Rosc's page

**** Pathfinder Society GM. Starfinder Society GM. 1,090 posts (1,958 including aliases). No reviews. No lists. No wishlists. 51 Organized Play characters. 11 aliases.


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Dark Archive

Bluh. Rough week just stayed rough. Ah well, it is what it is.

Good luck to everyone!

Dark Archive

Hey there. I'm about 60% done with the character submission, but a tiny emergency has got me occupied. Would I be able to get an extension of about three or four hours on the deadline?

If not, here's the breakdown of his character sheet and 4/6 of the player questions

background fit for a business card:

Elf raised among humans, affected by the frequent death of friends and loved ones. Copes by leaning 200% into performing, treats combat itself as the grandest stage possible.

Fell in with the cult of Urgathoa, loved the bombastic nature and the emphasis on indulgence, but finds undeath itself disgusting and sees Urgathoa as more of a muse than a goddess. His very vocal opinions eventually got him labeled as a heretic, a label be bears with a dramatic pride. Currently in Sandpoint to indulge in the theater as well as engage in religious debate with the members of the new combi-church.

Player Questionnaire:

1. What time zone are you in? Central time
2. How long have you been playing TTRPGs? Since around the early 2000’s when I got my first taste with DnD 3rd edition. I’ve sinced tried games like Pathfinder, Vampire: The Masquerade, and Changeling: The Lost.
3. What's your favorite part about playing TTRPGs? Getting to roll up to the table with a weird character or a cool monster design and show it off to everyone else. Besides that, taking said weirdo on a journey with bombastic moments, engaging story beats, and plenty of opportunities for self expression.
4. What do you expect from this game? A chance to play with a character concept I’ve been bouncing around for a while, getting him involved with the world and seeing what kinds of fun situations can crop up from interacting with the party. That, and the occasional epic moment on the battlefield. Pathfinder is certainly a game of bombastic combat, after all!
5. What do you expect out of your fellow players?
6. What do you expect out of me?

Character Sheet:

This character has a physical appearance, which is summarized in this section

Daranil Aldaris
Male Wizard (Necromancer) 1
N Medium Humanoid (Elf)
Init +2; Perception +2
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2 (+1 against divine spells, +2 racial bonus vs enchantment spells and effects)
Speed 30 ft.
Melee +0 weapon +0 (0d0+0)
Ranged +0 weapon +0 (0d0+0)
Class spells known/prepared (CL 1st; concentration +5)
1st - spell, spell
0th - detect magic, dancing lights, arcane mark
Str 9, Dex 15, Con 14, Int 18, Wis 10, Cha 14
Base Atk 0; CMB -1; CMD 11
Feats (B)Scribe Scroll, (B)Command Undead
Traits (Ca)Student of the Faith, (Re)History of Heresy, (Ra) Dilettante Artist
Skills Knowledge (Arcana) +8, Knowledge (Religion) +8, Knowledge (History) +8, Diplomacy +4, Linguistics +8, Spellcraft +8, Artistry (forensics) +8, Perform (acting) +7, Survival +3
Languages Common, Elven, Draconic, Sylvan, Gnome, Goblin, Varisian
Combat Gear item, item, item
Other Gear item, item, wizard kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), 49 gp
Special Abilities
Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Arcane Bond Daranil has a moth familiar named Herald that grants him a +3 to Survival checks.
Arcane School Necromancy
Opposition Schools Abjuration and Enchantment

Spell Books:

PrimarySpellbook “A Virtuoso’s Guidebook to an Unforgettable Performance”
0: (all wizard cantrips)
1st: mage armor, burning hands, silent image, vanish, cause fear, enlarge person, ray of enfeeblement

Dark Archive

Okay, starting to get some ideas. I'm thinking of making a spiritualist.

Just so I know the limits, what's the general vibe that you'd prefer? Would it be too much of a shift if I went whole hog designing a monstrous Fear phantom? Does the very prospect of a Lust phantom at a table with pick-ups make you reflexively cringe?

Also, how do you feel about the phantom possibly being one of the recent murders? I obviously don't know much about the plot details, but perhaps I we could work something out. Even give the phantom muddled memories so we could (re)discover the details in real time.

Dark Archive

GM Peachbottom wrote:
If you have a character doing melee damage, you can't go wrong with power attack.

It's funny, really. In Society games I was always worried about my eidolons stealing too much spotlight or getting me odd looks. But Navia may very well end up the party's tank in the long haul. Not sure if I should get her power attack or start leaning on summons.

Maybe I'll see how things look at 3rd.

In any case, is it possible that future sessions may allow us downtime to retrain feats?

Dark Archive

Well, mark me down as interested!

One question, more for clarification than anything. All things guns are banned, but would you allow the gunslinger's Bolt Ace archetype? Pretty much ditches all of the gun stuff for a low-tech use of shooting mechanics.

Dark Archive

Here’s my entry. I hope it isn’t too late!


Trazgar was born among the orcs of Belkzen to a human mother and an orcish father. The former was a traveling adventurer who left not long after his birth and his father and the later was a tracker for his clan. Said clan, the Gorefists, were a smaller clan beset on all sides by rival orcs and were constantly seeking to prove themselves.

Trazgar quickly learned of the importance of strength, but held even greater value in his naturally deep and bellowing voice, which he often used when trying to intimidate potential threats. His penchant for screaming got him in a shouting match with the herald of a rival clan, one that lasted for so long it nearly blew out his vocal chords. Sadly, Trazgar ultimately lost the match and suffered a great blow to his pride.

Seeking to find a name for himself, he left his homeland for the neighboring land of Nirmathas. It was there that he hoped to find work as a bodyguard or mercenary against the various threats that troubled the poorly defended villages. All the better when he was captured by an Ironfang patrol. The harrowing experience gave nearly everything he needed: scars to prove his toughness, a great escape story to boast about, and a new hated foe to direct his violence and shouting.

After finding his freedom, the half-orc took on the moniker “Tuffgutz” as a way to advertise his prowess. He also dedicated himself to constructing great war banner, one that was tall enough for a foe to see coming from great distances and strike fear into any enemy who gazed upon it. The first decorations were three holy symbols: A symbol of Lamashtu left to him by his mother, a symbol of Gorum gifted to him by his father as a farewell gift, and a symbol of Cayden Cailean from an inquisitor that died during his rescue. Calling them the ”Rowdy Ruckus Pantheon,” Tuffgutz set out to honor their names in battle against the Ironfang.

Reasons for (Character) to adventure
- Find allies to build a warband capable of battling the great dangers of the land
- Collect war trophies to build the biggest, most frightening banner ever!

Character Sheet:

This character has a physical appearance, which is summarized in this section

Trazgar ”Tuffgutz” Gorefist
Male Standard Bearer Cavalier 1
CN Medium Humanoid (Human, Orc)
Init +1; Perception +0
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0
Speed 30 ft.
Melee “The Gorefist” oversized spiked gauntlet +3 (1d6+4), greataxe +5 (1d12+6)
Ranged javelins +2 (1d6+4)
Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 15
Feats Power Attack, (b)Precise Strike
Traits (Ca)Ironfang Survivor, (Co)Armor Expert
Skills Diplomacy +5, Knowledge (religion) +1, Intimidate +7, Climb +8, Artisan (war banners) +4, Perform (oratory) +5
Languages Common, Orcish
Combat Gear “The Gorefist” (oversized spiked gauntlet), greataxe, 5 javelins, breastplate, potion of cure light wounds, alchemist’s fire, wooden holy symbol of gorum, wooden unholy symbol of lamashtu, wooden holy symbol of cayden cailean
Other Gear fighter’s kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, 10 torches, 5 days of trail rations, and a waterskin), 8 gold.
Special Abilities
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Darkvision Half-orcs can see in the dark up to 60 feet.
Cliffside Charger Half-orcs with this racial trait can move through natural difficult terrain at their normal speed; magically altered terrain affects them normally. In addition, you gain a +10-foot racial bonus to speed while charging. This replaces orc ferocity and weapon familiarity.
Challenge Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Order Order of the Cockatrice.
Banner At 1st level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 5th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Tactician At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Mechanics in a nutshell:

Tuffgutz Gorefist is an unmounted melee cavalier with a mixture of beefy damage, support auras, and intimidation based debuffing. Future levels will include Dazzling Display, a few levels of Bard, and a full run of the Battle Herald prestige class to really lean into the image of a musclebound warrior barreling into terrified enemies while leading an epic charge!

And to top it off, here's a voice inspiration too :D

Dark Archive

GM Mahuffma wrote:
I see what you mean. Yeah, shifter counts.

Cool. I'll try to have something by 11 pm central, give or take.

Dark Archive

Last second bard here. Inventory is a placeholder and the skills are just listed as the ones I trained but it should give you an idea. Melee support bard who's going to go into the Bodyguard feat to protect allies and dip mysterious stranger gunslinger for a stylish backup ranged attack.


Riavaan Spiritsong has a head for stories, a heart for song, and a stomach for rum. Growing up in a seaside village, she fell in love with romanticized tales of pirates in the shackles and their grand adventures. She eventually set out to star in her on real-life story of high seas adventures, but met spectacular failure at every turn.

Her latest endeavor and her third attempt at landing a crew brought her to Alkenstar, where she hoped to find a suitable (read: affordable) cannoneer. The city’s mixture of prosperous wealth and corrupt upper class stoked a fire in her heart that burned hotter than the holes in her pockets. It was here that she attempted to establish herself as a real and fearsome pirate, despite what might be the worst possible choice of terrain this side of Osiron.

In a brilliant flash of luck, one of drunken boasts was mistaken for a credible threat by the local guards, and the aspiring pirate has earned her first real bounty. With a newfound vigor and the beginning if a reputation, she hopes to finally find herself a crew and become the pirate queen she always wanted to be!

Reasons for (Character) to adventure
- Prove she’s truly worth the crimes that she was accused of.
- Achieve immortality in song and story.
- Have a good time along the way!

Character Sheet:

This dashing woman has a rapier at her side and an outfit that fits the style of a Shackles pirate.

Riavaan Spiritsong
Female Bard 1
N Medium Humanoid (Human)
Init +4; Perception +4
AC 16, touch 14, flat-footed 12 (+2 armor, +0 natural, +0 shield, +4 Dex, +0 deflection)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +2
Speed 30 ft.
Melee Rapier +4 (1d6+1) 18-20/x2
Ranged Light Crossbow +4 (1d8) 19-20
Bard spells known/prepared (CL 1st; concentration +3)
1st - Grease, Cure Light Wounds
Cantrips - detect magic, dancing lights, prestidigitation, know direction
Str 12, Dex 18, Con 14, Int 12, Wis 10, Cha 14
Base Atk +0; CMB +1; CMD 15
Feats Lingering Performance, Combat Reflexes
Traits (Co)Helpful, (Ma)Magical Knack (Bard)
Trained Skills Acrobatics, Climb, Linguistics, Perception, Profession (Sailor), Spellcraft, Stealth, Use Magic Device, Perform (Oratory), Perform (Singing)
Languages Common, Elven, Draconic
Combat Gear Rapier, Leather Armor, Light Crossbow with 10 bolts
Other Gear Bard’s Kit

Theme song

Dark Archive

GM Violant wrote:
@Rosc I'll just warn you now: Oozemorph might be a bit rough.

Oh I am well aware. I have Pathfinder Society experience with it.

Should get a sheet posted a little later today.

Dark Archive

Hey there! Got a trip to the clinic eating up some time but I'll try to get something up soon.

GM Mahuffma wrote:
Violant wrote:
Can you quickly tell me what counts as Base Class and Featured Race? I have a few ideas bouncing around in my head.

Base classes

featured races

Here are a couple links to each. Basically no outlandish stuff. If you want outlandish, and can convince me of how it fits and why, I might consider it.

Just to double check, does Shifter count as a base class? The linked list of classes doesn't show it, but the sidebar just over yonder lists it.

Dark Archive

Dotting for interest. Bouncing between two character ideas: Either a wastelands mutant Shifter (Oozemorph or Adaptive Shifter) or a self proclaimed pirate queen (Bard with a dip of Mysterious Stranger Gunslinger) who gets drunk and tells tall tales.

Decisions, decisions....

Dark Archive

Critzible wrote:

Well part of what Ill be introducing is a system to gain Race Points/Evolution Points to spend on your person. It has Side Effects

These Stones come from Sea Mines, Gill Men Mine.

Ohh, I love the idea that my character could seek out unusual transformations. If that's the case then I can skip synthesis entirely.

Maybe some kind of shifter? I suppose it depends on how we're doing stats. Point buy? Rolling?

Dark Archive

Critzible wrote:
Philo Pharynx wrote:
would you allow a synthesist summoner. Basically somebody who can turn into a sea monster.
Probably wouldnt allow a synthisist Summoner. Though I would look at it and see. Becuase it may be interesting with the idea I have

Synth summoner is brought in line pretty easily.

Rosc's Backseat Game Design:
1) The summoner has a single HP pool, instead of sharing one with his eidolon
2) Unchained spell list and the unchained version of the Pounce evolution
3) If that isn't enough, bring the form in line with Wild Shape. Synth form still uses the summoner's base stats, maybe with a +2 in the eidoilon's highest physical stat. Plus whatever it gets from natural scaling and evolutions, of course.

Once you remove the few ways to cheese the archetype, it becomes an even trade where you cut your action economy in half but the summoner himself keeps the evolutions. I'd argue it's a downgrade in overall power, but still very much strong enough to hold its own.

Dark Archive

I'm certainly interested. I've had a few ideas kicking around for a pirate character.

Question. I know you're not having the capitol-O Occult classes, but how would you feel about a kineticist? They play less like weirdboy psychics and more like sorcerers that trade damage potential for staying power.

Dark Archive

1 person marked this as a favorite.

Well, common wisdom is to roll before I settle on a concept, but let me make the Big Ask while I generate the numbers

Stat 1:: 4d6 - 1 ⇒ (6, 2, 3, 1) - 1 = 11
Stat 2:: 4d6 - 1 ⇒ (1, 5, 5, 5) - 1 = 15
Stat 3:: 4d6 - 1 ⇒ (1, 2, 6, 1) - 1 = 9
Stat 4:: 4d6 - 1 ⇒ (2, 4, 1, 3) - 1 = 9
Stat 5:: 4d6 - 1 ⇒ (2, 2, 4, 3) - 1 = 10
Stat 6:: 4d6 - 4 ⇒ (5, 4, 6, 5) - 4 = 16

The Big Ask:

I would like to play an APG Summoner with the Synthesis artchetype. It isn't as overwhelming as people initially assume (cutting your actions in half hurts) but there are a couple rebalances I'd like to propose.

1) The eidoon form uses your normal hit points. That way there's no more silly HP juggling.
2) The eidolon form uses your own stats, so no more cheesy summoner with 8/8/12 str/dex/con. With maybe a simple +2 in its highest physical stat as well as whatever you get from evolutions. This brings it in line with the druid's Wild Shape, which is a more stable baseline.

The advantageous spell list is worth examining, but I'd say it would work to the party's benefit with quicker access to buff and utility spells. Also works well when taking magic item crafting feats.

The actual character concept is an aspiring tailor who got caught up in the shattered world business and met The Clothier, an extraplanar creature who wishes to mend the fabric of reality. The build would be a melee support that uses the Bodyguard feat and spells to keep allies safer.

Bonus favor:

This imposing figure of patchwork cloth slouches over, still towering over most humanoids. Its lanky body is covered in a flowing overcoat that looks like several styles of clothing fused together. A spinning wheel protrudes from its back, slowly pulling strands from its body and feeding them back in. One hand deftly holds a pair of oversized scissors while the other wears a glove whith fingers that end in sharpened sewing needles. Two eyes of white cloth with button irises focus on you as it approaches.

Dark Archive

Congrats to everybody that got in!

But hey, if you ever need a filler in the future, feel free to keep Mieosa in your Rolodex and hit me up when the time comes.

Dark Archive

Congrats on getting in!

Dark Archive

Sorry for the delay. Hilidays, a holiday related work rush, and general complications with Unchained have set me back. I'll have my character ready this evening after my late shift.

Mechanics are mostly sorted, I just need to write up the backstory questions and settle on their names.

Dark Archive

GM of the Crusade wrote:

Rosc wrote:
Will the APG Summoner be a problem? If necessary, I can use the Unchained spell list. Or even the entire Unchained class, if you don't mind letting me tweak one of the subtypes just a bit so it stays consistant with the flavor

Unchained summoner is being used, which subtype do you want to alter? And how would you do so?

I'm thinking the Agathion subtype. It has. Bestial motif, works well for a "guardian spirit" character, and it doesn't really need much tweaking.

But would it be okay if I was allowed to take the Mount evolution at some point? I've got no idea why that evolution is subtype specific, nevermind not having any good aligned eidolons on its list.

Dark Archive

GM of the Crusade wrote:

@Rosc: I generally try to pick people who haven’t played through the entire campaign, but if the character concept is good and you can separate character and player knowledge, I’m not opposed. I reserve the right to deal with any metagaming that does happen, of course.

For what it's worth, I've got two points to say in my favor.

1) I have many years of under my belt with Pathfinder Society, so I've got lots of experience holding back knowledge while playing scenarios I've already ran.
2) My play through of Wrath went hilariously, tragically different from what I assume is a traditional run of the tabletop version.

That said, I'm working on my character and it should be done within a day. Going with Skald/Summoner native to Sarkoris. A proper Godcaller who's fighting to avenge his people.

Will the APG Summoner be a problem? If necessary, I can use the Unchained spell list. Or even the entire Unchained class, if you don't mind letting me tweak one of the subtypes just a bit so it stays consistent with the flavor.

Dark Archive

Here’s my submission. Sorry it’s so close to the deadline, micromanaging the inventory of a 17th level character was a real rabbit hole.

Hello! I’m Rosc, a long time Pathfinder player and freelance writer. I bring with me a long history of playing the game, especially in Pathfinder Society where cooperation is a central requirement. I come with a sort of dual character. One is Meiosa, the transhumanist alchemist, and the other is Doctor Weaver, her alter ego brought on by long term mutagen use.

If you’re looking for examples of play, I currently have two characters in active play-by-post games. Profiles are here and here for easy reference. I also have a few PBP sessions under by belt from aliases tied to my various Pathfinder Society characters.

And one last thing before the character. I acknowledge that it is my responsibility to keep up with the game at least every two days with posting, In Character if possible but OOC at minimum.


Meiosa was born to a pair of traveling merchants that made a living traveling the world as part of a greater caravan, though she knows very little about them beyond that. She knows that she was born with a strange deformity: some wriggling pustule across her back, growing rapidly with her maturation. Whether it was out of desperation, fear, or a callous need to be rid of a burden, her family left her behind in the hands of a noble house in Sheenosek.

Meiosa’s adolescence was spent being studied by prospective arcanists with interests in transmutation and necromancy, but it wasn’t until the alchemists took interest that any significant progress was made towards understanding her condition. It was there where her increasingly large and onerous condition was properly treated. With some corrective surgery and mutagenic infusion, the excess flesh was released from its epidermal prison. Meiosa was fascinated by this revelation, seeing her unusual mutation as a boon for the first time.

From there, she had found her path. She would do odd jobs and take apprenticeships wherever she could to earn money and gain knowledge in the arts of alchemy. With these new talents, she studied her unusual body and found other, nearly imperceptible anomalies. And there would be more surgeries, more infusions. After a while, she lost interest in minor corrections and became obsessed with modifying her body in whatever way possible.

Experiments grew bolder. Changes became upgrades, upgrades became grafts of entirely new parts. She even took up traditional adventuring and monster hunting to search for ever more exotic flesh to fuse with her own. She even learned about ways to artificially induce sentience into animals, as well as surgically transforming them into humanoid form. And while she valued that sort of knowledge greatly, she sought to focus on self-improvement, only performing drastic modifications to willing subjects under most circumstances.

She even experimented with generating entirely new parts, using her own body as the incubator to grow extra tissue. Among these experiments onto some yielded reasonable results. One involves a sort of cloned sack of brain tissue originally based on the more popular tumor familiar practices, though this one seemed to have connections to an unexplained and supernatural source of knowledge. Another involves a gray, bulb-headed creature that resulted from a failed attempt to clone herself via slime-like division.

But everything changed when trying a particularly volatile mix of mutagens. Something interacted with her androgynous, half-formed clone body. Instead of merely transforming her, it swapped the ‘positions’ of herself and her parasitic twin. Now, her personality was subservient to a new entity, one that seemed to share her passion for self-modification but insisted on going about it in a more organized, professional way.

The two agreed to share their one body, each personality ultimately accepting the other as a part of themselves. Leaving behind their comparatively comfortable life, they set out to travel in the long term, seeking ever more exotic and dangerous creatures to fuel their insatiable appetite for body modifications.

Reasons for Meiosa to adventure
- Searching for new body parts for self-alteration, as well as testing the latest upgrades.
- In her travels, she’d keep an eye out for exceptional individuals such as the PCs. Adventurers, warriors, and scholars of a similar caliber would be deeply fascinating, and she would likely keep documentation of their physical performances and abilities.
- Her propensity for hunting dangerous monsters has also taught her the importance of working with a team, though most groups find Doctor Weaver to be too unsettling to work with in the long term.
- Gaining more knowledge about the world, both for personal education as well as feeding knowledge to her encyclopedic tumor familiar.
- To respectfully test her and Doctor Weaver’s competing philosophies of “change for the sake of change” and “enlightenment though the pursuit of physical perfection.”
- Because having friends that aren’t just their counterpart personality is good for mental health when you live a life this dangerous.

Character Sheet:

This dark-skinned woman’s features are concealed behind a heavy cloak, wide-brimmed hat, goggles, and scarf. Surgical scars trace around her eyes and disappear below her clothing.

Note: With her wide variety of physical mutations, Meiosa usually wears heavy clothing as a disguise.

Female Vivisectionist Alchemist 15/Mad Chymist 2
CN Medium Humanoid (Human)
Init +8; Perception +27
AC 32, touch 18, flat-footed 28 (+9 armor, +0 natural, +5 shield, +4 Dex, +4 deflection)
hp 173 (15d8+5, 2d10+4)
Fort +19, Ref +19, Will +15
Immune: cold, nonlethal
Speed 30 ft.
Melee +1 adamantine longspear +20/+15/+10 (1d8+9/x3) or mithral dagger +20/+15/+10 (1d4+6) tentacle +24 (1d4+14 plus grab)
Ranged +1 light crossbow +9 (1d8+1)
Alchemist extracts prepared(CL 16th; concentration +22)
6th - heal, twin form
5th - overland flight, overland flight, regeneration, (open slot)
4th - fluid form, stoneskin, greater invisibility, (open slot), (open slot)
3rd - countless eyes, water breathing, heroism, heroism, displacement, (open slot)
2nd - alchemical allocation, alchemical allocation, darkvision, delay poison, skinsend, see invisibility, (open slot)
1st - ant haul, comprehend languages, heightened awareness, deathwatch, truestrike, polypurpose panacea, (open slot)
Str 22, Dex 18, Con 18, Int 22, Wis 14, Cha 8
Base Atk +13; CMB +19 (+23 grapple); CMD 33
Feats (b)Throw Anything, (b)Brew Potion, Iron Will, (b)Improved Initiative, Power Attack, Extra Discovery (Vestigial Arm), Extra Discovery (Vestigial Arm), Extra Discovery (Tumor Familiar), Extra Discovery (Spontaneous Healing), Extra Discovery (Healing Touch), Extra Discovery (Infusion), Extra Discovery (Elixir of Life)
Traits (So)Bruising Intellect, (Ma)Pragmatic Activator
Skills Acrobatics +8, Climb +13, Craft (Alchemy)+26, Craft (Cooking) +10, Disguise +16, Disable Device +24, Fly +14, Heal +5, Intimidate +26, Knowledge (Arcana) +26, Knowledge (Dungeoneering) +10, Knowledge (Nature) +26, Perception +27, Spellcraft +26, Stealth+29, Survival +5, Swim +10, Use Magic Device +26
Languages Aklo, Vargilder (Gnomish), Firas Trade (Common), Firaslander, Androsic, Alvan (Elven), Abyssal
Combat Gear +5 amulet of mighty fists, +5 cloak of resistance, +5 glamered shadow mithral chain shirt, +4 mithral buckler, +4 belt of physical perfection, +4 ring of protection, +6 headband of vast intelligence (intimidate, knowledge arcana, stealth), incandescent blue sphere ioun stone, vest of stable mutation, boots of speed, eyes of the eagle, boro bead (1st), boro bead (2nd), 20 crossbow bolts
Other Gear backpack, bedroll, belt pouch, flint and steel, 2 vials of superior invisible ink, 3 vials of ink, 11 inkpens, iron pot, mess kit, soap, 5 torches, 5 journals, waterskin, 3 formula books, 2 healer’s kits, 4 wands of cure light wounds, potion of tongues, handy haversack, bag of holding type II, portable alchemist’s lab, scroll of dimension door, scroll of plane shift (arcane), 2 scrolls of teleportation, wand of lesser restoration, clear spindle ioun stone, pearly white spindle ioun stone, 2 potions of remove blindness/deafness (curved bottles), 5 doses of cloudthorn venom, 25,000 gp worth of reagents for Elixir of Life discovery, 3,000 gold worth of diamond dust in 30 pouches, 2,500 gold worth of stoneskin reagents in 10 pouches, 4,000 gold worth of herbs and oils for awaken, 15,000 gold worth of materials for permanent anthropomorphic animal, 235 gp
Special Abilities
Alchemy: +15 competence bonus to Craft (Alchemy) checks to craft alchemical items.
Sneak Attack Meiosa deals 9d6 sneak attack damage, as per the rogue class.
Discoveries Meiosa has a multitude of discoveries that functionality to her body. These will be detailed in their own tab.
Greater Beastform Mutagen With this special blend of growth serum, adrenal stimulants, and monster blood, Meiosa’s mutagen grants her a +8 alchemical bonus to one physical ability score, +6 alchemical bonus to another physical ability score, +4 alchemical bonus to the remaining physical ability score, a -2 penalty to her mental ability scores, and a +6 natural armor bonus. Her mutagen also gives her four abilities from the beast shape III spell. Meiosa’s typical prepared mutagen gives a bonus to Strength, Constitution, and Dexterity in descending order, as well as the blindesense (30 feet), fly (90 foot, good maneuverability), grab, and pounce abilities.
Cruel Anatomist Meiosa may use her Knowledge (nature) skill bonus in place of her Heal skill bonus.
Torturous Transformation Meiosa added anthropomorphic animal to her formula book as a 2nd-level extract. When she uses this extract, she injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, she multiplies the duration by the number of extracts used. Meiosa also added awaken and baleful polymorph to her formula book as 3rd-level extracts. When she uses the awaken or baleful polymorph extract, she injects it into the target (not a plant) as part of a 24-hour surgical procedure. She can make anthropomorphic animal permanent on a creature by spending 7,500 gp.

Here is art of her

Character Sheet (Mutagen):

This hairless, marble-skinned humanoid has asymmetrical eyes and a mouth like a lamprey’s. It’s upper hands end in long, four-jointed fingers that have razor-sharp nails. It’s lower arms are connected to a glassy-eyed torso protruding from its stomach that looks eerily similar to Meiosa.

Doctor Weaver
Male Vivisectionist Alchemist 15/Mad Chymist 2
CN Medium Humanoid (Human)
Init +10; Perception +27
AC 40, touch 20, flat-footed 34 (+9 armor, +6 natural, +5 shield, +6 Dex, +4 deflection)
hp 224 (15d8+8, 2d10+7)
Fort +22, Ref +21, Will +15
Immune: cold, nonlethal
Speed 30 ft.
Melee Bite +28 (1d8+15) and 2 Claws +28 (1d6+15 plus grab) or +1 adamantine longspear +24/+19/+14 (1d8+16/x3) or mithral dagger +24/+19/+14 (1d4+11) tentacle +28 (1d4+15 plus grab)
Ranged +1 light crossbow +11 (1d8+1)
Alchemist extracts prepared(CL 16th; concentration +22)
(See other character sheet for prepared extracts)
Str 30, Dex 22, Con 24, Int 22, Wis 14, Cha 8
Base Atk +13; CMB +23 (+27 grapple); CMD 39
Feats (b)Throw Anything, (b)Brew Potion, Iron Will, (b)Improved Initiative, Power Attack, Extra Discovery (Vestigial Arm), Extra Discovery (Vestigial Arm), Extra Discovery (Tumor Familiar), Extra Discovery (Spontaneous Healing), Extra Discovery (Healing Touch), Extra Discovery (Infusion), Extra Discovery (Elixir of Life)
Traits (So)Bruising Intellect, (Ma)Pragmatic Activator
Skills Acrobatics +10, Climb +17, Craft (Alchemy)+26, Craft (Cooking) +10, Disguise +16, Disable Device +26, Fly +16, Heal +5, Intimidate +28, Knowledge (Arcana) +26, Knowledge (Dungeoneering) +10, Knowledge (Nature) +26, Perception +27, Spellcraft +26, Stealth+31, Survival +5, Swim +14, Use Magic Device +26
Languages Aklo, Vargilder (Gnomish), Firas Trade (Common), Firaslander, Androsic, Alvan (Elven), Abyssal
Special Abilities
(For Special Abilities, please consult Meiosa’s character sheet)

Character Sheet (Tumor Familiar):

This long, slug-like cluster of wrinkled brain tissue emerges from the back of its master’s neck. It’s covered in a protective layer of translucent slime and has a hazy, dream-like aura about it.

Leopard Slug Figment Sage Tumor Familiar 15
N Diminutive Vermin
Init -3; Perception -2
AC 15, touch 11, flat-footed 15 (+4 natural, -3 Dex, +4 size)
hp 43
Fort +11, Ref +7, Will +4
SR 20
Speed 5 ft., climb 5 ft.
Space 1 ft.; Reach 0 ft.
Str 1, Dex 4, Con 12, Int 20, Wis 7, Cha 9
Base Atk +13; CMB +4; CMD 11
Skills Climb +3, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +28, Knowledge (Engineering) +12, Knowledge (Geography) +12, Knowledge (History) +12, Knowledge (Local) +12, Knowledge (Nature) +12, Knowledge (Nobility) +12, Knowledge (Planes) +31, Knowledge (Religion) +28, Stealth +9
Evolutions Skilled (Knowledge: Planes), Skilled (Knowledge: Religion), Skilled (Knowledge: Dungeoneering),
SQ compression, slime strand, suction
Special Abilities
Dazzling Intellect (Ex) A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.
Empathic Link The master has an empathic link with his familiar to a 1-mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Manifest Dreams (Su) A figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 3 points’ worth of eidolon evolutions.
Recurring Dream (Su) A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.
Sage’s Knowledge (Ex) A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
Slime Strand (Ex) A leopard slug can turn its mucus into a 30-foot-long strand, much like a spider’s silk. It can hang from this strand indefinitely and lower itself safely at a rate of 5 feet per round. It can climb back up the strand at the same rate. Once the slug breaks contact with the strand, the mucus disintegrates in 1d4 rounds.
Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Suction (Ex) A leopard slug secretes sticky mucus, which allows it to apply its climb speed to any surface, even sheer walls and ceilings. Once attached to a surface, it has no chance of falling off unless it’s grappled and actively peeled away.

Formula Books:

Any spell with an asterisk* was purchased as a scroll and added to the book.
Any spell with a plus+ is a bonus spell from the vivisectionist archetype.
Redundant spells in the secondary book have been copied at the usual cost.

Primary Book “Essence of Life: A Detailed Guide to Transmutation and Fleshcraft”
(83/100 pages)
1st: ant haul, comprehend languages*, crafter’s fortune, cure light wounds, deathwatch+, disguise self*, enlarge person, heightened awareness, long arm*, polypurpose panacea, shield, truestrike*
2nd: alchemical allocation, anthropomorphic animal+, barkskin, darkvision, delay poison*, see invisibility*, skinsend*
3rd: awaken+, baleful polymorph+, countless eyes, heroism, remove blindness/deafness
4th: echolocation, fluid form*, freedom of movement, restoration
5th: communal stoneskin, delated consumption*, overland flight, planar adaptation, regenerate+
6th: heal

Secondary Book “Weaving Essence: A Supplementary Guide to Transmutation and Fleshcraft”
(84/100 pages)
1st: enlarge person, heightened awareness
2nd: alchemical allocation, barkskin, invisibility*, lesser restoration*, resist energy*
3rd: countless eyes, displacement*, fly*, haste*, heroism, water breathing*, tongues*
4th: restoration, greater invisibility*, stoneskin*
5th: overland flight, regenerate, sending*
6th: heal, giant form I*, true sight*, twin form*

Emergency Book an untitled tome, safe at home in a box under her bed
(38/100 pages)
1st: deathwatch, enlarge person, heightened awareness,
2nd: alchemical allocation, anthropomorphic animal, barkskin
3rd: awaken+, baleful polymorph+, heroism
4th: restoration
5th: overland flight, regenerate
6th: heal


Tentacle: Originally believed to be a mundane (if painful) deformity, exploratory surgery revealed an extra limb beneath a layer of skin.

Feral Mutagen: Some of Meiosa’s earliest work involved grafts of animal parts, adding concealed modifications that are activated with a special catalyst mixed in with her mutagen.

Vestigial Arm (x2): These are a result of an attempt at growing a clone of herself using her own body as an incubator. The experiment didn’t progress as far as she originally wanted, but was ultimately bore fruit.

Wings: Constructed from spare parts left over from failed attempts to develop her own species of human-sized insects. These wings are proof that even failure can become fuel for success.

Preserve Organs (25%): Studies in integrating foreign tissue also taught Meiosa to look at human anatomy from a new perspective. As a result, she’s discovered how to reroute her vital organs in a more efficient and defensible configuration.

Tumor Familiar: Attempts at reproducing her own consciousness through cloned brain tissue have resulted in a slug-like creature that resonates with her own psyche. Despite coming from her own thoughtform, the creature knows things that she does not, and also exists in a state between physical and mental. Great potential for exploring gestalt consciousness.

Mummification: After achieving a mastery of grafting, Meiosa sought to find new ways to modify her own body. Extreme measures have allowed her to replace many of her vital fluids with a sort of alchemical false blood, rendering her immune to disruptive conditions such as sudden drops in temperature, muscle degradation, and artificially induced sleep.

Spontaneous Healing: Meiosa was fortunate enough to collect samples of troll flesh. While unable to recreate their near-immortality, she did develop a subdermal implant to give her a limited use of their natural healing.

Greater Mutagen: Meiosa has achieved an even greater form of mutagenic transformations, pushing her physical augmentations past their previous limits.

Healing Touch: Continued studies with troll flesh still haven’t yielded the secret to full regeneration, but Meiosa has found a way to double the efficiency of her current model. As an interesting side effect, she has gained the ability to secrete a concentrated dose of a restorative gel that can heal others.

Parasitic Twin: Further attempts at cloning from within her own body have shown more progress than she originally assumed. A creature with pale skin and a bulbous head seems to have grown within her along with the second set of arms. While initially dependent upon Meoisa for survival, it has shown some interest in quietly ‘looking over her shoulder’ while she performs her experiments.

Infusion: Meiosa’s extracts originally acted as catalysts for her physical augmentations. However, thanks to the development of short-lived symbiotic creatures, she has redesigned her infusions to work in other creatures as well.

Grand Mutagen: This new and improved mutagen is the pinnacle of Meiosa’s work, transforming her body to a state that’s extremely powerful and borderline inhuman.

Elixir of Life: With her greater understanding of living bodies and life energy, Meiosa is capable of generating an elixir that can bring back the dead. This biological slurry can be poured into a body to bring it back to life or prematurely consumed by her to automatically resuscitate her upon suffering a fatal blow.

Bruiser/Support melee alchemist with a heavy emphasis on biopunk flavor.

Dark Archive

Healing, casting, and skills? I'm sure I could whip something up in the next couple days. Cleric/Spiritualist? Monk/Psychic? Hmmm....

I've beaten Wrath of the Righteous on PC. Would that disqualify me as a potential player?

Dark Archive

You know, the whole rule about alchemists and bombs was a bit of a head scratcher at first, but the more I think about it the more I respect it. The whole Mad Bomber shtick seems a bit overdone anyway.

I've decided to make a human beastmorph/vivisectionist alchemist that dips into the master chymist archetype. While I put the work into this beast of a character sheet, I've got a couple rules questions.

1) Could vivisectionist use the Unchained Rogue version of sneak attack? It seems consistent with your character creation rules, and this version isn't completely shut down by basic concealment.

2) The master chymist specifically stacks with alchemist for progressing bomb damage. Since I replaced that feature with sneak attack, would it be okay if it scaled that instead? If not, that's cool.

3) I'm considering taking Leadership as a mostly flavor thing. Revolutionary research with several understudies and all that. Perhaps a mix of humanoids and awakened animals resulting from their experiments? Maybe give my cohort the Leadership feat, but purely as a way to represent that they have their own stuff to do and won't always follow me around on adventures?

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GMDQ wrote:

Rosc wrote:

Ohh, a 17th level game. This seems fun! I've got a few ideas bouncing around. Kineticist, summoner, oozemorph...

I'll give the setting a solid read so I can pick something that fits a bit more snugly.

For more important for the purposes of this recruitment than the setting, please read the restricted sources, races, and classes please, as you've listed two things you can't play. :)

Ohh, my bad. Didn't see that there was a clarification a few posts down. I'll adjust my designs accordingly.

Maybe a shadowdancer? Hmmmmm....

Dark Archive

Ohh, a 17th level game. This seems fun! I've got a few ideas bouncing around. Kineticist, summoner, oozemorph...

I'll give the setting a solid read so I can pick something that fits a bit more snugly.

Dark Archive

Congrats to everyone who was selected.

Have a good game!

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GM Peachbottom wrote:
I just came across that characters you drew Rosc. Very cool.

Ohh I wish I could draw that well. No, I paid some artist to draw the two. Heck, it's not even my only commissioned art, but it's the only one with the two of them.

Dark Archive

Here's the little something I decided to whip up. It's a drastic retelling of an old Pathfinder Society character that never quite realized their full potential. Xallis of house Livara.

House Livara:

House Livara which is my own creation got its start in Cheliax, making a name for themselves by acting as extraplanar lesions in the trade of physical goods as well as knowledge. Fearing that the stifling rule of Cheliax would eventually cut into their potential profits.

They ultimately decided to risk relocating to the neighboring nation of Taldor to practice their arts in relative peace. Many resources were sacrificed and many connections had to be severed, but they eventually settled into their new home. While relatively new and weaker than most magic-focused houses, they make up for it with ambition; Each scion is encouraged to find a way of expanding their magical powers while also finding new connections to help strengthen the house's influence.


Xallis Livara was born as the middle child of three siblings, comfortably cushioned between the ambitions placed upon his elder brother and the doting placed upon his younger sister. When the former ran off to become a Hellknight and the later became a paladin of some fae goddess he couldn't pronounce, he found himself the sole target of their parental expectations.

Wishing to follow a more traditional role in the family, Xallis took to the art of conjuration. It was there he studied imported infernal texts, received training in the art of negotiating contracts, and prepared himself for his first proper summoning ritual. Unfortunately, due to some impurity in the reagents or an error in drawing the ritual circle, the summoning went wrong.

Xallis' memories of the ritual are hazy. Faces, eyes, and some amalgam-creature crawling towards him, and then blackness. When he awoke, he found himself wrist-deep in a putty-like substance, hands deftly weaving and shaping it. The man was no craftsman, and his knowledge of surgery was equally lacking, but something about this act felt effortless. Instinctual. Natural. After gathering his wits, he continued his work, shaping this raw essence until it took the shape of his eidolon.

While he gained a new companion, he was no closer to establishing connections that would benefit the family. Xallis attempted a few other ventures, most notably a short-lived career as an agent of the Pathfinder Society, but he found their disorganized and largely apolitical goals to offer more roadblocks than opportunities.

Xallis is now back at home, with nothing but the clothes on his back and a handful of equipment from his time as a Pathfinder, doing what he can to keep up relations to his family. With empty pockets and burning ambition, he hopes to make allies. With Navia as his secret right hand, he hopes to gain leverage over potential rivals.

Mechanics in a Nutshell:

Xallis is a summoner with a reasonable set of charisma and intelligence based skills and an emphasis on using Summon Monster to add flanks and support during combat. Navia, his Eidolon, is built specifically to make use of skills like Stealth and Disable Device, acting as an espionage expert out of combat or as backup combatant in a pinch. Her evolution points can also be arranged to help her cover other holes in the party's makeup.

Xallis is made using the original Summoner from the APG, but I'm more than willing to shift him into an Unchained Summoner if the class is banned.

About Me:

Hi! My name is Nate Wright, and I've been playing ttrpgs since 3rd edition of DnD, mainly bouncing between that and Vampire: The Requiem games until I found my love with Pathfinder through an introduction with organized play.

I'm passionate about the game and have written a decent bit of content for it. Most of it happens on my blog, Eldritch Excursion, where I explore the intersections of flavor and mechanics while offering ways to play unusual characters. I've also done some freelance writing for Paizo, with my favorites being the Memetic Zenith and the Anadi.

I've got a love for playing weird stuff, though I do try to reign it in when the setting demands it. I tend to post in the late evening hours. I've been playing Pathfinder first edition since 2014 but I have yet to play a 1e adventure path and I would love to knock that off of my bucket list. I'm currently in a PbP of the Slithering, but I'd like to join one or two more games.

Xallis' Stats:

Xallis Livara
Male Human Summoner 1 (Advanced Player's Guide p54)
N Medium Humanoid (human)
Init +1; Senses Perception +0
--------------------------------------------------------------------------- -----------
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AC 11, touch 11, flat-footed 10 (+0 armor, +1 Dex)
hp 11 (1d8+3)
Fort +2, Ref +1, Will +2
--------------------------------------------------------------------------- -----------
--------------------------------------------------------------------------- -----------
Speed 30 ft.
Melee Dagger -1 (1d4-1)
Ranged Light Crossbow +1 (1d8, 19-20)
Spell-Like Abilities (CL 1)
6/day - Summon Monster I
Spells Known (CL 1)
1st (2/day) - Grease (DC 14), Enlarge Person
0th (at will) - Mage Hand, Detect Magic, Message, Light
--------------------------------------------------------------------------- -----------
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Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 10
Feats Spell Focus: Conjuration, (B)Noble Scion (Scion of Magic)
Skills Bluff +8, Diplomacy +8, Knowledge (Arcana) +6, Knowledge (Nobility) +8, Knowledge (Planes) +6, Lore (Pathfinder Society) +6, Spellcraft +6, Use Magic Device +7
Traits Fast Talker, Senatorial Hopeful
Languages Celestial, Common, Elven, (B)Infernal
Combat Gear Dagger, Light Crossbow with 10 bolts; Other Gear Backpack, 0gp
SQ Cantrips, Eidolon, Life Link
--------------------------------------------------------------------------- -----------
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Environment Urban or Any
Organization solitary or with Navia
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Eidolon After a one minute ritual, summons Navia.
Summon Monster 1 As per the spell, cast as a standard action. Cannot be cast while the eidolon is out.

Navia's Stats:

Navia Grace
Female Eidolon (Advanced Player's Guide p58)
N Medium Outsider
Init +3; Senses darkvision 60ft, scent 30ft; Perception +4
--------------------------------------------------------------------------- -----------
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 6 (1d10+1)
Fort +3, Ref +1, Will +2
--------------------------------------------------------------------------- -----------
--------------------------------------------------------------------------- -----------
Speed 30 ft
Melee 2 Claws +4 (1d4+3)
--------------------------------------------------------------------------- -----------
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Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Skill Focus: Stealth
Skills Disguise +8, Disable Device +5, Perception +4, Sense Motive +4, Sleight of Hand +5, Stealth +8; Racial Modifiers +8 Disguise
Languages Celestial, Common, Elven, Infernal
Combat Gear none Other Gear Thief's Tools
SQ Darkvision, Link, Share Spells
--------------------------------------------------------------------------- -----------
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Environment Urban or Any
Organization solitary or with Xallis
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Free: Limbs (Legs), Limbs (Arms), Claws (Legs)
1 Point: Climb, Scent, Skilled (Disguise)


Here's some old art of the two. I may mess with their designs a bit, maybe get some heroforge screenshots, but this is a decent enough reference.

Also, because I am a gigantic dork:
Xallis' theme
Navia's theme

Dark Archive

Dotting this one. I've had a couple ideas bouncing around, so I'll have to flesh those out and come back with one.

Dark Archive

Okay, it looks like the kobold turned out to be a poor fit for the campaign. I'll go back to the drawing board and come up with something in the next couple of days.

Dark Archive

Dotting this thread. I'm working on a kobold themed off of white dragons. Bouncing between dragon totem barbarian and draconic bloodline sorcerer. Honestly I could go either way, based on the needs of the party. Maybe dragon disciple?

There's one super important aspect to the character that would be no fun to spoil in this thread. I would love to discuss with you, Reckless. Would a private message be alright, or would you just prefer a spoiler tag in this thread?

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Violant wrote:

I'll have to think about it, but I'll get back to you soon about that.

Heh, two kineticists in a row.

Hahaha. I was thinking of pitching an aetherkineticist who had a passion for taking things apart and putting them back together.

Might have to rethink my plans....

Dark Archive

Hey everybody. Sorry I'm late. Got caught up trying to think of concepts. That choice paralysis hits like a truck!

Right now I've got a powerful urge to play an undead character. Our party is looking fairly frontline-heavy, so I'm thinking vampire, with some kind of support role. Alchemist maybe, or oracle, or investigator? Certainly something that can provide healing for me and the skeleton.

While also carefully managing its own herd of blood bags, of course. With some stuff I homebrewed to help smooth it over.

Dark Archive

So I would want to have a campaign that has a strong focus on starship combat, specifically with the party members manning individual fighters instead of the usual Star Trek vibe.

Storywise, it would take place during the early wars of the Veskarium establishing itself on other planets. Specifically, on the planet to-be-named Vesk 6. It would focus on the war between the vesk and the pahtra.

In the spirit of Hell's Vengeance and Hell's Rebels, it would consist of two half-APs that have interweaving timelines. One through the point of view of pahtra defenders, which might have the feel of a Star Fox game. The other side would feature a group of vesk-aligned pilots, and might feel a bit more like an Ace Combat game.

You start off as a ragtag group, salvage/earn better equipment, and deal with corruption and mismanagement within your own organization while also dealing with external threats and probably some kind of rival squadron on the opposing side.

As a sort of prequel adventure, the ultimate ending would be pretty obvious, but I'd like to add a special Epilogue to each side to give some form of closure to their adventures.

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JiCi wrote:

I'd love to see more sci-fi horror-like creatures, like aliens which merged with vehicles, former nanocytes with corrupted nanites, former mechanics whoch drones or AI took over their bodies, pilots who merged with their armors or mechs, etc.

Former solarians who were overwhelmed with their powers, turning them into monsters would be welcomed as well.

We need a whole Apocalypse book with scenarios that describe planets that are being destroyed because of one single class' abilities. Vanguard entropy dissolving all life and matter on a world, The manifestation of a mystic connection that turns the mystic into a world-ending monster at its zenith, etc. At least one for each class. With monsters to go with it for every world-ending event.

Besides that? I have a top three on the wishlist.
1) Drakainia
2) The aberration's answer to tieflings and aasimar
3) Medusa

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I took some creative liberty with my Vanguard in an AP and explained her Vanguard powers as coming from a pact with some unknowable being that she only met by chance of a freak Drift accident. She ended up making a pact, but the details are fuzzy because her memories were part of the deal. And she may or may not have always been a tiefling. Or, if her existential dread is to be believed, killed and replaced with one.

I like to imagine Vanguards as mostly occurring as the result of some catastrophe. Surviving a magical cataclysm and coming back changed. Nearly being sucked into a black hole, but gleaning wisdom from gazing into the eye of the warp.

It's way more fun to imagine you're What's Wrong With The World, or at least a symptom of it.

Dark Archive

I'm toying with the idea of an Anadi sniper myself, and I'm thinking of taking a rogue dedication. It won't do much, but that guaranteed flat-footed means that I'll be sure to deal heavy damage on my opening strike every turn. Plus, the extra skills are generally useful.

The extra 1d6 sneak attack isn't great but free damage is free damage.

Dark Archive

We're all familiar with eidolon natural attacks, and how you can shape them to look like natural weapons. But does an eidolon have the abiloty to put these implements away to use their hands?

On one hand, weapon traits like Grapple and Shove suggest this is the case and they need it to make up for having their digits merged to the hilt.

On the other hand, I'd love to play with concepts like an anger phantom dwarf ancestor who wields her favored hammer and clan dagger, or a demon clown who fights with a juggling club and an evil puppet, without being locked out of everything with the manipulate trait. Having your very humanoid-shaped eidolon balking at the prospect of a closed door sort of undercuts my character concept.

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Woo, my first scenario. It's good to see it as a real thing that exists in the wild.

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I could do this for days. Here's a 1e conversion that came too late to take off in Society play.

Spoiler'd to keep the threat clean.


Summoner Name: Viladra Felfire
Summoner Gender/Ancestry/Heritage: female umbral gnome

Eidolon Name: Chuckles
Eidolon Gender(if any)/Type/Array: male demon

Physical Description: Viladra is a slightly heavyset gnome, with long hair dyed black (normally green with white streaks) with heavy black eyeshadow. The left side of her face is charred from a magical accident, rendering her blind in that eye. Chuckles is tall, lanky, with colorful wavy horns and ashen skin, with a loose shirt and polka-dot trousers over big, floppy shoes.

Behavior/Attitude: Viladra comes off as bitter, snarky, but indulgent in some vices, riding the razor's edge of bleaching while relying on exposure to the excitement of demonology to stave off entropy. She absolutely detests gnome-focused humor and loathes the whimsical reputation her ancestry has earned. Chuckles is surprisingly sedate and chilled out, as if constantly intoxicated, but can fly into a destructive frenzy when pushed by combat or stressful situations. Kind of an evil Juggalo. honk.

Build ( 1-12 ):

1- (Anc) First World Magic: Electric Arc, (Sum) Dual Studies: Society for her, Performance for him
2- Rogue Dedication (crits suck and I need that leather armor)
3- (Gen) Ancestral Paragon: Gnome Obsession (Demon Lore)
4- (Sum) Tandem Movement
5-(Anc) Energized Font
6- (Sum) Eidolon's Wrath: sonic (HONK!)
8- (Sum) Eidolon's Opportunity
9- Vivacious Conduit
10- (Sum) Hulking Size
12- (Sum) Towering Size
13+ retrain Rogue Dedication into Sentinel Dedication for better armor proficiency

Priority Skills: Intimidation, Deception, Religion, Demon Lore. Skill feats for Intimidate and Deception.

Combat / Social approach of the duo: For the most part, Viladra keeps Chuckles in check but the clown still likes to make mischief. Viladra likes to come off as a haughty noble-scholar, dispensing knowledge and healing but not being afraid to be smug about it. In battle, the abyssal influence shows as Viladra takes joy in

Trivia/Motto/Anything else: Chuckles likes to refer to his mistress' scar with nicknames such as "over-easy" and "half-baked." He's the only one who gets to do this.

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Garretmander wrote:
Maybe not quite as lovecraftian body horror as the old PF1 alchemist, but more changing away from the base creature type as the class advances and changes.

Honestly, I think this class should go beyond the lovecraftian body horror of the PF1 Alchemist. We've got a class laser focused on physical mutations in a game where biotech mods are common ware, so it's pretty much now or never.

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Well a 20th level class feat implies that your eidolon has its own life in its own home plane when it isn't serving you. I feel like there's a lot of missed potential when addressing the idea of what things are like for your eidolon, who it knows, what it does.

I'm entertained by the idea of a noble eidolon who actually holds sway in the City of Brass or some kind of celestial library or whatnot. What if they could call in favors? What if their own affairs lead to issues the party could solve? Tons of plot hooks there.

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I think a big miscommunication in this thread is the idea of balance versus expression.

I fell in love with summoner because the eidolon (especially APG) was a blank canvas that let you design a unique character. Even when Unchained added restrictions based on subtype, you could still build your own version of that kind of outsider using feats, skills, and ever-changing evolution points.

The playtest eidolon is lacking on those fronts. It has no skills of its own. It doesn't get feats. Evolutions are far more permanent. The four subtypes have mirrored statlines. And maybe it's more balanced than ever before. But I can see why summoner players lament the significantly reduced agency and the fact that the eidolons feel very similar to one another in function.

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Well I can tell you from the level 5 test session I played it was "cast Boost Eidolon, then primary/secondary/secondary attack with the beast" every round the vast majority of the time. Spell slots were too precious to use without extreme care.

I did end up using three-action Heal over and over in one fight, but mainly because it was perfect for that encounter. (invisible undead enemies that did close range AoE attacks)

My summoner was an elf with ancestral bow training, since I wanted to play him kind of like a hunter, but the shared multiple attack penalty and weaker summoner proficiency (trained versus the eidolon's expert) meant it was only ever used as a backup when enemies were out of convenient melee range.

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Okay, so if anyone's this deep in the thread and is curious as to why people like the Jo And Jo, I'll predate my post with an explanation.

An Explanation:

In short, Jojo's is just... fun. The first season is mostly straight-laced, but as early as part 2 (which predates Stands) you start seeing the signature elements like the goofy poses, ridiculous character designs, and fights that play out like tactical Rube Goldberg machines. Many battles are less brawls and more creative puzzle solving to understand and eventually counter the enemy's seemingly unbeatable ability. And as a fun tidbit, every character (and most Stands) are named directly after musicians and their work. My favorite season has a stand called Crazy Diamond fight against Killer Queen, the later of which has an attack called Bites The Dust.

Here are some iconic scenes, sans context.

- A trickster meathead protag outwits vampires that look like Aztec Fitness Gods by breathing so good that it invokes magic sunlight punching powers.
- A protagonist has to beat a bad guy at a videogame called "Oh! That's a Baseball!!" or risk having his soul sucked out and put into a doll.
- There's a guy who's stand gives him the power to make Italian cooking so good that it fixes your posture.
- Freddy Kruger but controlled by a malevolent baby.
- Man with tornado fists fights a guy who throws razor-edged bubbles and people have been brought to tears by the end of it.

The series thrives on its uniqueness, even on itself. Each season of the anime has a different feel compared to others, from an around-the-world adventures to a spooky small town murder mystery to a supernatural mob drama.

At this point, if you're still curious then only thing I can really recommend is to just watch a few episodes and see for yourself. Give it a try! Starting with any season is fine, since the ongoing story isn't too complicated, but I'd suggest part 3 or later if you're specifically curious about Stands.

Anyway. The whole "summoner is JoJo's" thing isn't even that new, once you think about it. First edition's take on eidolons had a very Jojo's Part 3, vibe to it, when the stands had basic combat oriented powers like "uses sword good" and "attacks with fire, except when disarmed." Meanwhile, the spiritualist had more of a Part 4 feel, when the indirect and emotion focused powers were more like the weird and tricky powers required strategy and didn't always suit a brute force approach. Heck, my Vanguard's powers feel a lot like Okuyasu's The Hand.

The new shared HP system and rapid deployment summoning certainly makes it easier to replicate the feel, but the playest's current state only truly gives me these vibes when I look at the phantom eidolon. The beast eidolon's chimeric nature makes me imagine something more like Pokemon or a traditional Final Fantasy summon, while Dragon is giving me the most wonderful Breath of Fire vibes.

And call me a contrarian, but my take on Angel Synthesis is going to be a fleshy, bio-morphic horror with a corrupted church motif. Like what if a nun turned herself inside out and surprise it was John Carpenter's The Thing all along.

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James Case wrote:

Hi everyone, update here:

Given the short playtest duration, Covid-related limited play environments, and the online convention lineup that falls during this playtest, we have decided against using the magus and summoner playtest classes in official Pathfinder Society games.

While I understand why this is the case, I can't say that I'm not frustrated and disappointed with this direction. Society was my best avenue for playing Pathfinder even before the viral sensation sweeping the nation, so my chances of getting some quality time with my favorite class during this all-important playtest window is are pretty low.

I'm concerned that my input will have little value without actual table time to back it up.

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Interesting. At a glance the nanocyte seems to occupy the "monstrous biofreak" niche that I had hoped the biohacker would occupy. I await the playtest with great interest.

Mech rules? Exciting indeed. Surprised it's a variation of boots-on-the-ground combat, though. I always envisioned it as something closer to modified starship combat.

Still, I'm delighted to see tour commitment to add a robust set of mechanics on this one. Enough to set up a campaign, even!

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Derklord wrote:

Have you seen a properly build Eidolon? When we're talking about "potential" (which I was, because no one gives a f#$@ about which one has the least weak 'worse' option), we're comparing a big cat Animal Companion to a quadruped Eidolon. And the animal looses that comparison every level.

I may need to reexamine the unEidolon because I misrememberd how much the evolution pool is reduces, but a cEidolon is just crazy powerful.

I'm giving Animal Companions an edge due to the fact that it's most likely paired with a druid, and that spell list is more powerful than even APG summoner for raw buffing potenct. Animal Growth is nuts.

Unchained Eidolons have layers of nerfs. If you discount their free evolutions from subtypes (which rarely contribute to raw DPR output) you've got half the pool to work with. Pounce is now 3 points. The Size evolution now provides half of the benefits of the APG version but the penalties and the price are the same.
Homestly you kind of have to optimize just to keep up with the martials at mid to high levels.

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In terms of raw power? Animal companions have the best potential. Pouncing tigers are absolute murder machines. Anything with pounce has potential to dominate, really. The potency varies, based on you choice of animal. As a core rulebook feature they have a sort of PR cushion so you're less likely to get odd looks from the table for bringing one (except, perhaps, for the tigers) Their versatility may vary, as people have different opinions on what they're allowed to do within the limits of animal intelligence and the Handle Animal skill. One of their secret advantages is the fact that druids (and to a lesser degree hunters) have access to a fantastic spell list for buffs that you can cast with the Share Spells feature.

APG Eidolons are infamous for being overpowered, but their physical prowess is just as diverse as animal companions. The big advantage is their sentience, allowing full agency in their tactics and even Use Magic Devise shenanigans.
Much of their negative perception comes from a higher floor for power and front-loaded evolutions like early Flight, Pounce at level one(!), and a +8 skill bonus from Skilled.

Unchained Eidolons suffered the brunt of the summoner nerfs, losing much of their raw strength. They seem much weaker compared to the still-strong Summon Monster spam, but you can still work out a decent build with solid choices. The doubled action economy is still a solid advantage.

Phantoms are in a strange niche where they have the sentience of Eidolons but nothing remotely close to evolutions in terms of customization. They are clearly made to synergize with their master instead of just acting in their stead, often using buffs and debuffs instead of raw damage.
Some GM opposition is due to their layers of unusual rules as well as the niche feel of psychic magic, but as long as the player and the GM know how the rules work you're gonna have a good time. Just understand that the most combat focused Phantom will work as well as a moderate Eidolon or Animal Companion.

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Melkiador wrote:
It sounds like you're unfamiliar with the prestigious spellcaster feat.

I am!

*quick google montage*

Alright. The feat is interesting, and I really appreciate that it exists. However, spending three general feats (in exchange for three specific feats) and dropping a forth one on what ammounts to half of Toughness is still rubs me the wrong way.

Granted, I no longer think that bloodrager is the only way to play this archetype. And if the draconic sorcerer I was cooking up wasn't a Core character, I certainly would have gone down this route.

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