when combining their level+CR.
Prestige classes are fine as they are official paizo and you can use any half of the gestalt to qualify for one. For example, if you wanted to play a Lions Blade Bogeyman, you could have one side be a level 8 bard, level 2 Lion's Blade, and satisfy the Sneak Attack requirement with the Bogeyman.
Walter Lindie wrote:
Sorry about all the questions my first time using gestalts and templates but if I chose a huge bebilith with stats
Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13
but played a medium character would I have to
Medium Large +8 –2 +4 +2
Large Huge +8 –2 +4 +3
take off 16 str add 4 dex take off 8 con and 5 natural armor or would I use the strait stats leaving him with along with dropping his cmb/cmd.
12 16 16 11 13 13 as stats before the 4th and 8th lvl up points.
Also do I keep the monsters feats.
You keep all the monster's feats and stats, disregarding the size changes. A Huge creature's AC is unaffected by being stuck in a Medium creature's body.
Andiemus wrote:
How about playtest classes? I know they're like half gestalt anyway, but thought I'd ask.
Giving them a look over, I'd say it's fine to use them, but with the following caveat; You may only use one and the other side of the gestalt cannot include one of the mixed classes.
The Dragon wrote:
I'm thinking juvenile bronze dragon for my base. I'm not sure what to partner it with. I might go for monk, but I'm not sure how to utilize its features, mainly flurry, with natural weapons. A sohei5/fighter 5 might be the way to go. I'l be thinking some more.
Can we request stuff from 3.5e as third party material?
Alternatively, a mage-knight is always fun. That'd probably be ten levels of straight up sorcerer or wizard.
Feel perfectly free to ask for 3.5 stuff, but I will turn down some of the more broken prestige classes. I'm looking at you, Disciple of Dispater.
Ptolmaeus Arvenus wrote:
I've got two questions:
When does recruitment close?
How would you rules the increased skill ranks of the Fighter archetypes Lore Warder and Tactician play into Gestalt rules? Both specifically replace a class feature of fighter.
Normally a gestalt character simply uses whichever class has the higher number of skill points available, but in this the Lore Warden simply gives the fighter more skill points. So, he would have the skills per level of a Tactician and the bonus skill points from the Lore Warden.
Walter Lindie wrote:
Ok so the main Idea for my character is an angel blooded Graveknight(effective 6) Antipaladin 3 Ninja 1/Urban Barbarian 10.
I want to go the whole paladin traded his soul for continued life to one of the demon lords got exactly what he asked for.
Stats are
Str 16 + 2 race + 2 lvls=20
Dex 12
Con 7 to -undead
Int 10
Wis 10
Cha 18 + 2 race= 20
Two things. 1- Your character is Branded and granted mysterious powers by an ancient Azlanti mcguffin. He's not technically a Graveknight. 2- Sorry to say this, but it's not okay to stack templates, which is what I'm assuming Angel Blooded is. It's still okay to go with the cursed Paladin character, since most of the Graveknight's powers are clearly evil.
GrinningJest3r wrote:
Where do you find out which feats are bonus feats and which are gained through leveling? I'm looking at Bogeyman for my template half and trying to decide between Rogue, Monk, and Synthesist Summoner (I've always wanted to play once just because everybody says they're so OP... this seems like the perfect campaign for it) for my other half.
Just take whatever feats the monster has, regardless of their source. Fair warning regarding the Synthesist Summoner. It's really good because it lets a caster pilot a tank. If your character already has high physical stats and abilities, it's not as good.
ZevVeli wrote:
For monsters their feats are usually considered class feats (such as light/medium/heavy armor proficiency and weapon proficiency.) I do have a question regarding third party rules, since Pathfinder gives rules for converting 3.5 prestige classes, would it be acceptable to adapt one of those? I'm considering playing a young-adult silver dragon and using a prestige class from the Draconomicon, as well as outfitting the character with equipment from it. If this isn't acceptable just let me know so that I can modify my concept. Thinking of doing a Sacred Warder.
It's okay to ask for 3.5 stuff, but as for dragon prestige classes... I don't know. Let me check. Ask me again when you have the +15 BAB necessary. As for the equipment, it depends. Need specifics before making a ruling.
The Dragon wrote:
I'm not sure what the correct answer to your question is here.
But generally, monster size change guidelines are disregarded when creating characters.
You probably keep all feats the monster gained as bonus feats. You don't gain feats they gain from leveling as bonus feats.
Adult White Dragons get alertness as a bonus feat, for instance, so you'd get that too. But all the rest of their feats (power attack, vital strike, weapon focus etc.) stem from their level, so you wouldn't gain those.
Edit:
Can I request using the path of war playtest material from dreamscarred press? It's pretty much the same as tome of battle from D&D, it just loses much of the anime flavour.
I haven't been able to find that PDF, but I'm probably going to say no. I like dreamscarred and both psionic and ToB campaigns are a lot of fun, but they tend to tip the scales too much when introduced into games not focused around them.
PM a link to the pdf and I'll take a look.
If I missed a question, please let me know. Mostly running on Bailey's+cocoa and mint chocolate fudge, all after a year of dieting (spinach, water, black coffee, broiled chicken, etc.), so there's a good chance I missed something.
Kelorav. Golarion’s newest metropolis, it originally began as a penal colony and alternative port to Absalom. It has since transformed into a full out city of over forty thousand people, most from Absalom seeking a better fortune. Built by ramming dozens of siege towers and magical fortresses into the remnants of an ancient Azlanti settlement, Kelorav has grown by leaps and bounds. Unfortunately, those leaps are usually into the second floor window and the bounds are running away from guards. It’s citizenry is comprised of entrepreneurs seeking to get rich in the boom town and criminals seeking to prey on those entrepreneurs.
Hastily built docks, overflowing prisons, still active magical dungeons, and very few rules means Kelorav is constantly blurring the line between city and dungeon. It’s a place of danger where the smart can get rich and the violent steals the smart’s riches. Nefarious pirates and smugglers, wishing to avoid Absalom’s practiced scrutiny, dock with no questions asked. Failed and corrupt guardsmen are sent to Kelorav as punishment, with most assuaging the sting by taking any and all bribes.
Perhaps the most dangerous secret lies beneath the city itself. The Azlanti ruins, which most believed to be a vacation town or a port for overflow, was actually a secret military base where the Azlant conducted hundreds of strange experiments to combat their Aboleth masters. With so much activity on the surface, something is bound to give and it does. One night, just a few months ago, a ball of blue light shone in the center of town.
It began to expand and in just a few hours had enveloped all of Kelorav. At first, everything seemed normal. That just two short days later. Rumors began to fly around, of ordinary people bending steel or outrunning horses. These tales grew in both detail and impressiveness. From spitting fire to summoning spiders, people with no magical talent began to perform miracles. People being people, it wasn’t long before they began to prey on the innocent. Those who used their powers to take what they wished and kill without mercy, they became known as the Corruptions.
However, there is always balance. Others with powers awoke with mysterious brands of golden flame and became focused on Kelorav’s protection. They were known as the Branded, heroes without peer, and forced into impossible danger.
The party consists of four to five Branded, people granted extraordinary powers. The rules for character creation are pretty different than usual and should be read through carefully before making a character. In case it wasn’t obvious, this is not a Society sanctioned game.
Character Creation
Spoiler:
This is a gestalt campaign. For those of you not familiar with Gestalt D&D, it’s where you take two different classes and mix them together. There are a few different ways to do this, but we’ll be using the most simplistic one. Simply put, combine two different classes together, gaining the benefits of both. For example, a 10th level Sorcerer/Barbarian would have a fort save of +7, a ref save of +3, a will save of +7, a BAB of +10, and have access to all the class features of both a 10th level sorcerer and 10th level barbarian.
Most of the character templates presented below are monsters or empowered monsters. For these templates, your appearance, size, and alignment do not change. Simply gain access to the creature’s stats, senses, natural abilities, etc. How these effects appear in game is entirely up to you. A dragon might breath fire and have massive wings, but you could simply fly without physical attachments and blast flame from your hands. For any truly strange abilities, be sure to state how they appear in game in your character description.
Character Creation Rules
Ability Scores- Is 25 point buy, if not playing a monster template character. If using a monster template character, simply use their ability scores, but apply the ability score increases normally given to a level 10 character.
Hit Points- Is max at first level and half after that. If your monster template has class levels, apply half that classes’ HD to their for every level, obviously including any constitution bonuses. If the constitution bonus of a monster template increases, they gain additional hp, just like a normal character. If your normal class side of the gestalt has a higher hp than the monster side, than use the class side.
Gold- Every character starts with 20,000 gp in equipment. Their job takes care of rent and food. Please only select things that you would feasibly carry around with you. A guardsmen or noble would never have the gear of a dungeon delving adventurer.
Traits- Choose two, I don’t care which ones.
Allowed Material- Any official Paizo is fine, but feel free to ask for third party. Absolutely no Psionics.
Alignment- When it comes to alignment, consider this to be Eberron. There are definite shades of grey. A lawful good character could kill a child if he considered it be for the greater good while a neutral evil character would protect that child if it went against his personal code. Play characters, not alignments.
Backgrounds- I like an extensive background, but two or three paragraphs is all that’s necessary.
Gestalt- Choose one of the options below for ½ of your Gestalt. Some monster templates are CR10 and do not need class levels, but most aren’t. If you need help adding class levels to a monster, pm me.
Leveling Up- You do not accrue experience. Instead, leveling up is a story event and happens at certain milestones, such as a timeskip or defeating a notable enemy.
Templates- When I refer to Monster Templates, I mean templates that come from an actual Bestiary entry, not a template as presented by Paizo. Any Paizo template that has a CR adjustment doubles that adjustment in level adjustment.
Character Templates
Choose one of these. It represents the additional powers granted the mysterious event. No two characters can have the same template, except if that template has multiple options. In that case, not two characters can choose the same option.
Generic Templates Powerless- This is no actual template. Instead, it’s a character that was actually unaffected by the event, but branded anyways. Choose both sides of the gestalt and gain an additional 20,000 in starting gold.
Lycanthrope- Gain the lycanthrope template, choosing any CR 3 or less Animal, Magical Beast, or Vermin. Gain 8 levels in another class.
Animal Lord- Gain the Animal Lord template, choosing any CR 2 or less Animal or Vermin. Gain 6 levels in another class.
Phase Creature- Gain the Phase Creature template. Gain 6 levels in another class.
Shadow- Gain the Shadow Creature template. Gain 8 levels in another class.
Shadow Lord- Gain the Shadow Lord template. Gain 6 levels in another class.
Diamond- Gain the Diamond creature template. Gain 6 levels in another class.
Broken Soul- Gain the Broken Soul template. Gain 6 levels in another class.
Dragon Half-Dragon Gain the Half-Dragon template. (For the breath weapon increase 1d6 damage dealt by ½ character level, not racial HD). Gain 6 levels in another class.
Dragon- Choose any CR10 metallic or chromatic dragon. Add no additional class levels.
Drake- Choose a Flame, Forest, Frost, River, or Shadow Drake, adding the appropriate class levels.
Faerie Dragon- Gain 8 levels in another class.
Undead Undead Template- Choose the Vampire, Lich, or Grave Knight templates. Gain 6 levels in another class.
Pale Stranger- Gain no levels in another class. Start play with the Pale Stranger’s equipment, but not treasure.
Witchfire- Gain one level in another class.
Mummy- Gain 5 levels in another class.
Phantom Armor, Phantom Lancer- Gain 4 levels in another class.
Fey Fey Creature- Gain the Fey Creature template. For the purposes of this template, you are considered HD 13. Gain 6 levels in another class.
Nereid- Gain no levels in another class.
Nymph- Gain 3 levels in another class.
Pixie- Gain 6 levels in another class.
Quickling- Gain 6 levels in another class.
Spring Heeled Jack- Gain 7 levels in another class.
Bogeyman- Gain no levels in another class.
Cold Rider- Gain two levels in another class. Start with the Cold Rider’s equipment.
Construct (All construct template characters have at least 10 intelligence)
Glass Golem- Gain two levels in another class.
Alchemical Golem- Gain one level in another class.
Angelic Guardian- Gain 5 levels in another class.
Clockwork Mage- Gain 1 level in another class.
Bone Golem- Gain 2 levels in another class.
Guardian, Gargoyle- Gain 2 levels in another class.
Robot, Gearsmen- Gain 6 levels in another class.
Terra Cotta Archer- Gain 4 levels in another class.
Mythical Beasts Blink Dog- Gain 8 levels in another class.
Dragon Horse- Gain 1 level in another class.
Dweomer Cat- Gain 3 levels in another class.
Giant Owl- Gain 5 levels in another class.
Manticore- Gain 5 levels in another class.
Unicorn- Gain 7 levels in another class.
Worg- Gain 8 levels in another class.
Chimera- Gain 3 levels in another class.
Elementals Elemental- Choose a single greater elemental; Earth, Fire, Ice, Water, Lightning, Gravity, Air, Mud, Magma, or Cold Iron. Gain 1 level in another class.
Outsiders Half-Fiend- Gain the Half-Fiend template. For the purposes of this template, your HD is 10. Gain 6 levels in another class.
Half-Celestial- Gain the Half-Celestial template. For the purposes of this template, your HD is 10. Gain 6 levels in another class.
Aeon, Theletos- Gain 3 levels in another class.
Agathion, Vulpinal- Gain 4 levels in another class.
Azata, Yamah- Gain 5 levels in another class.
Devil Steed- Gain 2 levels in another class.
Axiomite- Gain 2 levels in another class.
Bebilith- Gain no levels in another class.
Magical Humanoids Doppleganger- Gain 7 levels in another class.
Mothman- Gain 5 levels in another class.
Girtabilu- Gain 2 levels in another class.
Dark Stalker- Gain 6 levels in another class.
Medusa- Gain 3 levels in another class. (Turn off petrifying gaze as a free action)
Storm Hag- Gain 3 levels in another class.
Harpy- Gain 6 levels in another class.
Minotaur- Gain 6 levels in another class.
Jobs- Select one of these jobs. Jobs earn a weekly income, can garner resources, or raise renown.
Income- Is purely how much extra gold you make in a fortnight. Bad is a 100, Decent is 300, Good is 500, and Best is 800.
Resources- Various equipment or services you can use from your organization. Bad is none, Decent is basic ammunition only, Good are 3rd level spells and masterwork ammunition, Great are 5th level spells and +1 ammunition, and Best is 8th level spells and +2 ammunition.
Renown- How well liked you are in Kelovar. This acts as both a bonus to charisma skill checks, requesting aid, and a few other effects. Bad is -2 on all charisma skill checks. Decent is 0 on all charisma skill checks. Good is +2 on all charisma skill checks and requesting the aid of any 3rd level character. Great is +4 on all charisma skill checks and requesting the aid of any 5th level character. Best is +6 on all charisma skill checks and requesting the aid of any 8th level character.
The Watch- Be a high ranking member of the Kelovar watch, as either the patrolling Stag Watch, the investigating Wolf Watch, or the special response team Raven Watch.
Income- Bad, Resources- Great, Renown- Good
Crime- Belong to one of the two crime organizations, the monstrous humanoid Bloodscar or the human only Vetch Family. Striking out as a solo criminal could be prosperous, but dangerous.
Income- Great, Resources- Good, Renown- Bad
Adventurer- Come to Kelovar looking for adventure!
Income- Decent, Resources- Bad, Renown- Best
Business- Either own a small business or have a large share in a big one or company.
Income- Best, Resources- Bad, Renown- Decent
Scholar- Get paid, usually by the Absalom government, to research the various structure and mysteries surrounding Kelovar.
Income- Decent, Resources- Decent, Renown- Decent
Agent- Work for a major religion or government looking for a foothold in Kelovar.
Income- Decent, Resources- Best, Renown- Bad
Merchant- Make a living buying and selling various goods.
Income- Great, Resources- Decent, Renown- Bad
Priest- Work in a temple devoted to one or more gods.
Income- Bad, Resources- Good, Renown- Best
Entertainer- Play music, perform acrobatics, etc.
Income- Good, Resources- Bad, Renown- Great
Profession- Any other job that comes to mind.
Income- Good, Resources- Decent, Renown- Decent