This seems interesting! 5d6 ⇒ (6, 2, 6, 4, 3) = 21 (19)
For the 10-Special, would having the phantom class feature from spiritualist be alright?
Well, considering Lockhart was hired into the position, it looks like Dumbledore kept the class for his amusement. Anyhow, this is my character, Greg Douglas-Fir, a muggle-born ready to get into Hogwarts! Finesse: 1 Intellect: 2 Power: 1 Spirit: 3 Background: Muggleborn Wand: Hawthorn, Fwooper Feather, 12 1/2'' Masteries: Herbology Expert, Ward Expert Perks: Don't Sweat the Small Stuff, Free Tutoring, Hack Job, Well Connected Muggle Studies 3
Greg Douglas-Fir was a simple muggle for most of his life, unaware of his magical potential. His parents, with a keen eye, knew their son was different but felt little need to explore such matters further. But when the letter from Hogwarts came, it became clear to them that the world of wizadry was the only path to allowing Greg his full potential. Greg, upon hearing of the oppurtunity, became estatic, ready to explore the wonderful world of magic. But his parents, as they did, told him to be careful, write home often, and come home over the breaks. They even talked him into bringing a first aid kit, which Greg thought redundant considering Hogwarts would be a bastion of magic. And so Greg made his way into the wizarding world, still unaware of most of magic. But with his trusty Beginners Guide to Potions by his side, and his natural ability to make friends, he knew Hogwarts would be an amazing experience.
Dot. Thinking about a Witch and Psychodermist , collecting body parts for her amusement and psychic power. It's just so... evilly fun. Malignancy: 1d100 ⇒ 18
This setting seems pretty awesome! Considering an ifrit rogue, with two considerations: A. Are Unchained Classes okay? I would prefer that version for rogue, but without it is fine. B. Would you allow the Sczarni Swindler archetype?
Thinking of playing some kind of brawler, maybe of the Constructed Pugilist variety. If it doesn't fit the campaign, I can change it. I'll likely not use any of the crafting feats, as there wouldn't be enough time.
I gave Hero Silver a rather simple power that I thought was unique enough but also didn't help him much in combat, which felt similar to the initial design. Also, Complications! Went with Doing Good and Relationship, the latter with his father. This is the official submission, with (please) no changes left. Hopefully Final Crunch:
Name: David Crow Codename: Hero Silver Complications: Doing Good, Relationship(Father) PL 6 Power Points: 90 Initiative: 3 Strength: 3
Dodge: 5
Skills:
Advantages:
Equipment: -Handcuffs(1) Toughness 9, DC 20
Powers:
Barely Changed Fluff: David never intended on being a hero. Why would he? From birth, he could see what no one else could - heat. But where did that come in with fighting crime? While it was good to have dreams, David realized young that some aspirations were impossible. While his parents tried to revitalize whatever dreams David had, from that point forward David focused on the mundane and what was within reach. It was David’s freshman year in high school that things changed. His normally quiet town saw itself with a superhero known as Hero Gold. The local news exploded, as the dullness of everyday life was shattered by a vigilante patrolling the streets. It seemed every journalist, reporter, and editor was looking for pictures of Hero Gold. David usually saw the hero during the morning news, after his father left for work and he was eating breakfast. David noted the tacky outfit that seemed more par for a hero from the 60s, as well as the seemingly self-taught fighting style the hero used in the few news segments that showed such violence. Possibly the worst part of Hero Gold was his tagline, which he would say before leaving the crime scene. “Justice is Gold!” Hero Gold remained in the local media for the next year, before the accident occured. It was a standard affair, in which a pickpocket, who Gold had noticed in the act, had run up a fire escape. As the affair took place in the middle of town, a crowd began to form, holding up their phones to catch a photo or video. The pickpocket was nowhere near as strong as Hero Gold, and focused on escape rather than a fight. Gold grabbed the thief, trying to stop him from climbing up higher. Pulling away, the pickpocket lost his balance, falling over. The sudden motion pushed Gold backwards, hurling him over the escape’s railing and onto the ground below. While the fall was short, Gold landed poorly, directly on the back of his head. The authorities managed to arrive on the scene, apprehending the pickpocket and arranging an ambulance for Gold. Onlookers could only peer over the police line to see the masked figure being taken away. If it were anyone else, David would never have known of the event. But it wasn’t long before he was called out of school to the hospital. The police were brief, but courteous and understanding. The facts were simple: Hero Gold’s secret identity was Elijah Crow, David’s father. The fall had caused irreparable brain damage, sending Elijah into a coma. It was unknown if he would awake again. The entire story always seemed surreal to David. His father was the hero he knew from the news, despite how ordinary he seemed at home. And in an instant, he was gone, lying in a hospital bed until god knows when. David didn’t even know why his father did become Hero Gold. Was it for the fame he got from it? Perhaps some idea of grandeur? But those conclusions never felt like the man David knew. Rather, it was always likely he only wanted to help those he could. The last few years of high school, David changed. He began practicing martial arts and taking self-defense lessons between sports and gymnastics. He would frequently spend the long nights practicing with his father’s tools, copying the strange motions he performed. While he wondered why his father adopted such techniques, their effectiveness belied their mystery, and David chose to keep them. When he tired of practice, he studied, usually finding himself with the sun rising through his window by the time he was finished. David left high school with mediocre grades, but that hardly bothered him. He had put his heart into what he - and his father - considered important enough to die for. His next step was Claremont: while David didn’t know what was in store for him, he knew it would be following in his father’s footsteps. And, perhaps, moving further.
Yes, I think Hero Silver is my final submission. I'll post the revised crunch and fluff here for convenience. Final Crunch:
Name: David Crow Codename: Hero Silver PL 6 Power Points: 90 Initiative: 3 Strength: 3
Dodge: 5
Skills:
Advantages:
Equipment: -Handcuffs(1) Toughness 9, DC 20
Powers:
Final Fluff: David never intended on being a hero. Why would he? He wasn’t born with any special powers. It wasn’t as if there was going to be a radioactive metal that wouldn’t just, well, kill him. The odds of getting hit by some kind of space asteroid were zero to none. And heaven forbid he started dabbling in magic. While it was good to have dreams, David realized young that some aspirations were impossible. While his parents tried to revitalize whatever dreams David had, from that point forward David focused on the mundane and what was within reach. It was David’s freshman year in high school that things changed. His normally quiet town saw itself with a superhero known as Hero Gold. The local news exploded, as the dullness of everyday life was shattered by a vigilante patrolling the streets. It seemed every journalist, reporter, and editor was looking for pictures of Hero Gold. David usually saw the hero during the morning news, after his father left for work and he was eating breakfast. David noted the tacky outfit that seemed more par for a hero from the 60s, as well as the seemingly self-taught fighting style the hero used in the few news segments that showed such violence. Possibly the worst part of Hero Gold was his tagline, which he would say before leaving the crime scene. “Justice is Gold!” Hero Gold remained in the local media for the next year, before the accident occured. It was a standard affair, in which a pickpocket, who Gold had noticed in the act, had run up a fire escape. As the affair took place in the middle of town, a crowd began to form, holding up their phones to catch a photo or video. The pickpocket was nowhere near as strong as Hero Gold, and focused on escape rather than a fight. Gold grabbed the thief, trying to stop him from climbing up higher. Pulling away, the pickpocket lost his balance, falling over. The sudden motion pushed Gold backwards, hurling him over the escape’s railing and onto the ground below. While the fall was short, Gold landed poorly, directly on the back of his head. The authorities managed to arrive on the scene, apprehending the pickpocket and arranging an ambulance for Gold. Onlookers could only peer over the police line to see the masked figure being taken away. If it were anyone else, David would never have known of the event. But it wasn’t long before he was called out of school to the hospital. The police were brief, but courteous and understanding. The facts were simple: Hero Gold’s secret identity was Elijah Crow, David’s father. The fall had caused irreparable brain damage, sending Elijah into a coma. It was unknown if he would awake again. The entire story always seemed surreal to David. His father was the hero he knew from the news, despite how ordinary he seemed at home. And in an instant, he was gone, lying in a hospital bed until god knows when. David didn’t even know why his father did become Hero Gold. Was it for the fame he got from it? Perhaps some idea of grandeur? But those conclusions never felt like the man David knew. Rather, it was always likely he only wanted to help those he could. The last few years of high school, David changed completely. He began practicing martial arts and taking self-defense lessons between sports and gymnastics. He would frequently spend the long nights practicing with his father’s tools, copying the strange motions he performed. While he wondered why his father adopted such techniques, their effectiveness belied their mystery, and David chose to keep them. When he tired of practice, he studied, usually finding himself with the sun rising through his window by the time he was finished. David left high school with mediocre grades, but that hardly bothered him. He had put his heart into what he - and his father - considered important enough to die for. His next step was Claremont: while David didn’t know what was in store for him, he knew it would be following in his father’s footsteps. And, perhaps, moving further.
Ah, you're correct. Can't believe I missed those. A small amount of stat shuffling and a "few" Defensive Rolls... and it should be good. I also chose to switch my Presence and Intellect, since I think that fits the character better. Added the specificity to the Combat skills as well. Thanks for the help! Revised Crunch: Name: David Crow Codename: Hero Silver PL 6 Power Points: 90 Initiative: 3 Strength: 3
Dodge: 5
Skills:
Advantages:
Equipment: -Handcuffs(1) Toughness 9, DC 20
Powers:
Went through some iterations of this character, but I eventually settled on what I think would be interesting. I suppose he ended up more of a Robin than a Batman, but considering he's in training it's a better fit. Crunch:
Name: David Crow Codename: Hero Silver PL 6 Power Points: 90 Initiative: 3 Strength: 3
Dodge: 5
Skills:
Advantages:
Equipment: -Handcuffs(1) Toughness 9, DC 20
Powers:
Semi-Long Fluff: David never intended on being a hero. Why would he? He wasn’t born with any special powers. It wasn’t as if there was going to be a radioactive metal that wouldn’t just, well, kill him. The odds of getting hit by some kind of space asteroid were zero to none. And heaven forbid he started dabbling in magic. While it was good to have dreams, David realized young that some aspirations were impossible. While his parents tried to revitalize whatever dreams David had, from that point forward David focused on the mundane and what was within reach. It was David’s freshman year in high school that things changed. His normally quiet town saw itself with a superhero known as Hero Gold. The local news exploded, as the dullness of everyday life was shattered by a vigilante patrolling the streets. It seemed every journalist, reporter, and editor was looking for pictures of Hero Gold. David usually saw the hero during the morning news, after his father left for work and he was eating breakfast. David noted the tacky outfit that seemed more par for a hero from the 60s, as well as the seemingly self-taught fighting style the hero used in the few news segments that showed such violence. Possibly the worst part of Hero Gold was his tagline, which he would say before leaving the crime scene. “Justice is Gold!” Hero Gold remained in the local media for the next year, before the accident occured. It was a standard affair, in which a pickpocket, who Gold had noticed in the act, had run up a fire escape. As the affair took place in the middle of town, a crowd began to form, holding up their phones to catch a photo or video. The pickpocket was nowhere near as strong as Hero Gold, and focused on escape rather than a fight. Gold grabbed the thief, trying to stop him from climbing up higher. Pulling away, the pickpocket lost his balance, falling over. The sudden motion pushed Gold backwards, hurling him over the escape’s railing and onto the ground below. While the fall was short, Gold landed poorly, directly on the back of his head. The authorities managed to arrive on the scene, apprehending the pickpocket and arranging an ambulance for Gold. Onlookers could only peer over the police line to see the masked figure being taken away. If it were anyone else, David would never have known of the event. But it wasn’t long before he was called out of school to the hospital. The police were brief, but courteous and understanding. The facts were simple: Hero Gold’s secret identity was Elijah Crow, David’s father. The fall had caused irreparable brain damage, sending Elijah into a coma. It was unknown if he would awake again. The entire story always seemed surreal to David. His father was the hero he knew from the news, despite how ordinary he seemed at home. And in an instant, he was gone, lying in a hospital bed until god knows when. David didn’t even know why his father did become Hero Gold. Was it for the fame he got from it? Perhaps some idea of grandeur? But those conclusions never felt like the man David knew. Rather, it was always likely he only wanted to help those he could. The last few years of high school, David changed completely. He began practicing martial arts and taking self-defense lessons between sports and gymnastics. He would frequently spend the long nights practicing with his father’s tools, copying the strange motions he performed. While he wondered why his father adopted such techniques, their effectiveness belied their mystery, and David chose to keep them. When he tired of practice, he studied, usually finding himself with the sun rising through his window by the time he was finished. David left high school with mediocre grades, but that hardly bothered him. He had put his heart into what he - and his father - considered important enough to die for. His next step was Claremont: while David didn’t know what was in store for him, he knew it would be following in his father’s footsteps. And, perhaps, moving further.
Hmmm... a good point. And looking over Rednal's character, it had some similarities to what I had in mind. For the sake of freshness, it's back to the drawing board! Thinking more of a Batman-esque character, maybe more along the lines of Ricochet to mix a slight amount of superhuman ability with more mundane powers. More of a tool specialist if anything.
Ah, just managed to find this. Thinking about building some kind of magic user, who uses equipment rather than his own personal power. Maybe someone who has his abilities as more of a birthright than something he acquired himself. Working on the statblock, shouldn't take too long. Trying to check over it a few times to make sure I don't mess up some of the numbers.
Man, Re:Zero was good, looking back on it. Still had a couple problems, like the pacing, and the fact that the main character sometimes flits into a bit of blind stupidity. Considering the fact the story makes the points that he wasn't exactly even that smart before he got moved to the fantasy world. I think the best part of it was the subversion of the expectation of the "moved to a fantasy world" genre. Even with his extremely strong ability, the main character usually can't act upon the knowledge he has simply because he lacks the physical means to do so. Compare that to most other anime of the genre which seem to think giving their main character the abilities akin to a Messiah makes them fun to watch.
Hard Dot on this. Thinking about building an archer Warpriest going into the Hinterlander prestige class. Considering the nature of its Defended Hearth ability, I think it should be pretty appropriate.
For the Stranger ability "Oblivious," it mentions being "completely overlooked for a brief time." What are the boundaries of this ability? It seems pretty ludicrous to kill someone in plain sight of someone else and nobody cares. Maybe a bit of an extreme example, but what would be a good upper limit for the ability?
BastianQuinn wrote:
I'm imagining a pretty low role that still handles some importance. Something like a messenger-boy, if that hasn't been invalidated by some sort of Erohin power or simply by use of Yokai. As for a domain, maybe something along the lines of Fall. I like the idea of a seasonal domain, and Fall has sort of a bipolar attitude: its a sign of the coming winter, but also is a time of great harvest and (some) festivity. My issue is Yokai - strangely, I can't find nor think of any mythical creatures related to Fall, or really any season. Guess a fairy or pixie or any other nature related creature would work. So I suppose in total: Emissary of Fall, seeks a Spring of Love, attended to by a pixie. Now to think about who this person really is... and what exactly their motives are.
Definetly like the feel of Lowly Servant/Hopeful Suitor. If we're in some kind of Royal Court, perhaps I'll be some kind of aid to someone I love. However, due to the system in place, those feelings can't be said. Need to consider what my Transcendence will be. Should it be representative of the character or can it just be anything?
I stand with Royal Court as well. It gives the obligation some real importance, as well as some measure of influence on the non-magical end. I suppose Transcendance, if the theme is going to be more of individuality, could be a feeling of expression or a release of the true self. I guess a sensation of freedom, at minimum.
Huh, just noticed this. System seems pretty cool, looking through it, and the premise is neat! While I can't do the form now, I'd be interested in joining in (if I can). Just my two cents here. It's more like a nickel, but: The Nature of the Darkness: A malevolent timeline seems the most interesting, since it gives a perspective on what could have happened. Heck, the malevolent timeline could even be justified in trying to invade another timeline, whether to save their own lives, or to try and stop events through immoral means. Its Agenda Avenge an ancient wrong seems correct for a malevolent timeline, but if we want them to be more evil, propagate and thrive would work. Its Subjects Travelers from a dark future feels... redundant if its a malevolent timeline. Saints and their attendant priests could have the malevolent timeline acting as some kind of holy crusade, which seems kind of fun to do with the Starlight Kingdom's emphasis on freeing people from the Darkness. The Mundane World Ancient City or Class Struggle. Maybe both, if the Ancient City has some pretty old traditions that don't mesh well with the current culture. What is held to be Sacred While achievement would be nice, it doesn't lend itself to much narrative tension (unless it means those that can't achieve are punished, but that seems pretty extreme). Privilege could be connected to the class struggle, and seems fun to play around with. What is considered Profane Hmm... Don't really have any strong feelings here. All of them would drive the story in a good direction, as they affect each party member personally. Our Magical Origin
Your Hideout
Other Topics
Who else hunts can add a second faction, perhaps with a separate agenda. If the malevolent timeline wants this timeline for itself, then perhaps the other hunter could be a group that wants to simply destroy the timeline.
Managed to finish up Ordywyt, a devotee inquisitor of Asmodeus. Wanted to pull a bit more on the lawful than evil side, and am pretty happy with the result. Statistics:
Male Half-Elf Inquisitor (Infiltrator, Preacher) 1
LE Medium Humanoid (Human, Elf) Init +8; Senses Perception +9, low-light vision Hero Points:3 ------------------------------ DEFENSE ------------------------------ AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex) hp (To be Rolled Later) Fort +5, Ref +3 Will +6 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee mwk Heavy Mace +7 (1d8+6) or Dagger +6 (1d4+4/19-20) Ranged Dagger +4 (1d4+4/19-20) or Light Crossbow +4 (1d8/19-20)
Languages Common, Elven Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Elven Immunities Keen Senses Multitalented Conversion Inquisition: Charm of Wisdom Judgment 1/day Guileful Lore Misdirection Forbidden Lore Detect Alignment Cunning Initiative Determination 2/day Spells:
------------------------------ Spells ------------------------------ 0th (at will) Brand, Create Water, Detect Magic, Light, Read Magic, Sift 1st (4/day) Cure Light Wounds, Divine Favor, Heightened Awareness,
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ mwk Heavy Mace, Dagger, Light Crossbow, mwk Breastplate, Hat of Disguise, Cracked Dark Blue Rhomboid Ioun Stone Carrying Capacity Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb. Current Load Carried 0 lb. Money 101 GP 0 SP 0 CP
Background:
Ordywyt was born the son of a minor noble, holding no real power except for the scraps of a name left from grander generations. It did not help Ordywyt was the 6th son, and as such his inheritance, in his own words, was no more than a peasant’s. Despite his education and upbringing, the future was bleak - he would be no better than the rest of the rabble. Perhaps it was his overcaring father that brought this sense of self-entitlement, or simply Ordywyt’s jealousy of his older brothers that turned to pride. It hardly mattered to Ordywyt: he only needed to find what to do next to prepare for the future. Ordywyt first moved subtly, attempting intrigue to gain influence in the upper ranks, but his measures proved impossible, his words holding no weight considering his position. Ordywyt became more and more desperate, secluding himself in attempts to find any idea of power he could use. It was in this private study Ordywyt stumbled across a book, bearing nothing on its cover but a red pentagram. Ordywyt realized it as it was soon after - a prayer book of Asmodeus, speaking his doctrines, reason, and authority. Ordywyt considered burning the book: all the teachings of Mitra rejected the cruelty of Asmodeus. But yet, Asmodeus promised something Mitra could not, personal power, that seemed all the more alluring as Ordywyt read. In secret Ordywyt took upon himself to worship the Dark Prince, carving an unholy symbol out of wood. His prayers grew more extravagant, devoting more time and resources to his secret lord. His family and friends began to ignore him, finding him reclusive and strange. Ordywyt thought nothing of it, doubling down on his faith. Soon, he considered, Asmodeus would grant him strength for his service. And it did. Ordywyt grew with divine power, gifted with a measure of subtlety to keep the nature of his religion secret. But it was not enough, never enough. His worship only continued, more and more eager from seeing results. But not all was meant to be. He was discovered by his father shortly after, who in his worries of passing from age wished to ensure his sons would be safe without him. Visiting Ordywyt last, his first sight was a makeshift shrine in Ordywyt’s room, with his own son kneeling in prayer in front of it. The Mitran inquisition was called, on grounds of blasphemy - the punishment, as for all who worshipped Asmodeus, was to be death. Ordywyt was wrapped in chains, to be transferred to Branderscar within the week. His father, overcome with grief, fought the passage for some time.. But the word of Mitra was absolute, and with Ordywyt bearing no remorse, the journey began without major incident. The caravan holding Ordywyt was struck on the first night out, Ordywyt not able to see through the walls of his carriage but hearing the sounds of battle. Silence at last came, as the doors opened and he was released. His saviors garbed themselves in black, but one thing was clear: they bore the mark of Asmodeus. When they beckoned for Ordywyt to follow, he did without question, eager to join with those of his ilk. Ordywyt considered the rest of the Asmodians to be those wishing for only strength as he did, until he met Thorn. In his eyes, Thorn was different, a beckoning signal of exactly what Asmodeus wished - strength in the form of law, an undeniable authority. As he spoke, Asmodeus’ word and Thorn’s seemed to be one, both granting power for service. Ordywyt swore fealty without hesitation, feeling a sense of purpose emanate from the man. Ordywyt began to pride himself less as a master than as a servant, a tool of both the Dark Prince and the Cardinal to fulfill their ends. Sometimes he amused himself with the prospect that he would be better in the role of Cardinal, but never followed through. Thorn’s rule was to be expected, with his strength, and Ordywyt was more than palpable in helping him. Asmodeus spoke through Thorn’s will, and Ordywyt would be a fool to not follow.
Appearance and Personality: Ordywyt is a white-haired man despite his young age, with a pointed nose that matches his ears. He regularly trains himself to keep his physique, knowing full well his physical prowess is his true talent. Ordywyt carries a tattoo on his left arm bearing a snake, one he received early in his youth in some attempt at individuality. He hates it, usually covering it under his sleeve, but can never take it upon himself to remove it. Ordywyt has given up on the top, willing to settle for second or even third place. Still, those above him are a secular few, and the rest can be considered nothing but power-hungry fools. While most are quick to vengeance, Ordywyt keeps his head and hand steady, waiting for the most opportune time to act. Sometimes, however, his arrogance gets the better of him, a habit he curses every moment he reflects.
Dotting, thinking of building up a Inquisitor of Asmodeus. Using Infiltrator and Preacher archetypes to create a more subtle follower, who can easily hide his faith from those that don't approve of it. Thinking on a background, but with nothing final so far I won't go into it now. Hopefully have it up by the weekend.
Managed to finish up, here's Hokhucx! Character: Hokhucx (Org. Play No. 277313-701) LG Male Shirren Mystic 1 Xenoseeker Wayfinders Homeworld: Verces Initiative: +6 Perception: +8 Senses: Blindsense 30ft. Defense
Offense
Statistics
Abilities
Blindsense:Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see. Communalism: Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result. Cultural Fascination: Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks. Limited Telepathy: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak. Connection: Empath Connection Powers:
Healing Touch: Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level. Appearance and Personality
By pure RAW? Yep. You don't have a way to get rid of immunities, or really go through them, so you aren't able to use the spell once you hit level 20. Obviously, if you feel this is unintended, house rules are a wonder, and I could see most GMs agreeing that the level 20 ability should only affect hostile mind-affecting effects. It does feel pretty unpleasant to get a cool spell but have to give it up the level afterwards.
Medium can be fun if you spec fully for Champion, but as Dragonborn put it, unless your GM has all of them available all the time, it is pretty lackluster. The mechanics are interesting, but be prepared to change a large amount of numbers whenever you switch what spirit you usually use. I love the spiritualist - it has a lot of cool flavor to it, and the Phantoms have interesting abilities that you can build around rather cleverly. It also contains some cool archetypes: the Shadow Caller, which focuses on darkness, the Necrologist, which replaces your phantom with an undead, and the Phantom Blade, which really just changes the entire class into a Black Blade Magus using Psychic spells rather than arcane. Spiritualist isn't mechanically very powerful, but it has an interesting focus on debuff abilities that other classes don't have. Some of the mechanics require a little more reading into (as the psychic classes do), but overall they work decently well together. If you like the abilities of the Phantoms but don't like the spiritualist class, there is also the Id Rager, who uses them when he rages. If you do use this, note most of the phantoms only get all their abilities if they have a slam attack, so Id Ragers either need to acquire one or choose an emotion that doesn't have an ability that pertains to slams.
Vrog Skyreaver wrote:
Sounds pretty cool! Maybe have your Mythos be Icarus, who seems pretty thematic for someone who keeps failing to fly. Anyhow, this is PixelsAreGods' submission, Luke Read, who channels the Mythos of Arsene Lupin, the gentleman thief. Full Name: Luke Read
Bio:
Luke was a child born with a silver spoon, his parents accomplished engineers who worked steady jobs. Luke was encouraged only for one goal: to become a doctor, and whatever that entailed. The idea became more and more important to Luke when his father perished to a brain tumor while he was in high school, and Luke swore he would become a doctor to try and cure such diseases. While his years in med school were difficult, Luke graduated, and immediately received a job offer as a neuroscientist at a local hospital. Luke accepted it, eager to begin his work with the other professionals of the world. Yet his idea never came to pass. Each doctor did not wish to collaborate - rather, they competed, each trying to surpass the achievements of the others. Such efforts escalated, to the point to which a particular doctor wrote that he had completed a surgery that Luke had done himself. Shortly after, the doctor was promoted. Luke, outwardly, felt nothing, and convinced himself that it was simply a fact of life. Yet somewhere inside him something disagreed. Things around the workplace - particularly of the doctor’s - began to disappear. First it was pens, then keys, then even tools - all the scalpels in one of the operation rooms ended up missing. To most, these abnormalities were felt as either mistakes or pranks. But Luke knew better. All the missing items, no matter where they were from, appeared in his left hand. Sometimes it was when he willed it. Other times, they simply appeared in his grip at random, forcing Luke to quickly put them in his pocket. Luke almost doesn’t want this power, but its relevance appears more often than not, and it's all too easy to get used to it. When everything is in the grasp of your hand, there is nothing you can’t get - but there is everything to lose. From his desires to take back his deeds, Luke has awakened his inner Mythos of Lupin. It is a fickle and mysterious Mythos, but helpful nonetheless.
Mythos:
EXPRESSION(Hand that Wants) Logos:
DEFINING EVENT(The Medical Theft), PERSONALITY(Passive Exterior), TRAINING(Neural Expert) I'm pretty willing to change the backstory and such depending on the rest of the group, since I structured Luke on being pretty new to the world of Rifts and Mythos. If the group is going to be more experienced, then I can put a bit into the backstory to fill hat out.
I'm going to be dropping out of this recruitment: I came up with a build idea, but after doing some theorycrafting with it I got tried of it, and without anything else I really want to submit, I will retire. For those curious, it was a titan fighter/Brute Vigilante along with the Wyrwood race to use larger weapons while gaining a host of immunities.
Interested, sometimes a bit of powergaming can be fun! I do have a question: How should alignment related abilities work? Its a bit difficult: if everyone is playing good characters, paladin's smite no longer functions, which removes a large part of the character. However, if everyone was evil, then the paladin would be much more powerful. Obviously, those are two extremes, but considering they are possibilities, how should they be handled?
Mesmerist is really more intended to be for enchanters: however, most illusion effects target Will saves which are helped by hypnotic stare. Keep in mind that the mesmerist is Charisma based, and a wizard (I infer by illusionist you mean illusion-specialized wizard) is Intelligence based, so you may have issue there.
Hmmm... At last, a chance to play the infamous Antipaladin! I'll take the Tyrant archetype so that I can go Lawful Evil, along with Dread Vanguard since I like the abilities. Str: Focus
Can't decide if that's good... or bad. I'll work with it, 16 Charisma was really what I needed.
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