Graven Guadrian of Nethys

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Lynceus wrote:

As near as I can tell, likely THE authority on all things Planar is afroakuma, whose lair can be found on the GitP forums, currently here:

http://www.giantitp.com/forums/showthread.php?372289-afroakuma-s-Planar-And -Other-Oddities-Questions-Thread-5!

Just don't ask him anything Pathfinder-specific, he doesn't do Golarion.

Okay, thanks for that. Did you personally think the storyline sounded rivoting? A nice mix of the canon mythology and Monte Cook's ideas (i.e. would you be excited about this as a player)?

Appreciate the feedback, guys!


prototype00 wrote:

How does this Lady square with Nalinivati who is the patron goddess of both Naga and Nagaji kind?

I wonder if being in constant pain makes her a romantic target of Zon Kuthon?

prototype00

Thanks, nice suggestions. I'll look them up and see!


P.P.S. Maybe he would awaken Cthulhu first...


P.S. The reason I came up with all this was so that I could have a crazy epic storyline where the PC's basically need to stop the Rift of Chaos from being opened again. I was basically going to replace Lathuraz the Mercurial with Vuulthoom, a Star-Spawn of Cthulhu, who would be released during the Third Door adventure of "Doors to the Unknown." Vuulthoom would be seeking a way to re-open the Rift and release Tharizdun.


So I was looking to start a planar campaign with Pathfinder and wanted to use Mythic Adventures for it, and this led me to conjure up a "mythic" story line for the overarching plot. Basically I've come up with a possible background story for the Lady of Pain and Sigil. Now I know that many die-hard Planescape fans would consider this hubris, but I wanted to see if anybody else could help me flesh this story out with cool ideas.

A few areas I'd like you to consider:

Aoskar, Lord of Portals
The factions and belief
Also, alternate ideas for some of the elements contained in the background would be appreciated as well.

I basically took what was in the Planescape setting, the D&D mythology, and the Ptolus campaign setting cosmology to try and infer what Monte Cook was thinking when he wrote these bad boys up.

This is what I came up with (let me know what you think!):

THE GALCHUTT AND THE FAR REALM
Eons ago, while the planes were still young, the Galchutt—or the Outer Gods—invaded the Multiverse through the Rift of Chaos, nearly bringing about the powers’ destruction. Led by the titanic, insane entity Tharizdun, an amorphous mass of nuclear chaos, the Galchutt decimated the Outer Planes from their portal in the Outlands. So great was their assault that the Lower Planes were irreparably changed forever, their inhabitants permanently twisted and evil. As one deific realm fell after another, it seemed only a matter of time before the Galchutt’s war would succeed.

But putting aside their differences, a coalition of deities banded together, striking at the Rift itself. Gods perished as the Galchutt fell, and the tide of battle turned against the divine alliance. All seemed lost. And then, the twin sister of the serpent Jazirian, one of the greater powers of law whose name has been forgotten in time, realized that to permanently seal the Rift, she would need to sacrifice her divinity, abandoning her worshippers forever.

Without hesitation she acted. The goddess snaked her body around the opening and devoured her own tail, creating a sigil that warded the Rift shut. She poured out her divinity as the Galchutt tore at her exposed and unprotected flesh. As she cried out in pain, the Rift closed, and the way to the Far Realm was closed permanently.

The Galchutt were defeated. Those that were trapped in the Outer Planes were either destroyed or fled into the deepest recesses of the Multiverse, to remain hidden for eons.

But when the smoke from the battle had cleared, the powers soon realized that Jazirian’s sister was not dead. While her body had petrified into a circular torus of stone just above the Outlands--the physical manifestation of the divine “plug” she created--her consciousness still lingered. She had survived her ordeal. And even more surprising, the enormous inter-dimensional energies that allowed passage between the Multiverse and the Far Realm were not ended—they were merely diverted. Now, they channeled through the goddess herself, an intricate web of dimensional pathways crisscrossing the planes instead of bridging the void to the Far Realm.

Some of the evil gods lusted after her newfound power. They quickly tried to take it. But the Lady revealed another shocking revelation—despite the loss of her worshippers the goddess’s power was beyond any of them now. All the stolen power of the Rift was hers to command. She easily defended herself, slaying several deities before the rest got the hint and fled. Yet despite her new form, the wounds of the Galchutt were forever embedded in the Lady’s essence. She languished in eternal pain. And furthermore she was trapped in the Outlands, bound to the site of the Rift, her former realm in Celestia a faraway dream.

And then something happened. The Outlands itself rejected her, thrusting the Lady’s petrified body far into the air away from it such was the evil that lay beyond the Far Realm’s sealed gate. This spire held the Lady’s torus-like form above it, utterly alone and in pain. A deep melancholy filled the Lady’s heart. She watched from afar as her precious nagas went mad due to her sudden departure, many turning toward evil. Now fearful (and in some cases, envious) of her power, the other gods turned away from the Lady, speaking with her only to find a way to steal what she possessed. The only being who still treated her with friendship in any capacity was her brother, Jazirian himself.

Seeing her loneliness, he gifted her with the dabus, a race of benevolent, displaced creatures native to the Lower Planes that had been so thoroughly ravaged by the Galchutt. They happily accepted her as their patron. But they were only companions, not worshippers, for if she allowed them to siphon any of her divinity, the seal to the Far Realm would begin to crack, and the Galchutt might once again break through.

As the centuries passed explorers discovered the vast, inter-connected web of portals throughout the Multiverse, and eventually some of these travelers discovered the Lady’s torus. But they did not recognize her for what she was. Instead they saw a hub of trade, a place to settle, a city to build and profit from. And so the City of Doors was founded, and pilgrims from all over the cosmos, brought by fantastic tales of the floating city and its mysterious portals, came to Sigil.

Here and there, sightings occurred of the Lady’s avatar, which the serpent goddess created to interact with the dabus who were now her friends. And the city dwellers gave her a name:

Our Serenity, the Lady of Pain.


The Eel wrote:
OK, two glowing recommendations for Riven Sky, plus good feedback on the product reviews. Now it's a must have. Anything else?

The Tomb of Abysthor is a module from Necromancer Games that is excellent. 2nd-8th level characters. Big dungeon crawl in a generic world that can easily be modified.

Only thing is, you'd have to update to PF/3.5 (as it's 3.0). But it's still really great, old-school feel.


I'm sorry, but the Fighter is the greatest class, hands down (oh, I'm going there).

First off, the Fighter is the HERO OF THE GAME.

He runs up and cuts off the bad guy's head nearly every single time.

He never runs out of the ability to swing his weapon.

He always has tons of hit points.

He gets to wear tons of cool, heavy armor...and makes everyone else look like a wuss while doing it.

He can be any alignment.

His role in the group is self-explanatory.

He is the Alpha male of the adventuring group, and is always at the front-line...like he should be.

And at the end of the campaign, he gets to wield the +5 holy fireball-tossing greatsword of Big Bad's death.

The defense rests, your honor.


Actually, here's an even faster AC progression, capping off at 9th level.

1: Weapon Focus, Shield Focus
2: Iron Hide*, Weapon Guard +1
3: Dodge, Weapon Training +1
4: +1 STR, Weapon Specialization
5: Master Craftsman, Reliable Strike (1/day)
6: Heavy Armor Optimization***, Weapon Guard +2
7: Craft Magic Arms & Armor, Weapon Training +2
8: +1 STR, Greater Heavy Armor Optimization***
9: Greater Shield Focus, Mirror Move
10: Greater Weapon Focus, Weapon Guard +3, Reliable Strike (2/day)
11: Mobility, Weapon Training +3
12: +1 STR, Greater Weapon Specialization
13: Vital Strike, Deadly Critical (1/day)
14: Improved Vital Strike, Weapon Guard +4
15: Spring Attack, Weapon Training +4, Reliable Strike (3/day)
16: +1 STR, Greater Vital Strike, Deadly Critical (2/day)
17: Melee Weapon Mastery** (slashing), Critical Specialist
18: Penetrating Strike, Weapon Guard +5
19: Greater Penetrating Strike, Unstoppable Strike, Deadly Critical (3/day)
20: +1 STR, Weapon Supremacy**, Weapon Mastery, Reliable Strike (4/day)

*Advanced Player’s Guide
**Player’s Handbook II
***Races of Stone

AC 27 (3rd level)
AC 28 (6th level)
AC 33 (7th level)
AC 39 (8th level)
AC 40 (9th level)


First off, go straight Fighter 20. Use the Weapon Master alternate class feature from the Advanced Player's Guide. Pick the Craftsman and Magic Resistant alternate racial features from the Advanced Player's Guide. Use your favored class points for hit points.

Now, your ability scores. Make STR and CON your highest two. Make sure you have at least a 13 DEX (for the +1 to AC when wearing full-plate).

Buy a set of masterwork crafting tools. See if your DM will let you craft your armor and weapons BEFORE the start of the campaign as part of your back story (if he does, woo-hoo!). You should have the following Craft bonus: 3 (class skill) + 1 (rank) + 2 (racial) + 2 (tools) + x (INT) = +8 (or more). If you have at least a +1 or +2 bonus in INT, you can take 10 on those Craft checks and start the game with some pretty sweet gear. And even if the DM doesn't let you do this, you will have sweet gear not long after starting.

Here's your feat spread. Assume dwarven waraxe, tower shield, and full-plate armor. Craft them with adamantine ASAP (so the DM can't destroy your cheese when it becomes so).

1: Weapon Focus, Shield Focus
2: Iron Hide*, Weapon Guard +1
3: Dodge, Weapon Training +1
4: +1 STR, Weapon Specialization
5: Master Craftsman, Reliable Strike (1/day)
6: Heavy Armor Optimization***, Weapon Guard +2
7: Craft Magic Arms & Armor, Weapon Training +2
8: +1 STR, Greater Weapon Focus
9: Greater Heavy Armor Optimization***, Mirror Move
10: Greater Shield Focus, Weapon Guard +3, Reliable Strike (2/day)
11: Mobility, Weapon Training +3
12: +1 STR, Greater Weapon Specialization
13: Vital Strike, Deadly Critical (1/day)
14: Improved Vital Strike, Weapon Guard +4
15: Spring Attack, Weapon Training +4, Reliable Strike (3/day)
16: +1 STR, Greater Vital Strike, Deadly Critical (2/day)
17: Melee Weapon Mastery** (slashing), Critical Specialist
18: Penetrating Strike, Weapon Guard +5
19: Greater Penetrating Strike, Unstoppable Strike, Deadly Critical (3/day)
20: +1 STR, Weapon Supremacy**, Weapon Mastery, Reliable Strike (4/day)

*Advanced Player’s Guide
**Player’s Handbook II
***Races of Stone

This should be your AC progression throughout the campaign if the DM is giving you the "treasure-appropriate" amounts listed in the Gamemastering Section.

AC 25 (1st level)
AC 26 (2nd level)
AC 27 (3rd level)
AC 28 (6th level)
AC 32 (7th level)---at this level, you can start crafting magic armor, and if you're putting a rank in Craft (armor) every level, you should be able to easily start crafting +4 full-plate (costs 8,000gp, which takes 8 days to craft, and the DC is only 22...17 base + 5 for lacking the correct caster level)
AC 33 (8th level)---enhance full-plate to +5
AC 39 (9th level)---enhance tower shield to +5
AC 40 (10th level)

At 11th level, you get Mobility (+4 AC vs. attacks of opportunity), and against giants, you get another +4 AC (that's a +8 AC vs. giants that you run up to during combat and take a swing with their reach...AC 48!!!)

Is this the kind of tank you want? The Vital Strike feats, Spring Attack, and Weapon Training alternate class feature keep your attack and damage on par with other builds, while you pretty much can't be hit by anything that couldn't hit a dang pit fiend.

Dwarves rule.