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RPG Superstar 8 Season Star Voter, 9 Season Star Voter. 101 posts (267 including aliases). No reviews. 1 list. No wishlists. 2 aliases.


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still here, sorry that I'm lagging behind a bit :(

I will be back soon I got a wedding tomorrow (yeah at the end of December...) and then I should be back to normal sorry it took me more than expected to get back on tracks.

got my parents and sister in town I might not be able to be online much for the next couple of days /sorry

Btw we need to find a way to communicate without people seeing us. I dunno, all the characters pick up some obscure sign lanaguage next level, or some mind link magic items maybe.

I'm a bit swamped by work, I'll be able to post soon-ish, still for the sake of not slowing things down Javier will do a repeat of the last round as far as attacks are concerned.

Ah ok. Light would really be appreciated :)

Sorry I thought that there was still someone before me, but I guess that it was just the mage dispelling Rognar's light right?

Anyway Javier will likely have to shapeshift into a more combat worthy form with his next action. Hard to feint and use finess on stuff you can't see..

Dotted for interest, the setting sounds very intriguing, going to need to check the pdf though :)

Welcome! And Goodbye as appropriate hehe

I have a bit of a medical emergency in the family, I will keep following the story, but posting will be more sporadic than usual for the next week or so.

There you go, I have added a section that describes what he can do in generic term to make him easier to read as he ended up being a bit of a complex character.
Javier Delgado, the camaleón
Gnoll, Troubadour 7 / Shifter 2 (Apex Shapeshifter)
CG Medium Humanoid (Gnoll)

Who is this guy? (Background):

Since he was very young Javier had always struggled to fit with his gnoll’s clan, infected with wanderlust, unaccustomed to life away from the city and fascinated by foreign cultures, he quickly left his home to explore the world, choosing a life of adventure. Discovering a knack for manipulation and a gift for impersonation, the young Gnoll got by living as a con artist, thief and in general enjoyed the high life by separating the fools from their money.

Eventually he ended up in Risur and was briefly an apprentice of a local druid to snatch from them the secret of shapeshifting in order to become even better at his cons as Gnolls aren’t exactly trusted and there were limits to what mundane skills could do in disguising his nature. There, he made a few heists in Flint, in order to finance a luxurious life-style, but eventually came under the attention of both the RHC and a local crime family that he had stolen money from an RHC Inspector (maybe Deft?) got to him before the mobsters and while he arrested the young gnoll, he also saved him from ending up in a shallow grave or on the bottom of the bay.

Once his sentence was served, Javier, grateful toward the man who had actually saved his life and whose contact he had kept during his time in prison, intrigued by the life of the Constabulary, begun to serve first as an informant and later as a full time agent and a spy, staying infiltrated within criminal rings and terrorists cells for months if needed be in order to help disbanding them.

Recently he had been sent in his native land, after years of absence, to keep tabs on the Bruse and his intentions and he had built for himself the persona of an ambitious weapon dealer interested in all the new technologies.

What can he do:

Javier is a man, well Gnoll, of many faces, his main ability, combined with shapeshifting, is assuming different personas, each with a specific set of abilities, most of the time though, he is meant to fill the skill monkey\roguish role. He can switch personas in a few minutes, or a 2 times a day as a move action.
He is a master of disguises and can easily appear as most races and genders within limit, eventually he will be able to use magic to assume weirder forms, but for now it only lasts for a few minutes so it might not be ideal from infiltration and he uses shapeshifting mostly for fighting.
His main persona at the moment is a Gnoll weapon dealer who operates in Ber and tries to ingratiate himself to the local political figures, in that persona he has some rogue-ish skills for combat, but he mostly boost his social skills, but also sense motive, disable devices, perception and so on. He is pretty much a rogue with some magic.
His second alternate persona is a warrior, meant to use only for combat, he get a full BAB, a weak sneak attack and he can keep his unarmored defense even when shapeshifting. The idea is to shapeshift into something big and scary (he has a dragon form that I thought could be fun given Ber’s past) that can threaten a lot of space and dish some damages\trip people.
His third alternate persona is an innocent looking priest of Trigenes, he has some healing and restoration magic that Javier doesn’t have in his other personas, but mostly he is meant to play the kindly old man and try to look innocent. That persona is the most likely to be changed around if specific magic is needed for a mission (within limit)
In combat Javier can use shapeshifting to get more attacks, different forms of movement, senses, a weak dragon breath, or just dish out more damages by growing in size, next level I’ll buy off his drawback that allows him to use his powers only on himself so that he can buff other players too.
If he can’t change shape he mostly act as a rogue and can feint as a move action (the effect of his feints also last until the beginning of his next turn so other sneak attackers might benefit from that).
As far as defenses go he has a good armor class, but he is quite vulnerable when immobilized\flat footed, but he doesn’t have a lot of hit points, so acting as a tank is not that likely. At range he just has a bow (with sneak attack if he can) and the occasional dragon breath.


Init +6; Perception +12 Darkvision 30 ft.
AC 25, touch 21, flat-footed[/b] 15
(+4 Dexterity, +2 Natural Armor (Gnoll), +6 Unarmored Defense, +2 bracers of armor, +1 Ring of Protection)
hp X (9d8+27)
Fort +9, Ref +14, Will +7
Base Atk +6/+1; CMB +6; CMD 19
Short Bow +1 +11 1d6+1 + sneak attack 2d6 and Fatal Trust 2d6
Masterwork Sword Cane +11/+7 1d6+3 + sneak attack 2d6 and fatal trust 2d6
Claws (+1 with amulet) +11/+11 1d4+3 + sneak attack 2d6 and fatal trust 2d6
Sneak Attack/Fatal Trust both can be used in the same way, when the target is flanked, flat footed, denied dexterity bonus to ac, but fatal trust can’t be used during full attack actions.
Str 10, Dex 18, Con 16, Int 13, Wis 10, Cha 20
((10 for 16 dex + 5 for 14 cha, 2 for 12 con and 3 for 13 int) +2 racial bonus to con, +2 stat advances for leveling to Cha, +4 cha and +2 dex and con from magic items)
Skills (6*7 + 4*2 + 7 fav class + 9 int = 66 +9 bluff and +5 sleight of hands due to spheres) Acrobatics (Dex) 9 (+16), Bluff (Cha) 9 +17, Diplomacy (Cha) 7 +16, Disable Device (Dex) 2 +9, Disguise (Cha) 5 +19 (+29 with shapeshifting), Fly (Dex) 1 +8 ,Knowledge (Geography) (Int) 2 +8, Knowledge (Local) (Int) 4 +10, Knowledge (Religion) 2 +8 (Int), Linguistics (Int) 7+11, Perception (Wis) 9 +12, Sense Motive (Wis) 9 +12, Sleight of Hands (Wis) 5 +12, Spellcraft (Int) 1+5, Stealth (Dex) 7 +14, Use Magic Device (Cha)3 +11 Languages: Ber, Common, Primordial, Draconic, Goblin, Dwarven (Crysillir), Elven, Sylvan.

Class Abilities: Troubadour:

Performer Sinergy In your base persona you get +2 morale on all saving throws
Personas/Method Acting In 10 minutes you can assume one of your three personas, gaining the appearance of that persona (that can be of a difference race or gender) its trope and quirks (similar to talents, but they work only for that persona). You can replace one of your personas in 5 days of work (2 with Improvisation),
Actor Training
Improvisation every disguise you create count as a persona for other actor training feats, when you discard a persona to make a new one you only need two days
Greater Lies when you try to lie through truth detecting magic, with the Flexible Truth feature there is no caster level check and the effect is automatic.
Hearsay you can roll knowledge checks untrained and gain +2 to all knowledge checks.
Master of Disguises You gain +6 on disguise check when assuming a persona.
Quick Change twice per day you can change persona as a move action, however you don’t disguise yourself when you do so.
Flexible Truth surface thought reading and lie detection magic only works on you if the caster succeed a caster level check of 18, however with Greater Lies the caster level is removed and the effect is automatic. With surface reading thoughts you can choose what the caster sense.
Magic Talent You get an extra magic talent. (+1 every 4 levels after the 5th)
Greater Actor You can create personas with 2 tropes.

Class Abilities: Shifter:

Shapeshifter - You gain the alteration sphere as a bonus sphere, you consider your shifter level as your caster level for alteration spheres, it stacks with level from other sources.
Wild Empathy
Quick Transformation you can shapeshift as a move action and maintain concentration as a move action
Bestial Trait: - Claws (you get 2 retractable claws that deal 1d4 +1 damages, you can keep them while shapeshifting.


Paco Cordero y The Spy Cunning Servant/Scoundrel. You gan an inspiration pool of 4 (half level +1 int modifier), you can use a point it to add +1d4 to any skill check or ability check. Quirks Greater Insight (inspiration is 1d6 instead of 1d4), Underworld Inspiration (you can add inspiration for free on Bluff, Disable Device, Intimidate Sleight of Hand). Expanded Inspiration (you can use inspiration for free on Diplomacy, Heal, Perception, Profession and Sense Motives). You gain Sneak Attack as a rogue +2d6 (+1d6 every 3 levels).
The spy has been created for his infiltration in Ber, he is a Gnoll weapon merchant, visiting the city to see the king new technological prodigies thanks to his new pet inventor. He is obsequious, yet playful.
Octavio, The Assassin Hero/Scoundrel, You gain Sneak Attack as a rogue +2d6 (+1d6 every 3 levels), Your base attack bonus becomes equal to your scoundrel class level and can be used to qualify for feats that require it (+8). You gain the Unarmored Mastery Feat, Combat Reflexes and Uncanny Ability (you can spend a spell point to gain +4 stealth, +20 ft movement speed or +20 to acrobatics to jump).
This form is persona is thought for combat, it is a feral looking minotaur fighter, with a cruel grin and a violent personality and fragorous laugh. It is used as a base for combat shapeshifting (due to the unarmored mastery)
Enzo Giovanni, The Good Priest Mentor/Cunning Servant, your caster level becomes equal to your character level (8, as the multiclass still costs 1 level), You gan an inspiration pool of 4 (half level +1 int modifier), you can use a point it to add +1d4 to any skill check or ability check. Three extra magic talents. Life Sphere (you can cure 3d8+8 for a spell point) Invigorate (you can grant 8 temporary hit points for 1 hour for free), Restore (for 1 point you can heal 1d4 ability damage, remove fatigued, sickened, shaken, staggred, dazzled and battered and downgrade exhausted, nauseated, frightened and panicked). Talents: Restore Health (you can cure diseases and poisons with a caster check and +1d8 to cure), Restore Soul (you can cure ability drains and temporary negative levels),
The Good Priest is an old Crysilliri priest of Trigenes, he has a grandfatherly look. He is a traveling healer and mostly used when he needs an innocent facade and when you need to provide healing in case of emergency.

Sphere Powers:

Spell Points 14
Alteration Caster Level 7, DC: 18 Drawbacks Lycanthropic.
Talents Dragon Transformation, Elemental Form, Size Change, Lingering Transformation, Bestial Reflexes, Bestial Spirit, Greater Transformation, Mimicry, Avian Transformation.
Alteration: can shapeshift (duration concentration +2 rd or 12 min with 1 spell point, concentration can be maintained as a move action). Can gain 1 shape and up to 3 traits from talents that you know. Can only use it on himself due to Lycanthropic. Grants Blank Form. Gear melds while shapeshifting, but still works (no armor or weapons though), you lose any natural attacks (except those granted by bestial traits) or natural armor.
Change appearance: gain +10 to disguise checks, you can appear whatever creature you desire, but you don’t get any trait out of it.
Blank Form do not lose natural attacks, you can gain as a trait: DarkVision 60 ft, Low Light vision, 2 claw attacks (1d4), 1 bite attack (1d6), 1 Gore attack (1d6), 2 Slam Attacks (1d4) ,2 Pincers (1d6/secondary), or +10 5o disguise checks.
Dragon Transformation, you take a dracoinc shape, 4 legs, head, 40 ft move speed and a tail, +3 natural armor (but you lose your), a bite attack (1d6), a 60ft line or 30 ft elemental cone that deals 3d8 damages and recharges in 1d4 rounds. You can as a trait grant the breath weapon and double its size.
Elemental Transformation You transform in an elemental of your size by spending 1 additional spell point, you gain only 50% resistance to crit and precision damages instead of immunity. As a trait you can grant elemental resistance to an element 6,
Size Change: As a trait you can increase or reduce in size, up to Huge and down to Tiny gaining the appropriate modifiers to your stats (strength, dexterity, armor class, weapon damage, stealth and reach)
Lingering Transformation when you stop concentrating your shapeshifts last for 2 more rounds, and when you spend a spell point the duration is doubled (already included)
Bestial Reflexes as a trait you can grant Lounge, Leaping Attack, Pounce or Trample abilities.
Bestial Spirit as a trait you can get Trip (to a natural attack as a free action), Ferocity, the ability to talk to animals and vermins or rend (claw +½ strenght if you hit with both claws).
Greater Transformation You can add 1 extra trait to your transformations (included)
Mimicry You can study a creature for a full round action to gain an alteration talent appropriate to the shape of that creature for 1 hour.
Avian Transformation You transform into a flying creature, as a trait you can add: 2 talon attacks (1d4), wings (30 ft speed poor maneuverability, 2 wings attacks (secondary 1d4).

Martial Abilities:

Martial Tradition - Thief: Rogue Weapon Training, Scoundrel Sphere, Fencing Sphere, Finesse Fighter. +3 Feats from leveling: Finesse Fighter II , Unarmored Training. Expert Faint, Fast Faint(Bonus from talent).
Rogue Weapon Training blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip.
Unarmored Training You gain +3 to AC when unarmored, +1 for each 3 ranks in acrobatics you have when not wearing armor and at maximum at heavy load or when helpless or immobilized. It applies to touch attacks, does not stack with similar abilities. It is lost when shapeshifting with the exception of blank form.
Finesse Fighter I& II you can use dex instead of strength when attacking with a light weapon (including natural weapons) and you can add half of your BAB to damages (3)
Martial Focus You can spend martial focus to roll 13 on a fortitude or reflex saving throw. You can use a total defence action to regain it.
Fencing Sphere You get +5 ranks in bluff for talent in the sphere (max hd), you can make an attack action or attack of opportunity against a target you are flanking, is flat footed or has lost dexterity to AC to deal +1d6 precision damages (+1d6 for each 5 points of BAB) for a total of 2d6. Fast Feint: you can feint as a move action. Expert Feint: when you feint successfully the target loses the dex bonus to AC until your next turn.
Scoundrel Sphere You gain 5 ranks in sleight of hand and 5 for each talent, you can use Dexterity instead of strength when using steal or dirty tricks combat maneuver.You can make a melee touch attack as a swift action to make a target battered (-2 to CMD and can’t make attacks of opportunity against combat maneuvers, can be removed by taking a total defense action) for 1 rd and give it a -2 penality to perception checks.

Traits, Theme, Feats:

Reactionary +2 initiative
Gift of Magic (Alteration) +2 to caster level with the alteration sphere.
Docker: you are a bit of a bohemian artist and rabble rouser. It opens up the Docker Jank Feat that allows allies with to use aid another once each combat with a swift action granting a +1 bonus to ac or to the next attack. More than an artist I imagine him as the bohemien leader of a troupe of thieves.
Extra Magic Talent x3: Gain 3 extra magic talents.
Extra Combat Talent: +1 combat talent
Shapeshifting Disguise: when you use shapeshifting to change shape it lasts until you shapeshift again (+10 bonus to disguise checks).


Magic and Combat Gear: Cloack of Resistence +2 (4000), Bracer of Armor +2 (4000), Handy Haversack (1000), Amulet of Mighty Fists +1 (4000), Ring of Protection +1 (2000) Headband of Alluring Charisma +4 (8000), Belt of Physical Might +2 (10.000), Googles of Magic Sight (1200), Sleeves of Many Garments (250), Traveler Any Tool (250), +1 Short Bow (2370), Masterwork Sword Cane (345). 3 Potions of Invisibility (900), 2x Potions of Protection from Evil (100) 40 common arrows (2gp) 1.743 gold.

Mundane Gear: Outifit, Noble (75) , Traveler Clothing 1 , crowbar (2) grappling hook (1) 50-foot silk rope (10) 3x chalk (3cp) caltrops (1), 5 different Signet Rings of various houses and corporations (25g), Soap(5sp), Steel Mirror (10gp), 30 sheets of parchment (6), Disguise Kit (50gp), Kit Forger (200gp), Kit (bard 41 gp), (most of the gear tend to be hidden when on missions).
He probably also has a few forged documents corroborating his current occupation as a gnoll weapon merchant of a minor house there to see the Bruse.

hit points: 8d8 ⇒ (7, 7, 2, 2, 6, 4, 5, 1) = 34 A bit meh, oh well I guess I’l have to shill out for an extra + constitution item...

Ok I went for a gnoll in the end Troubadour/7 Shifter/2 pretty much with a different face\shape for any occasion (I love spheres of power), I'm still finalizing some choices, polishing the background and shopping for fun magic items, but I'm almost done.

I like gnolls and it can work with one if you prefer, however wouldn't an human-ish race be more appropriate and effective as a spy\infiltrator?

Especially for future adventures, when we move out of that country an half orc with some trickery can probably pass as human, a gnoll would struggle with that.

If you would rather prefer to have a gnoll character in general I can work with that, just with a different concept perhaps, acting as a spy, but with another role in the party for the future (I dunno I like shapeshifters so I might go for something druid-ish for example).

Anyway I'll try writing a character this weekend and post it :)

Ok, what about this an half-orc, docker troubadour pretty much an actor and impersonator, who works as a spy for the throne and plays different roles if needed be?

Or you know even a fey adept illusionist, that I think might also work a bit with risur fey theme, maybe an elf/eladrin valeki mystic. Do you think it would work?

Could work on that too, but I was thinking more about an infiltrator\roguish type as Vrog Skyreaver's character would much likely work very well as a face and I didn't want to overlap too much.

Btw if Spheres of powers are fine I can definitely work on a wraith with illusions as his main trick that can help with both. Otherwise I'll think on a new concept.

Finally back home, time to think about a character proper, I'm struggling a bit with the jet lag, I'll do my best to write the character as soon as possible though. Btw is stuff from spheres of powers allowed? I kinda got another idea of building a wraith, or hedgewhitch.

Just another couple of days and I am here

I have read the player's guide a while ago (but I am going to re-read it as soon as I am back) and I was thinking about a deva medium, with the fluff of the channeled spirits being his past lives. He could still be an agent stationed in Ber though, maybe using some shapeshifting magic for example to blend in. Do you think it could work?

Interested and I really like zeitgeist however I am out of town on vacation until Friday would it be fine to submit a character next weekend? Or would it be too late? Any role you think would be useful to the party?

Meh I just got news that I'll have to move out of town for work for the three months starting in May, paizo messageboards are blocked on the company laptop and anyway I expect 3 months of crunch time.

So I probably have to opt out :( A shame as I really like the idea of this campaign.

Halfway through the build, in the end the main idea is went for a martial hedgewitch, more focused on being a skill monkey\rogue than a spellcaster. Hopefully I'll be able to complete it soon and won't get sidetracked again by other concepts. There really are too many cool tricks to choose from by the way.

But if you don't mind I would like having the weekend to work on it a bit and write a background I like.

I was wondering, with most builds so far being on the fighty side of things do you think I should make more of a support caster maybe, or I can stick with the rogue(ish) type?

Personally I like both ideas, but I'm open to suggestions. And in a modern occult campaign i certainly won't mind playing a caster type too.

Assuming I don't have another 12 hours shift today I plant o make the build this evening :) Or at least write the background and hooks.

Dotted, I'm going to work a bit on the build in the next few days. I'm still thinking about the character crunch, the general idea is a rogueish type with spheres of power\spheres of might, maybe a wraith, or an hedge witch with some rogue-friendly tradition (charlatanism, or a martial tradition). I'm of course open to suggestions.

As for the character concept I'm thinking about a stage magician who has figured out that magic exists and had begun dabbling in the occult and working for the Riot Crew to feed his curiosity\nascent obsession.

I also like spheres of powers\might and I was thinking about making Scholar or a Technician with a mad scientist vibe, or maybe gentleman thief who is a wraith from spheres of power.

Interesting I like urban fantasy stuff.

Thanks :)

Here is the Teleportation version, took me a while to build. If I got time I might also work to the develop the alternative power sets, but I like this one.

Mark Maddox “Warp” - PL 8


Strength 0, Stamina 3, Agility 4, Dexterity 3, Fighting 1, Intellect 2, Awareness 4, Presence 2

Acrobatics 4 (+8), Athletics 2 (+2), Deception 4 (+6), Insight 1 (+5), Investigation 2 (+4) Perception 1 (+5), Sleight of Hand 2 (+9), Stealth 4 (+8), Technology 4 (6)

Equipment (2) – Smart Phone, Binoculars, Multitool, Night Vision Googles, GPS, Gas Mask, Rope, Multi-Tool, Undercover Shirt (2).


Teleport Tricks: Enhanced Trait 2 (Sleight of Hands +4): Do small scale teleportation tricks, to mimic prestidigitation • 2 points

Blink Teleport Reaction Teleport (Imminent Attack) • 5 points

Dimensional Pocket 1 Extradimensional storage of mass rank in materials • 1 point

Teleportation Array
. . Apport 8: Perception Ranged Teleport Attack 8, Precise, Subtle, Change Velocity, Change Direction, Increased Mass 5 • 41 points
. . Teleport 8 Precise, Subtle, Increased Mass 5, Change Velocity, Change Direction • 1 point
. . Apportive Attack 8 Perception Ranged Teleport, Affect Objects, Precise, Subtle, Change Velocity, Change Direction, Increased Mass 5 • 1 point
. . Environmental Superimposition Ranged Cloud (3) Damage 7, Variable Descriptor 1 (Environmental Effects) • 1 point
. . Call Object: Ranged Create 8, Innate, Precise, Continuous Limited (Objects he has familiarity with) • 1 point

Initiative +4
Grab, +1
Unharmed, +1
Ranged Attack +4 (gun if he gets any)
Apport 8 (Teleportation, DC 18 Dodge)
Apportive Attack 8 (Damage 8, DC 18 Fortitude)
Environmental Superimposition (60 ft cloud, Damage 8, DC 18 Dodge)

Dodge 8, Parry 5, Fortitude 6, Toughness 6, Will 6

Power Points
Abilities 38 + Powers 53 + Advantages 2 + Skills 11 (22 ranks) + Defenses 16 = 120


Relationship: family Mark cares about his family deeply, even if they don’t see each other frequently, his parents and his brothers are definitely buttons that can be pushed to manipulate him.

Bad Reputation: former criminal He is a ‘reformed’ criminal, but he is not fully trusted yet, while he had never really done anything too heinous, he had done lots of small infractions and had clashed with heroes in the pasts (maybe even someone on the team?)

Motivation: Do some Good. With the world in such a sorry state even guys like him should do their best to make things better. Outwardly though, he still behave like a thrill seeker, but it’s mostly a façade in order not to admit to himself that he feels guilty about his criminal years.

Code of Honor: he has a few rules, but he will absolutely not kill, he has no problem with theft, lies and manipulation, but he would never took something that his mark truly needs or harm the 'little guys'.

Power Loss: powerful electrical fields distort his powers, if he is electrocuted in a way that damages him he won't be able to teleport for a short while,he can't cross force fields and mystical barriers.

As for abilities Mark is very focused, he can pretty much teleport things around, his Teleport array is relatively subtle (just the one point version), with the effect being a shimmer in the air that can still be noticed, it is precise, so it can be used for finesse work, to get out of bonds and restraints or steal unattended stuff. It is not accurate though, so he has to be able to see where he goes or be familiar with the location he is going to.

All his powers are tied to perception and he doesn't have any sensory ability that would let him see past obstacles.

His apport power allows him to move targets up to mass 5 within his line of shight, can be useful to move around enemies, reposition allies, snatch objects (that of course can resist if attended), it is precise, so it can be used to do some finesse work.

On the same vain he can teleport himself around, with pretty much the same limitations and bring up to mass 5 of stuff that he is in contact with together with him.

His apportative attack works by teleporting stuff within the target or by ripping a target apart with teleportation, he doesn't like to do that however, it can be used to crack objects though, by shredding their layers through teleportation.

His Call object power is a create doesn't actually create anything, but just conjure objects (or part of objects) that he is at least somewhat familiar with to the scene, I used creation as the effect is still 'stuf appears out of nowhere', but he isn't actually making new things. I'm not sure if there actually is a better way to do this, maybe something like Dimensional Grab from Power Profile?

His Environmental Superimposition, works by calling an hostile environment from somewhere else in the world in a cloud area, it ravages the zone for a round, then it dissipates.

As for defensive abilities, he has a reactive blink when he is attacked, however, being an instinctive reaction the range is limited, so many area of effect abilities will still hit him and he can't of course react to stuff he is not aware about, meaning that it is a powerful defense, but it can definitely be circumvented, a part from that Warp is just a normal human, albeit a trained one and so he would take a punishment like everyone else.

His powers also allow him to do 'prestidigitation' like tricks, with minor teleportation, enhancing his sleight of hands ability and to store equipment 'somewhere' to call them when needed.

For abilities I went for what a rogue-ish type would have, so agility related stuff, intelligent, but not super smart, he could tell a lie, but is not supernaturally charismatic and he is well aware of his surroundings. Investigation represent mostly gathering information through contacts and in general the ability to prepare before a job by investigating his target. Technology is mostly to deal with security systems, he is probably not well versed in other technological matters.

Hehe I must admit I'm struggling to choose among all the options, but I do have a blurb with the character story and personality ready while I think about his powers.


Name: Mark Maddox (Code name undecided, it will depend on the power set)

Mark is a mutant, whose power manifested in his early teens, he became a runaway pretty quickly, but he never fully cut ties with his family, his parents are both doing fine and he has too brothers, himself being the middle child. In fact they are as supportive as they can be given the distance and his life choices, while he is extremely protective of them.

He had used his powers in his youth mostly to satisfy his teenage desires, he had been a petty criminal, super powered prizefighter, thief, cat burglar and has accumulated a quite impressive collection of criminal charges even before his twenties.

He had even clashed with superheroes in the past and had used his powers with violent ends. He had always followed a sort of ‘code of honor’ despite being a criminal and never saw himself as a supervillain, a thrill seeker, perhaps? Even during those clashes he had done his best not to cause collateral damages and even helped the good guys a few times even if he had to abandon the loot or risk arrest.

He had occasionally worked for less than reputable types, but his loyalty to them only lasted for as long as he did believe that his code of honor would not be harmed.

Still before the beginning of the Fall, he has been arrested by S.H.I.E.L.D. with his powers kept contained somehow.

With the current situation of the world, S.H.I.E.L.D. had offered him amnesty if he begun working for them and the young man had seen it as a way to both regain his freedom and perhaps even do some good. He is however by far not the most trusted agents and more than a few in the organization are not convinced about his loyalty.


Mark is a playful and optimistic guy, he has flexible morals, but he does have a few taboos that he won't really cross no matter what. He is nominally religious, his family is catholic, but himself he doesn't really practice.

He tends to be lighthearted even in face of troubles, his arrest had tempered his recklessness a bit, but he still likes getting into trouble and definitely don't mind the adrenaline rush of a fight. He is fiercely protective of those he cares about, despite being usually pretty selfish and operating with an “what's in it for me” mentality, he is trying his best to actually do some good with his life. A leopard though, doesn't easily lose his spots.

He enjoys his powers and see them as a blessing, in fact, he might be a bit too reliant on them. Why learn to do something if you can “magick” yourself out of troubles most of the time?



Relationship: family Tyler cares about his family deeply, even if they don’t see each other frequently, his parents and his brothers are definitely buttons that can be pushed to manipulate him.

Bad Reputation: former criminal He is a ‘reformed’ criminal, but he is not fully trusted yet, while he had never really done anything too heinous, he had done lots of small infractions and had clashed with heroes in the pasts (maybe even someone on the team?)

Motivation: Do some Good. With the world in such a sorry state even guys like him should do their best to make things better. Outwardly though, he still behave like a thrill seeker, but it’s mostly a façade in order not to admit to himself that he feels guilty about his criminal years.

Code of Honor: he has a few rules, but he will absolutely not kill, he has no problem with theft, lies and manipulation, but he would never took something that his mark truly needs or harm the 'little guys'.

Power Loss: (something that depends on the power set)

As for power sets I have three themes in mind:

a) Earth control (with minor abilities to affect metal), think about Avatar earth\metal benders, with the power to reshape mineral based objects, throw rocks, echolocation as long as people are touching the ground.

b) Shadow powers (maybe giving him the occult and not mutant origin), limited shapeshifting, teleport between shadows, shadow tendrils and ‘hard shadow’ creations.

c) Portals: short range teleportation, using portals offensively, deflection of attacks, bring objects and perhaps even environmental effects from far away to the scene.

Interested, I am going to think about a character later this evening when I'm back from work. Debating between my (usual) shapeshifter type, or maybe a rogueish type with earth or shadow powers. I am still floating ideas though.

I'm sorry guys, but I think I might have to drop, real life is getting in the way off most of my hobbies, including writing here :( Sorry that It took me soo much to post about it, but I kept thinking that things will get less hectic soon, but I was mistaken.

Hehe by the way I think we might be too late, but I wonder if we are doing the right think by hunting the gargoyles, after all on a different plane they might not be the vicious monsters they are on the material one... Asem will likely say that out loud after the fight.

Well Asem shapeshifted into a large creature, assuming that we have some space can likely carry Will (22 strength after changing), not sure if it would be safe if we are attacked. But he can just hang by a rope and Asem will help in case of troubles.

Shall we just give that a try? We can just listen\use scent to see if there is someone close to the other side and than open up, sounds like the easiest solution to me.

What if Asem tries to burrow just a few feet down, just to get past the lid? I'm not sure if we have any tricks that could let us see where we are going while under the surface.

Asem can only change himself, but maybe he can dig a way in?

Btw I was also thinking, perhaps we could earn more benevolence from the king if we just tell his guards that there is an hatch with gargoyles stationed in directly into one of his vaults... I guess that he would be happier if we clean it out though.

GM Rednal wrote:
I have fairly high standards for that after Spheres of Power's Shifter class, which is easily capable of fulfilling most versions of that theme. ^^ Alas, the Spheres version is no good for PFS and other official games...

Yeah in general I have found spheres of power to be great and spheres of might looks really promising too, it allows for tons of concepts that even pathfinder with years of splatbooks doesn't cover as well.

Back to the action at hand. There is always the chance of just waltz inside. I wonder, would an elemental burrow speed be enough to break through the surface of the sphere though?

I haven't read planar adventures yet, I'll try to see if I can check it on the weekend after I get back home from work. By the way I agree with you about Wilderness Adventure it was a real disappointment, I had high hopes for a decent shapeshifter and instead we got that inflexible and pretty mediocre mess...


Ok nice :)

Sure fine for me, still on my phone during weekdays though.

How is the rebuilding doing? Myself I'm not sure I should tinker a bit with Asem, perhaps try to catch some healing magic just in case...

I haven't checked spheres of might yet, is it as good and interesting as spheres of power?

Perhaps we can try to learn some summoning/healing spells to compensate a bit on future levels too.

Yeah, It happens with my job, but rarely for months in a row

Hehe we can give it try. And I'm ok with Asem being the only melee character.

By the way I'll be out of town from monday to friday for a couple of months...

Annoyingly the forum is blocked on the company laptop as well as the customer pc (I have checked this week), posting won't be impossible during weekdays, but not the easiest either.

Well Asem can turn into a large flying creature and try to carry you on his back if you are not too heavy? He can't stay in a specific form for more than a few minutes withough investing actions pretty frequently to keep it, so it might not be the best for a long flight.

Sorry I was out of town for a few days (plus family stuff due to Christmas) I'll try to catch up asap. By the way Merry Christmas to you all

Well I guess we should move forward in their rough direction, Asem can shapeshift into a large flying form and carry the rest of the party around, but for no more than 5 minutes or so and I think it would be kinda awkward if he got to shift back while we are still in between spheres.

Meh I can't get that fast and I also have to spend the next move action to renew the transformation. Do we have anything to slow them down?

Next week I'll be out of town for work, the messageboards are blocked on the company laptop, so I'm not 100% sure I'll manage to post until I'm back on friday night (so much likely not before saturday).

hehe I haven't realized that you had, nice :)

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