Planar Alchemical Catalyst

Newbonomicon's page

Organized Play Member. 256 posts (924 including aliases). No reviews. No lists. No wishlists. 22 Organized Play characters. 30 aliases.


RSS

1 to 50 of 256 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

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!


So, I think I've mostly finished Albarath's mechanics, barring a few things I'll need GM approval for. There were some complicated bits, but I think I have everything.

The basic "chassis" for Albarath is a standard colossal animated object with construction points spent as follows: Stone (1 CP), Grab (1 CP), Constrict (1 CP), Additional Attack x3 (1 CP each).

As an idol, Albarath has an Ego score of 32, with mental ability scores int 36, wis 16, and cha 26. This is assuming his total worshipers are between 51-100, which seems appropriate for a single goblin tribe plus various minions. This gives him six idol powers, plus three more idol powers that can only be used on his holy days. The powers are spent as follows:

* Feast or Famine (Control Weather 1/month)
* Animate
* Conceal (Constant DC 32 Nondetection)
* Deific Aura (Unhallow spell centered on Albarath, provides permanent Freedom of Movement to Albarath and his followers only)
* Spellcasting x2 (See below)

His holy day powers are all spent on Spellcasting.

On all days, Albarath is capable of casting Rapid Repair and Summon Monster V as spell like abilities once per day each. On his holy days, he is capable of casting Summon Monster V three times rather than one, and is also capable of casting Blessing of Fervor and Divine Favor once each.

As Albarath is an intelligent construct, I suspect he also gains feats and skills as a 13 HD creature, but I want to get GM approval on that before I go ahead and pick anything out. There are no given rules for calculating an appropriate CR, but I am thinking, based on what he gains with his idol powers, that +2 CR would be appropriate. That's just a suggestion, though, and I'll need a GM decision on what his exact CR is.

A note for everyone making minions: Albarath does NOT grant divine spells! A divine caster who worships Albarath must obtain his spells elsewhere.


I'm not really sure how well the dragon works. Why does a dragon serve a tower? What does he have to gain from Albarath?


I've decided, after some thought, that Albarath is north of Pashow in Thuvia, far away from any trade routes.

I'm currently working on getting his mechanics worked out, but I have most things decided on. In the meantime, here's a question for all of you. Albarath, as an Idol, gets to pick up to three (un)holy days on the calendar, and he gains some bonus powers on those days. Any ideas for those?


1 person marked this as a favorite.

The Sodden Lands wouldn't work. It wouldn't be special that it's in a swamp if everything is a swamp. The Mana Wastes are interesting, but all the surrounding settlements are so full of powerful wizards, that a few bands of goblins wouldn't matter much. I'd say either Qadira or one of the northern Garundi nations.

Also, can I just say I'm amazed by the response to Albarath? I thought it was a cool idea when I came up with it, but I'm getting a lot more support for him than I could have expected!


Morphling is right. My intention with the story was to make Albarath's actions seem low-key to an outside observer. As far as anyone knows, the local goblins have just become more bold. The presence of Albarath himself will be a surprise to anyone, and he is unlikely to allow anyone to leave after learning of his existence.


3 people marked this as a favorite.

Albarath
The Spire Upon The Marsh

Story:

For as long as the goblins of the Grubstomp tribe can remember, they have lived in the shadow of a great stone tower, supported by a ring of arches like the legs of a spider. It was built, originally, by a reclusive wizard, who chose the land to place his tower for its inhospitable nature. Though the land was blighted and dead for miles around, the wizard used his magic to conjure a storm each month, slowly creating a beautiful oasis that drew the ancestors of the Grubstomp tribe to settle there.

In time, however, the rains stopped, for the wizard was no longer alive to conjure them, and the goblins grew desperate. They had never seen the wizard, and thought that the rains must be brought by the tower itself. Fearing they had angered such a powerful being, they began to pray to the shrine, and offer tribute, begging for the rains to return.

But, for all their praying, the spire gave them nothing. Nothing, until they gave it blood.

The day its followers gave it its first sacrifice, something dark awoke within the very stone of the tower. Perhaps the very essence of the thing recalled the magic that had once been worked within it, or perhaps it was simply the power of belief, but from then on, the tower itself continued its master's work, and conjured the rains again. Not having the sensibilities of a wizard, it often called forth too much, and swept the goblins away in a flood. Still, they continued to sacrifice to it, and in time, the oasis became a flooded marsh.

The goblins, of course, didn't mind living in a swamp. In fact, it was the perfect climate to raise their foul livestock and grow their mushroom crops. In time, the Grubstomp tribe flourished, and the tower gained more worship and sacrifice than ever before. It adopted a name, Albarath, and became ambitious.

As much as the goblins adored him, Albarath was still a wizard's tower, and desired dominion over magic. At first, he began to teach his goblin followers the ways of the arcane, but they were lacking. Instead, he began to send his minions to abduct the children of more intelligent races, to give him more competent students. His favored minions lived within his walls, learning as he whispered to their minds.

As his students learned, Albarath sought greater knowledge, and thus had his goblin minions raid faraway towns and cities for tomes and scrolls of arcane knowledge, so that he might hold them within himself. Thus far, no one knows just why these raids are happening, but many an adventurer has set out into the wastes, and not one has set foot upon the marsh and lived to tell the tale.

Will the heroes of our tale brave the unforgiving wastelands to stop the Grubstomp raids? Can they defeat the sinister cabal of wizards from within the great spire? And, when the thing lifts itself out of the marsh by its stone legs, how will our heroes fare against such a terrifying foe?

So there we have it. I'm not 100% sure where in Golarion this should be, but the geography of the region only leaves a few options, really. Mechanically, like I mentioned in an earlier post, Albarath is an Idol, and gains power by having his followers sacrifice to him. He is also a colossal animated object, giving him a base CR of 11. However, he's also an intelligent construct with full feat progression and some limited spellcasting ability, which will probably give him a boost. I've also been considering giving him a few mythic ranks, but I'm not entirely sure if I'll go that route or not.

What do you think?


I've actually just come up with a very unique idea, but I want to run it by you before I put too much work into it.

Have you read Occult Realms at all? There are rules in it for Idols, intelligent objects that gain quasi-divine power through worship and sacrifice. One of those powers is the ability to animate itself at will, as the spell Animate Objects. Would using those rules be a bit much? Or is this idea cool enough to go through with?


Would you be open to a mythic villain, or would you prefer not to deal with those rules?


I ended up putting together a human paladin for a second character, but I never got around to giving him a tagline or picking a theme song, so I guess we'll forget about him. Maybe I should start writing out Belinda's backstory. I have a good idea of her history, but it's not written down yet.


GM Space Duck wrote:
As far as the Shabti, I have minor issues with the race, but it's allowable. The flavor would have to be something different, though. Ascended in my estimation are WAY more powerful as a race than the PC's could be.

Yeah, that's what I figured. Just wanted to make sure I wasn't missing out on a cool idea by just assuming it wouldn't fit.

Hopefully I can think of something else by the time you decide to close recruitment.


As attached as I've gotten to my yordle, I do have one other idea... but it might be a bit much. What do you think of using the Shabti race as an approximation of an Ascended? Awoken from their ancient slumber by the emperor's call, perhaps? It seems like it would be cool, but I'm a bit concerned that it might be too much of a major player for this.


GM Space Duck wrote:

Your Character must have a theme song. I will listen to it and take it into consideration.

I... what? This is absolutely the weirdest requirement I have ever seen in a recruitment thread. I have literally no idea what to say about this.


Well, I came up with my homebrew world in the summer of 2016, and started working on a campaign for it only a few weeks later, once I could think of a proper hook for it... and I'm still not convinced I'd be ready to run it up to second level, let alone to a satisfying conclusion.

So... to be determined, I guess!


I am happy to say that my concept includes the words "wolf motorcycle", and can't possibly be a ripoff of an existing champ.


Hooray! I was hoping you'd still be around.


2 people marked this as a favorite.

The only advice you need on multiclassing as a wizard is "don't".


Will we be getting more information today? I know you said Monday at the latest, but if it's taking longer than expected, I won't hold it against you. You've got a lot of homebrew stuff to do, and it'll be better for everyone if you don't rush it.


So, for character creation, if I'm reading this correctly, you'll be giving us pre-built second or third level characters, and we will advance these characters to sixth level, in whichever class we choose?


There are no rules for what it looks like, and it likely varies by cleric, or at least by god.


Couldn't you just take the Anomaly alternate racial trait to get morale bonuses?


Is there going to be an in-game reason for the memory shock? Because I have an old concept for an Android character who suffered trauma in the "care" of the Technic League, and ended up developing a sort of Manic-Depressive disorder that made him seem like two different people. It might be interesting to adapt that character to this idea, but I'd like to know if I'll need to nix the Technic League part of his backstory or not.


Okay, so I can just spend the extra 300 to make it properly masterwork? Thanks!


Would you let me use Heirloom Weapon to get a masterwork weapon? The trait specifies non-masterwork. I'd be willing to pay for the cost of a Masterwork Transmutation spell if you want.


I can't really imagine how playable voidlings would work in a Good game anyway, so that was probably doomed from the start. Mildly surprised that no one wants to play an Armored Bear, but I guess that's just the way it is.


Okay, I've got a good idea of the character I'm making now, I just need the crunch on yordles.


Wands. Wands, wands, wands, wands, wands.


Oh, that's right, I had completely forgotten about the FCB.

Anyway, I'm considering the possibility of a yordle construct rider... but the prospect of having to spend gold to repair the damn thing turns me off from it.


Kitsune oracle can get the last tail at 8th level, which is only one level after the fighter. And, compared to a fighter with no combat feats, the oracle hardly gives up anything. I'd recommend the oracle option to anyone who wants to make a tail build.

1 to 50 of 256 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>