Legendary Planet Re-Recruitment (Gestalt Level 3, Mythic Tier 1)


Recruitment

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We lost a player, so I need somebody to take their place! If that sounds like you, then take a look at the original recruitment and show a character that would fit this game. ^^ There are, however, a few changes to be aware of...

First, the party is Level 3 now (take standard Wealth By Level and distribute it accordingly), and also Mythic Tier 1. You MUST take the following as your Mythic Feat:

Morphic Nature: Each time you traverse an interplanetary gate, you automatically adapt and acclimate to a new world. Benefit: When passing through an interplanetary gate, you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.

The selected player will have access to stuff from the Player's Guide, so don't worry about your Campaign Feat yet. I'll PM that to whoever gets picked. o wo/ Remember, I care less about your crunch and more about your character's background and personality. Also, despite the fact that this is a mythic gestalt game, try to avoid min-maxing. Having a varied, adaptable skillset (instead of doing one thing abnormally well) will be MUCH more useful in this game because of all the places you're going to be going.

This re-recruitment will last for 1 week.


Are there any skills missing from the group? I'm thinking a warder(dervish defender)//witch.


The existing characters are a Paladin/Sorcerer and a Slayer/Shaman.


Interesting.

You've said you're very interested in backstory and personality. With that in mind, how have things progressed in the two levels and one mythic tier since the game started? Does my character need to have been born on some alien world? Am I ret-conned into having been with you all along?


New characters will be joining the existing characters in the city of Zel-Argose, a major trade location on the world of Argosa. You will NOT be from the same world as the existing characters, which basically means you can be from anywhere else you want. XD Interstellar travel in this setting mainly occurs through a network of portal gates, which your character would probably have come through. So if you've got a home setting you really like, and that would help you make a rich, in-depth backstory...


Hmm; looks like details of Argosa are locked in the adventure PDF. I like my restrictions; can I be from Golarion too? Having come through at some other time and place?

Guess it could be mildly fun to come from the Discworld, but not mention it obviously so as to bring in those themes, just make occasional cryptic references like 'I'm gonna throw you to Ecksecksecksecks!'


You should probably avoid Golarion (for genuinely relevant plot reasons tied to stuff that's already happened). XD But you could certainly be from a very similar world...


Hmm. The concept of this one looks very cool, though I think I might be in too many Rednalgames already. I'll have to bounce around ideas.

What Mythic Paths are taken so far?

EDIT: Okay, ideas. Are there story hooks people should be aware of in terms of who/where/why they might be joining the party? Do more exotic races (e.g. Lashunta, Munavri with level-adjustment, Android) make more sense than common races, or are those still the common races in space?


I have Guardian/Archmage (Dual Path), and our shaman is a Heirophant.


Race selection is the same as the original post. The four races from the Legendary Planet Player's Guide (which wasn't out when that was written) are also acceptable. Those races include half-constructs (like Vincent), a humanoid plant race, a monk-like four-armed race (our other PC), and a winged, reptilian humanoid race.

As for story hooks, that'll be developed based on the character, but for plot reasons will ultimately be the same as the rest of the party. XD ...Though I don't think they've found out what's going on here, either, so it all works out in the end.


Dot. How is the firearms mojo here?


Per the information in the Player's Guide, Early Firearms only. You may or may not have a chance to access more advanced gear later.

(I literally don't know - most of the AP hasn't been published yet. XD So, don't ASSUME you will.)


Afraid I could really use some more direction GM before I feel comfortable writing my backstory. Thus far, I need to have my character come from a setting/world/plane of my own creation, through an unknown portal, to an unknown planet, for an unknown purpose, avoiding Golarion for an unknown reason.

It might really help if you could create some Campaign Trait-style plot hooks for us to choose from. 'Magical experiment strands us on a foreign world', 'chosen from the best and the brightest to help protect a strange land', 'interplanar caravan you live on lands on a world in strife'.


Or I could give you actual campaign traits.

Spoiler:
Far-flung Gladiator: You’ve always been a bit quicker than others at learning new things, especially weapons, regardless of how strange they may be. Whether you were an actual gladiator, you studied the unusual weaponry of ancient cultures, or just an extremely martial talent, the end effect is that the use of strange weaponry come more easily for you. The non-proficiency penalty for using an exotic weapon is only –2 for you.

Jagladine Experiment #14073: Long ago, the insidious alien bioengineers known as jagladine abducted you and kept you around for routine experimentation, lacing the jagladine script for the number 14073 into the flesh of your shoulder. Most of your captivity has been a blur to you, with long periods of nightmares interspersed with brief moments of lucidity. The jagladine experiments you endured were designed to enhance the agility of your race, possibly in ways to enhance any Klaven thralls they intended to craft from your species. However, the experiments did not go entirely as planned. While you now possess more agility than most others of your race, it lasts only for a limited duration. A few times per day, equal to 1 + your Constitution bonus (minimum 2), you can increase your move speed for 1 round by 5 feet. This is a free action.

Klaven Survivor: The klaven are known on many planets as the horrific shocktroops of the jagladine, sent to clear a path for interplanetary domination. Tales of klaven brutality have spread far and wide, and are almost as effective as the klaven themselves at causing panic in the communities they assault. While most know to run when the klaven approach, at one point you found yourself within reach of such a creature due to bravery, poor luck, or foolhardiness. Looking past the horrifically misshapen body modifications imposed by the jagladine on the unfortunate creature, you saw the tortured look of a once sentient being which now only knows pain and hatred. Since then, you’ve felt pity for the klaven, and, while you know they must be destroyed, you are able to defeat them in more gentle ways than most. Whenever you deal nonlethal damage to a klaven creature, you deal an additional 2 points of nonlethal damage.

Patron of the Stars: You come from a culture which revered the stars as holy entities, learning how to meditate upon them and later bless others with the stars’ benefaction. By meditating for 30 minutes under a clear nighttime sky, you may make a Wisdom check against DC 13. If successful, you can add a +1 trait bonus to any single d20 roll in the next 24 hours, but only before the roll is made. Applying this bonus is an immediate action, and you cannot apply it more than once per day, regardless of how many times you meditate under the stars.

Principle of the Stars: You come from a culture which saw the stars and starlight as revealing the flaws in others, and you learned how to call upon them to jinx those who wrong you. By meditating for 30 minutes under a clear nighttime sky, you may make a Wisdom check against DC 13. If successful, you can apply a –1 penalty to any single d20 roll which occurs within 30 feet of you during the next 24 hours, but only before the roll is made. Applying this penalty is an immediate action, and you cannot apply it more than once per day, regardless of how many times you meditate under the stars.

Resilient Peculiarity: Throughout the multiverse various traditions exist for harnessing energy for a wielder’s purpose, whether as arcane magic, divine magic, innate magic (such as spell-like abilities), psionic magic, technology, or other similar effects. Whether born under auspicious stars, experimented upon as a child, or caught in an influx of energy which left you permanently altered, your mind has become particularly resilient to one of these methods. Pick one of the above traditions. Against effects of that type, you receive a +2 trait bonus on Will saving throws.

Ruin Delver: Your home planet held a number of ruins from an ancient, long lost civilization dotting its landscape. At some point, you explored them and, during one such foray, you found a small trinket with curious properties, keeping it with you ever since. You gain a +2 trait bonus on Appraise checks. In addition, you gain a small bauble of your choice worth 100 gp. If sold, the trait bonus on Appraise checks is reduced to +1. Examples of such objects include:

A fist-sized, solid black sphere which can hover up to 6 feet off the ground, but cannot otherwise move. The sphere has a button flush with the curvature that when pressed reveals a small indentation which can hold a tiny object weighing 1 lb. or less.

A small, clear pyramid that houses a smaller black spindle which always points towards a specific, unchangeable star.

A cracked mirror which can capture the reflection of the last creature to look at it, holding such an image for up to 8 hours. The GM has the final discretion on what sort of baubles might qualify for this trait.

Seeker of the Stars: You’ve always been drawn to the stars – but one star in particular holds your primary interest. You always know the direction to one single, unchangeable star. When you’ve asked astronomers about it, none have any information on it, and it seems that as far as anyone else can tell, it doesn’t actually exist. Some astronomers have heard the same question from others, and they suspect anyone asking about it are asking about the same one, if it exists. By spending 10 minutes in meditation, you can mentally visualize a star chart for your location, regardless of where you are and the time of day. The star you’re drawn to always appears in this visualization, even if it wouldn’t appear in your current location. In addition, once per day you may cast know direction as a spell-like ability (CL 1st).

Smuggler: You made a name for yourself as a smuggler on your home planet. Whether transporting alcohol, psionically-charged crystals, weapons, or more insidious things, you excelled at hiding objects from those searching for contraband. As such, you’ve learned a number of tricks related to body positioning, loose clothing, and misdirection which aid you in hiding these goods. Sleight of Hand is a class skill for you. In addition, at the beginning of each day, you can select one small object in your possession. You gain a +5 trait bonus on Sleight of Hand checks to hide that object until you choose another object to hide instead.

Stranger In A Strange Land: Unlike many, you are already aware of the larger multiverse and the politics which abound within it. You’ve intentionally traveled to other worlds, and gained exposure to a variety of alien cultures. As a result, Knowledge (local) is always a class skill for you, and you receive a +1 trait bonus on Knowledge (local) checks. In addition, you receive no penalties on Knowledge (local) checks to ascertain the rules and peculiarities of any culture you encounter. In addition, your GM may share any additional information with you about the current political situation affecting the Legendary Planet multiverse.

Xenobiologist: You’ve devoured every unusual bestiary you could acquire, and your voracious appetite for such knowledge has better informed your ability to determine facts about unfamiliar creatures, drawing parallels to other beasts you already know. As such, you gain a +1 trait bonus on all Knowledge skill checks to identify creatures and their abilities. In addition, the base DC to identify creatures from a planet other than your own is treated as if you were from the location or planet spawned it. For example, if an auroch is normally a very rare creature on your home planet, but common on the planet Argosa, the Knowledge skill’s DC to identify the auroch would be 10 + its CR.

Xenopidgin: While many people dabble in a wide range of hobbies, you’ve explored a wide range of languages and dialects. When exposed to a new language, you may make a Linguistics check against a DC of 15. If successful, you gain a very rough understanding of the nuances of such conversation. This understanding only amounts to an informed hunch, but is usually enough to give the same level of understanding as a human toddler would be capable.


That does help, though doesn't quite provide the hooks I'm looking for. Might be enough for me to come up with something interesting.


I'm not going to do more than that because I'm quite literally testing your ability to come up with a creative, interesting backstory. ^^ It's one of the things that helps me figure out who I think would be the best character for a given game.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

If this won't give too much away, is there any chance that inhabitants of Golarion had left the planet a generation or two before the campaign begins?


Not really, no. XD Golarion does have other portals, but not any that connect to this network... besides the one in the prologue. Ask the players about how much fun that was. 8D

(And yes, this actually IS relevant to the plot. XD It will all make sense later.)

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

OK, will give this some thought.


All I remember was fire and hopelessness... They came out of nowhere and then...silence.


Pathfinder Rulebook Subscriber

dot


Alrighty, then.

Name: Erast of Andor
Race: Male Human (45)
Alignment: N
Class: Psion/Aegis (Ectopic Artisan)
Mythic Path: Overmind
Backstory: High atop his frozen black crystal keep, the archmage Andor researched and plotted. Precious jewels and magical reagents he saw expended and consumed in his experiments, churning out rank upon rank of creatures made from astral crystal, all created in an attempt to perfect his wife lost long ago. His assistants helped him, tabling notes and clearing up the remains of his stormy rages and weeping cries. The least of them was named Erast. Charged with overseeing Andor's deal with the military-run junta to the south, he transferred them the cruder constructs, fashioned into great war machines, in exchange for the supplies needed by Andor. Charged by his master and adoptive father with venturing onto another planet to seek new and alien imitations of life, Erast prepares himself for a world different to that of his childhood, and that of the great tower he dwelt in ever since he was given up. Secretly, however, Erast seeks something else. He fears his pitiable master's crusade will be fruitless, and thus seeks to understand love itself that he might help him.

Personality: Having spent the majority of his life in the high-pressure stress and camaraderie of Andor's keep, Erast is predictably nervous, neurotic, not cowardly but sometimes fearful, yet full of deep affection for his master. In his craft he is sure and practiced, ambitious in that he hopes to be of greater use to Andor. Oddly enough in a man of his age, he has the seeds of passion. Taken from the abandoned sections of his master's library, he found the great romances, fictional and not, as well as some ancient private letters between Andor and his beloved. Erast hopes to find his own amour on this strange new world he has been sent to explore.

Description: Brown hair with grey temples, beard, brown eyes, average height, overweight, nervous eyes and tapping fingers, pale skin, ink-stained hands, amulet of black crystal in the shape of a heart.

Mythic: Alone in one of the tower's abandoned receiving halls reading, Erast was interrupted by a great white flash heralding a great sphinx-like beast appearing inside the portal, smote with a grievous wound along its chest. Despite his obligation to call the alarm and expunge this and all creatures that might penetrate the tower, pity stayed Erast's hand and he stayed with the creature talking quietly until it finally died peacefully, listening to its story of wisdom won and battles lost. When it passed, he found the sigil of two wings upon his chin- later covered by his beard- as well as new abilities, a snippet of the creature's transferred wisdom.


Hmm. Is the rest of the Golarion cosmology anywhere in this universe? My best idea at the moment involves potentially Androffa.

Shadow Lodge

I like the idea of this game, feels pretty sci-fi, but its got enough fantasy for me in it. It seems like we can [insert desired fantasy/sci-fi realm here] but I just want to make sure and ask if that's the case?

Considering a Monk/Alchemist who is Experiment #14073. He would have been a scientist or doctor and had stumbled upon some vague knowledge of the clandestine Jagladine operation. Not taking any chances, the leadership of the Jagladine kidnapped and experimented on him without any intention of letting him leave.

Or a Magus/Swashbuckler who is a Smuggler or possibly A Stranger in a Strange Land. This guy I'm imagining as a privateer aspiring to get his own interstellar/interplanatary craft if that's possible. He's already embroiled in underworld politics and on the run from the law in several worlds. I was also thinking of making him a Bladebound and a Kensai. Maybe less privateer and more of a wandering swordsman/psychopomp in exile type deal.

Probably going to settle for that last one, I've got a good feeling about it.


Yeah, like you can escape my undying gaze.

Two questions;

First, the rules mention that we're using the innate item bonus rules. Does that mean we should cut Wealth by Level for 3rd in half?

Secondly, would the Malefactor be an acceptable class?


Oh, good, people are paying attention. o wo~ So yes, you're actual wealth is half. I'll pass on Malefactor, though. You're, uh, not gonna want some of those penalties. We've already had one Total Party Kill, and there's definitely a real degree of challenge here that you wouldn't want to worsen your odds on.


Hmmm...how about the Weird Musician Bard Archetype? It's more powerful than a normal bard.


I noticed the party wipe when I was looking at the character section... BRUTAL! ... lol


Alternately, when you say "Elemental-blooded," does that include Suli? Their "child of all elements" seems more appropriate for this campaign's theme to me (what I understand about it) than any of the other planetouched.


Yes to Suli, no to Weird Musician.

(For the most part, I am trying to keep to what was originally listed. XD)

Dark Archive

DM, please take a look on Baru-Eran Gon.

He is a Tiefling, with the Asura heritage. He is a stalker/unchained monk with the trickster mythic path. The idea is that he seeks the balance between his 'dark' (stalker) and 'light' (monk) side.

I decided to make him based on our world's Buddhist culture. He was born in Naraka (Buddhist hell) and then arrived in the Lamayuru Monastery (on the Himalayan Mountains). Seeing one of your previous posts, I picked up the 'Stranger in a Strange Land' trait it that is ok.

Now, I'd like to make a question: How wound you rule the 'double' ki pools? Both the Stalker and the Monk have ki pools, even if they use for different uses. Normally, according to the gestalt rules, we do not get duplicated class features, but even if they share their name and uses/day, they are used for different things so here are some options that I thought about:

1) Only one ki pool and these points could be used for both abilities; 5 Ki points in my case
2) Two ki pools with separated uses (Like good ki and bad ki); 2x5 Ki points in my case
3) Only one, but enhanced ki pool. (This option would mean that I add the two halfs of the gestalt build to get the number of ki points). 7 Ki points in my case

Personally, I'd prefer the 3rd option, since number 2 could be somehow OP. Nevertheless, I'm good in either way.

Any comments/critics about Baru is more than welcomed!


I think it should be 2 or 3 since you now have more features to power. Number 1 actually degrades it when you should be upgrading it with Gestalt.

However, the GM always has the final say :-)

EDIT: I like #2 better. This way, you are not gaining or losing an advantage. Kind of like Gestalt (2) spell casting classes.


Gestalt is slightly wonky. If you truly couldn't stack anything, then Wizard/Sorcerer wouldn't work.

It's more appropriate to say that you can't stack non-resource abilities. So you can't stack Sneak Attack Dice or Base Attack Bonus, but you can stack resource pools, spells, et cetera. Resource pool gains in Gestalt are additive, so the correct answer is that you would add the ki pools together into one large pool, and both sides of your gestalt would draw from that for power.

The reason this happens is that you're not actually getting two levels in gestalt - you're getting one level, with all the benefits of two other levels. (That's why you only get one hit dice, for example - things like that don't stack.) So you're not powering the abilities of two classes, but the abilities of the one class you actually have.


Definitely interested, I'll get to thinking.


Alright, I like world creation too much to not write *something up*. Here we go. (Is crunch needed/wanted/suggested, or just story?)

Child-of-Planes
Suli Aegis (Trailblazer)/Medium (Spirit Dancer)
Mythic: Maybe Trickster? (Haven’t read Mythic Mania, if there’s something more appropriate in there)
Traits: Seeker of the Stars (Campaign) (or possibly Stranger in a Strange Land; either seem thematic), Burned (Drawback, for Flavor), ?others?

Story:
Aharia Han-jemmet
Child-of-Planes was born in the month of Tortoise during the year of Seventh Serpent, just before Second Midnight; an auspicious occurrence, as it meant a concurrence of the Wandering Lovers hung directly overhead in the sky. And when the child was born with flashing eyes, bursting into flames with his first wail, the gathered midwives burst into song, for here was Aharia Han-jemmet—a Prince of the Skies, wreathed in fire, born under the sign of magic at the door to midnight.

The Aharia’s childhood was a thing of local legends among the Windbat Clan. The child was beautiful, and strong, even for a baby. His eyes crackling with thunder, he could recite the entire Burning Mantras with fists aflame. Most notably, Aharia Han-jemmet was said to speak to the ancestors themselves: raised from birth in the House of Spirits, he had begun to acquire a connection to the place-names that outpaced even some of the younger shamans. But as the stories spread, changing and growing from oasis to oasis and kheyma to khurga, there were darker whispers as well, spread by rivals within the tribes—rumors of a trickster spirit that had addled the Windbat Clan and poisoned its shamans with foolery.

The child’s mother had been an ama-janah of renown, raiding caravans and rival tribes with swordsmanship that earned praise even beyond her clan; and so when she fell pregnant after taking no man to her tent, the father was naturally assumed to be a Sky King, one of the winged Divs or Asura worshipped by the bandit clans of the Burning Sands. But as her son grew, so did her worries, and eventually she confessed to him her deepest fears. Han-jemmet had grown stronger, learned quicker, and burned brighter than any Aharia child of his age the elders had seen—but that was because he was no true Aharia. While the children of demons could live for centuries, advising the tribe through generations of wisdom and warfare, they also grew slowly through the same taint of fire and night’s blood. Her son’s father had been no such Sky King, but something stranger and more fair—a Walker of the Planes who called himself an Amir, noble in word and mien, whom she had spent a fortnight with at an oasis during a long raid. And so the child kept his secret as best he could, knowledge shared only with the place-names and elemental voices that he lived among at the House of Spirits.

Such lies tend to end badly. On Aharia Han-jemmet’s tenth birthday, a great Div visited the Windbat Clan, demanding sacrifices and tribute. The King of the Sky was a lumbering creature that called itself “Devroth,” with twisting arms and huge leathery wings. As the shamans brought forth the offerings of frankincense and cactus wine, along with the traditional sacrifice of three bound sheep and one elderly captive, one of Clan elders decided to fetch the young Aharia from the House of Spirits, bringing the clan’s newest and most favored prince forth on cushions and jewels. "Look," he and two of the shamans proclaimed, "At the favor and deference we have shown to our most blessed Aharia, a son of your brothers." And the Sky King Devroth laughed, and clapped his hands, and pointed, and fire washed from his fingertips over the camp, burning half of the Clan's elders and shamans where they stood. Snatching a warrior up in each of his claws, the Div leapt up and flew off, back towards the stars, his echoing laughter ringing across the desert like a foul curse.

Oracle bones were cast, and when the truth was found, there was no more Aharia Han-jemmet. Stripped of all names, honor, and possession, the once-prince and his mother were cursed and spat upon by every surviving member of the Windbat Clan, and cast out alone into the Burning Sands, still healing from their burns.

Windbat Outcast
The name magic of the Burning Sands is a powerful and twisting thing, but, for the two outcasts, it proved a boon as much as a burden. Exiled from the Windbat Clan with a proper curse, both the child and his mother found themselves unable to speak their own names, the name of their clan, or even tell the stories of their before-times... but the bandit clans were reviled by the other nomads of the Sands, and had the child slipped up and told of his birthplace, he might have been struck dead at any oasis he passed. Instead, he survived in the wilderness, as his mother the ama-janah taught him to hunt and scout the dunes, fighting with sword and trident.

The nomadic life was harsh, but Child-of-Planes, as his mother now called him, was a keen student of the open sands. Born under the Wandering Lovers, the two erratic stars whose union was said to bring magic into the world, he had a natural knack for the magical, often able to pick spells out of the air to suit his needs, calling spirits of the ancestors and elements to his aid. And a small star heralded his way in the darkness—a nameless dot trapped between the two dancing Lovers, its presence provided the child with an unerring sense of direction, even when it could not be seen with normal eyes. In a desert where losing one’s way meant death, this was a valuable talent, and the Child-of-Planes began to earn food and salt guiding passengers between the central oases of the Outer North Rim.

But the open skies, and their stars, called to him. The child’s mother settled down at one of the cooler oases, first hired to defend the camel stables from bandits and eventually marrying the stable-merchant—and Child-of-Planes chafed at the thought, longing to return to the open roads of the desert and perhaps even the grand cities said to lie at their ends. As he was nearly a man grown, his mother soon allowed him to leave her side, earning work on his own as a guide and magician.

And it was not long before the child truly got his wish. At the age of fifteen, he found himself hired as guide to a band of seven strangely-clad travelers, three of them the fabled Plane-Walkers his mother had spoke of. The tall, charismatic strangers carried smooth blades that flashed in the sunlight, and named Child-of-Planes a Suli-Jann upon witnessing his talents. But when they heard that his father had been a Janni Amir, they laughed at his good fortune, and promised to bring the young guide with them when they left the desert.

Walker of the Planes
His traveling band dispersed at the Runed City of Kha, but the three Janni (the Brothers Kedjet, as they called themselves, often referring to their young companion as “nephew”) pressed on, taking Child-of-Planes with them. His navigation talents, it seemed, were useful even beyond the borders of the Burning Sands, and his endless fluidity with spells and spirits made him a useful sort of magical swiss-army knife handy to keep around. With the genie companions, the young traveler passed through the Caves of Iced Djet, marveling at how his elemental blood protected him from the cold just as it had the desert’s heat. There were jaunts, briefly, to the elemental planes, where he gazed upon impossible cityscapes and deadly terrain; but the Janni taught him how to shape magic around himself, building protection against the elements and adapting his form and movement to the world at hand.

Then, of course, there were the portals. Child-of-Planes walked through three worlds with his companions, each stranger than the last, through gates of crystal and stone. To his wonder, he learned that his elemental nature aided in quickly adapting to the challenges, atmosphere, and language of each. And eventually, the Plane-Walkers grew bored of him, as genies often do; but he found himself abandoned on the relatively pleasant world of Argosa, surely an easy place if any to find work as an interstellar scout and wilderness guide...

Description:
Child-of-Planes is a soft-spoken but fiery individual. Roughly the size of a tall and slender human, he carries himself with poise, speaks with charisma, and fights with surprising strength, carrying a variety of swords and throwing weapons he has collected from different cultures in his travels. He is comfortable in cities, though he knows little of the ways of civilization; his home is the open road and the changing elements, where he can effortlessly track stars across the sky, create wards against the elements, and channel the place-names and ancestor spirits of the land itself. He works primarily as a sort of well-traveled, magical factotum, providing a variety of small skills and services while using his natural skill as a wilderness guide to keep fellow travelers safe. At heart, however, he is also searching for new portals, learning what he can about the networks that connect the universe, and the auspicious stars of his once-fabled birth.

He dresses simply for a Suli-Jann, his clothing practical; but when away from civilization, he surrounds himself in armor made from the elements themselves, forming a protective shell of swirling colors. His eyes flash white while fighting or spellcasting, and while he’s lived his life in human society, there is still a hint of the fabled genie pride underlying many of his words and actions. A decade-old curse presents him from speaking his own name, or acquiring a new one; but he has long since ceased his resentment of this, simply introducing himself as “Child-of-Planes,” or “Child” for short.

Party Role:
• Flexible Factotum. Child-of-Planes can do nothing splendidly, but has access to nearly everything if he spends time configuring for it. While his actions will be somewhat limited in the heat of battle, his sheer amount of flexibility during long periods of rest should let him swap into whatever is most useful for the planet or party at hand. Occasional abilities (do/will) include (he’s extremely modular, so not all of these at a time):
-Casting wizard spells in full-plate
-Access to cleric spells as well
-Some cool and variable Psionic powers, through Power Stones
-Variable skill expertise, through Power Stones
-2-handed, damage-resistant melee fighter
-Reach/AoE tank
-Trap-disabler
-Scout/stealth/tracker
-Can grant party cool floating bonuses through spirit boons


GM, is my submission interesting enough to be worth statting up? Or would you prefer something different?


Hmmm. No Weird Musician or Moirae Malefactor. Bummer.

Got a couple of pure Paizo ideas. I'll have to see what I can do with them. Rogue or Bard seems like a good place to start, at least - the current guys have Close Combat, Ranged Combat and Magic pretty well covered, so skills, buffing and debuffing seems like a good idea. Witch, maybe?


Pathfinder Rulebook Subscriber

Concept:
Investigator||Inquisitor
Party Role:
Guide/Skill Monkey/Tactical aid
Background idea:
A gods-touched person driven to find out more about these odd gateways, and willing to help any other good souls on a similar journey.

If this sounds like it could be a fit, I'll flush out more!


Stat or don't stat, your choice. XD It usually helps, but the background is the important thing.


@With Investigator/Inquistitor in Mythic, you'll only ever be able to use about half of your class features, because Swift Actions. So that's something to keep an eye out for.

EDIT: Ah, got it, Rednal. Some GMs explicitly don't want them in story-driven recruitments.

Also, if I craft things with my starting wealth, should they be full cost? (I'm mostly interested in unusual items like power stones that might be hard to buy on the road, where crafting is a benefit even if it's not discounted)


Pathfinder Rulebook Subscriber

Yes...the build is proving...pesky :)

Scratch that idea.


You should have no more than your WBL of stuff (and don't forget the effect Innate Item Bonuses has on this). That does not mean "craft for twice your WBL". XD It can be crafted or not - I don't care, as long as the final value is the same.


Sorry if I wasn't clear. I do realise background is important,I just wondered if you had any thoughts on my background as posted. If you don't consider it acceptable as a submission, I'd naturally rather not bother making a sheet.

Obviously I'm not asking you whether you'll accept my character, just whether it's good enough that it would be considered.


Questions - Is Spheres of Power, and therefore the Treasure Seeker Rogue archetype OK? I know usually they are in your games, but since it's not in the initial thread, I thought I should check.

...and if that IS cool, since it trades out trapfinding, is it acceptable to grab it back via trait? I'm assuming not, but if I can avoid multi-classing and still bypass magically traps...


@Jon: Spheres is fine by default in my games. XD It's less powerful than Vancian casting overall, so I'm pretty sure nothing's going to get horribly broken. It can also be kind of fun, implying that different worlds have different systems of magic and such...

@GM Arkwright: I'm avoiding commenting on anyone's submissions. This is a very intentional part of the recruitment phase - I want to see what YOU think is the best submission you can do, without me providing much in the way of input. That helps me get a better sense for who you are, and that's a major part of the decision-making process. ^^ Don't worry about it.


Cool. Trapfinding traits good or bad?


If it's from a legal sourcebook and not specifically banned, then it's fine.


It's the one from the Mummy's Mask Player Guide...which means it's a campaign trait, which means I can't grab it. I always forget that. Never mind. One level of Seeker Sorcerer or another class/archetype with trapfinding will do the job.


Pathfinder Rulebook Subscriber

Marksman||Hunter
Plumekith Aasimar
Ranged/Melee support
limited magical/psionic support

I'll work up a stat block and background tomorrow :)


Heya Rednal, how goes? Don't think we've been in a game together (although I could be wrong). What would you think of an unfettered Eidelon as a character? Basically one half of the gestalt would be Eidelon (not summoner) and the other half one or more other classes (thief and slayer probably).

Background (several actually) are in the profile, and would be tweaked slightly to fit wherever they are in the game.

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