Mystery Mod Recruitment


Recruitment

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I'm looking to run a module, though I haven't decided which one. it could be any location, any level, though any overwhelming clamoring for one in particular will certainly influence my decision.

I'm looking for three level 1, at least for now, Gestalt characters with a 25 point buy. anything on the PRD, that's PRD, not SRD, is legal. Anything else will be considered on a case by case basis, but nothing 3rd party please. No CN or evil alignments. Make your character available to move anywhere in Golarion no matter where they are from.

Be creative. I'll be looking especially at diversity of ability, character background, personality and plans for character development.

This recruitment will last for as long as it lasts, but I'll give at least 24 hours before it closes.

Good luck!

Silver Crusade

count me in brah, just need to update for gestalt and the 25 point buy. backstory and everything is in the profile.


In place of a first level in one of the two classes, would you allow a template to be used? Then, progressing through the second class as normal?


I am interested as a True Neutral Sorcerer/Cleric of Charon.

History: Born the son of a Charon cultist, Kryolani inherited his father's respect for the Horseman of Death, but not his zeal or fury. This put them at odds with his Father. Kryolani thought the elder cultist was foolhardy in his approach, and resented being forced to constantly move from city to city ahead of the authorities whenever their practices were discovered. It is somewhat ironic that this nomadic lifestyle became so ingrained that he continued his travels after his father was gutted in a drunken bar brawl.

Personality: Being less of a malcontent than his father, Kryolani possesses a charming personality and an easygoing front that he displays to all but those closest to him. He views his religious practices as private in the extreme, though he will share the gifts of the Horsemen with those in need if they are important to him. He views his worship of Charon as something of a mercantile interaction with a powerful being. He offers his faith, but he fully intends to one day be granted a pathway to immortality in exchange. He is also a passable musician, and has bought many a common room ale on the strength of his violin strings. He now travels Golarion, occasionally passing messages between Charon worshiping splinter groups, occasionally seeking a bit of lore for his own use.

Liberty's Edge

How about a monk/rogue?? Will work one up asap...but also wondering about templates.


Interested. I'd look to play as a medium from the Occult Adventures book as versatility is the nature of that beast. Kitsune with Realistic Likeness feat so he can not only morph for his role in the party, but can put on a new face for each one. Probably true neutral or chaotic good. I'll settle that as I work up the character (which I should be able to get to tonight).

EDIT: I know that the medium is not technically gestalt, but I find it to bring in the fun of gestalt ideologies with the advantage of a book for reference :=) Basically, depending on what spirit I call up that day, I can be damage dealer, healer, tank, rogue, or arcane caster.


I'm interested for sure. Been kicking around the idea of a Kineticist/Stonelord, or a Witch/Magus who ventures into Duelist. I won't do the Paladin if it'd be disruptive; that's important to note.

Silver Crusade

might try and turn this into some kind of divine archer, could be the only chance i get. Doing oracle/fighter.


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I've actually got an idea for a kobold cleric of Nethys/kobold bloodline sorcerer who specializes in traps and having knowledge on hand for everyone. An arrogant little twit who would rather be reading than dealing with whatever is trying to kill him.

As for a preference of mysteries... I'm actually going to say I would throw out a vote for The Hangman's Noose module. A good horror mystery in a wrecked courthouse with zombies and things around every corner, yet shockingly, I never see it run around here.

For my part, I think it would be funny if my little kobold wasn't involved in the original trial, but due to his desire to solve every mystery the universe places in front of him, he winds up stumbling into the haunting by pure accident.

Silver Crusade

i personally am a fan of well played kobolds (they are totally dragons)


Ok, here is Roycilo's Stonelord/Kineticist. I know your first thought is that he would be a geoknieticiist, but I was actually thinking fire, to combine with his Stonelord vibe for a Holy Volcano.

Not the aggressive type, he is actually a calming presence. He's more flexible than many paladins, believing redemption is the Greater Good than outright destruction.

Of course, some beings are irrevocably evil, and when he encounters THOSE things, the gloves come off,(I was actually thinking he would wear blacksmith's gloves over his hands, due to his innate fire ability, and he will actually take them off before blasting something).

I'll be updating the character profile off and on today, so feel free to look at it when you're ready BGGM.


Sounds interesting. I love surprises.

I'll see what I can come up with.


Glorik Grimriver wrote:

Ok, here is Roycilo's Stonelord/Kineticist. I know your first thought is that he would be a geoknieticiist, but I was actually thinking fire, to combine with his Stonelord vibe for a Holy Volcano.

Not the aggressive type, he is actually a calming presence. He's more flexible than many paladins, believing redemption is the Greater Good than outright destruction.

Of course, some beings are irrevocably evil, and when he encounters THOSE things, the gloves come off,(I was actually thinking he would wear blacksmith's gloves over his hands, due to his innate fire ability, and he will actually take them off before blasting something).

I'll be updating the character profile off and on today, so feel free to look at it when you're ready BGGM.

Aren't Kineticists from Occult Adventures, though? I don't think that was ever put on the PRD.


Yeah, I had that realization after I wrote the character up, actually.

I facepalmed pretty hard.

Also, on an unrelated note, I started writing the other build right after. No reason...

*walks away whistling innocently*


So, there's no way a 3rd party class could pass muster?

Liberty's Edge

Here is my submission..hope it is ok. Will create an alias and background if picked! Thanks

Evie:

Evie
Female half-elf monk (unchained) 1/rogue (unchained) 1/gestalt 1 (Pathfinder Unchained 14, 20)
LN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 13 (1d10+3)
Fort +3, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4/+4 (1d6+2)
Special Attacks flurry of blows (unchained), sneak attack (unchained) +1d6, stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 11, Wis 16, Cha 12
Base Atk +1; CMB +3; CMD 20
Feats Dodge, Improved Unarmed Strike, Jabbing Style[ACG], Skill Focus (Stealth), Stunning Fist, Weapon Finesse
Traits friend in every town, world traveler
Skills Acrobatics +7, Diplomacy +6, Disable Device +10, Knowledge (local) +5, Perception +9, Sense Motive +8, Sleight of Hand +7, Stealth +10; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, trapfinding +1
Other Gear backpack, belt pouch, blanket[APG], hemp rope (50 ft.), masterwork thieves' tools, soap, trail rations (5), waterskin, 42 gp, 1 sp
--------------------
Special Abilities
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Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jabbing Style +1d6 if you hit target with unarmed strike previously this round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Here is Roycilo's other submission. I can do whichever fits the story/party better. It isn't as fleshed-out, but I will continue to work on it as well.


Doomed Hero here. Since we don't know what the adventure is going to be, I decided to go with a character who could theoretically fit into any of them.

Inari is a Kitsune Oracle, guided by forces he does not understand. He doesn't tend to question when he feels his wanderlust pulling him a particular direction. He simply goes, and sees what mischief waits him when he gets there.

In spite of being an Oracle, his party role is really more that of the rogue. He's sneaky, good with traps, and makes a great supporting member of a team.

His stats are ready to go in the alias. The only significant change I'm considering is changing his Mystery from Lunar to Streets (if the game ends up being in a more urban setting).


no 3rd party, and while I like many of the options featured in unchained, it's not in the PRD and I don't feel like dealing with those mechanics in particular so it is disallowed. I will, however, allow options from the occult adventures.

I'll address more questions later.


I'm currently in the process of creating my submission. I'll adjust it based on whether or not said templates are okay'd. So far he'll be a Cleric/Barbarian, made to heal and hurt, with style. He's a born fighter, but he just physically does not fit into normal society, and he ended up in some things he's not proud of, but now he'd be trying to get his life on track.

At least that's what I've got so far. He's also connected with Kryas.

Edit: Would I be allowed to take the Bred For War Trait despite not being a human?

Silver Crusade

we game outside of this, generally whenever we use these characters at the same time we connect them. hope thats okay?


Green Smashomancer wrote:
In place of a first level in one of the two classes, would you allow a template to be used? Then, progressing through the second class as normal?

I'll allow templates, but only if it's one the really exotic ones and no undead and nothing that smacks of simple advanced, and I want a really, and I mean really good story to go along with it. the bar to get a template is gonna be really high.

Daniel Stewart wrote:
How about a monk/rogue?? Will work one up asap...but also wondering about templates.

monk and rogue have great synergy for a gestalt character, but don't forget that with so few characters to be selected I'm looking for diverse abilities and versatility to round out a party. Don't get me wrong, the character concept is fine, and I haven't reviewed anybody's yet, but if you're too good at too few things you may be at a disadvantage.

pippinTook wrote:
I know that the medium is not technically gestalt, but I find it to bring in the fun of gestalt ideologies with the advantage of a book for reference :=) Basically, depending on what spirit I call up that day, I can be damage dealer, healer, tank, rogue, or arcane caster.

gestalt in this context means leveling simultaneously in two classes, taking the better skill values, saves, BAB's and hit dice of the two. So occultist is just fine, but you need to choose a second class to go with it.

Roycilo wrote:
I won't do the Paladin if it'd be disruptive; that's important to note.
no problems with Paladins whatsoever, and I'll be taking into account alignments and personalities as best I can to reduce potential intra-party strife
Arzuk-Hal wrote:
Would I be allowed to take the Bred For War Trait despite not being a human?

I'll allow it


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The BGGM wrote:
Green Smashomancer wrote:
In place of a first level in one of the two classes, would you allow a template to be used? Then, progressing through the second class as normal?

I'll allow templates, but only if it's one the really exotic ones and no undead and nothing that smacks of simple advanced, and I want a really, and I mean really good story to go along with it. the bar to get a template is gonna be really high.

Arzuk-Hal wrote:
Would I be allowed to take the Bred For War Trait despite not being a human?
I'll allow it

Hmm, alrighty then, I'd like to take the Giant template, if you would. In the original game I played Azruk in, My GM and I agreed to allow it under the conditions that the stat bonuses were reduced to +4 str, and +2 con.

As for his history, here's a chunk of his original backstory: The whole reason Azruk went out to find adventure was that no matter where he went, he found himself literally unable to fit in. The chairs were too small, folks would stare, he'd need to buy more food than everyone else he knew, clothes would cost more, etc... It was nothing but a pain and a constant reminder that he didn't belong in normal civilization.

There were also the countless times while he was growing up when the older kids decided to use his apparent age to their advantage, and hey, Azruk got to hang out with the older kids in town. That was pretty cool, right? Eventually, he started to notice they only really wanted him around when they needed someone who looked like an adult.

But, then he found Gorum. Under the Lord in Iron, he found a place. People admired him for the first time, his over-sized self had a purpose there. Azruk started to relax, and even gain confidence finally.

All that said, is the option allowed?

EDIT: Also Godzilla jokes.


Arzuk-Hal: I'm sorry. I'm just not feeling it. The answer is no.

A tip if you feel like trying again, any justification for a template that I approve is gonna be way over top bizarre while still being appropriate to the character and meaningful to its personality and history. Your story is appropriate and meaningful, but it's not "out there" enough.


Huh. Never been told he wasn't weird enough. Maybe Giantkin then? It would certainly be odd to fit into the family tree, whether he knows about it or not. And between this and the Bred for War trait, I can probably feel the character similarly enough.

If not, I'm thinking about an Empyreal-blooded sorceror/monk. Full arcane casting, and kung-fu.

EDIT: What would be an example of something "out-there" enough for your taste? I'd like to know what I'm aiming for.


I'm afraid that "out there" is in the eye of the beholder and the way I define it may be rather arbitrary but I know it when I see it. Let it be known that I generally find the use of templates distasteful, and that even a CR +1 template can potentially unbalance a party up to level 5, so your target for story justification may have always been unattainably high.

Still, you've put forth a very reasonable request which deserves to be answered. Let me think on it and I'll get back to you with an example.

Liberty's Edge

Ok, changed my submission to a rogue/ranger. I could possibility further specialize her as an urban ranger, if the adventure was taking place in a city. Anyway, here she is again..

Evie:

Evie
Female half-elf ranger 1/rogue 1/gestalt 1
NG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 13 (1d10+3)
Fort +3, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee short sword +5 (1d6+3/19-20)
Special Attacks favored enemy (humans +2), sneak attack +1d6
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 11, Wis 14, Cha 12
Base Atk +1; CMB +4; CMD 17
Feats Skill Focus (Stealth), Weapon Focus (short sword)
Traits friend in every town, world traveler
Skills Acrobatics +6, Diplomacy +6, Disable Device +9, Knowledge (local) +5, Perception +8, Sense Motive +7, Sleight of Hand +6, Stealth +9; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, track +1, trapfinding +1, wild empathy +2
Other Gear studded leather, short sword, backpack, belt pouch, blanket[APG], hemp rope (50 ft.), masterwork thieves' tools, soap, trail rations (5), waterskin, 7 gp, 1 sp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.


The BGGM wrote:

I'm afraid that "out there" is in the eye of the beholder and the way I define it may be rather arbitrary but I know it when I see it. Let it be known that I generally find the use of templates distasteful, and that even a CR +1 template can potentially unbalance a party up to level 5, so your target for story justification may have always been unattainably high.

Still, you've put forth a very reasonable request which deserves to be answered. Let me think on it and I'll get back to you with an example.

Well, I've got to be off to work soon, but Azruk-Hal is mechanically finished as-is. I'll be using the cleric levels to provide team support, and Barbarian for melee beatstickery.

I'd still like to replace a class level with a template, pending your approval of course. However, this is the basic version. Using a template would require some easy adjustments of course, and you have the majority of his backstory in my post above. I'll be adding a bit to it here and there.


Annabeth is about done. I will be adding a preliminary character sheet to her profile, but I'm fleshing out her backstory some more.

RPG Superstar 2012 Top 32

Hmm... Is that a hard no on unchained classes? I have an idea I really like for a monk/cleric of Shelyn, but it definitely works better as an unchained my monk...

If that's not an option, I have another idea for a Varisian wanderer that would be a bladed scarf dancer (magus) and could be paired with either swashbuckler or cartomancer witch, depending on what everyone else is making.


Hmmm...would I be interested in this sort of thing? let's see...

Gestalt....Check
25pt buy...Check.

OK, I'm in!

Now, I just have to decide which of my many concepts I want to play...


OK, after thinking about it a bit, I have decided to play a Magus (Kensai)//Slayer. Brought up and trained as an assassin, he rebelled against his masters after discovering that they were responsible for the deaths of his parents. His flight could have taken him anywhere, so fitting him into any mod would be relatively easy.


Ok, I'm good to go with Annabeth for now. She's been traveling the world, and I kept a lot of her background and some of the crunch open-ended to help ensure she fits whatever we end up doing. She's Chaotic Good, and a free spirit. I was hoping to use her as a Spell Dancer Magus, if that's alright. If not, no worries. I just happen to like the synergy between it and unarmored classes. Going to be using a lot of the Slumber Hex too. Nice to have a non-lethal option.


Did I say slayer? I meant Investigator!

So Magus (Kensai)//Investigator.

RPG Superstar 2012 Top 32

Well, it looks maybe there's already a lot of magus pitches... If my unchained monk/cleric of Shelyn isn't allowed I may build a swashbuckler/warpriest of Cayden Cailien instead.


Well, to be fair, I did pitch two characters. So not as many magus submissions as could be, especially if the BGGM wants me to use the paladin/kineticist submission.


I'll address individual questions later tonight, but very quickly, there are never too many magi provided your companion classes make you versatile. It could be interesting to make a party of magus+'s, I probably won't do that, but it's conceivable.

Grand Lodge

Heres something that I thinks pretty out-there...gunslinger-spiritualist!


Okay, so I have gone Tiefling as my race, so I can add fiend flayer as an archetype too (doesn't mean I'll use it, but it's free and gives me options I wouldn't otherwise have).

Depending on Feat-intensity, I plan to make him a debuffer and bodyguard. Using Frostbite via spellstrike, as well as some judicious feats, and then studied combat talents (e.g.sickening offensive, sapping offensive, etc.)will enable him to pretty much halt any opponent in his tracks.
Bodyguard (the feat) enables him to use aid another to boost an ally's AC. with Benevolent armour, arcane strike and gloves of arcane striking and Effortless aid (aid another as a swift action, then as a move action, then as a standard action for 3 aid anothers) he can quickly get into very high bonuses to Ally's AC.
For his weapon of choice, He will use Double-Chain Kama. He can use this one handed for spell combat and weapon finesse, switch to reach as a free action to deliver spellstrike (with GM's permission) and switch to double weapon (if I have two weapon fighting) when an opponent closes to within 5'.

As you can see this will become very feat intensive. This list alone entails Combat reflexes, bodyguard and two weapon fighting. Frostbite builds usually have Rime spell, the enforcer feat, dazing metamagic feat and dazzling display and shatter defences. Then there are the ongoing combat feats (weapon finesses, improved two weapon fighting, greater two weapon fighting etc.) I may find I am unable to do all these perfectly, but hope to get them far enough advanced to be viable. I may yet regret picking Tiefling, but we'll see how it goes.


nate lange wrote:
Hmm... Is that a hard no on unchained classes?

that's a hard no

Roycilo wrote:
So not as many magus submissions as could be, especially if the BGGM wants me to use the paladin/kineticist submission.

what I want is for you to submit the character you most want to play

It looks like my submission rate has declined a bit, which is fine. I'll give any fence sitters until 11:59pm est on Saturday, the 24th to submit before I cut off recruitment.

Silver Crusade

almost done, just need to do a few statistical things I.E. armor calculations, hp, nothing to difficult.


OK, I can't find any clarification on starting wealth, so I shall assume the higher average of the two gestalt classes (In my case 140gp from Magus) to save time. I can adjust later if this is wrong.


OK, I have completed the crunch for my character, Artos Scanderghast.

I will add background and tidy up the presentation.

Dark Archive

OK, all done.

Note that at 1st level, Artos has no spellstrike, so I have given him grease (which is suitably versatile). He also has a Shield extract for occasions where close combat or ranged combat is likely.

However, his preferred tactic at this stage would be to use Long arm and convert his weapon to a reach weapon to give him 15' reach. opponents cannot 5' step in to close, so will be eligible for an AoO if they try to close, and he can always stand behind a front-liner, or step back and continue to fight at a distance.


Turt Snacko here!

Ok this took a while but here he is...I hope some one gets the reference ;)

Stats:

Minato Arisato
Pistolero/spiritulist
Int +4 Senses perception +8
========================================================================
Defense
========================================================================
AC 18 touch 14 flat-footed 14 (+4 dex, +4 armor)
hp 12
Fort +2 Ref +6 Will +6
========================================================================
Offense
========================================================================
Speed 30ft
Melee pistol +5 (1d8)
Melee dagger +1 (1d4)
Melee
Ranged
Special Attacks grit 4/day
========================================================================
Statistics
========================================================================
Str 10 Dex 18 Con 12 Int 11 Wis 18 Cha 12
Base Atk +2
CMB +1
CMD 15
Feats rapid reload
Skills perception +8, spellcraft +4, sense motive +8, swim +4
Traits Reactionary, hard to kill
Racial Traits dual talent
Languages common
Combat Gear
Other Gear chain armor, dagger, pistol,
========================================================================
Special Abilities
========================================================================
Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm:
Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm:
When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.

The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage.

This deed replaces the deadeye deed.

Gunslinger's Dodge (Ex):
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex):
At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Phantom

A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature), manifest it partially (see the bonded manifestation class feature), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.

A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom's manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points.

The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist's consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can't return to the spiritualist's consciousness or manifest again for 24 hours.

While fully manifested, a phantom can't be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist's consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can't return to the spiritualist's consciousness until 24 hours after the spiritualist is brought back to life.

A phantom can't be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist's consciousness, as the phantom is protected from such effects by the power of the spiritualist's psyche.

Fully manifested phantoms can wear armor magic items [see FAQ] and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist's consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.

Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions.

A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation) in the presence of an eidolon or shadow summoned by the phantom's master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist's consciousness, and will not manifest again until the eidolon or shadow is dismissed.

A fully manifested phantom's abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist's class level and increase as the spiritualist gains levels. See the Phantoms section for more information.

Shared Consciousness (Su)

At 1st level, while a phantom is confined in a spiritualist's consciousness (but not while it's fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom's emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8.

Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom's section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can't use this ability to shunt a mind-affecting effect into the phantom's consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom's consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect's duration as if the spiritualist were affected by the mind-affecting effect.

Etheric Tether (Su)

At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom's consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom's manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form.

When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect's spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours.


spells:

0-level
Detect Magic
Read magic
Mending
Resistance
1 -level
Magic fang
Cure light wounds

background:

Minato Arisato was a problem child, the black sheep of the Arisato noble house. A curse that killed anyone who dared get close, but he wasn't always like that. Minato was once a normal child, who enjoyed life and loved his family. His father was of noble blood but chose to take a simpler life of a blacksmith; he married a milk-maid and had Minato a year later, everything was perfect.

But it was not to last, when Minato was 6 a man in very expensive clothes came to his father for a special order. Minato tried many times to spy on his fathers work but was caught every time. eventually the man came back for his order, Minato's father handed the man his weapon, a metal thing that looked like a one handed crossbow with out the string and two long barrels one on top of each other with holes at the ends.

The man thanked his father profusely and said it was exactly what he was looking for. He then proceeded to point the barrel at his father and pull the trigger. Minato didn't know what was happening, his father's head just exploded, his mom screams, there's another bang, and his mother's head explodes as well. It's quiet , the man just stands there chuckling while Minato stands there stupified and in shock. Almost as if just noticing him the man mocks Minato and tells him the he can end his suffering. The man hands Minato the gun and instructs him to shoot himself.

Minato, broken and in grief, shoots himself...well at least he tries to, there was no more bullets.

But when the trigger was pulled, the sound of glass shattering sounds out and from the depths of his soul a monster was released. A being standing at a full 7 feet tall, thin arms that ended in razer sharp claws , a armored head, white as bone that was shaped like the maw of a demonic beast, the only thing you could even see of its face was two glowing yellow eyes which contrasted greatly with its pitch black elastic skin. 6 ornate coffins hovered behind the beast, chained together and glowing purple.

Without a word the monster was upon the man and Minato witnessese the beast rip the murderer to shreds.

When someone finally came to investigate, Minato had not moved at all, face emotionless, and was sitting in the middle of the room, completely untouched by the monumental amount of blood splatter and strewn body parts in the house. In his hands was the gun that killed his parents.

After that he was sent all around the inner sea, to different members of the Arisato family, but it was quickly noticed that Minato was not normal each time. Everywhere he went strange things happened which Minato would blame of someone name Thanatos. The whole time never letting anyone take the gun, which he named Momento Mori-death comes for us all.

Eventually he turned 16 and was thrown into the world, which he is currently travaling aimlessly

Silver Crusade

Minato Arisato wrote:

Turt Snacko here!

Ok this took a while but here he is...I hope some one gets the reference ;)

** spoiler omitted **...

Persona right? im a devil survivor man myself.

Also so this actually has relevance when done should we post our stuff on here or leave it in the profile/alias


Illya wrote:
Persona right? im a devil survivor man myself

...cool :3

I usually post it here just in case,


The BGGM wrote:
nate lange wrote:
Hmm... Is that a hard no on unchained classes?

that's a hard no

Roycilo wrote:
So not as many magus submissions as could be, especially if the BGGM wants me to use the paladin/kineticist submission.

what I want is for you to submit the character you most want to play

It looks like my submission rate has declined a bit, which is fine. I'll give any fence sitters until 11:59pm est on Saturday, the 24th to submit before I cut off recruitment.

Then I shall withdraw the dwarf, and stick to Annabeth. I like her personality and skillset more, plus I think she would be a better team member, being more versatile.


Well since we're all making our cases here, I'll post some of Azruk's positive qualities.

  • He's a very agreeable kind of guy and happy to try idea's outside of the box.

  • Cleric spell list will be used for healing (mostly outside of combat), and team buffing.

  • Barbarian with great will save is a Barbarian that will smash only enemies.

  • Only bases he can't cover well are battlefield control and skills.

  • It's an opportunity for me to play my first character again, which I like.

  • No real attachment to any particular settlement.


  • Heh...just realised I forgot to get thieves tools for Art is. What a mistake to make! I will adjust purchases when I get some time later.

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