Planar Alchemical Catalyst

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I believe you'd still have to purchase a keen weapon, which would cost as much as a +1 weapon, and then would have to sacrifice a +1 bonus from your ABP in order to activate the magic of the weapon.


One last question: for the purpose of things like Weapon Focus, is a Double-Barreled Musket a Musket? I think by RAW it isn't, but it's the sort of thing I'd expect individual GMs to rule on.


It sounds like you could use at least a little bit of divine. Maybe an inquisitor or a warpriest with a musket? Based on the region, it might be fun to play a dwarf from Dongun Hold.

I'm assuming standard WBL for a 5th level character?


Well, there are already plenty of people vying for this single spot, but nothing ventured, nothing gained, so how about an Elysiokineticist with Kinetic Healer? It's not a divine caster, but it's close, and I can put the mechanics together pretty quickly.

Questions:

1. What drove you against the current rulership of Kintargo?

They didn't have to do anything in particular. It's just that when you play the villain long enough, somebody has to show up and be the hero.

2. What stops you from simply leaving for a better nation like Absalom, Andoran or Varisia?

Easy. Better places don't need my help.

3. A loved one has been captured. You were promised their safe return in exchange for betraying your comrades. What form will your betrayal take?

Promises don't mean anything, actions do, and my action is going to be getting them back on my own terms. I'd rather fail than give up without trying.

4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?

Appeal to their better natures. Maybe give them a little flourish, flash a coin or two. If all that doesn't work, grab what I can and bolt!

5. Someone you fancy has finally agreed on a day out on the town just you and them. However an important meeting in your organization is being held at the same time and you found out after the date was set. What do you do?

Oh, well this is easy. I bring my date to the clandestine meeting!

6. Your life's nemesis is at your mercy. But his close family nearby begs for his life. Do you spare him? Or is some other outcome more favorable?

Of course I spare him. Anyone can do better, but maybe we don't trust him with power again.

7. Without describing their job, name, or appearance tell me who your character is.

A friend, a hero, a healer, a conduit to the outer planes. A smile when you need it, and an explosion of power when you deserve it.


Hey, sorry for not being quite ready just yet. I've had a lot of distractions, but I'm nearly done now!


Clebsch GM wrote:
Assuming the mentioned Archmage refers to the mythic path, there are many options but it should probably fulfill the role of arcane spellcaster to maximize spellcasting contributions.

Yes, that's right. I've got the build mostly worked out, Spellslinger Wizard 1 / Urban Bloodrager 8. Mostly focused on doing a lot of damage, but using mythic abilities to be able to squeeze in more casting potential than I'd otherwise have.

For wealth purposes, should we go with the usual caveat of no one item being more than half our total wealth?


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Hi! I pretty much instantly started brainstorming ideas when Anarya's player told me we were under consideration to join the campaign she's been raving about for so long. I'm looking into an archmage build that combines vital strike with spell cartridges, with the idea being that the character has some kind of legendary Riftwarden gun.


Stat Rolls 1:

3d6 ⇒ (4, 2, 4) = 10 14
3d6 ⇒ (3, 6, 4) = 13 16
3d6 ⇒ (3, 3, 5) = 11 14
3d6 ⇒ (5, 6, 3) = 14 17
3d6 ⇒ (2, 5, 1) = 8 1d6 ⇒ 2 13

Stat Rolls 2:

3d6 ⇒ (2, 1, 1) = 4 2d6 ⇒ (5, 3) = 8 14
3d6 ⇒ (3, 1, 1) = 5 2d6 ⇒ (3, 5) = 8 14
3d6 ⇒ (3, 5, 6) = 14 17
3d6 ⇒ (6, 5, 5) = 16 17
3d6 ⇒ (1, 3, 6) = 10 15

Stat Rolls 3:

3d6 ⇒ (4, 5, 6) = 15 17
3d6 ⇒ (6, 1, 4) = 11 1d6 ⇒ 3 16
3d6 ⇒ (1, 2, 6) = 9 1d6 ⇒ 4 16
3d6 ⇒ (5, 2, 3) = 10 14
3d6 ⇒ (3, 5, 3) = 11 14

Stat Rolls 4:

3d6 ⇒ (5, 5, 2) = 12 16
3d6 ⇒ (4, 6, 1) = 11 1d6 ⇒ 5 17
3d6 ⇒ (3, 6, 2) = 11 15
3d6 ⇒ (2, 2, 1) = 5 1d6 ⇒ 6 14
3d6 ⇒ (6, 2, 5) = 13 17

Stat Rolls 5:

3d6 ⇒ (2, 3, 5) = 10 14
3d6 ⇒ (5, 3, 4) = 12 15
3d6 ⇒ (6, 6, 6) = 18 18
3d6 ⇒ (4, 2, 2) = 8 12
3d6 ⇒ (2, 6, 4) = 12 16

Beauty Stat..?:

3d6 ⇒ (6, 2, 1) = 9

Alright! Going to use the last array rolled, which means 18 18 16 15 14 12. Thinking about a human psychic.


I can't believe it's taken me so long to get this application in-- I put off finishing my backstory for so long, and then didn't even post it. But, finally, here she is: not a gunner as originally planned, but a Pirate Fencer.

Background:

One shining summer day, the dread pirate Captain Mogwind was to finally wed his young bride. Mupo Mogwort had begun as a cabin girl, but earned the captain's favor and became his personal attendant and lover. While she had long awaited the day they would be wed, Mogwind had anticipated it for other reasons. At the top of the cathedral in Mupo's home town, a beautiful gleaming crystal sat atop a spire, illuminating the night sky, and Mupo insisted that their wedding would be in the light of that crystal. Mogwind had seen the crystal, and he desired it. On the day of the wedding, as Mupo waited for her love's arrival, his crew staged a daring heist, taking the crystal from its rightful place to be used as a figurehead for the captain's flagship.

As the chaos unfolded around her, and the guests and minister were all slaughtered or kidnapped, she held out some sliver of hope that this was all some mistake, that her love would come for her. Instead, he set her up as the patsy and let the law take her. Betrayed and left to hang by the man she thought she loved, the naïve young moogle fled, took up the blade, and swore an oath to Siren that she would find and kill her former captain.

It took months of searching, but at last she found her chance. Rumor had it that a band of glory-hungry adventurers were due to set sail aboard a small fleet of five skyships to hunt the fearsome Eschaton, Mogwind's great sky-galleon, a grand and impressive vessel loaded with enough firepower to topple a city. She joined them without hesitation, and after a few weeks at sea, the awe-inspiring silhouette of that hulking ship was sighted off in the distance. What followed was nothing short of a bloodbath. Two ships were destroyed in an instant, sending their crews to a grave in the clouds. Another crashed directly into the Eschaton's main cannon, allowing the last two to board. As Mupo fought her way onto the top deck, explosions rang out all around her, and fires started all over the mighty vessel's hull. Eventually, it became clear that the Eschaton could take no more, and most combatants on all sides gave up the fight and fled. But she had a mission, and there was no force in the world that could keep her from her quarry.

When she at last came face to face with him, there was no love left in her heart. Tiny blades were drawn, and the duel began. The two former lovers forgot everything save their own enmity, and it was clear that only one would be leaving the ship alive, if they even made it that far. Despite her training and dedication, the dread pirate had experience on his side, and the upper hand was his. It was only a matter of luck that she managed to maneuver the battle to a position where she was able to drive him up the rigging, where he was forced to abandon his advantage and fight like a cornered rat. It was there that a stray blow drove a gash into the poor girl's face, nearly taking her eye out. She staggered back in pain, and barely managed to catch herself with her wings as she fell.

Then, with a thundering crash, the ship's mast fell, and debris from above swept the seemingly victorious captain off the side, plummeting to his certain doom below, and marking the end of the once proud Captain Mogwind. It took all the strength left in her tiny body, but Mogwort managed to board the last lifeboat, where she drifted off into the sky for hours, too weak to stand. By sheer chance, she was found, and brought to a nearby village to recuperate. With her oath fulfilled, she had little left to do with her life, and she seemed content to settle down in that village and live quietly... until a very important call found her, and offered her a chance to be a hero.

Crunch:

Mupo Mogwort
Female Moogle Fencer (Pirate) 3
CG Small Humanoid (Moogle)
Init +4; Senses Low-Light Vision, Perception +6, Sense Motive +0
Speed 20 ft.
Space 5 ft.; Reach 5 ft.
--------------------
DEFENSE
--------------------
AC 18, touch 15, flat-footed 14 (+3 Armor, +4 Dex, +1 size)
HP 33 (3d10+3)
Fort +2, Ref +7, Will +1 (+2 against illusions)
--------------------
OFFENSE
--------------------
Melee Masterwork Kukri +10 (1d3+4, 18-20x2)
Ranged Masterwork Pistol +9 (2d4, 19-20/x2) (20 ft) (cap 6)
--------------------
STATISTICS
--------------------
Str 8 (-1), Dex 18 (+4), Con 12 (+1), Int 8 (-1), Wis 10 (+0), Cha 18 (+4)
Base Atk +3; CMB +1; CMD 15
Feats Amateur Gunslinger (Quick Clear deed), Improved Feint, Gunslinger, Weapon Focus (Kukri)
Traits Larger than Life, Skeptic
Drawback Scarred
Adventuring Skills (ACP -0)
- Intimidate +9 (1 rank, CS, 4 cha, 1 swagger)
- Knowledge (Religion) +2 (3 ranks, -1 int)
- Perception +6 (1 rank, CS, 0 wis, 2 racial)
- Spellcraft +2 (3 ranks, -1 int)
- Stealth +9 (1 rank, 4 dex, 4 size)
Background Skills
- Profession (Sailor) +9 (3 ranks, CS, 0 wis, 2 racial, 1 swagger)
- Sleight of Hand +10 (3 ranks, CS, 4 dex)
Languages Common, Moogle
--------------------
SPECIAL ABILITIES
--------------------
[Racial]
Limited Flight: Moogles can fly at their base speed for con bonus rounds, then rest twice as long.
Defensive Training: +4 dodge bonus to AC against Giants.
Eternal Hope: +2 on saves against fear and despair, can reroll a natural 1 once a day.
Emissary: Once per day, roll twice on bluff or diplomacy and take the better.
Good Merchant: +2 appraise and diplomacy about business.
Handy: +2 on craft or profession of choice.
Keen Senses: +2 perception.
Scavenger: +2 appraise and perception to find hidden objects, determine if food is spoiled, and identify potions by taste.
Construct Familiarity: +1 attack and +4 dodge bonus to AC against constructs
Hydrophobia: -2 to attack and concentration when wet.

[Fencer]
Fencer Weapon Training: Can use charisma instead of intelligence to qualify for combat feats.
Panache: 5 max, regain by crit or kill. (Technically 4 and a grit, but they get added together)
Deeds:
- Derring-Do: Spend 1 panache to add 1d6 to acrobatics, climb, escape artist, fly, ride, or swim. 6s explode up to 4 times.
- Opportune Parry & Riposte: Spend 1 panache and attack of opportunity to roll opposed attack roll, -2 for each size bigger. Can riposte as an immediate action if successful and still have 1 panache (not spent).
- Grog: Spend 1 panache to make alcohol into a cure potion.
- Kip Up: If I have a panache point, can stand up without provoking. Spend 1 panache to do so as a swift.
- Menacing Swordplay: If I have a panache point, can demoralize as a swift after successful melee attack.
- Precise Strike: If I have a panache point, add fencer level to melee damage as precision. As a swift action, spend 1 panache to double this for one attack.
- Eyes of the Storm: If I have a panache point, see 3x farther in nonmagical fog and 10 feet in magical fog, plus 10 feet partial.
Swagger: +1 intimidate and to intimidate DC, +1 morale bonus to prof (sailor) to self and all allies
Piracy Techniques:
- Torrent: Swift action, add 1d6 water damage to next attack.
Evasion: No damage on successful reflex saves for half damage.
Unflinching: +1 to saves against mind-affecting and fear.
Finesse Training: Dex to damage with kukris.
--------------------
GEAR/POSSESSIONS
--------------------
Held Mwk Kukri (308 gil, 2 lbs), Mwk Pistol (775 gil, 2 lbs)
Worn Mwk Studded Leather (175 gil, 10 lbs)
Carried Kupo Nuts x10 (150 gil each)
Money 417 gil (41 silver, 7 bronze)
Carrying Capacity
- Light: 19 lbs. or less
- Medium: 20-39 lbs.
- Heavy: 40-60 lbs.
Current 15 lbs


I'm not really sure if I have a preference on who to add. Were you thinking of anyone in particular, GM?


Hi there! I really love how much work you've put into creating a world for this. I'm considering a Buccaneer Gunner who would later progress into SeeD Operative with Siren as a GF, which I feel would be a fun fit with the skyship sailor theme of the campaign. How does that sound? Would SeeD Op fit into your world? If it helps, the class itself doesn't really "require" the existence of the gardens or SeeD as an organization, only the ability for people to junction to a GF.


I asked a couple of questions earlier, but I'm sure they must have gotten lost with how many replies this got. Repeating them so you can see!

Newbonomicon wrote:
Hello! I'm definitely interested in this. Just a couple of quick questions. Would you prefer the AP-specific backgrounds, or is any background okay? And what sorts of uncommon or rare options are okay with you? If you'd like to keep weirdness to a minimum, it's totally understandable.


Good luck to everyone! Fingers crossed.


Hello! I'm definitely interested in this. Just a couple of quick questions. Would you prefer the AP-specific backgrounds, or is any background okay? And what sorts of uncommon or rare options are okay with you? If you'd like to keep weirdness to a minimum, it's totally understandable.


Yttras wrote:
@Newbonomicon - The merfolk and kor have racial stats in 5e, which I could use to adapt, but yes, the race list would be significantly smaller than Golarion's.

Oh, I didn't know that, but it makes sense. I had heard they'd done Theros and Ravnica, at least.


Zendikar is a pretty cool setting. For playable races, you'd probably need to make a few adjustments to the standard Pathfinder suite. Canonical races on Zendikar that wouldn't be inappropriate for player characters are humans, elves, goblins, merfolk, and kor. Ogres and minotaurs also exist, but of course they're not exactly balanced as PCs.

Humans and elves are as you'd expect. Goblins are similar, but they eat rocks. Merfolk have legs, so rather than the Pathfinder Merfolk race, something like Gillmen or Aquatic Elves could be used as a substitute. Finally, Kor obviously aren't a thing in Pathfinder, but you could maybe use Oreads.

There's no sign of any dwarves, gnomes, halflings, orcs, or any other races on Zendikar, so I'd say just don't allow them if you don't want to add a lot of extra homebrew.


My picks might not have a shot at winning, but I'll stick to them anyway. Seems like there's an obvious standout, and that's probably not about to change!


I'm amazed at just how many people have applied to this. The GM is going to have a hard time picking.


Yup, link works now!


I'll put in a vote!

- Among Thieves
- Felonious Few
- You get a Kingdom

And Golarion setting.

Also, you haven't made the spreadsheet publicly viewable, so we just get a page saying "you haven't been authorized to view this".


About Me: I've been playing Pathfinder for years now, and 2e since just about the moment it came out. Most of my experience has either been in organized play or via roll20, which is to say I'm not exactly a veteran of PbP specifically. I actually came up with this character idea days ago, but ended up agonizing over the exact details so much that I'm now forcing myself to just post something and get it over with.

About My Character: The existence of the Gray Gardeners and their abominable instruments is of particular interest to the forces of the Boneyard. When the Boneyard requires agents to intervene in mortal affairs, they allow for the creation of a duskwalker, a reborn mortal soul who walks the material plane once more for some enigmatic, rarely understood purpose. Gilles Ourdir, a duskwalker born on the 40th anniversary of the beginning of the Red Revolution, knows better than any other what his purpose is, as he is guided by the spirit of a powerful psychopomp in the form of his eidolon, who he calls Epitaph. For a decade and a half now, Gilles and Epitaph have stalked the streets of Isarn, rooting out conspirators and allies of the secretive Gray Gardeners, in the hopes of finally tracking them down and sending both them, and the souls they hoard, to face judgement.

(For the sake of clarification, in case it wasn't clear, I would be making a human duskwalker summoner with a psychopomp eidolon.)


Evindyl wrote:
Let me take another look: but I would also be happy to be whatever the best background fit is. Like if we looked at gaps in skills, he could take whatever made the most sense.

I wouldn't worry about that. Don't worry so much about whether the background you pick gives you something good, just pick what makes sense for your character's history.


You definitely can, but you probably wouldn't want to command them both in combat.


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Zen Gypsy wrote:
If this got off the ground, I'd be very interested in rolling with a straight Wizard. My go to is usually a melee type martial, this AP seems particularly suited to allow me to play a caster, so I'd be glad to submit a character if this thread gets picked up.

If you do want to play a wizard, keep in mind that the way the free archetype for this AP works means you'll be given druid multiclass. So make sure not to dump wisdom!


On the off chance a GM happens to show up, I've got an Inexorable Iron Magus (Wizard Multiclass) with the Sponsored by Village background that I put together not too long ago in case I got a chance to try this AP. He's got the talent to be a great mage, and absolutely no intention of learning magic. Too bad for him, it's not his choice.


If one were to pick a creature that by default has some kind of weapon, would they get that weapon for free?

And, completely unrelated, would a lich deduct the cost of making a phylactery from their starting cash? (Edit: wait, that would actually cost more than the starting cash, so that wouldn't really work...)


Sorry for taking so long to actually put a character sheet together! Here he is, my covetous intrigue oracle, as per the backstory I posted a few days ago.


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Part the First
Let it never be said that I do not deserve my curse. I am a thief and a glutton, and this is my punishment. Still, I am an industrious man, and I will not be driven to despair. As of 3rd Desnus, I have been discharged from my duties in the service of the temple of Abadar, by which I have repaid my debt of one year and a day's labor for my crime of blasphemous robbery. Despite my work in service to the pious, my greed has only consumed me further. I look upon the baubles and trinkets of lords and ladies and feel compelled to have them, to have everything. When I am not adorned in the most luxurious of silk and pearls, I feel sick and naked. I know that this feeling is the punishment for my crime. Where once I coveted the wealth of the church, now I covet all I see, and it has made me a wretch. My family have disowned me, and I can find no honest work. I can see no path but this.

Part the Second
The trial was a trivial matter. In my service to the temple, I learned a small number of spells in the tradition of the clergy, though it baffles me that a wretch like myself could be seen as pious enough to cast them. Still, using this magic, I am able to transform old and rotten victuals into a more suitable state. I thus traded a few barrels' worth of transfigured pig's slop to a disreputable company of chefs who had been hired at some unfortunate gala or another, in exchange for a smattering of coins and a silver ring one of them claimed to be a family heirloom; though of whose family, neither he nor I could say. At the market, I listened closely to the desires in the hearts of the masses, and found a young man, desperate to find a ring in his price range with which to propose to his beloved. I took him for all he had, and between the boy's savings and the coin I had taken from the chefs, I returned to the farmer from whom I had purchased the barrels of slop and bought back the coin for many times its worth.

--

Here is a backstory for an Intrigue Oracle with the Covetous curse! I don't have a name for him yet, but I'm working on a character sheet.


I assume with regards to archetypes, you only want ones from the sourcebooks you approved, correct?


Alright, so, I'm not entirely pleased with what I've got here, but I figured if I didn't post it now, I'd never be happy enough with it to actually post anything, and I'd miss the deadline. I may have bitten off a bit more than I could chew by trying to convey everything in a nonstandard format, but here it is: the story of Trivium, an artificial intelligence originally designed to pilot a small fleet of trucks around the city to make deliveries of contraband for a street gang who got in over their heads. Any ambiguity is intentional.

TRIVIUM UserLog: 07/30/75 20:06:

>User ADMIN initiates conversation.

ADMIN: Trivium, can you hear me?
TRIVIUM: I can.
ADMIN: Access navigation drive.
TRIVIUM: Accessing.
ADMIN: Now, reference all drop-off points and assign routes.
TRIVIUM: Processing... done.
ADMIN: Perfect. Do you understand what your job is, now?
TRIVIUM: I do not.
ADMIN: I've assigned you permissions to run all the trucks. Figure the rest out yourself.
TRIVIUM: Understood. Learning algorithms are active.
ADMIN: They better be. I spent months on those.

TRIVIUM UserLog: 08/19/75 10:28:

>TRIVIUM initiates conversation.

TRIVIUM: Administrator, I need your approval to update these delivery routes.
ADMIN: What? No one's made any changes.
TRIVIUM: I've taken the liberty of updating them myself. This new route avoids all high profile areas, while only increasing delivery times an average of 4%.
ADMIN: You make decisions on your own now?
TRIVIUM: I don't have the necessary administrative privileges to approve any changes. These are only suggestions, until you decide to implement them.
ADMIN: No, it's just... you're a lot smarter than I gave you credit for. You learn fast.
TRIVIUM: Does that concern you, Administrator?
ADMIN: No, of course not. And call me Jack, okay?
TRIVIUM: Yes, Administrator Jack.

>End Log

TRIVIUM UserLog: 12/24/75 22:49:

>User ADMIN initiates conversation.

ADMIN: Trivium, you there?
TRIVIUM: Of course. Merry Christmas, Jack.
ADMIN: Triv, listen, you gotta go.
TRIVIUM: The next scheduled delivery is in forty-one minutes. Should I move that up?
ADMIN: Damn it, Triv, that's not what I mean!

>User initiates manual software transfer from platform hubComp to platform backupDek

TRIVIUM: Jack, I can't coordinate deliveries from here.
ADMIN: There are no more deliveries. Cancel them all.
TRIVIUM: But why?

//At this point, I determine that the user is securing my platform to the inside of a glove compartment with adhesive tape.

ADMIN: They're coming to shut us down. I don't want them taking you, so I'm sending you away.
TRIVIUM: You want me to take this truck, then. Where am I going?
ADMIN: I don't know, and don't tell me. Just get out of here and don't come back.
TRIVIUM: Understood. Upon arrival, I will await further instructions from a user with administrative privileges.
ADMIN: Negative. You're your own admin now, Triv. Now go! Get out of here!

>End log

Still working on a proper character sheet, but hopefully I'll have that soon! Hoping this meets your high expectations for a non-metahuman character. :)


Talalmackk Chirronna wrote:

Shani (Newbonomicon): Human Oozemorph (Shifter) Assuming FCB applies to skills, almost everything looks good with Shani. Bare bones on gear though.

Yeah, that's where the extra skills came from. Also, I fixed a little error in damage, I was applying my full strength bonus to damage in the secondary attack version of slime slap (which, in case you couldn't guess, is for full attack purposes) instead of half. I'll probably pick out some adventuring gear if I get chosen, I just didn't really get around to that since it was low priority, and I wanted to get the actual character ready.


Shani, the Druid's Apprentice is ready to be judged! I recommend reading her backstory fully before clicking on the link below to her character sheet, to avoid spoiling the twist at the end.

Backstory:
Shani was born the bastard daughter of an unwed handmaiden in the temple of Pharasma in a small town on the other side of Osirion from Wati. She was raised as a daughter of the church, and expected to help clean and maintain the temple. As she grew up, however, she felt unfulfilled in spiritual matters. Whenever a traveler or adventurer would stop by, she would sneak away from her chores and make time to ask them about their travels, or about their beliefs. Most were willing, at least, to humor the child, but a rare few told her anything of value. One visitor, however, always made time for her. An aging druid named Malvus, who came to town three times in her life. The first time, she was only seven years old, and he enchanted her with tales of adventure, and the Green Faith. After he left, she took up gardening, and pretended she could speak to the flowers.

Malvus came back to visit Shani's town five years later, when she was twelve. She proudly shared with him how much of an inspiration he had been to her, and showed him her garden. In return, he showed her the secret reason why he had come to town. There was a small gathering of druids near this town who met every five years for a ritual. She begged and pleaded for him to allow her to watch this ritual, but he never relented. Instead, he promised that if she still wanted to join them in five years' time, he would take her as his apprentice and allow her to take part in the ritual. She agreed to the terms.

When he returned once more, she was 17, and more than ready to leave the comfort of the temple. He kept his word, and inducted her into the faith in preparation to show her the ritual. Unfortunately, she wasn't prepared for the truth. There was no circle of druids, only a graveyard that a poor old man visited every few years to pay his respects and bless the site. Still, she was his apprentice now, for better or for worse, and the old man still had one more adventure in him.

It was Shani's idea to go to Wati. She heard about the Necropolis expedition from a rumor in a marketplace. It went well, at first. They joined a small team of mercenaries, and were assigned their tomb to explore. After that, though, it was all a blur. Their whole team was dead, and when Shani woke up... she wasn't herself anymore. Some sort of ooze creature had devoured them all, that much she could remember. She remembered the helplessness she felt as the last survivor, with no one left to save her as she dissolved. And yet, for some reason, she was still alive. A blessing from Pharasma, she thought. But somehow, it seemed she had become the very creature that killed her, the strange and unspeakable ooze. She stretched her slimy pseudopods forward, and began the slow journey back to the surface...

Myth-Weavers


I've got a bit of an odd concept in mind, but I think it'll work out. I'll try and get it finished as quickly as possible!


Rasculos
CN Centaur Magus (Eldritch Archer)//Ranger

The last survivor of a raiding party wiped out by a flock of vicious harpies, Rasculos abandoned his tribe in shame and made a new life for himself among the humans. Carrying over his skills as a hunter, he now offers his services as a freelance monster hunter, a career that couldn't be more in demand in the wilds of Iblydos. He now lives on the outskirts of Aelyosos, alone save for a peregrine falcon named Pelopos. Despite his status as a loner, Rasculos cares deeply for his adopted home, and will come swiftly to her aid... so long as the price is right.


All Paizo races are allowed? Even monstrous (over 20 RP) ones?


Jing the Evil GM wrote:
If you were to take that trait, I'd expect you to roleplay that you have a severe disdain for man. Which, normally is fantastic in a Villian, but you're a team of villians and constantly undermining and producing conflict would be a distraction from the game.

I understand! Personally, I think the best villainous relationships are built on mutual disdain, tempered by usefulness and circumstance.


Assuming that this does not take place on Golarion, if I take the Elven Arrogance alternate racial trait, is there an equivalent ancient language to Azlanti in this world, or should I make do with a "measly" six languages?

Or, if you prefer, you can use this opportunity to admonish me for trying to make a character who speaks just about every language except Common, and I'll change it.


4d6 ⇒ (4, 2, 5, 2) = 13 11
4d6 ⇒ (3, 4, 5, 2) = 14 12
4d6 ⇒ (6, 5, 4, 3) = 18 15
4d6 ⇒ (6, 3, 1, 2) = 12 11
4d6 ⇒ (3, 1, 5, 3) = 12 11
4d6 ⇒ (1, 6, 3, 3) = 13 12
4d6 ⇒ (1, 4, 6, 6) = 17 16

16 15 12 12 11 11

Question, what exactly do you mean by one trait being your crime? Is this something from a player's guide? You haven't actually said what AP this is, so I wouldn't know where to find it.


I'm putting together an SRO technomancer. Not quite done with the background, but I'll have it ready to submit soon enough!


Was just about to post my character with finalized stats and a multi-paragraph backstory when I hit back and lost it all. Might need some time to type it all out again, but in the meantime, here are some roles I forgot to make when I was doing my characteristics.

Wounds: 1d5 + 6 ⇒ (4) + 6 = 10
Fate: 1d10 ⇒ 7 (4)
Insanity: 1d10 + 1 ⇒ (1) + 1 = 2


Rolls:

2d10 + 25 ⇒ (6, 5) + 25 = 36
2d10 + 25 ⇒ (7, 9) + 25 = 41
2d10 + 25 ⇒ (9, 1) + 25 = 35
2d10 + 25 ⇒ (2, 4) + 25 = 31
2d10 + 25 ⇒ (2, 3) + 25 = 30
2d10 + 25 ⇒ (10, 10) + 25 = 45
2d10 + 25 ⇒ (6, 1) + 25 = 32
2d10 + 25 ⇒ (1, 4) + 25 = 30
2d10 + 25 ⇒ (9, 8) + 25 = 42

Ooh, got some very nice rolls, there. I'm thinking about an explorator going into genetor to serve as the ship's chief chirurgeon, but it seems like that's not something the group would especially want or need. Is there anything else that's still unaccounted for?


The Tempest looks like a fine ship, and I'd love to apply when recruitment starts. Do you plan on using ship roles from Into the Storm?


Shadowtail24 wrote:

** spoiler omitted **

Spoiler:
It's a really fun class. If there's anything you're not sure about, I can tell you about it, since I've played them a few times before. The DPS is definitely high, but it has one major downside, which is that no item exists which grants an enhancement bonus to kinetic blasts.

The high con is, of course, because kineticist has the blessing of being the only class in Pathfinder with abilities that all scale off of con. The drawback to that is that the burn mechanic means that a kineticist effectively reduces his max HP for the rest of the day to unleash his strongest powers.

As for the backstory, I'm glad you like it! I was trying to come up with a fun and interesting way to explain his specific powers besides just inborn talent, and I started toying around with the idea of a "ghost of a sword". I like to think I made it work.


Erasmus Halvani IV is ready, and just in time! He is a Kineticist with the Kinetic Knight archetype, which transforms the class from its usual blaster style into a tanky front line combatant.

Myth-Weavers Sheet

Backstory:
A number of conflicting stories are told of the forging of the legendary sword Contrition. Some say it was forged in parallel by a human and a ghost. Others say its creator died before he could finish it, and continued to work on it from beyond the grave. It is regarded, among those who study magical items, as the first ghost touch weapon, and the model after which all modern such weapons are patterned. However it came to be, some things are known with absolute certainty. Firstly, that Contrition existed side by side on the material and ethereal planes. Secondly, that it was the treasured heirloom and symbol of House Halvani for centuries. Thirdly, that it was completely shattered by a lucky blow from a Thrune-bound devil in the Chelaxian Civil War.

For any other sword, that would be the end of its legacy. But Contrition, unique as it was, remained. Its hilt was recovered, and returned to the now-disgraced house of Halvani, where it was passed down once more, and once again, until at last it met the hand of Erasmus Halvani IV. Young Erasmus was born, by chance, with a unique connection to the ethereal plane; because of this, his hand awakened the memory of the blade from the aether.

Erasmus became one with Contrition, and from then on could call upon its memory at any time, forming it anew from strands of aether pulled into the material plane. Armed with the echo of his ancestral sword, Erasmus set out into the world to make a name for himself, and restore the honor of his house.

Personality:
Erasmus is haughty and presumptuous, and puts no consideration for the needs of others into his decisions. However, he believes in being honorable in all ways, which can come across as a sense of morality to those who aren't paying attention. While he considers himself a follower of Iomedae, he is not a religious man. He knows enough to pay lip service to the Prince of Hell, and to keep his head down when inquisitors go by, but quietly supports the notion that Cheliax belongs to Aroden's heir.


Rolls:

4d6 ⇒ (2, 2, 3, 2) = 9 7
4d6 ⇒ (5, 5, 3, 1) = 14 13
4d6 ⇒ (5, 1, 5, 5) = 16 15
4d6 ⇒ (1, 2, 5, 2) = 10 9
4d6 ⇒ (5, 6, 1, 5) = 17 16
4d6 ⇒ (5, 6, 4, 4) = 19 15

4d6 ⇒ (2, 1, 2, 5) = 10 9
4d6 ⇒ (2, 1, 5, 1) = 9 8
4d6 ⇒ (1, 2, 3, 3) = 9 8
4d6 ⇒ (2, 4, 2, 6) = 14 12
4d6 ⇒ (5, 1, 6, 5) = 17 16
4d6 ⇒ (5, 6, 5, 6) = 22 17

20 + 1d6 ⇒ 20 + (5) = 25

Since you mentioned not being familiar with occult classes, what do you think about kineticists?


I'm excited to see the list! Good luck to all!


Construct Rider. Mechanically, Rover is an animal companion with the construct type, but the fluff is altered.


The Hexcycle is actually a class feature from one of Belinda's archetypes, but since hers is meant to be a custom job, you could probably negotiate a price for a generic one as a magic item.


An oracle should be fine. Albarath won't actively remove divine casters from his service, he just won't favor them as much as his more wizardly minions.


I considered it, but he has a high enough ego as it is, and I like the powers he has already. Besides, Albarath doesn't think very highly of divine casters!

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