Snowcaster Sentry

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RPG Superstar 9 Season Star Voter. 3,066 posts (31,393 including aliases). 66 reviews. No lists. No wishlists. 53 aliases.


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They're also getting a bunch of metamagic rods in an upcoming book, which have effects adjusted to work with spheres' talent-based system. It's not much of a stretch to take those effects and use them as a feat instead.

(I should know. I'm writing that book. XD)


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Bonus Theory: I could get behind Rey being artificially created by Palpatine, and used the entire time as a shield to hide his presence and influence from others. Every bit of her use of the Force? Palpatine, manipulating events to get rid of Jedi Master Luke Skywalker and through the last dregs of resistance into disarray. Also convenient for disposing of Snoke so he could acquire direct control with no rivals. So Episode 9 would have a reveal of that and Rey realizing she really is just a nobody in the darkest hour before the light comes.


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I'm actually not too upset about taking cues from Episode 4 when making Episode 7. Star Wars also has a theme of cycles in it (the prequels map well to the original trilogy that way, as intended), so that's not inherently inappropriate. It was at least a setup and gave a lot of plot points to expand on, and it made me want to see what happened next. I didn't like it as much as some of the previous films, and I enjoyed Rogue One more, but Episode 7 could've been a lot worse.


If I remember right, Anthem has totally removed its roadmap. Frankly, they didn't spend enough time actually making the game - there's almost no content, updates have been slow, power is totally arbitrary, and they specifically went and removed everything the community actually found fun (like better drop rates).

They spent literal years working with the Frostbite Engine to try and get it to work for their game - mandated by EA, because it's "easier" to have just one engine - and spent well under two years actually making the game. No centralized vision, no real director, and no good gaming structure. Plus lies to the community. Anthem has some nice ideas, but the execution is absolutely awful. A recent check found more people watching Mario Party on the Wii U than watching Anthem. It's so dead you might not even be able to find people to do missions with.

So, uh, yeah. Get pretty much literally anything else. Warframe, maybe, if you want to pilot a robot suit and do cool stuff.


Yeah, I realized the stat thing about a minute after I posted it. XD; But at least it's an easy fix.

Her build is definitely that she has a lot of magical options, but has a limited amount she can do at any given time. It also helps to cement the idea that her main feature is being a master of magic. When she helps people, it's by advice or by casting spells to do things, often carefully placed for good effect. More of an advisor than a hero, basically, but one who seems invested in making things work out for the people.


I happen to have a character from the previous recruitment ideas all ready for this... XD

Alcelia, the Eternal Sorceress (Fluff):
Alcelia (Al-SEA-lee-uh) is one of the more well-known - if enigmatic - figures of the region. The primary reason for this is that as far as everyone can tell, Alcelia is functionally immortal. Old art and paintings depict her looking the same as she does now, and while people have killed her repeatedly over the years (complete with burning the body, hacking it apart, tying it to a rock and throwing it in the ocean, and so on), it's never long before she reappears - apparently no worse for wear. This is why she's known to most as the Eternal Sorceress - and why they can only heave a sigh of relief at the fact that she doesn't seem interested in ruling lands or destroying things that displease her.

Of course, agelessness comes with its drawbacks. She's recognized in most places, and when she's not, she's often treated poorly because she's clearly not human, elven, or any other race that's generally accepted in the area. The horns are a bit of a giveaway.

A surprisingly few number of people muster up the courage to ask her what she's doing - it probably doesn't help that she never goes out of her way to explain herself. What others don't realize is that Alcelia is a Guardian of sorts, actively working to thwart threats that are too much for ordinary people to handle.

Supporting her efforts are a selection of spells. Unlike most sorcerers, Alcelia doesn't need to gesture or speak to activate her magic, leading some to suspect she's actually doing something else entirely. Regardless, her magic ranges from things like binding and banishing to moving and repairing objects, summoning light, nullifying other magic in a broad range, or even giving magical power to others. Plus various offensive spells, of course - Alcelia seems capable of hurling almost any element as a magical blast, allowing her to target weaknesses others might have. That said, she's fond of fire and lightning and tends to use them over pure magical energy or other elements.

While she doesn't talk about them, there do seem to be some rules about what she can do to others. Most importantly, she only gives powers to others - usually heroes - when they seem most in need or when they're in need of healing that the Restoration of Ravazim is unable to provide. Alcelia usually steps away from things once she's given power to a hero, apparently feeling that at that point, the rest is up to them.

Alcelia's Crunch:
Alcelia, the Eternal Sorceress - PL 6

Strength 0, Stamina 2, Agility 1, Dexterity 3, Fighting 0, Intellect 5, Awareness 3, Presence 6

Advantages
Artificer, Benefit, Wealth 2 (independently wealthy)

Skills
Deception 1 (+7), Expertise: Magic 2 (+7), Ranged Combat: Magic Blasts: Damage 6 3 (+6)

Powers
Ageless: Immunity 1 (Aging)
Magic Awareness: Senses 1 (Awareness: Magical Awareness)
Magic Blasts: Damage 6 (magical, DC 21; Increased Range: ranged, Variable Descriptor: close group - Damage Type)
. . Ahgrazul's Compass: Remote Sensing 6 (Alternate; Affects: Visual Senses - Visual, Range: 1800 feet; Simultaneous; Limited: Extended Searches)
. . All-Revealing Light of Abbridon: Burst Area Nullify 6 (Alternate; Counters: Concealing or Illusory Effects, DC 16; Burst Area: 30 feet radius sphere, DC 16, Simultaneous; Reduced Range: close)
. . Baleful Bindings of Bal'Hemoth: Affliction 5 (Alternate; 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 15; Affects Insubstantial 2: full rank, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Eight Eyes of Ios: Senses 12 (Alternate; Counters All Concealment: Vision, Counters Illusion: Vision, Penetrates Concealment: Vision, Radius: Vision)
. . First Wheel of Weyan
. . . . Summon: Summon 2 (Increased Range 2: perception; Limited: Available Objects)
. . . . Transform: Transform 2 (Affects: 1 Thing > 1 Thing - Broken Objects Into Repaired Objects, Transforms: 3 lbs., DC 12; Increased Range: ranged)
. . Ghorummaz's Dictum: Progressive Burst Area Affliction 6 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 16; Burst Area: 30 feet radius sphere, DC 16, Progressive; Limited: Unnatural Creatures, Limited: Holding at Bay, Limited Degree)
. . Gift of Gliiar: Variable 2 (Alternate; enhanced power ranks and modifiers; Affects Others Only; Limited to Minds)
. . Grasp of Ghorummaz: Affliction 3 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage, DC 13; Affects Insubstantial 2: full rank, Extra Condition, Increased Range: ranged, Indirect: fixed point, directed away; Limited Degree)
. . Hand of Heshem: Move Object 6 (Alternate; 3200 lbs.)
. . Holy Hosts of Heshem: Nullify 6 (Alternate; Counters: Magic, DC 16; Broad)
. . Illumination of Abbridon: Environment 2 (Alternate; Light (Bright), Radius: 60 feet; Feature: equal to daylight)
. . Levitation of Lefiel: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
. . Medallion of the Modrossus
. . . . Affliction: Cumulative Affliction 4 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 14; Cumulative, Increased Range: ranged; Limited: Vision)
. . . . Mind Reading: Mind Reading 4 ([0 active, 0/13 PP, 2/r], DC 14)
. . . . Nullify: Nullify 4 ([0 active, 0/13 PP, 2/r], Counters: Summon Supernatural Creatures, DC 14; Increased Range: perception)
. . Mists of the Modrossus: Progressive Burst Area Affliction 3 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 13; Burst Area: 30 feet radius sphere, DC 13, Progressive, Selective; Limited: Blanking Recent Memories)
. . Occult Exorcism of Obroros: Nullify 5 (Alternate; Counters: Mind-Influencing Effects, DC 15; Simultaneous)
. . Passage of Paashirai: Teleport 4 (Alternate; Carry 50 lbs.; Accurate, Extended: 16 miles in 2 move actions; Limited to Extended)
. . Restoration of Ravazim: Healing 4 (Alternate; life, magical; Restorative)
. . Third Wheel of Weyan: Deflect 6 (Alternate; Reflect)
The Eternal One: Immortality 5 (Return after 1 day; Innate)

Offense
Initiative +1
Affliction: Cumulative Affliction 4, +3 (DC Will 14)
All-Revealing Light of Abbridon: Burst Area Nullify 6 (DC Will 16)
Baleful Bindings of Bal'Hemoth: Affliction 5, +3 (DC Dog/Fort/Will 15)
Ghorummaz's Dictum: Progressive Burst Area Affliction 6 (DC Will 16)
Grab, +0 (DC Spec 10)
Grasp of Ghorummaz: Affliction 3, +3 (DC Fort/Will 13)
Hand of Heshem: Move Object 6, +3 (DC 16)
Holy Hosts of Heshem: Nullify 6, +3 (DC Will 16)
Magic Blasts: Damage 6, +6 (DC 21)
Mind Reading: Mind Reading 4 (DC Will 14)
Mists of the Modrossus: Progressive Burst Area Affliction 3 (DC Will 13)
Nullify: Nullify 4 (DC Will 14)
Occult Exorcism of Obroros: Nullify 5, +3 (DC Will 15)
Throw, +3 (DC 15)
Transform: Transform 2, +3 (DC Dog 12)
Unarmed, +0 (DC 15)

Complications
Enemy: Alcelia has created quite a few enemies over the years. Many of them are dead now, but those who remain occasionally try to make trouble for her.
Fame: Alcelia is a well-known figure - due in no small part to the fact that she's been around for as long as anyone can remember, looking exactly the same. She's established quite a name for herself during that time, and it's public knowledge that she can come back from the dead. Despite multiple attempts, nobody's been able to keep her down for good - and she's often wreaked havoc on them in return. She spends a fair bit of time managing her reputation.
Motivation: Responsibility: Alcelia has a responsibility to use her powers in certain ways. As a Guardian, she spends most of her time warding off unnatural threats that ordinary people are ill-equipped to handle, and her Eternal traits ensure she can get back up and try again as long as a threat exists. (Of course, if they finish their plans while she's dead, she's quite out of luck.)
Prejudice: Alcelia is attractive, but clearly non-human. The pointed ears wouldn't be so bad in a place where elves are known, but her horns are considerably more worrying. Anybody who doesn't already know who she is may think she's fiendish (perhaps a succubus or something) and react accordingly.

Languages
Native Language

Defense
Dodge 1, Parry 0, Fortitude 2, Toughness 2, Will 3

Power Points
Abilities 40 + Powers 44 + Advantages 3 + Skills 3 (6 ranks) + Defenses 0 = 90


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One point I think is worth noting is that toy sales were waaaaaay down for a lot of these new characters. Like, as far as merchandising goes, people just don't like the new characters. (Notably, it seems that favored characters are still selling quite nicely, so it's not weakness in the overall brand.)

Personally? I really didn't like TLJ, and I came from about as positive a starting place as possible. I used to watch Return of the Jedi every two or three days after school. For months. There were too many parts that felt utterly ham-fisted and absurd within the context of the universe.

Later, I saw some quotes from the director indicating that he liked creating movies where some people loved them and some people hated them. I feel... well, I feel like this was fundamentally inappropriate for a franchise movie that's had a lot of long-time, very dedicated fans. Fans who were already hesitant after a universal reboot relegating the Expanded Universe off to the side and of dubious canon. It didn't help when some of the new characters acted in utterly ridiculous ways.

I'm going to give Rise of Skywalker a chance because I've loved Star Wars for a long time. But it's going to make or break whether I go and see another Star Wars movie in the theater again.


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...I mean, yeah. XD That tends to happen when dualism is the #1 theme of your series.


I see your Atomic Blaster and raise you an Atomic Adept.


I'm currently in an original campaign, playing a Cleric of Pelor (alongside an illusionist wizard, a spirit ancestor barbarian, an I-don't-actually-know Rogue, and occasionally additional friends). My last game both started and ended with my character unconscious. XD Man, I really need to keep pumping Constitution...


Agreed on Pharasma - she's a universal deity, very important and very distinctly different from local deities that only focus on a small area. That said, I think I could make a pretty good case for Abadar, too. There might be rather more bureaucrats in a lot of cities than there are priests.


@Freehold DM:
Well, I fully support transgender people as full members of society who deserve to be treated with the same respect as anyone else. It's not like any of us choose how we're born. Some people are natural geniuses. Some people have terrible eyesight. Some people have autism or incredible flexibility or permanent birthmarks... or a disconnect between physical and mental gender. All sorts of things can happen to people when they're born, to say nothing of societal teachings that might not match reality and condition us to reject things instead of understanding how normal and natural they really are - or how something may just need treatment.

That said, because I don't have the same experiences as others, I know that things I may find to be mild, inoffensive, or even positive might not be taken that way by other people. So... I try to be cautious and understanding when discussing sensitive topics because I know my view is not the only view and people may have different opinions for very good, very personal reasons. And having a different point of view than I do certainly isn't wrong.


Spoiler:
Well, for whatever it's worth (and I am not qualified to judge that), the developers stated they wanted to, and I quote, "give as many options of customization in the beginning of the game as we can", including nonbinary options. They specifically noted having a male face, then using visual customizations normally limited to female characters. They also noted they're still working on the system, but that the goal was to let players choose things freely.


Conversations!:
I am not trans myself, so it's true I don't have the same point of view. If you don't mind answering my questions, though...

Do you feel what you've described as fetishization is fundamentally different from ways that an amoral corporation might exploit other traits or perceived attributes that could be used in advertising? That is, in the context of an advertisement in a dystopian future setting, does it seem unique and different from other advertisements in the way it's probably trying to "appeal" to people in that setting, or does it seem closer to an evil corporate conglomerate "this is how we'll objectify and commercialize that particular trait"?

Honest question. I genuinely don't have the personal experience to judge this for myself, so the only way I'll ever know how other people feel about it is to, well, ask.


That Pic:
Actually, I disagree with the controversy over that in-game picture, and I want to take a moment to explain why. ...Assuming we're taking about the same image of a transgendered model being used in an in-game advertisement. o wo; Uh, if it's a different picture, you can ignore the rest of this.

Cyberpunk, as a genre, essentially addresses the idea of a bad, dystopian future, normally controlled by corporations with incredible amounts of power. Technology tends to be cheap, mass market goods are common, but people can rarely get out and to a better place. It's the kind of setting where anything that can be commercialized and exploited will be - not a good result.

With that particular picture, what it's saying in-universe is that such a figure is attractive and good, and therefore something a company would want to exploit for advertising. If anything, I think that poster is positive towards trans figures, even if we dislike the idea of a futuristic corporation exploiting that positivity for their personal gain. Or rather, I don't think we're supposed to agree with what the corporation is doing, but it makes sense in the context of the setting.

I really, genuinely do not see the controversial poster as transphobic. Quite the opposite. I actually like seeing that they could be treated as attractive and valuable within a setting, because they are people just like the rest of us.


I might look into this after it's no longer on Epic. o_O The, uh, the breaking of their promise to their backers by refusing to honor their original promise for a year after release doesn't sit too well with me, regardless of the game's quality. I do hope the final product is good, though, so I can enjoy it when I can get it elsewhere.


Ah, good. I'd expected that to be the case for the logos, but it's always nice to get official confirmation. XD Thanks for letting us know!


The last time someone became a god in my campaign, all of Absalom lit up blindingly for a bit and then a city-sized face descended out of the clouds, only to be held back by the new deity.

It would've been much harder for anyone in the city to not notice a new god. XD

For players, they tend to start churches and just spread the word that way.


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.......Um.

King of the Monsters:
I mean, Ghidorah is alien. Outright stated to be an invader. XD Nobody really reacted to it other than "Oh, foreign life form".


Saw the movie today. I would have liked to have (even) more kaiju fights, but I enjoyed it. I didn't quite connect with the human characters, but then, it's a Godzilla movie. I basically never go into such a film caring about the humans anyway, so I'm probably a little prejudiced. XD I'd recommend it to people who like seeing giant monsters wreck things.


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Let me put it this way: I used to watch Return of the Jedi approximately every two days after school. ...For, like, the whole school year. I want to enjoy Star Wars movies, and I'm willing to be very, very generous about the film to do so. XD (...Which is why I was shocked to find I despised TLJ. I'm not exactly hard to please when it comes to Star Wars movies.)

However much I like it, though, there is a point where I just can't take it anymore. So I'm really hoping ROS is a good movie that can save the franchise for me.


Stuff from over one hundred products? Truly, you are madmen. XD


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...I mean, I subscribe to the Darth Jar Jar theory, so that particular bit is actually very easy to tolerate. XD


As a general note, if Wiz Kids hasn't yet announced what's going to be in the sets, they may not want anyone to publicly say what they're actually going to contain. ...For one thing, they may not have totally finalized what the line will contain yet, so they may not even have an answer to give.


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As an owner, I can confirm it's a pretty good book, though it covers a lot of ground - this is not a small product. XD


@Trevor: As far as Maika goes, neutrality is paramount when promoting the sale of magic. This includes essentially setting the guidelines that most churches follow to sell magic to members, thereby ensuring financial stability and their ability to continue providing help to members in pursuit of their own goals. Sure, evil churches might make nasty items... but it also helps ensure good churches that don't have making money as a part of their normal teachings can keep operating in an area, protect towns, heal adventurers who got stat drain'd and need a cleric... and churches of good faiths tend to be among the largest and most widespread in the land, while evil faiths tend to be localized and pushed out.

Coincidence? Maybe, but maybe not. XD


Tweaked Maika's profile on my end to account for skill changes. o wo/

As far as existing relationships, Maika probably at least knows of anyone whose church sells magic. Any faith that doesn't sell spells or magic items to people is outside of her area of concern, though she might have heard of them.


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You know, I don't actually have any mini's since I tend to play stuff online. What sorts of miniatures do the rest of you recommend, and why?


Thanks for the update, Sara!


Vetting higher-level sheets is "fun", isn't it? XD


I'm still here with Maika. o wo/ ...Who I totally didn't name after the "mecha" limbs, honest.


*Checks* The second trait is actually called Aura. The effect is "You shed light as a torch, illuminating a 10 ft. radius with normal light and increasing light by one step (to a maximum of normal) 10 ft. beyond that. This light is a supernatural ability, and you may turn this light on or off as a standard action. In addition, you gain a +1 trait bonus on Knowledge (Religion) checks, and Knowledge (Religion) is a class skill for you."

I might change Sacred Geometry. Or just leave it as-is. *Rubs chin* I know my support-heavy build doesn't have the same offensive potential as most other gestalts, so I figured that was a good supplement to help not drag the party down too much. And it doesn't work with her ability to sell magic.

As far as Reactionary goes, I'd like to think it has something to do with how she lost all of her limbs and doesn't seem terribly keen on regenerating herself to get them back... which may also have been why she ended up gaining mythic power when she did. So not, like, mean name-calling when she was a kid. More like injured to near-death, perhaps even sparking a determination to want to provide power to those who ask for it if she didn't get that herself.


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Mm. XD; For some context, the Clone Wars had Armadas (the set of ships in a particular sector, not all of which were together) generally ranging from 1,000 to 5,000 warships, plus support vessels and starfighters. The way Episode 8 was presented, one or two squadrons would run roughshod over the entirety of the First Order - they don't come across as big enough to even consider moving a fleet (100-300 units), much less any larger unit. And how was the Republic dumb enough to have all their forces in a single star system?

-Sighs-

I have... issues... with Episode 8. Episode 9 is probably going to make or break the franchise for me. I've loved Star Wars so much I'm giving them one final chance.


*Amused look*

This might matter more to me if I was actually using magic items beyond cybertech. XD Although I suppose I could craft those, too...


Normally, magic staves can be used as quarterstaffs. The exact line is "A typical staff also functions as a walking stick, quarterstaff, or cudgel." The Staff Magus archetype uses this to great effect.


I did not go VMC - I went for the extra feats instead. More useful for my build.

Mythic Abilities:
> Crafting Mastery
> Divine Source
> Enduring Armor
> Legendary Item x3
> Tongues

Mythic Feats:
> Extra Path Ability
> Lucky Surge
> Potent Surge


All right, I *think* I got everything...

Maika, the Purveyor of Transacted Miracles:

Maika
Female human eldritch godling 5/agent of accrual 9/Mystic 6
LN Medium humanoid (human)
Init +19; Senses darkvision 60 ft.; Perception +28
Aura aura (10 ft. radius)
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 26 (+9 armor, +2 deflection, +1 Dex, +3 enhancement, +2 natural)
hp 130 (14d6+46)
Fort +11, Ref +10, Will +20; +4 insight vs Spells/SLAs, +4 resistance bonus vs. blindness and visual effects
Defensive Abilities hard to kill, mythic saving throws
--------------------
Offense
--------------------
Speed 50 ft.; agile feet, dimensional hop
Ranged +3 javelin +11 (3d6+3)
Special Attacks channel positive energy (6d6), mythic power (15/day, surge +1d8+1)
Spell-Like Abilities (CL 12th; concentration +16)
. . 1/day・align weapon (law only), antimagic field, dispel chaos, dispel magic, hold monster (DC 26), identify, imbue with spell ability, magic circle against chaos, magic mouth (DC 22), order's wrath (DC 24), protection from chaos, spell resistance
Psychic Spells Known (CL 12th; concentration +15)
. . 6th (3/day)・disintegrate (DC 25), find the path
. . 5th (5/day)・explode head[OA] (DC 24), plane shift (DC 24), teleport
. . 4th (6/day)・dimension door, greater invisibility, mind thrust IV[OA] (DC 23), rainbow pattern (DC 23)
. . 3rd (7/day)・dispel magic, fly, force punch[UM] (DC 22), haste, major image (DC 22)
. . 2nd (7/day)・invisibility, locate object, make whole, mirror image, see invisibility
. . 1st (7/day)・charm person (DC 20), color spray (DC 20), ill omen[APG], longstrider, magic missile, remove fear
. . 0 (at will)・arcane mark, detect magic, ghost sound (DC 19), mage hand, mending, message, prestidigitation, read magic, stabilize
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 16, Wis 28, Cha 18
Base Atk +7; CMB +7; CMD 20 (25 vs. trip)
Feats Ascendant Spell, Combat Expertise, Deadly Aim, Dispel Focus, Eschew Materials, Extra Path Ability[M], Greater Dispel Focus, Greater Spell Penetration, Improved Initiative, Lucky Surge[M], Persistent Spell[APG], Potent Surge[M], Power Attack, Psychic Sensitivity[OA], Sacred Geometry, Spell Penetration, Unseen Spell
Traits aura (10 ft. radius), reactionary
Skills Acrobatics +6 (+14 to jump), Appraise +20, Climb +5, Diplomacy +15, Handle Animal +8, Heal +15, Intimidate +8, Knowledge (arcana) +18, Knowledge (dungeoneering) +4, Knowledge (engineering) +11, Knowledge (history) +7, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +20, Perception +28, Profession (Banker) +17, Sense Motive +23, Spellcraft +20, Stealth +6, Survival +10, Use Magic Device +18
Languages Aboleth, Abyssal, Aklo, Androffan, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dreamspeak, Dwarven, Elven, Ignan, Infernal, Protean, Sylvan, Terran; tongues[MA]
SQ aligned spellcaster class, amazing initiative, ascendancy, ascendancy: defiant magic, ascendancy: talent for mysticism (x2), commission, crafting mastery[MA], diversify holdings, divine source[MA], divine traits, divine weapon, dt: divine portfolio i, dt: mystic inheritance i, dt: paramortal i, dt: paramortal ii, dt: paramortal iii, dt: seer i, enduring armor[MA], erase from time, force of will, forewarned, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, lineage domain: travel, miraculous accounts, mythic bond, protect interests, psychic overload [mythic], recuperation, rejuvenating, returning, sacrificial deposit, soul safe, spells: arcane spell failure, spells: concentration, spells: dispel resistance, tongues[MA], transact miracles (wizard/cleric), void awareness (+4)
Other Gear javelin, - legendary/dynamic item -[MA], cybernetic arm, cybernetic arm, cybernetic eyes, cybernetic legs, 28,000 gp
--------------------
Special Abilities
--------------------
Agile Feet (12 rounds/day) (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modif
Aligned Spellcaster Class (Ex) Agents of accrual come from several spellcasting and veilweaving traditions, each offering a unique perspective and skill set. At 2nd level, an agent of accrual must choose a spellcasting or veilweaving class they belonged to before adding the presti
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ascendancy (Ex) As expressions of the godling’s innate mystic power, her spells are subject to her desires, and can be altered through pure acts of will. This power is known as the godling’s ascendancy and is divined into minor and major powers. An eldritch godl
Ascendancy: Defiant Magic (Ex) Because the spell like and supernatural powers of godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, they can be much harder to dispel or supp
Ascendancy: Talent for Mysticism (x2) (Ex) Your godling magic has expanded into other magic powers. You gain a bonus scion talent (or greater scion talent if you are at least 10th level). The talent must be a spell-like or supernatural ability. (You cannot use this to gain a scion talent that
Ascendant Spell Imitate mythic version of a spell. +5 Levels.
Channel Positive Energy (6d6, 5/day) (Ex) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures ta
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Commission (Su) At 2nd level, the agent of accrual gains a special miraculous account for themselves. They gain 5% of the value of a sacrificial deposit as value added to this account each time it is used. They may use this to transact miracles for themselves as the
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dimensional Hop (120/day) (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to
Dispel Focus +4 CL when you attempt a dispel check.
Diversify Holdings (Ex) At 5th level the agent of accrual may select a second class spell list to use for the transact miracles ability. If a spell appears on both class lists, the agent may use the lesser scroll cost of the two classes.
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Divine Traits (Ex) Divine traits are special powers an eldritch godling gains through her divine heritage. Players may select any divine traits for a godling character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a
Divine Weapon (Ex) You have developed a supernatural weapon of pure immortal power. Summoning the weapon is a free action, and it is permanent until you dispel it (a swift action) or it leaves you hand (causing it to dissipate at the end of your turn). You may wield th
DT: Divine Portfolio I (Ex) Divine Portfolio I: The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfillin
DT: Mystic Inheritance I (Ex) The godling selects one sorcerer bloodline or wizard arcane school. If the godling selects a bloodline, he gains the bloodline arcana and the bloodline power gained at 1st level. If he selects an arcane school, he gains one power the arcane school gr
DT: Paramortal I (Ex) The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
DT: Paramortal II (Ex) The godling suffers no penalties from the fatigued condition. A godling that is fatigued and gains the condition again becomes exhausted, as normal. The godling gains darkvision out to 60 feet. A godling that already has darkvisions adds 60 feet to h
DT: Paramortal III (Ex) The godling does not need to sleep. If the godling has a class that grants spells that normally require a full night’s sleep, the godling instead regains spells once per day (at a time agreed upon by the player and GM). Preparing spells for the day
DT: Seer I (Ex) As a standard action the godling can attempt to gain knowledge and learn rumors about a given topic. This functions as the gather information function of the Diplomacy skill (expect for the reduced time taken) and the godling gets a special check to
Enduring Armor +9 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Erase From Time (2/day) (Ex) As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Forewarned (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard lev
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Lineage Domain: Travel (Ex) As a result of their divine bloodline, eldritch godlings gain access to the powers and spells of a cleric domain. Once these domains are selected they cannot be changed. (While the player selects these domains, the godling character gains these as in
Lucky Surge [Mythic] Roll surge dice twice and take the highest result (or thrice if already roll twice).
Miraculous Accounts (13 at a time) (Su) As a full round action, the agent of accrual can create a pool of magical energy linked to a target they touch. They can have a number of these pools equal to their Charisma Modifier + their Agent of Accrual Level. These pools are then tied to those
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Potent Surge [Mythic] Add 1 to the result of any surge roll.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Protect Interests (Su) At 5th level, the agent of accrual can also spend value from their miraculous accounts to defend an account holder or attack their enemies with transact miracles but only if the account holder authorizes it as an immediate action. The range of approv
Psychic Overload [Mythic] (Su) As a standard action, you can expend one use of mythic power to cast any one psychic spell without expending a prepared spell or spell slot. The spell must be on one of your psychic spellcasting class spell lists and must be of a level that you can c
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (60 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Returning (Plane-Crossing) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
Sacred Geometry (Quicken Spell, Maximize Spell) Use metamagic effects through mathematics without raising spell level.
Sacrificial Deposit (Ex) The agent of accrual can spend one minute in a ritual to sacrifice any object of greater than 100 gp in the name of one of its accounts. This item must have been in the creature’s possession for at least 1 week and believed by its bearer to be thei
Soul Safe Your item carries a part of your immortal spark within it, and unless the item is destroyed you cannot be permanently slain. If you are killed, your body reforms 24 hours later in the nearest open space within 30 feet of the item. If you are affected
Spells: Arcane Spell Failure (Ex) As long as an eldritch godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is tru
Spells: Concentration (Ex) As acts of will, the spells cast by eldritch godlings do not require focused attention to cast. Thus an eldritch godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is gra
Spells: Dispel Resistance (Ex) Because the spells of eldritch godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, the spells are much harder to dispel or suppress. The godlin
Surge (1d8+1) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (Sp) You can understand and speak any language, as the tongues spell.
Transact Miracles (Wizard/Cleric) (Sp) At 1st level the agent of accrual can select one class’ spell list. As a standard action the agent of accrual may “spend” value from a creature’s miraculous account equal to the cost of a scroll for that class and level to create a magical ef
Unseen Spell You can render your spells invisible. +2 level
Void Awareness (+4) (Su) Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five
--------------------
Short Version: Maika is primarily a support character, capable of hurling around metamagic'd psychic spells with relative ease. She possesses a strong divine weapon capable of dealing sonic damage, but as she's not a warrior, she can't actually bring out its full potential. However, she is excellent at dispelling magic and in general knows quite a lot about magic.

However, her real strength comes when others care to make use of her abilities. As an Agent of Accrual, people can open accounts with her and ask her to cast spells for them on-demand. This allows her to cast Wizard and Cleric spells for them essentially on-demand, including powerful heals or magical attacks, giving her allies enormously expanded capabilities when they choose to request additional help. Scroll effects aren't terrible expensive, so even a relatively small investment of their wealth could go quite a long ways.

----

Maika is the Purveyor of Transacted Miracles, overseer of the multiverse-wide standard exchange of magical services for money. This includes both the spells sold by churches and those sold by private citizens, including the merchants of magical items. In times of yore, she was a wizard of some renown in the planar junction city of Hyraeatan, a major trading hub and general supporter of balance on many levels - not the choice of the city, exactly, but the unique nature of some planar events near it meant that the city would either be balanced or destroyed, so people didn't have much of a choice.

Rising through the House of Prominence, Maika eventually ascended to mythic power and began to rapidly move towards immortality. During this process, the magic she'd studied infused every fiber of her being, shifting her from a scholar to an eldritch godling. Shortly thereafter, she began to work with the Temple of Coin and House of Prominence to create a better way to provide magic to others, leading to the largely-fixed pricing the multiverse knows today.

While not quite on the level of a full deity, Maika's had a significant impact on every church that provides spellcasting services to its members. Notably, however, she is completely neutral on the ethics and personal choices of each faith. She knows that different churches have different rules about who can get what, including occasionally having higher or lower prices, but this is kept in check partly by the standardized prices she enforces on non-religious sellers that participate in her organization (which is most of them). By offering standard prices, sellers have to compete based on quality of service, which means most people can buy spellcasting services and magic items without too much hassle.

Magically, Maika is fairly flexible. She maintains a set of psychic powers as her base casting abilities, complete with the knowledge of how to effectively apply the metamagics she knows to improve the potency of her spells. In many ways, she's among the most knowledgeable figures when it comes to precisely how to cast magic, and she puts this to good use.

As an Agent of Accrual - a prestige class discovered in her home city - Maika is also capable of forming contracts with people and casting spells on them if they're willing to pay for it. She can cast up to 7th-level Wizard and Cleric spells - which is, frankly, quite a lot of the spells that exist at all - and can do it as often as people are able to pay for it. This service carries a premium price - approximately twice the cost of buying it elsewhere - but that's what she decided was appropriate for the ability to provide magic on-demand. This was most notable when a rich planar visitor hired her to cast 50 Limited Wishes in a row for him, a feat of casting rarely surpassed. He walked away a poorer but happier man.

As a godling - whose powers have still progressed, albeit slightly delayed - Maika has a selection of useful powers. She can form a divine sonic weapon in a variety of shapes and use it to smack foes around (though she is not, and should not be mistaken for, a true warrior), and she can Channel Energy several times per day to heal a group. She can also gather information, and as if that wasn't troubling enough for her foes, her expertise with magic is such that she can almost always react before her foes and she is particularly resilient against damage from spells.

In general, Maika is neutral on the matter of what other people do with magic, but she has extremely strong opinions on the sale thereof. As far as she's concerned, a deal is a deal and the seller must follow through. She even hires herself out to provide exclusive magic on-demand, paid up-front or through an agreement with the Church of Abadar (whose banking services her own faith is intimately tied to). As the patron of selling magic, every spell she casts has a price - but she believes in fairness, not greed, and never seeks to try and push people into a purchase they can't afford. (Notably, Channeled Energy is not magic in the traditional sense, so she feels quite free to use that.)

She's willing to sell her services to anybody who will pay, with the only real caveat being that she will not actively seek to hurt herself or her personal interests. In that regard, she's fairly mercenary - utterly loyal while the money lasts, but when the job is over, she moves on. This helps her retain her standing among other faiths, and frankly, she doesn't really provide anything that people couldn't otherwise acquire if they put enough capital into the effort. If people wanted magical support, they'd hire someone else if she wasn't available, so most people don't hold it against her and churches generally agree that her presence is better for them.

Maika is missing numerous body parts - only her torso and most of her head is intact. The rest have been replaced with prosthetics. This is confusing to some - she's quite capable of casting Regenerate on herself through her Commission wealth - but she prefers to keep the advanced cybertech prosthetics.

She's capable of crafting almost any magical gear, but seems content with a shimmering golden holy symbol that she keeps tucked beneath her clothing. This item - Cariad Aur - helps her channel her powers and acts as a divine focus for her abilities. She can use it to heal herself or protect against troubling effects, and she's capable of summoning it across planar boundaries. As a major artifact, it's nigh-indestructable... and unknown to most, it anchors her soul to help prevent her death. This item was key to surviving her original ascension to mythic power and has helped her move closer and closer to true godhood in the years since.


This will be very helpful. XD I should have some time tomorrow to start working on the concept all proper-like. In the meantime, I'd like to use this prestige class, which was the inspiration for my concept.


Not gonna lie, more info about the mechanics is actually really helpful for deciding important details about my concept. XD Though I do have a solid base to work from, at least. My character-making process usually bounces back and forth between concept and mechanics, each changing based on the other, until I'm satisfied. (Even if the guidelines aren't posted up publicly, I wouldn't mind seeing them as soon as they're done - I enjoy building characters even if I ultimately don't use them, and it would be actively helpful for me.)

So if I - for example - managed to get a modified version of the Eldritch template to let me cast Miracle as a SLA, I might write in that my demigod has (and sells) this power, and it led to these two or three specific situations that impacted them and their church. Or (and this actually more likely, because the Agent of Accrual prestige class with my planned progression would allow this) maybe there was some time my character sold fifty Limited Wishes in a row to a really rich sultan who wanted to see what would happen, and it led to insert-funny-result-here.


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I didn't back the Kickstarter and I have no particular stake in its outcome - but as someone watching from the outside, I'd also like to thank you for taking the time to make a statement. I'm sure this isn't the situation anyone wanted, but I still hope that ultimately, people get what they paid for.


Casting Traditions are nothing if not flexible - if that's what you want, then you're good. XD Math seems to work out - four points for two boons and another three points for the cooldown reductions.


Demigod of Transacted Miracles, Cont.

1: Relationships
This demigod is especially close to Abadar and often visits the lord of commerce in Axis, and indeed, often shares space in his temples. That said, their particular portfolio is such that they're interested in everyone who sells spellcasting services, including the temples of most entities that grant spells to followers. They are emphatically neutral on this point and do not judge the reasons others have for wanting or using spells.

Notably, even a relatively mild spell could be worth about a hundred days of labor (assuming an average earning of 1 GP per day for a decent worker), so just giving away spells with expensive material components could quickly bankrupt a church and prevent it from fulfilling its other goals. Selling spells is one of the main ways many churches make money, and this demigod's interest in regulating that helps to ensure faiths prosper and churches can't undercut each other on pricing to drive others out. Some churches would, admittedly, like to try that anyway - but most faiths agree that it's ultimately better for them if they cooperate. That's why churches of all alignments - good, evil, and even chaotic - tend to have standardized pricing for spellcasting services.

Outside of divine connections, this demigod has some friends back in their home city, particularly in the House of Heights. These are mostly regular members of the organization, many of whom are pursuing their own immortality or ascension. Of course, many seek it, but few truly achieve it...

2. Deity Statblock Info
>Favored Weapon: Unarmed Strike

>Symbol: A balanced scale surrounded by a circle, with a sack of coins on one side and a swirling arcane symbol on the other

>Sacred Animal: Dogs

>Sacred Color: Gold

>Obedience: Find and sell magic of any level to someone who desires it. This could be as simple as a trick shown to kids or a fairly major working. The buyer must be informed of the nature of the magic and exactly what it will do. Sometimes there is nobody around to sell magic to during a day, and while followers may inquire if their traveling companions want to buy any magic that day, they are discouraged from high-pressure sales tactics and may still receive the benefits of their Obedience even if they don't have anyone to sell magic to. (This demigod understands that magic is a luxury service and there won't always be customers, and their followers are not penalized with the loss of power for a day as long as they've made a reasonable effort to find a customer.)

-----

Followers: The Demigod of Transacted Miracles is worshiped almost exclusively by spellcasters of varying types, but especially those who want to make a livelihood out of their power.

The Code Of Selling Miracles:
The following are the fundamental principles of selling magic.

1) To perform high-quality casting services at a fair and just price, without seeking to maximize personal profit or pressure customers into buying magic they cannot afford.
2) To use only proven merchandise of high quality distributed by reputable firms when crafting magical items.
3) To furnish an itemized invoice for fairly priced components and casting services that clearly identifies each activity, its cost, and when the customer requested it.
4) To have a sense of personal obligation to each customer.
5) To promote good will between the buyers and sellers of magic and miracles, as well as the local governing jurisdictions.
6) To recommend spellcasting based on what is required to accomplish the customer's stated goal.
7) To offer the customer a fair and transparent price estimate for work to be performed, including estimates for any reasonable alternatives.
8) To clearly explain any protections for the customer relating to uncertain magic, such as petitioning the powers for information.
9) To obtain prior authorization for all work done, in writing or by other means satisfactory to the customer.
10) To notify the customer if appointments cannot be kept or casting cannot be performed.
11) To maintain customer records for one year or more.
12) To exercise reasonable care for the customer's property while it is in my possession.
13) To maintain a system for fair settlement of any complaints.
14) To safeguard the privacy of my customers and their information.
15) To clearly explain the difference between the spells I sell and the spells I cast for personal reasons, such that none have cause to complain.
16) To follow all local laws regarding the sale and use of magic.
17) To provide magic to all customers without fear, favor, or bias.
18) To uphold the high standards of the industry and seek to correct any abuses within it.
19) To uphold the integrity of all sellers of magic.

Oath: I solemnly swear to uphold the Principles of Selling Miracles. I recognize that magic is a gift to the world, to be treasured and used, and that none have exclusive domain or authority over it. It is up to me to maintain the integrity of the industry and prove worthy of the trust placed in me, and so I shall.


That's in the first post. XD "Pseudogestalt functions as gestalt in most respects, but players combine skill points per level from each of their classes and choose one side of their gestalt to gain stats from (BAB, saves, HD size, et cetera)."


So do I. Building as an NPC and using the customizable section to add abilities worked great. XD


*Glances in* I'm the one who adapted the Recharge Magic rules to Spheres, so I can speak authoritatively on this. o wo/ The easiest way to drop down to 1d4 rounds is to take Drawbacks. In Recharge Sphere Magic, general drawbacks allow you to select two spheres and treat your caster level as two lower for the purpose of recharge times. Three general drawbacks is enough to drop three spheres down to a 1d4 round recharge.


As a side note, even if you don't want to see a character sheet from me, having a better sense of build rules will help me create their personality and ultimately make a better final submission. XD Oftentimes, what I pick mechanically helps to influence the attitude, background, and various fluffy details of a character I'm making.

(And it's not as hard for me to make high-level complicated characters because I use software to do it, so don't worry that it would be putting me through too muck work or anything this early in the process. XD I enjoy making characters.)


Put simply, any patron might be interested in seeing certain tasks get accomplished. For that matter, it could even be the other players - shortly before the campaign begins - hiring this character to provide added help and support because two people seemed like too few. XD Almost any pair of powerful entities might want to hire someone they can rely on to be fair and neutral while helping them, and when there's a demigod out there whose entire reputation is built around selling the power people want, well...

(Off-hand, any good and most neutral deities might hire them to help protect a specific interest. I left it pretty open on purpose to let you pick anything that matches the plot.)


I think Yoda was the one thing I unambiguously loved about TLJ. XD That was great.


I don't have a character name yet - still mulling options. XD But this is what I'm working on so far.

Character Outline (Draft 1):

1. What is your character? Where are they from? My character is a former resident of Hyraeatan, the City of 7 Seraphs - a planar city with a wildly diverse population and an emphasis on balance. More recently, they've obtained a second home in Axis and frequently spend time traveling between the two cities. Hyraeatan's ban on Eternals (demigods, some other immortals, etc.) from doing too much to locals without permission means Axis is a whole lot easier to work from.

Their primary job is working as a Demigod of Transacted Magic - or, in other terms, they sell magic and miracles. This is not in the sense of charlatans - rather, they actually provide whatever powers are purchased from them, while also safeguarding the accounts of those who deposit funds in anticipation of future use. Mechanically, I intend for them to take the Agent of Accrual Prestige Class, which allows the other players to invest money in order to obtain basically at-will benefits.

Notably, I'm thinking that they may have been hired to provide exclusive services to this group of demigods, which is both a reason for them to cooperate and protection against some villain offering to pay them to turn on the party. XD For this character, a deal is a deal - if you buy their loyalty for a time, then they will be genuinely loyal for the duration of the agreement. No promises for afterward, but their word is reliable once given.

2. What is your character's portfolio? Transactions, magic, fairness, and loyalty. This demigod is scrupulously fair and neutral in transactions, and may be partially responsible for the relatively standardized price of spellcasting services across the universe. They are probably Lawful Neutral and don't attempt to apply morality to those who buy their services. They believe in educating clergy about the reasons for selling magic instead of always giving it away to others, help manage the distribution of expensive material components to churches, and otherwise desire to make magic and miracles widely available.

Domains: Law (Loyalty), Magic (Rites), Protection (Defense), Travel (Trade)

3. What does your character look like? Considering this. Not totally set on the appearance.

4. How did your character become a demigod? This character ascended to great power through cooperation with the House of Heights, one of the 14 major organizations of her home city and one that focuses specifically on trying to help members achieve immortality or even divinity. They've succeeded more often than most people realize. They're also on relatively good terms with the Temple of Coin, the city's (rather greedy) banking organization, which actually invented a way to sell magic and miracles.

5. Where does your character live? Axis and Hyraeatan. More the former than the latter, recently, for legal reasons. That said, they are on extremely good terms with the Church of Abadar and work directly with the faith of the lord of regulated commerce.

----

Your Cult:

1. Where in the verse is your cult centered? This character's cult is centered in highly-populated settlements, usually anywhere that has a Church of Abadar in it. They are noticeably mercantile, but also objectively neutral to their customers. Their demigod demands fair and transparent pricing, so even the most chaotic individuals know that they can trust this particular cult to give them a good deal. The affiliation with Abadar means it's easier to sell services straight out of the temples and banks of the lord of commerce. They have a moderate following in their home city, too, which is probably the biggest single pocket of faith.

The cult itself is fairly small and has no particular interest in growing except to the extent needed to staff locations - they make plenty of money by selling magic and, indeed, often hire powerful local casters to work for them and be available to sell spells. All those 9th-level casters in large cities who somehow never seem that interested in politics or getting noticed except when some group of adventurers needs to buy magic? Yeah, that's this cult in action.

2. What sorts of people worship you? People who like both magic and money. This cult offers fairly reliable income and actively promotes things that help others see it as fair and accessible. That said, the cult leans towards morally neutral members - those who want to cheat and exploit others are harshly discouraged, while those who want to help others may be uncomfortable at the idea of selling magic they know could be used to kill innocents. The cult is willing to sell or provide almost anything not long-term harmful to themselves or illegal in their area, including participation in sensual rituals or using their own blood as components, and it takes a certain aloofness to be willing to sell all types of magic on demand.

3. If your character has one, please describe your character's herald. This demigod does not currently have a herald, mostly because they haven't found anyone else with the right abilities yet.


Heh heh heh heh.

The City of 7 Seraphs is a big place, so yeah, I wanted to include some background stuff that makes it easier to have situations that are all "How did we get involved in THIS insanity?", particularly since glorious good versus evil battles are kind of, well, discouraged in the setting. A group of locals against a common outsider (or just someone accidentally destabilizing things), on the other hand... well, it felt a bit easier to work with, especially if there's a wide variety of alignments in the final party. Emphasizing the funny as well as the epic, basically, especially for sidequests between big plots.

Besides, despite being a Performer, I see Mina as a supporting character instead of someone who's going to try and make the whole plot revolve around them. She doesn't even know why they keep assigning her to Warden missions, but she tries to be positive about it and make sure the trip is comfortable. XD


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One trick that I find cool for a Zon kuthon cleric is to dip a single level of oracle. 1 oracle/8 cleric.

If you get the waste curse from oracle you get immune to sickened...

This happens to work very well well with the divine fighting technique for Zon Kuthon: (which you

Flensing Chain

Your god invites all mortals to join in inflicting and suffering pain.

Initial Benefit(s): Once per round, when you hit a foe with a spiked chain, you can twist the chain so it painfully flenses both of you. You and your target are both sickened for 1 round, and the target must succeed at a Fortitude save (DC = 10 + 1/2 your character level + your Wisdom bonus) or be sickened for an additional 1d4+1 rounds.

looks like cool beans to me.

Zon-Kuthon also has envy as aspect, variant channeling negative is one of the coolest things to force on opponent as asking them to try to disarm if they lack the improved disarm results in attacks of opportunity... This may be to difficult to pull off though given that you only have so many feats to burn...


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Take two levels of eldritch guardian fighter D10 instead of D12 and your familiar gets EVERY SINGLE combat feat you have.


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Darksol the Painbringer wrote:


3. I'm not sure it would work, because it must deal non-lethal damage by default. If it's modified or toggled to deal non-lethal damage, it won't work. Unarmed Strikes work because they're specifically mentioned as working, and plus are stated to deal non-lethal damage by default.

I think you are right that the description of blunt arrows interferes with the rogue text

Blunt arrows

Blunt Arrows deal bludgeoning damage rather than piercing damage. An archer can use a blunt arrow to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage).

Rogue text

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

However that would be addressed with the bludgeoner feat

Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.

Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.

Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.