Looking for GM and players for a Summoner-based campaign


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Empyreal Knight seems in the same boat as Angelic Knight, sadly. Good suggestions, currently looking at the Twisted Pact Witch and the Life Giver. Very kind of you with the Cassisian.

Any word on what scenario we'll be playing? Hopefully not metagaming, but some rough knowledge of what to expect (or where to expect it) could be useful.


Huge thanks to Oceanshieldwolf and Elghinn Lightbringer for getting back to me pretty much right away. I'll have my character posted today, I just need to do a few tweaks to the crunch and draft up the background.


Currently looking at and liking Twisted Pact Witch very much. I'd like to run one change by you though, GM. The TP Witch gets their first hex at level 2. This means that I can't take Extra Hex until level 3, and I can't use the bonus feat you allowed on it. Taking Extra Hex is very much required for low-level witches, particularly with this variant; without it, all I have is my casting- which has been slowed down- and my summon monster SLAs, which virtually every other member of the party will have.

Thus, would you permit me to swap things so I get the Bonded Familiar ability at level 2, and the Hex ability at level 1? Thanks for considering.

RPG Superstar 2009 Top 16

Is Fetchling ok, and if not would you allow a human to take the Shadow Caller archetype?


Okay, threw my character together. Totally open to suggestions / feedback / questions. Background is just a first draft so I'll likely end up tweaking it more.

Presenting Rae Keisinger, Wayang Dreamweaver

Dreamweaver Crunch:
Attributes
STR 12
DEX 16
CON 13
INT 16
WIS 8
CHA 14

Stats
Languages Known: Common, Wayang, Abyssal, Infernal, Thassilonian
Initiative: +3 Dex
Senses: +3 Perception (Darkvision)
Alignment: True Neutral

Offense
BAB +0

Sickle
Attack: 1d20 + 3 (0 BAB +1 Size +2 Str)
Damage: 1d4 + 2 Str
Crit: 20 x2

Defense
HD: D8 + 1 Con + 3 Feat
AC: 17 (10 Base + 3 Armour + 3 Dex +1 Size)
FF: 14 / Touch: 14
CMB: 1 (0 BAB + 2 STR - 1 Size)
CMD: 14 (10 Base + 0 BAB + 2 STR + 3 DEX - 1 Size)

Saves
Fort: +1 (+0 Base +1 Con)
Ref: +5 (+2 Base +3 Dex)
Will: +1 (+2 Base -1 Wis)

Notes:
+2 Racial bonus on saving throws against spells of the Shadow subschool

Skills (4 Base +3 Int +1 Favored Class)
Knowledge Arcana +8
Knowledge History +8
Knowledge Planes +7
Perception +3
Perform (Sing-Lullaby) +6
Perform (Dance-Waltz) +6
Stealth +6
Use Magic Device +6

Traits
- Scholar of the Ancients - +1 Knowledge Arcana and Knowledge History, can speak and read Thassilonian.

Feats
- Toughness (Free)
- Extra Evolution (Level 1)

Special Abilities
Proficiencies - All simple weapons, longsword, rapier, sap ,shortsword, shortbow, whip. Light armor, but not shields. No spell failure chance with light armour.

Apparition - The Dreamweaver can summon an apparition in a ritual that takes 1 standard action. The apparition is not as powerful as an eidolon. It is a fragment of a vivid or unusual dream come to life and lingers on the plane. Its true appearance, while largely inspired by the base form, is vague and nebulous. The dreamweaver may alter the base form through evolutions, but the apparitions specific appearance varies from person to person based on its fears, feelings, and emotions. Due to its incorporeal nature, it is unable to hold or use magical items.

Life Link - Whenever the Apparition takes enough damage to be sent back to its home plane, the Dreamweaver can sacrifice any number of hit points. Each one sacrificed this way prevents 1 point of damage done to the Apparition, which can prevent the Apparition from being sent back. The Dreamweaver and Apparition must be within 100 feet of one another for the Apparition to be at full manifestation. If it is beyond 100 feet but closer than 1000, its current and maximum hit points are reduced by 50%. If further than 1000 but closer than 10,000, its current and maximum hit points are reduced by 75%. It cannot manifest more than 10,000 feet away. Hit points lost this way are not restored when it gets closer, but the maximum does return to normal.

Bardic Performance
The Dreamweaver can use the Perform skill to create magical effects on those around him, including himself is desired. He can use this ability a number of rounds per day equal to 4 + His Charisma Modifier. The Dreamweaver gains 2 rounds for each level after 1st. Starting Bardic Performance is a Standard Action and can be maintained each round as a Free action. Bardic Performance cannot be disrupted, but ends immediately if the Dreamweaver is killed, paralyzed, stunned, knocked unconscious, or is otherwise prevented from taking a free action to maintain it each round. A Dreamweaver cannot have more than one performance in effect at one time.

Distraction - The Dreamweaver makes a perform check (act, comedy, dance, or oratory) each round of the Distraction. Any creature within 30 feet of the bard that is affected by an illusion (pattern), or illusion (figment) magical attack may use the Dreamweaver’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw, but must use the Dreamweaver’s Perform check for the safe. This ability does not work on effects that don’t allow saves.

Fascinate - The Dreamweaver can use his performance to cause one or more creatures to become fascinated with him. Each must be within 90 feet and be able to see and hear the Dreamweaver. He must also be able to see the creature. Nearby combat will be too distracting from this to function, and other things may prevent it as well. The Dreamweaver can affect an additional creature for every 3 levels beyond first. The creature receives a Will Save (DC + ½ the Dreamweaver’s Level + Charisma Modifier) to negate the effect. If the creature succeeds, the Dreamweaver cannot attempt to fascinate it again for 24 hours. If it fails, the creature sits quietl and observes the performance for as long as the Dreamweaver continues it. While fascinated, the target takes a -4 to Skill Checks made as reactions, such as Perception checks. Any potential threat allows the creature to make a new Saving Throw, and any obvious threat automatically breaks the effect. Fascination is an enchantment (compulsion) mind-affecting ability.

Ghostly Emanation - The Dreamweaver has a translucent, ghostly visage. This will affect any mundane or magical disguise on the Dreamweaver as well. It may be a pale green, blue, or violet coloration, or a muted version of his normal appearance. This does not provide any incorporeal abilities. Any creature that interacts with the glamer must make a Will Save (DC 10 + ½ Dreamweaver Level + Cha modifier) or become shaken. This ability also sheedsan eerie aura of greenish light in a 30-foot emanation that bolsters his allies against fear. They receive a +1 morale bonus on saving throws against fear effects, and a +1 dodge bonus to Armor Class. Ghostly Emanation is an illusion (glamer), enhancement (compulsion), mind-affecting ability. Ghostly emanation relies on visual components.

Spellcasting
Bard Spell List plus some Summoner Spells.

1st Level Summoner Spells to be added: Life Conduit, Mage Armor, Mount, Summon Monster 1, Unfetter

0-Level Spells: Infnite Per Day / 4 Known
1-Level Spells: 1 Per Day / 2 Known

Equipment
71gp

Sickle (6 gp / 2 lbs)
Simple Light Melee Weapon
1d4 Damage / 20 x2 Crit

Studded Leather (25 gp / 20 lbs)
Light Armor
+3 AC / +5 Max Dex / -1 Check Penalty

Racial Abilities (Wayang)
+2 Dex, +2 Int, -2 Wis
Small
Shadow Resistance: +2 Racial bonus on saving throws against spells of the Shadow subschool
Lurker: +2 Perception, +2 Stealth
Shadow Magic: +1 DC to the saving throw of any shadow subschool they cost. Spell-like abilities: Ghost sound, pass without trace, ventriloquism. Blah blah blah need to fill this out.
Darkvision
Can treat positive and negative energy as if she was undead once per day.

Eidolon Crunch:
Crawling Chaos (Apparition)

Stats
Base Form: Serpentine
Size: Medium
Speed: No Land Speed / 20 Ft Climb Speed / 20 Ft Fly (Good) Speed
Senses: +8 Perception (Darkvision)
Initiative: +3 (Dex)

Ability Scores
STR -
DEX 16
CON -
INT 7
WIS 10
CHA 11 (+2) = 13

Offense
BAB: +1
Max Attacks: 3

Bite (Primary)
Attack 1d20 + 4 (1 BAB +3 Dex)
Damage: 1d6 + 1 Cha

Tail Slap (Secondary)
Attack: 1d20 - 1 (1 BAB +3 Dex -5 Secondary)
Damage: 1d6 + 0 Cha

Defense
HD: 1d10 + 3 Feat + 1 CHA
AC: 16 (10 Base +2 Deflection Bonus +3 Dex + 1 Cha)
Partially Incorporeal: 20% Miss Chance

Saves
Fort +1 (0 Base +1 Cha )
Ref +5 (2 Base +3 Dex)
Will +2 (2 Base +0 Wis)

Skills (4 Base -2 Int)
Class Skills: Bluff, Fly, Intimidate, Knowledge (Planes), Perception, Sense Motive, Stealth, plus 4 chosen by the Dreamweaver: Knowledge (Arcana), Linguistics, Spellcraft, Survival

Intimidate +13 (+1 Rank +3 Class Skill +8 Skilled +1 Cha)
Perception +8 (+0 Ranks +8 Skilled +0 Wis)
Stealth +7 (+1 Rank +3 Class Skill +3 Dex)

Feats
Toughness (+3 HP)

Evolutions (Total Pool: 4)
Free Evolutions
Bite - Primary Attack. 1d6 damage + Cha.
Climb - 20 Ft Climb Speed.
Reach (Bite) - The Apparition’s reach with the bite attack increases by 5 feet.
Tail - +2 Acrobatics when balancing on a flat surface.
Tail Slap - Secondary Attack. 1d6 damage + ½ Cha.

1-Point Evolutions
Skilled: +8 Intimidate
Skilled: +8 Perception

2-Point Evolutions
Ability Score Increase: +2 Charisma

Special Abilities
Dream Form (Su) - The apparition’s body is only partially substantial and can assume a translucent, insubstantial form as a standard action. While in this form, the apparition can fly at its normal speed, and pass through small holes or narrow openings, even mere cracks. The apparition can assume this form a number of times per day equal to its Hit Dice + its Charisma Modifier. These rounds do not need to be consecutive. This otherwise focuses like the gaseous form spell (immune to poison / sneak attacks / critical hits, and with Magic DR/10. It cannot attack or use spells that have any kind of components. It cannot run or manipulate objects.) Whenever an apparition manifests itself in its natural form, it is considered to have concealment (20% mis chance). Like an incorporeal creature, the apparition gains a deflection bonus to Armor Class equal to its Charisma Modifier.

Dream Touch (Ex) - As a paritally substantial creature, an apparition’s base form attacks are made as melee touch attacks, and deal the indicated amount of damage. If a dream touch attack misses, it passes right through its target with no effect.

Link - The Dreamweaver and Apprition share a mental link that allows for communication across any distance, as long as they are on the same plane. This communication is a free action.

Share Spells - The Dreamweaver may cast a spell with a target of “You” on his Apparition as a spell with a range of touch. This spell does not have to affect creatures of the Apparition’s type. Spells cast in this way must come from the Summoner spell list. This does not allow them to share abilities that are not spells, even if they function like spells.

Background:
“It is never ‘just a dream’.”

Rae was born as most wayangs are - in a small community with a caring, albeit morbid, existence. This tribe had set up near a ‘soft spot’ in the universe that allowed them to maintain a portal to the Plane of Shadows. As such, Rae was brought up with an even stronger sense of the wayang philosophy than most. While every wayang tribe spoke about merging with shadow, Rae’s tribe was able to venture into the shadow realm for their rituals.

Curiosity always got the better of Rae as a child, and she frequently spent hours gazing into the portal. Her fascination worried many of the elders, and they were quick to warn her of the dangers on the Shadow Plane. They often spoke of how other races weren’t to be trusted, but they were usually referring to dwarves and humans. Rae wasn’t sure what things might exist within the Shadow Plane, but the fear her elders showed only served to increase her curiosity.

When she was old enough to begin exploring the Shadow Realm on her own, she went in as often as she could find the time, taking absolutely any excuse to spend more time away. That’s exactly where she was when a group of goblins attacked the tribe, killing everyone she had ever known. Rae emerged to find her people slaughtered. Not for rituals, not for survival, not for gain, not for any reason at all. It had just been fun for them. Their fear of the mystical was likely the only thing that kept them from going through the portal and killing her as well. Having nothing left, Rae went back through the portal. And stayed there for years.

When she emerged, she was a different person. Brash and reckless, unforgiving. She no longer kept to herself out of fear of others as she had been taught, but seemed to now simply be uninterested in the plights of others. She also didn’t come back alone - a being seemed to follow her now, a black cloud of tentacles and nightmares. Wherever they went, death was sure to follow.


@Yorick: so... You're neutral? Chaotic good? What?


True Neutral, but will likely trend towards Neutral Good as things progress.


Mark Thomas 66 wrote:
Is Fetchling ok, and if not would you allow a human to take the Shadow Caller archetype?

All races are fine. You can summon your shadow, shadow-man. Shadow on.

RPG Superstar 2009 Top 16

I love the whole, shadow detatches and neither has a shadow . I'll get to work on it.


Any more room in here? I'll throw my hat in if so, though my Golarion-fu is weaksauce I'd really like to play RotRL...

@Re: Twisted Pact Witch - I think GM Arkwrigt has proposed a good tweak - not having hexes until 2nd level does make things difficult especially without the Extra Hex feat - I've made a bunch of witch archetypes and always replaced the 2nd level hex rather than the 1st level hex for this very reason...


Oceanshieldwolf wrote:
Any more room in here? I'll throw my hat in if so, though my Golarion-fu is weaksauce I'd really like to play RotRL...

You should do it. A few people have expressed interest, but only a couple people have posted character concepts / sheets / backstories, so I assume there's totally still room.

Applicants so far:
GM Arkwright - Human Angelic Knight (Paladin / Summoner)
Mark Thomas 66 - Fetchling Shadow Caller (Straight Summoner)
YoricksRequiem - Wayang Dreamweaver (Bard / Summoner)


On the bright side:
A human angelic knight

In the Darkness:
a fetchling shadow caller and a wayang dreamweaver

Hmm, go for the light or the shadow or just in the middle somewhere. Really want to try a Master of Havoc, but trying to find a complementary race - the wayang and the fetchling don't seem so Sandpoint to me... not that I'm against the less common races... I'll check the ARG and see, but so far I'm thinking Human, Half-Orc, Aasimar, Tiefling and then a very small part of me wishes to go against my heightist bigotry and actually play a --- halfling? No, I couldn't do it justice I don't think unless it were a feral halfling. I hate the whole cheesemaker/bourgeoise hobbit trope.

Now if you were to allow vegepygmies (I statted them up in the Ennie award winning and free Wayfinder #8), say an escaped botanical experiment from a temple or arch-botanist in Kaer Maga or similar... my eidolon could totally speak for me seeing as I would be mute...


Oceanshieldwolf wrote:
Really want to try a Master of Havoc, but trying to find a complementary race - the wayang and the fetchling don't seem so Sandpoint to me... not that I'm against the less common races... I'll check the ARG and see, but so far I'm thinking Human, Half-Orc, Aasimar, Tiefling and then a very small part of me wishes to go against my heightist bigotry and actually play a --- halfling? No, I couldn't do it justice I don't think unless it were a feral halfling. I hate the whole cheesemaker/bourgoise hobbit trope.

I agree as far as wayang and fetchling. I plan on being just sort of 'passing through' when hell breaks loose. It's not really a believable place for either race.

With that said, a feral halfling would be pretty damn cool. I find the typical hobbit trope boring as well - the only time I rolled up a halfling, he was kind of a monster. A billy-the-kid style gunslinger.


Here's the basic outline still working on details


Oceanshieldwolf wrote:

Any more room in here? I'll throw my hat in if so, though my Golarion-fu is weaksauce I'd really like to play RotRL...

@Re: Twisted Pact Witch - I think GM Arkwrigt has proposed a good tweak - not having hexes until 2nd level does make things difficult especially without the Extra Hex feat - I've made a bunch of witch archetypes and always replaced the 2nd level hex rather than the 1st level hex for this very reason...

I think we can just add a clause saying the TPW can select Extra Hex starting from 1st level. That way, we can't accidentally screw up the Archetype - the extra feat at first level can help with it.

Oceanshieldwolf wrote:

On the bright side:

A human angelic knight

In the Darkness:
a fetchling shadow caller and a wayang dreamweaver

Hmm, go for the light or the shadow or just in the middle somewhere. Really want to try a Master of Havoc, but trying to find a complementary race - the wayang and the fetchling don't seem so Sandpoint to me... not that I'm against the less common races... I'll check the ARG and see, but so far I'm thinking Human, Half-Orc, Aasimar, Tiefling and then a very small part of me wishes to go against my heightist bigotry and actually play a --- halfling? No, I couldn't do it justice I don't think unless it were a feral halfling. I hate the whole cheesemaker/bourgeoise hobbit trope.

Now if you were to allow vegepygmies (I statted them up in the Ennie award winning and free Wayfinder #8), say an escaped botanical experiment from a temple or arch-botanist in Kaer Maga or similar... my eidolon could totally speak for me seeing as I would be mute...

sorry, but Vegepygmies are a bit too far-fetched even for me.


No problem Orelius. I completely understand.

I'll see if the must strikes elsewhere with another race...


I suppose I'll submit this dude. It's fairly basic, and will have to be adjusted for the campaign later.


Name: Lin Zi
Race: Human Female (27)
Alignment: NG
Class: Twisted Pact Witch (Witch/Summoner)
Backstory: To escape from the chains of tradition and order in Tian Xia, much is necessary. How much, Lin isn't saying.

Stub backstory for now, will expand upon later.


they all look pretty good.

I'd like to add a modified ability to the Broodmaster: Eidolons can sacrifice HP to save each other.


Name: Lin Zi
Race: Human Female (27)
Alignment: CG
Class: Twisted Pact Witch (Witch/Summoner)
Backstory: To escape from the chains of tradition and order in Tian Xia, much is necessary. How much, Lin isn't saying. She's wound up travelling as a teacher through Sandpoint and other places, tutoring children and adults in numbers, letters and everything else she's learnt through the years.
Personality: Pleasant, happy, quick to laugh, kind. If the situation demands something else- curt, pragmatic, skilled, occasionally ruthless.
Sheet


Working on my Master of Havoc (though it might be Mistress of Havoc)...


Kind of shocked that there isn't a ton more interest for this.

Any idea when applications will close?


Did you bail on this idea, Orelius?


Yeah, kinda, sadly. I'm running a homebrew psionic campaign now, and there are a couple of psionic classes that have Eidolons if you're still interested.

There just wasn't enough interest in this thread.

RPG Superstar 2009 Top 16

Still looking for people?


No, thanks, I'm not particularly into Psionics. I'll keep an eye out for if you change your mind on this one, though!

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