Pyramid of Shadows: seeking a replacement player


Recruitment

1 to 50 of 110 << first < prev | 1 | 2 | 3 | next > last >>

You and your allies have been
troubled by strange and compelling visions every night
when you sleep and dream. In these dream visions,
the tiefling wizard Karavakos appears to you and whispers about the power and secrets waiting
within the Pyramid of Shadows.
The visions have grown more frequent, more urgent,
and you and your group are growing more and more
inclined to set everything aside and seek out the place of
power and Karavakos. Indeed, you often awaken
from the dream vision with a sheet of parchment and a
quill to find notes scribbled over and over that you have no memory of writing. These notes include the oftrepeated
phrases: “Place of power.” “Vast magic for the
taking.” “Seek Karavakos.” There is also a crude sketch of a
map that shows a stylized glowing pyramid deep within a
lush forest about a week’s travel from this location.

Greetings, Paizonians! For a little over two years now, I have been running a Pathfinder game called The Pyramid of Shadows on this forum. For almost the entire time, we have had four players, but one of those four was just recently dropped for reasons completely unrelated to the game

Spoiler:
(they were banned from the paizo.com forums)
. Hence, the three remaining players and I are looking for one new player to join the game.
This campaign is loosely based on the 4e adventure module Pyramid of Shadows. The original module contains almost no plot, or NPC details, and consists mostly of descriptions of locations where an adventure could happen, along with stat-blocks (the latter of which I can't use, since they all use 4e rules). However, the adventure location is sufficiently strong that it inspired me to run a campaign set in the Pyramid of Shadows, but with my own NPCs and plot mixed in. We're just over two years in, and we're probably about half-way done with the adventure/campaign.
The game is set in the Planescape/Spelljammer/D&D universe, but so far has taken place almost entirely inside a demi-plane prison, the titular Pyramid of Shadows, in which the PCs were entrapped at the beginning of the campaign. The Pyramid travels around the Great Wheel, and engulfs unwitting planeswalkers, most of whom assimilate into the Pyramid's internal society. There are no known exits. Your character should either just now be sucked into the Pyramid (so that you can meet up with the other PCs), or you can write the backstory of your character's prior life in the Pyramid up to this point in time. Either way, your character should be willing and able to team up with the three current PCs. As a player, I do not require you to have in-depth knowledge of Planescape.

Wait, so what's going on? What happened in the last two years? What are we trying to do now?
The gameplay thread is currently 55 pages long, and I don't expect you to read the whole thing (though you certainly can if you want to). What follows is my attempt to summarize the main events up to this point, the PCs objectives, and the key NPCs.

The campaign began in Sigil, and the PCs encountered a pair of dragonborn bandits, who claimed that the rest of their group had mysteriously vanished a few weeks earlier. At that point, all the players saw the spectre of a tiefling appear, and the specter spoke separately into each of their minds. The tiefling, who called himself Karavakos, lured the PCs and the dragonborn towards a miniature pyramid, which expaned and engulfed the PCs, trapping them in the extra-dimensional Pyramid of Shadows. Karavakos' specter told the PCs that the only way to escape is to kill him "three times." West of the entry chamber, the PCs made acquaintance with a group of sahuagin and harpies. The sahuagin explained that the Pyramid of Shadows travels around the Great Wheel, entrapping people from various planes. They explain that Karavakos, the Pyramid's first prisoner, can steer its location, and that there are no known ways to escape. No one needs to eat, drink or sleep in the Pyramid, nor do they feel the negative effects of aging. There is an arbitrary convention among the Pyramid's residents dictating which direction "North" and "South" are. The harpies also reveal that the remainder of the dragonborn's group had entered the Pyramid a few weeks earlier, and the dragonborn seperate from the PCs. At the suggestion of the sahuagin, the PCs return to the entry chamber and retrieve an artifact called the Head of Vyrellis.
The Head of Vyrellis is a gem, in which the animated head of an Eladrin can bee seen (and heard). Vyrellis, the eladrin in the gem, told the PCs that she was decapitated by Karavakos, at the exact moment that the Pyramid formed. As a result, her life force was fragmented into three "splinters" which are scattered around the Pyramid, and that condition prevents her from truly dying.
Vyrellis also explained the origins of the Pyramid. Karavakos made a deal with a devil, granting him an army of fiends on the condition that he never lose a battle. Karavakos lost, and so the Pyramid was constructed by devils to contain him. She claims that if Karavakos is killed, the Pyramid will be destroyed and allow its inhabitants to escape (since it was only created to hold Karavakos). The PCs were highly suspicious of Vyrellis, with at least one of the PCs postulating that Vyrellis and Karavakos may be the same person. Regardless, they had no other sources to contradict (or confirm) her claims, but took the Head with them.
The PCs proceeded to search for Karavakos, and eventually arrived at a room full of dense vegetation. This room is the edge of the territorry controlled by the arboreans, a race of plant-like creatures trapped in the Pyramid. The arboreans didn't seem to have any interest in escaping the Pyramid, but rather wanted to conquer it for themselves. A trio of arborean guards told the PCs that their leader could help the PCs find Karavakos, but first demanded that the PCs complete one of three tasks for the arboreans: the PCs must bring the arboreans either
i)The staff of Medragal, a maddened mage on the Pyramid's second floor
ii)A living werewolf being held by another group to the north, or
iii)A spike from the tail of Thoraska, a dragon who resides on the second floor.

The PCs left the arboreans and continued exploring the Pyramid. They recovered a moonstone containing one Splinter of Vyrellis, but their confidence in Vyrellis was further shaken when they encountered her headless body, which was animated as a golem and attacked them.
Later on, the PCs encountered a wight, which claimed to have fled domination by a "splinter of Karavakos" on the third floor of the pyramid. The wight's clan was killed and reanimated by a necromancer who now resides on the third floor, and resembles Karavakos. The wight, along with the Head of Vyrellis, explain that Karavakos' essence is splintered much as Vyrellis is. However, unlike the Splinters of Vyrellis, the Splinters of Karavakos are animated sentient constructs with some of Karavakos' power. Vyrellis claims that Karavakos' splinters were created by the Pyramid's architect, a pit fiend, and that if all three splinters are destroyed Karavakos will regain his full power. The PCs still didn't really trust Vyrellis, but noted that Karavakos' demand that the PCs "kill him three times" is consistent with Vyrellis' claims (Karavakos wants the PCs to destroy his three Splinters so that he will be powerful enough to escape the Pyramid).

Needing to rest, the PCs returned to the lair of the sahuagin and harpies, and found that many of their allies were either dead or taken captive. While the PCs were exploring, the dragonborn clan that the PCs heard about earlier raided the sahuagin and took two harpies hostage.
The PCs set off towards the dragonborn's territory in an effort to rescue their allies. Upon arriving, the dragonborn leader, Garash Vren, offered to release his hostages if the PCs could bring him an ancient book called the "Tome of Vecna's Breath," which he said coul be found in the "Library of Whispers," at the north end of the first floor. The PCs agreed, and Vren also sent his former tranee, a dragonborn sorceress named Hozela, to help the PCs.
After fighting numerous monsters guarding the Library, the PCs made it inside. They saw a statue of Vyrellis from when she was alive, and Vyrellis expected the statue to contain one of her splinters, but it didn't. The PCs then encountered the first Splinter of Karavakos, who reveals that many things (including the book Garash Vren wants) were stolen from the library by a group of fey from the second floor, and claims that those fey were agents of Thoraska, a dragon on the second floor. The Splinter and the PCs fight, and the PCs lose, but are not killed. The Splinter takes the Head of Vyrellis from the PCs, but the PCs ultimately escape.

Driven by their two current tasks and the fact that they had explored much of the first floor, the PCs journey to the second floor of the pyramid. The PCs made their way to the Blizzard Caverns, a series of very cold chambers in the Pyramid in which the ice dragon Thoraska resides, along with a retinue of fey.
The PCs stated their intention to curry favor with Thoraska, and the dragon expressed interest in learning more about the arborean's home plane. The PCs told her about the three tasks the arboreans had given them. At this point, Hozela also revealed that the werewolf the arboreans referred to was probably another dragonborn in her tribe. Due to the Pyramid's lack of a lunar cycle, the werewolf has been transforming seemingly at random.
Prompted by the PCs' questioning, Thoraska told them about Medragal and the Sundered Temple. A long time ago, there was a Splinter of Karavakos on the second floor that tried to open a portal to the Far Realm in an effort to escape the Pyramid. The Splinter failed, and instead brought in numerous Far Realm aberrations into the Pyramid, and warping a section of the Pyramid so that anyone who stays there is slowly driven insane. That region, now called the Sundered Temple, is home to a cult led by Medragal, whose staff the arboreans had requested. Since Medragal was also on hostile terms with Thoraska, the PCs concluded they could take care of two birds with one stone by killing Medragal. To help them, Thoraska sent a grig in her service named Sorjla along with the PCs.
The PCs ventured into the Sundered Temple, and fought and killed Medragal. They then ventured further, and found the insane Splinter of Karavakos responsible for forming the Sundered Temple. The PCs fought and destroyed the Splinter, and found that its body contained a magic key to something (they don't know what it unlocks yet). The Splinter's destroyed body also released a blob of energy containing Karavakos' essense, which flew up towards the top of the Pyramid.

The staff of Medragal turned out to be an intelligent item, which pressured the PCs to head to the third floor, but the PCs resisted. The PCs concocted a plan to defeat Karavakos: they would seek to recruit people from various factions of the Pyramid into a cross-factional alliance, which they would lead to face the real Karavakos and/or escape the Pyramid.
With the staff in hand, the PCs returned to the arboreans, and spoke with several arboreans, including their leader Camnor. After turning over the staff, the PCs learned that there may be a schism within the arboreans, as many are unhappy with Camnor's leadership and disagree over what their faction's goals should be. The PCs also find information about the arborean's home plane (as Thoraska requested). Finally, they requested that the arboreans send one of their own to help the PCs, furthering the PCs' goal of a cross-factional alliance. Camnor agreed, and send one arborean follower along with the PCs.
The PCs then returned to Thoraska to share what they had learned, and plan their next move...
and then we lost a real-life player. Now, it is time for YOU to enter the story.

Rules for Character Creation
This campaign uses gestalt rules. Please read them over if you are not already familiar with them.
Level: Your character should be 6th level gestalt. We are not using experience points: leveling happens at appropriate story points.
Ability Scores: Use 20-point-buy, and increase one ability score because you passed level 4.
Sources: You may use options from the following sourcebooks: Core Rulebook/Bestiary, Advanced Player's Guide, Ultimate Psionics, Ultimate Combat, the Secrets of Adventuring, Path of War, Ultimate Magic, Ultimate Equipment, Strange Magic, Occult Adventures, and Ultimate Campaign. Anything else is available by request only. Ask me.
Equipment: You may start with up to 11,000 gp worth of items and wealth drawn from any of the allowed sourcebooks. The current PCs are behind WBL, so you will be as well (to start, anyhow). You cannot start with a single item costing more than 2750 gold pieces.
Traits and Drawbacks: You can take up to three Drawbacks, and gain an equal number of Traits from Ultimate Campaign. You will also get one homebrew Campaign Trait that I will write after you submit your character. If you don't want any Drawbacks, then your campaign trait will be the only trait you get.
Favored Class Bonus: You can use your FCBs to improve either hit-points or skill-points as described in the Core Rulebook. Race-specific FCBs are not allowed.
Clerics and deities: For classes to which patron deities are important, such as the cleric, select any deity from either the Pathfinder Core Rulebook or the 3.5 Player's Handbook. Clerics of a pantheon or ideal are also allowed, as described in the Core Rulebook.
House Rules: You can find this campaign's house rules on the campaign info tab. Notably, the "detect alignment" spells are removed from the game.
Other stuff: Please include a description of your character's backstory, a few goals they have, and state your character's greatest fear(s).
I'm looking for someone who can continue to play in this game until its conclusion, which is likely at least two-three years away.

There are two big options you have for your character's background. The first (and easiest) is that your character is just now being brought into the Pyramid, in the same way the current PCs were at the beginning of the game. You have a great deal of freedom in deciding what your character experienced before becoming trapped in the Pyramid.
The other option is that your character has already been in the Pyramid of Shadows for some time, but you are just now going to team up with the other PCs. Your character might have been part of an existing faction within the Pyramid, or you could have been independent from the factions. Feel free to ask me for more information concerning the Pyramid's residents and features, but also feel free to use your own ideas.

When will recruitment end?
I do not have a fixed timetable. I am only looking for one new player, but that one player must fit with the rest of the group. Recruitment will end when there is a character submission that satisfies me and the other current players. If several people have mostly-completed submissions, I will give a bit of time for you to finish.


A new player, were they to make the sort of person with charisma-based skills, could be a boon to us. Someone who is a leader. We, as a group, have often spent too much time coming to a decision, and I think that may be due in part to a lack of a strong leader-type.


I wouldn´t mind trying gestalt for once.
If you need a leader I can provide a Archer Paladin/Sorcerer.


I look forwards to seeing what you come up with, Helikon.


I have a couple of ideas also :D

Is the group looking for any particular role (apart from the charismatic part), or is it mostly irrelevant? Gestalt allows for a lot of possibilities ;)


I don't think the group is in desperate need of any one role, though there are several which couldn't hurt. Gestalt does allow for a lot:)


I have a feeling I am going with a Fighter/Bard, though I am not sure if it will meet the 'power level' of the game, or maybe I'm just being 'barmy' ;)

Gestalt usually allows for much more powerful combinations.

Damn... I miss Sigil :D


Albion, The Eye wrote:

I have a feeling I am going with a Fighter/Bard, though I am not sure if it will meet the 'power level' of the game, or maybe I'm just being 'barmy' ;)

Gestalt usually allows for much more powerful combinations.

Damn... I miss Sigil :D

I've made allowance for some reasonably substantial power gulfs between PCs, so your character shouldn't be too problematic power-wise unless you purposely make it weak...

but, is there a reason you don't want to make your character a Warder//Bard instead? I'm not sure what specifically you want from the fighter class (maybe it will be more obvious to me when I see your full stats.)


I consistently feel underpowered in the game, but the transition to gestalt may change that. Perhaps not, since really the change to gestalt is more of me honing in on the theme i had hoped my original (single) class would accomplish.

While we don't NEED a healer (or have at least survived without a dedicated healer thus far), it certainly wouldn't hurt if you had access to relevant spells.

We face many types of enemies, so I wouldn't go gung-ho stacking bonuses against a certain type.

Also, something that can make due without magic weapons would be a plus. We haven't gotten much in the way of loot (in my opinion) and I have thus far been unable to magically craft much because there isn't much in the way of ingredients that we have ready access to. Sure, we could probably barter for things of that nature, but we don't have much in the way of social skills going for us.


In addition to what Gemheart said, the group has suffered somewhat from a lack of trained-only skills. I use a fair amount of customized creatures against which knowledge skills would be an advantage (though not mandatory), and using many different creature types (and hence requiring different skills to identify). With a small group, it can happen that no one in the group has a given skill trained at all.

On the other hand, I will note that magic items will probably become somewhat less scarce as you progress, though you probably won't quite reach the default abundance of items for Pathfinder.


Dotting! I need to get in on a Planescape game one of these days.

* * *

I've actually got a character idea I've been bouncing around for a while, also either a Fighter/Bard or Fighter/Mesmerist focusing on swashbuckly fighting. (Might replace fighter with a similar class if a warder or something is preferred, but the idea would be to layer a mixture of melee and magical buffs and debuffs, and that's best done by feat-stacking)

I also LOVE shadow-themed characters. With that in mind, how would you feel about the following (I'll build something based on what the GM likes and doesn't):

Note: Please feel free to disregard this list of things entirely if you'd prefer a build from the stated books only.

Things TBeard likes not on the book list:
-Advanced Weapon Training (Weapon Master's Handbook): Basically turns fighters into a very versatile class, allowing a sort of "sword master" character whose skill with a single weapon type is so phenomenal it makes up for all the class's usual shortcomings. I'm generally of the opinion that fighters were always one of the most OP classes, so I can understand reasons to not like this.

-Lore Warden (Pathfinder Society Field Guide): Turns fighters into a decently-skilled, knowledge-y class at the expense of armor. A little powerful in gestalt, but kind of fun.

-Unchained Monk (Pathfinder Unchained) or Brawler (Advanced Class Guide): Variations on the monk to be more combat focused. If this is too OP/wacky for the campaign, unarmed fighter or regular monk are fine options too.

* * *

-Veiled Illusionist (Paths of Prestige): A PrC that allows a divine class to replace some of their spell list with shadow spells. A great way to get shadowy flavor on, say, an Oracle (for knowledge skills + cha + healing).

-Spirit Guide Oracle (Advanced Class Guide): The other way to get shadow spells onto an oracle, via lore spirits.

-Umbral Mesmerist (Occult Realms): Actually kind of a disappointing archetype, but it gives mesmerists a cool shadow flavor.

-Shadow Puppeteer (Advanced Race Guide): A shadow-summoning bard. Unlike Umbral Mesmerist, this one's sort of OP.

Other options i've been kicking around are Spirit Dancer Medium (full ranks in every single skill, though you can only switch them once a day, if that sort of thing's useful to the party). A Nightmare Fist character could also be interesting if the party has enough darkvision for it to not be a Bad Idea.

EDIT: Am I overthinking the "Shadow" factor here?


I am on a quick day trip and will post tonight.
Could you list the chars that are already in the game.
If you need more skills I can also go Paladin Bard, wich should Synergize very well.
Runa Fendinn, the sweet rose of Shelyn.


Interesting; long-term, gestalt 6 and a 'leader'-type skilled character is preferable. I can think of a few options. Dotting.

Edit: GM, how would you feel about the Thrallherd PRC?


She is by far not ready but will be tonight!!!


Deranged_Maniac_Ben wrote:
Albion, The Eye wrote:

I have a feeling I am going with a Fighter/Bard, though I am not sure if it will meet the 'power level' of the game, or maybe I'm just being 'barmy' ;)

Gestalt usually allows for much more powerful combinations.

Damn... I miss Sigil :D

I've made allowance for some reasonably substantial power gulfs between PCs, so your character shouldn't be too problematic power-wise unless you purposely make it weak...

but, is there a reason you don't want to make your character a Warder//Bard instead? I'm not sure what specifically you want from the fighter class (maybe it will be more obvious to me when I see your full stats.)

Definitely not going out of my way to create a weak character :D

Actually, the main reason is related to my poor knowledge of the Warden Class, and Path of War in general. Also, I have been wanting to give a go at the Advanced Weapon and Armor Training for the Fighter - are we not using those? If not, I may actually take another look at the Warden or a Fighter archetype.

In any case, here is my initial submission - Krezen is a cynical half-orc who has been through quite a bit in his life. The only real time he had anything seemingly to camaraderie was in the army, where he served as a forced conscript for two years, and as a way to get out of jail.

He served mostly with criminals and lowlifes, but found friendship where he did not expect, and rose to be a sergeant in the ranks, until his company was decimated by an incompetent officer's orders. Not only were they met with a much stronger opposition than they expected, but as the few remainders of his platoon dashed madly through the infested caves, he was drawn through some sort of portal into Sigil (even though he had no idea what it was) . His initial time in the city was harsh, and the half-orc went through hard times again just to survive.

Being a veteran, and an experienced one, he eventually managed to scrape jobs here and there, and somehow eluded death in the Hive Ward where he eked out a meager living. As the days went buy, he began to gain momentum, learning where he could go or not, which taverns to frequent, where to find 'safer' jobs. Eventually Krezen understood he liked Sigil - the possibilities were endless, as were the ways to earn gold. He was actually considering a recruitment for the Blood Wars, when things were spun upon him once again.

Queue in him being dragged to the Pyramid - I don't really know which way you would find acceptable for this to happen Deranged_Maniac_Ben. I'll let you chime in? :D

Basically the character is a combatant with an army sergeant attitude, tending to shout orders and motivation left and right (my take on Inspire Courage :D) - his knowledge comes from experience, and he knows at least a little about most things (along the lines of 'I think I remember one time when we had to fend off a couple of those things' or 'Yeah, I have heard about that - there was this mage in my platoon who used to go on and on about it'). He can be as Intimidating as he can be Diplomatic, having learned that not all things can be resolved with a blade, even in spite of his bad temper.

His magical powers are innate, and he has no idea where they came from, simply having learned to use them from a fellow at arms, one who actually became one of his few friends, just before... Nevermind... He never talks about it. Anyways, he learned to harness that power, and also to use the power of words to lead/encourage/fight alongside others.

I have much more background about him in my head (why he went to prison, which friends and enemies he made there, how he went from prisoner to sergeant, what the name of his platoon was, etc, etc)but these are the bare bones. Crunch below:

Krezen:

Krezen
Half-orc bard 6/fighter 6/gestalt 6
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 dodge, +1 natural)
hp 56 (6d10+16)
Fort +10, Ref +10, Will +9 (+2 vs. fear); +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 bardiche +10/+5 (1d10+14/19-20)
Ranged composite longbow +8/+3 (1d8+4/×3)
Special Attacks bardic performance 16 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +2, suggestion [DC 15]), weapon training (pole arms +1)
Bard Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—allegro[UM], gallant inspiration[APG] (DC 14), invisibility, mirror image
. . 1st (5/day)—comprehend languages, cure light wounds, expeditious retreat, feather fall, feather step[APG] (DC 13), saving finale[APG] (DC 13)
. . 0 (at will)—detect magic, light, mending, message, open/close (DC 12), prestidigitation
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 14
Base Atk +6; CMB +8; CMD 23
Feats Arcane Strike, Combat Reflexes, Dodge, Iron Will, Lingering Performance[APG], Mobility, Power Attack
Traits armor expert, fate's favored
Skills Bluff +11, Diplomacy +10, Intimidate +11, Knowledge (arcana) +3, Knowledge (dungeoneering) +7, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (nobility) +3, Knowledge (planes) +8, Knowledge (religion) +7, Perception +8, Perform (comedy) +11, Perform (oratory) +10, Sense Motive +10, Survival +8, Use Magic Device +11; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ armor training 1, bardic knowledge +3, lore master 1/day, orc blood, versatile performances (comedy, oratory)
Combat Gear wand of shield (50 charges); Other Gear +1 chain shirt, +1 mithral buckler, +1 bardiche[APG], composite longbow (+4 Str), amulet of natural armor +1, cloak of resistance +1, bandolier[UE], masterwork backpack[APG], wrist sheath[UE] (2), 92 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (standard action, 16 rounds/day) Your performances can create magical effects.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Versatile Performance (Comedy) +11 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Oratory) +10 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms

What do you think?


Name: Saint Trevor
Race: Male Human (Elderly)
Class(es): Cleric of Shelyn 6|Vitalist 5, Thrallherd 1
Alignment: NG
Status: Just arrived in the pyramid
Backstory: Born to a poor family on the prime material plane, Trevor felt he was going mad when he discovered he could sense the presence and emotions of others in his mind. He lived for many years as an infirm beggar, relying on powerful medicines and drugs to suppress the voices in his mind. After being caught up in a demonic cult's plan to sacrifice the unwanted to their abyssal gods, he accidentally stumbled through a portal to the great city Sigil, where he found refuge with a small temple of Shelyn. The Eternal Rose saw beauty in him, and her worshipers helped him see his madness as a gift from her. She also gave him sainthood, and a mission; to go out into the world and find the small, cruel, cowardly races, those incapable of love, and uses his powers to mend them, to create new ties between them. And so he did, for some time; slowly becoming trusted and respected by the goblins and the kobolds, joining his gestalt and able to feel and share words and emotions. Then a furious and ambitious Kobold leader lured him into a portal that trapped him in a cursed pyramid, far away from his new friends.
Personality: Compassionate, optimistic, devout, humble, naive, physically weak.
Description: Old, pale skin, bald head, blue eyes, old chainmail armor with cuts and cracks rubbed over with new curves, songbird tabard, heavy shield painted in all colors, white scarf.
Goals: Escape the Pyramid, promote love and compassion particularly among cruel races, forge ties within the Pyramid, construct a shrine to Shelyn within the pyramid
Fears: Mortally afraid of going mad, very afraid of demons.


Backstory:

Runa is a messanger for the followers of Shelyn. She sometimes wanders the planes, sent by the clergy or other followers to find special materials for pieces of art, like special gems from the plane of earth for the eyes of a bust, or wonderful flowers from elysium to paste to get the finest paint for a work of art. Sometimes she also acts as a muse for followers giving them nurturing and kind words to aid them in their work. In her freetime she is hunting basher, a follower of rovagug who delights in destroying some of the most beautiful pieces of painting and sculpting just for the joy of destruction.

Her greatest fear is that one day she will have to decide between art and destroying evil, a moment that is the bane of all paladins of Shelyn.

Unlike most paladins Runa has two fears. She really dislikes disharmonious voices. And, being almost raped twice in the past as young girl, being alone with a man in a dark room.


Hrm interestingly enough I have a character on the weave that is pretty much what you guys need with the exception that she isn't gestalt. That would just allow me to add the stuff to her earlier in a build.

Basically Dervish Warder on one side and a Stalker using the Vigilante archetype with a couple of levels of Empiricist/Conspirator. Can get some nice healing maneuvers with this build for in combat healing and use wands outside of combat. Should be pretty decent at knowledge/disable device checks, sneaking, and not being a liability in combat. Oh and having see in darkness and scent probably might come in handy.

This is the gist of her as she is now.

Link

edit: forgot I don't need pragmatic activator lol. With that build I would just combine my inspiration pool into one pool correct?


I'm going to respond to your posts one at a time.

thunderbeard wrote:

Dotting! I need to get in on a Planescape game one of these days.

* * *

I've actually got a character idea I've been bouncing around for a while, also either a Fighter/Bard or Fighter/Mesmerist focusing on swashbuckly fighting. (Might replace fighter with a similar class if a warder or something is preferred, but the idea would be to layer a mixture of melee and magical buffs and debuffs, and that's best done by feat-stacking)

I also LOVE shadow-themed characters. With that in mind, how would you feel about the following (I'll build something based on what the GM likes and doesn't):

Note: Please feel free to disregard this list of things entirely if you'd prefer a build from the stated books only.

Why does the forum have to cut off spoilers from quotes? wrote:

-Advanced Weapon Training (Weapon Master's Handbook): Basically turns fighters into a very versatile class, allowing a sort of "sword master" character whose skill with a single weapon type is so phenomenal it makes up for all the class's usual shortcomings. I'm generally of the opinion that fighters were always one of the most OP classes, so I can understand reasons to not like this.

-Lore Warden (Pathfinder Society Field Guide): Turns fighters into a decently-skilled, knowledge-y class at the expense of armor. A little powerful in gestalt, but kind of fun.

-Unchained Monk (Pathfinder Unchained) or Brawler (Advanced Class Guide): Variations on the monk to be more combat focused. If this is too OP/wacky for the campaign, unarmed fighter or regular monk are fine options too.

* * *

-Veiled Illusionist (Paths of Prestige): A PrC that allows a divine class to replace some of their spell list with shadow spells. A great way to get shadowy flavor on, say, an Oracle (for knowledge skills + cha + healing).

-Spirit Guide Oracle (Advanced Class Guide): The other way to get shadow spells onto an oracle, via lore spirits.

-Umbral Mesmerist (Occult Realms): Actually kind of a disappointing archetype, but it gives mesmerists a cool shadow flavor.

-Shadow Puppeteer (Advanced Race Guide): A shadow-summoning bard. Unlike Umbral Mesmerist, this one's sort of OP.

Other options i've been kicking around are Spirit Dancer Medium (full ranks in every single skill, though you can only switch them once a day, if that sort of thing's useful to the party). A Nightmare Fist character could also be interesting if the party has enough darkvision for it to not be a Bad Idea.

EDIT: Am I overthinking the "Shadow" factor here?

Going through in order:

--Advanced Weapon Training is fine. If you're looking for a shadow-themed combatant, though, you might want to consider a Path of War Stalker specializing in Steel Serpent maneuvers.

--Veiled Ilusionist: I hadn't seen this one before and just read it. The "Sivanah’s Veils" seems really unclear in how it works to me: it works like disguise self, but you can transform into things that disguise self doesn't allow, but what are the actual effects of transforming when you are outside of what Disguise Self has rules for? You could probably use this, though I'd need to figure out how it actually works:P
Also, you would need to rewrite the fluff. I don't know who or what Sivanah is (well, I have a pretty decent guess from reading the class description), but she isn't in this campaign universe of Planescape with the 20 Pathfinder CRB gods thrown in. If you are comfortable rewriting the fluff for this class, then go ahead.

Brawler/UC Monk/Lore Warden Fighter: Okay, though again I'd suggest you look at the Steel Serpent discipline from PoW, as it might be closer to what you want with less fuss.

--Spirit Guide Oracle: ....no. Frankly, I don't think an archetype that buffs up its base class that much should ever have been printed.

--Umbral Mesmerist and Shadow Puppeteer: Okay.

As to whether you are over-thinking the shadow factor...I don't think you are over-thinking, though your interpretation of the title might be a bit off. I'm not going to say why it is called the Pyramid of Shadows, because of spoilers:)


GM Arkwright wrote:

Interesting; long-term, gestalt 6 and a 'leader'-type skilled character is preferable. I can think of a few options. Dotting.

Edit: GM, how would you feel about the Thrallherd PRC?

Thrallherd is fine.

It is from one of the pre-approved sources, so you technically didn't need to ask, but that's okay.


Runa Fendinn wrote:
She is by far not ready but will be tonight!!!
Runa Fendinn wrote:
** spoiler omitted **

Okay, going through your profile, the only thing I can immediately see wrong is that you have a Wayfinder, which isn't from one of the pre-approved sources...

and I think it's probably too powerful for a cheap permanent magic item, so it's a no-go.

Also, you dropped a fairly significant bombshell in your character's fear entry, as that is a sensitive issue for a lot of people. I'm personally okay with having it in your character's background, but if discussion of that issue might come up in-game, you and I should check with the other players to make sure they are okay. Real-life PTSD is a thing, after all.


Albion, The Eye wrote:
Deranged_Maniac_Ben wrote:
Albion, The Eye wrote:

I have a feeling I am going with a Fighter/Bard, though I am not sure if it will meet the 'power level' of the game, or maybe I'm just being 'barmy' ;)

Gestalt usually allows for much more powerful combinations.

Damn... I miss Sigil :D

I've made allowance for some reasonably substantial power gulfs between PCs, so your character shouldn't be too problematic power-wise unless you purposely make it weak...

but, is there a reason you don't want to make your character a Warder//Bard instead? I'm not sure what specifically you want from the fighter class (maybe it will be more obvious to me when I see your full stats.)

Definitely not going out of my way to create a weak character :D

Actually, the main reason is related to my poor knowledge of the Warden Class, and Path of War in general. Also, I have been wanting to give a go at the Advanced Weapon and Armor Training for the Fighter - are we not using those? If not, I may actually take another look at the Warden or a Fighter archetype.

In any case, here is my initial submission - Krezen is a cynical half-orc who has been through quite a bit in his life. The only real time he had anything seemingly to camaraderie was in the army, where he served as a forced conscript for two years, and as a way to get out of jail.

He served mostly with criminals and lowlifes, but found friendship where he did not expect, and rose to be a sergeant in the ranks, until his company was decimated by an incompetent officer's orders. Not only were they met with a much stronger opposition than they expected, but as the few remainders of his platoon dashed madly through the infested caves, he was drawn through some sort of portal into Sigil (even though he had no idea what it was) . His initial time in the city was harsh, and the half-orc went through hard times again just to survive.

Being a veteran, and an experienced one, he eventually managed to scrape jobs here and there, and somehow eluded...

Okay, if it's just lack of familiarity with PoW that makes sense. You can use Advanced Weapon/Armor training if you want (although you might still want to learn how Path of War works as another option anyhow.)

Crunch-wise, the only thing I see wrong is that you took two traits but no drawbacks. In the OP, I said

I wrote:
Traits and Drawbacks: You can take up to three Drawbacks, and gain an equal number of Traits from Ultimate Campaign. You will also get one homebrew Campaign Trait that I will write after you submit your character. If you don't want any Drawbacks, then your campaign trait will be the only trait you get.

Fluff-wise, it looks mostly good, with a couple potential issues. I want to give a more detailed response, but it is really late where I am so I will respond tomorrow. Sorry to leave ya hanging.


GM Arkwright wrote:

Name: Saint Trevor

<snip>
Angelpalm wrote:

Hrm interestingly enough I have a character on the weave that is pretty much what you guys need with the exception that she isn't gestalt.

<snip>

These posts deserve a more detailed response, but it's really late where I am and I need to sleep, so I will respond tomorrow.


Did you take a look at the background and stuff for my character Deranged?

Wanted to know what you think before I ported it over to the forum.

edit: nevermind didn't see the updated post. I can go ahead and throw it on here to make it easier for you.


I will bite, let me think up of something fun to play.


Deranged_Maniac_Ben wrote:
Runa Fendinn wrote:
She is by far not ready but will be tonight!!!
Runa Fendinn wrote:
** spoiler omitted **

Okay, going through your profile, the only thing I can immediately see wrong is that you have a Wayfinder, which isn't from one of the pre-approved sources...

and I think it's probably too powerful for a cheap permanent magic item, so it's a no-go.

Also, you dropped a fairly significant bombshell in your character's fear entry, as that is a sensitive issue for a lot of people. I'm personally okay with having it in your character's background, but if discussion of that issue might come up in-game, you and I should check with the other players to make sure they are okay. Real-life PTSD is a thing, after all.

I used to train women after experiences like that in self-defence and also worked in the field of refugees. It just tought me that those people can get stronger from it, harder, but still happy.

I wanted a non teflon paladin, someone who will have a berserk-button, but also one that would make people understand her actions.
It will offer great roleplaying opportunities and non-flat characters.


Looking forward to your detailed response. I did note that Thrallherd is from an approved source, but very much like Leadership it's something worth double-checking with the GM. Particularly given the nature of the adventure where I'm going to be taken away from all my followers and thrown into a pyramid where my ability will give me new ones.


Are you OK with the Advanced Class Guide? An Empiricist Investigator/Arcanist seems fun. Spellcasting and skills and in particular the ability to disable devices and make all kinds of knowledge checks. ALL kinds of knowledge checks.


Alright! Hmm. Steel Serpent feels a bit too evil; but Veiled Moon could work, although I've never been a stalker fan. Seems like there's enough preference for PoW here that I'll work up something interesting in that regard.


Thanks for the feedback Deranged_Maniac_Ben - I'll correct the traits, and wait for the rest of your comments.


Albion, The Eye wrote:

In any case, here is my initial submission - Krezen is a cynical half-orc who has been through quite a bit in his life. The only real time he had anything seemingly to camaraderie was in the army, where he served as a forced conscript for two years, and as a way to get out of jail.

He served mostly with criminals and lowlifes, but found friendship where he did not expect, and rose to be a sergeant in the ranks, until his company was decimated by an incompetent officer's orders. Not only were they met with a much stronger opposition than they expected, but as the few remainders of his platoon dashed madly through the infested caves, he was drawn through some sort of portal into Sigil (even though he had no idea what it was) . His initial time in the city was harsh, and the half-orc went through hard times again just to survive.

Being a veteran, and an experienced one, he eventually managed to scrape jobs here and there, and somehow eluded death in the Hive Ward where he eked out a meager living. As the days went buy, he began to gain momentum, learning where he could go or not, which taverns to frequent, where to find 'safer' jobs. Eventually Krezen understood he liked Sigil - the possibilities were endless, as were the ways to earn gold. He was actually considering a recruitment for the Blood Wars, when things were spun upon him once again.

Queue in him being dragged to the Pyramid - I don't really know which way you would find acceptable for this to happen Deranged_Maniac_Ben. I'll let you chime in? :D

Basically the character is a combatant with an army sergeant attitude, tending to shout orders and motivation left and right (my take on Inspire Courage :D) - his knowledge comes from experience, and he knows at least a little about most things (along the lines of 'I think I remember one time when we had to fend off a couple of those things' or 'Yeah, I have heard about that - there was this mage in my platoon who used to go on and on about it'). He can be as Intimidating as he can be Diplomatic, having learned that not all things can be resolved with a blade, even in spite of his bad temper.

His magical powers are innate, and he has no idea where they came from, simply having learned to use them from a fellow at arms, one who actually became one of his few friends, just before... Nevermind... He never talks about it. Anyways, he learned to harness that power, and also to use the power of words to lead/encourage/fight alongside others.

I have much more background about him in my head (why he went to prison, which friends and enemies he made there, how he went from prisoner to sergeant, what the name of his platoon was, etc, etc)but these are the bare bones. Crunch below:

Krezen:

What do you think?

He was in a military prior to arriving in Sigil. Do you know what world (or even what plane) he originated from?

The entry to the Pyramid resembles a small, wooden pyramid, about one foot high, which seemingly expands when you come near it (or maybe it shrinks you). It can appear anywhere in the multiverse, as Karavakos desires, not just in Sigil. Your character never had to have been in Sigil if you don't want it in your background.

You said your character was considering joining the Blood War, which is the conflict between devils and demons. That...seems like an odd choice given that you wrote "CG" in your statblock. Which side of the Blood War did he want to join, and why?

Is your character's family still alive? What is his relation with his family?

What is your character most afraid of?


GM Arkwright wrote:

Name: Saint Trevor

Race: Male Human (Elderly)
Class(es): Cleric of Shelyn 6|Vitalist 5, Thrallherd 1
Alignment: NG
Status: Just arrived in the pyramid
Backstory: Born to a poor family on the prime material plane, Trevor felt he was going mad when he discovered he could sense the presence and emotions of others in his mind. He lived for many years as an infirm beggar, relying on powerful medicines and drugs to suppress the voices in his mind. After being caught up in a demonic cult's plan to sacrifice the unwanted to their abyssal gods, he accidentally stumbled through a portal to the great city Sigil, where he found refuge with a small temple of Shelyn. The Eternal Rose saw beauty in him, and her worshipers helped him see his madness as a gift from her. She also gave him sainthood, and a mission; to go out into the world and find the small, cruel, cowardly races, those incapable of love, and uses his powers to mend them, to create new ties between them. And so he did, for some time; slowly becoming trusted and respected by the goblins and the kobolds, joining his gestalt and able to feel and share words and emotions. Then a furious and ambitious Kobold leader lured him into a portal that trapped him in a cursed pyramid, far away from his new friends.
Personality: Compassionate, optimistic, devout, humble, naive, physically weak.
Description: Old, pale skin, bald head, blue eyes, old chainmail armor with cuts and cracks rubbed over with new curves, songbird tabard, heavy shield painted in all colors, white scarf.
Goals: Escape the Pyramid, promote love and compassion particularly among cruel races, forge ties within the Pyramid, construct a shrine to Shelyn within the pyramid
Fears: Mortally afraid of going mad, very afraid of demons.

Overall, the story is good, though there are a few things that stick out at me:

The "sainthood" thing seems...random. What did he do to become a saint? Did he do anything particularly noteworthy before arriving in Sigil?
Is his family still alive? Did he have contact between the time he came to Sigil and the time he entered the Pyramid?
Were the goblinoids and kobolds he dealt with in Sigil, or on the material plane? Or another plane?
Mind control seems like an odd thing for a 'compassionate' character to value. Presumably, many other followers of Shelyn would disagree with his methods. How does he feel about those people who may consider him heretical?

Otherwise, it looks good.


Angelpalm wrote:

Hrm interestingly enough I have a character on the weave that is pretty much what you guys need with the exception that she isn't gestalt. That would just allow me to add the stuff to her earlier in a build.

Basically Dervish Warder on one side and a Stalker using the Vigilante archetype with a couple of levels of Empiricist/Conspirator. Can get some nice healing maneuvers with this build for in combat healing and use wands outside of combat. Should be pretty decent at knowledge/disable device checks, sneaking, and not being a liability in combat. Oh and having see in darkness and scent probably might come in handy.

This is the gist of her as she is now.

Link

edit: forgot I don't need pragmatic activator lol. With that build I would just combine my inspiration pool into one pool correct?

I'll ignore the crunch for the moment since you appear not to be finished with it.

The fluff also looks incomplete, though. So she was in the "care" of two assassins, who gave her some training. What is her view of or relation to them? What was she doing before she was pulled into the Pyramid? What are her goals? What is she most afraid of?


Runa Fendinn wrote:


I used to train women after experiences like that in self-defence and also worked in the field of refugees. It just tought me that those people can get stronger from it, harder, but still happy.
I wanted a non teflon paladin, someone who will have a berserk-button, but also one that would make people understand her actions.
It will offer great roleplaying opportunities and non-flat characters.

Okay, I'm fine with it...I will check to make sure the other players are okay with it as well.

Josh.Ingle wrote:
Are you OK with the Advanced Class Guide? An Empiricist Investigator/Arcanist seems fun. Spellcasting and skills and in particular the ability to disable devices and make all kinds of knowledge checks. ALL kinds of knowledge checks.

ACG content is on a case-by-case basis. Empiricist Investigator is okay, but Arcanist is not.


@Deranged-
Yeah, I confess the sainthood was mostly due to my wanting my character to be called 'saint'. For justification, I felt that in this wide Planescape universe Shelyn might be a relatively minor god and thus awarding a sainthood could be done for relatively minor things- saving an old man and setting him on the path to compassion, the old man deciding to spend the rest of his life moving along that path. Trevor will not have done anything hugely noteworthy before stumbling onto Sigil; most of his deeds and 'levelling' will have been done post-Sigil.

As he's fairly old I can't imagine his family sill being alive. Perhaps he has an older brother, though given we'll be trapped in a pyramid I'm not expecting him to play much of a role. I imagine he wouldn't have seen his brother since they were both young men.

Goblinoids and kobolds on the material plane.

I deliberately didn't describe much about his thrallherd-style abilities as I wanted to explain it IC. But basically, he feels that the problems among several of the cruel and weak races- kobold, goblins, etc- are due to a lack of basic empathy between members. His solution is a low-level emotional gestalt, telepathically communicating and sharing emotions; IE for the moment, his collective and his Thrallherd powers. Call it highly benevolent mind control if you like. It'll also be backed up straightforward diplomacy and alliance-forging.

I believe I can play him in a way that few Shelynites would object to, beyond some instinctive 'mind control is bad' suspicions which he can quickly allay. Aside from Shelynites I'm sure there are a few who'd object to his goals; he'd probably counter with a mixture of reason and faith in Shelyn and himself.

So, concept is good enough that I should start statting up? Great. I'm quite keen on this.


Here's my sheet. I didn't stat up my Thrall as I felt it should be left to you as to whether they came with me into the pyramid or whether I find a new one in the pyramid.


Deranged_Maniac_Ben wrote:
Angelpalm wrote:

Hrm interestingly enough I have a character on the weave that is pretty much what you guys need with the exception that she isn't gestalt. That would just allow me to add the stuff to her earlier in a build.

Basically Dervish Warder on one side and a Stalker using the Vigilante archetype with a couple of levels of Empiricist/Conspirator. Can get some nice healing maneuvers with this build for in combat healing and use wands outside of combat. Should be pretty decent at knowledge/disable device checks, sneaking, and not being a liability in combat. Oh and having see in darkness and scent probably might come in handy.

This is the gist of her as she is now.

Link

edit: forgot I don't need pragmatic activator lol. With that build I would just combine my inspiration pool into one pool correct?

I'll ignore the crunch for the moment since you appear not to be finished with it.

The fluff also looks incomplete, though. So she was in the "care" of two assassins, who gave her some training. What is her view of or relation to them? What was she doing before she was pulled into the Pyramid? What are her goals? What is she most afraid of?

Hrm, gonna have to give that some thought, will write up a bit here later and post up. What is the time from for having everything finished?


Still working. Finished build, will have story soon! Wound up going with (Stalker+Monk)/Occultist, didn't realize how cool the occultist's "build your spell list" is and it's pretty flavorful (and some decent healing hex-like powers on top of that).


thunderbeard wrote:
Still working. Finished build, will have story soon! Wound up going with (Stalker+Monk)/Occultist, didn't realize how cool the occultist's "build your spell list" is and it's pretty flavorful (and some decent healing hex-like powers on top of that).

Are we talking occult adventure occultist or radiance house occultist? (aka the pathfinder version of the binder class).

If it's the radiance house they actually have an archetype for the monk that changes its binding to be wisdom based instead of charisma based.

link

If its occult adventures, I think that's all intelligence based correct? There is one archetype that changes one of it's aspects to be wisdom based but everything else still keys off intelligence. However, I am using the stalker vigilante archetype that is intelligence based, and combined with the dervish warder(lol I am using that too) you can pretty much make an intelligence based monk. That might make your build flow a bit better, not sure if it will help.


Deranged_Maniac_Ben wrote:

He was in a military prior to arriving in Sigil. Do you know what world (or even what plane) he originated from?

The entry to the Pyramid resembles a small, wooden pyramid, about one foot high, which seemingly expands when you come near it (or maybe it shrinks you). It can appear anywhere in the multiverse, as Karavakos desires, not just in Sigil. Your character never had to have been in Sigil if you don't want it in your background.

You said your character was considering joining the Blood War, which is the conflict between devils and demons. That...seems like an odd choice given that you wrote "CG" in your statblock. Which side of the Blood War did he want to join, and why?

Is your character's family still alive? What is his relation with his family?

What is your character most afraid of?

Ok, here is how I see it - I'd say his origin would be somewhere in the Prime Material Plane (it could be as generic or as specific as we would like, but the initial idea is having him come from Golarion), and now that you speak of it maybe it makes more sense that he never set foot in Sigil (even though I was kinda picturing him thinking about joining The Fated :D).

The Blood War for him wouldn't mean much more than a way to make money doing something he knows how to do - fighting. With his CG alignment it would most likely be easier to find him on the Tanar'ri side. Though... In spite of his usual tendency to follow his own ideas on what is wrong and right, the Tanar'ri army will most likely prove too chaotic for him.

The way I imagine him, he lives without much in the way of ideals, but the way I would like to see the character develop would be exactly in that direction - getting to believe in 'something' again.

His father is dead (he killed him), and he hasn't ever gone looking for his mother again - she never once visited him when he was in jail.

Afraid? Hah! He's not afraid of anything man!! Except maybe... Never again finding a place where he feels he belongs. He will always say he doesn't care though. Whatever :D


GM Arkwright wrote:

@Deranged-

Yeah, I confess the sainthood was mostly due to my wanting my character to be called 'saint'. For justification, I felt that in this wide Planescape universe Shelyn might be a relatively minor god and thus awarding a sainthood could be done for relatively minor things- saving an old man and setting him on the path to compassion, the old man deciding to spend the rest of his life moving along that path. Trevor will not have done anything hugely noteworthy before stumbling onto Sigil; most of his deeds and 'levelling' will have been done post-Sigil.

As he's fairly old I can't imagine his family sill being alive. Perhaps he has an older brother, though given we'll be trapped in a pyramid I'm not expecting him to play much of a role. I imagine he wouldn't have seen his brother since they were both young men.

Goblinoids and kobolds on the material plane.

I deliberately didn't describe much about his thrallherd-style abilities as I wanted to explain it IC. But basically, he feels that the problems among several of the cruel and weak races- kobold, goblins, etc- are due to a lack of basic empathy between members. His solution is a low-level emotional gestalt, telepathically communicating and sharing emotions; IE for the moment, his collective and his Thrallherd powers. Call it highly benevolent mind control if you like. It'll also be backed up straightforward diplomacy and alliance-forging.

I believe I can play him in a way that few Shelynites would object to, beyond some instinctive 'mind control is bad' suspicions which he can quickly allay. Aside from Shelynites I'm sure there are a few who'd object to his goals; he'd probably counter with a mixture of reason and faith in Shelyn and himself.

So, concept is good enough that I should start statting up? Great. I'm quite keen on this.

GM Arkwright wrote:
Here's my sheet. I didn't stat up my Thrall as I felt it should be left to you as to whether they came with me into the pyramid or whether I find a new one in the pyramid.

The whole sainthood thing is fine...

Looking at your stats, your hp and skill points seem off. You have d8 hit-dice, and I said you get half-max for each level after first. Hence, you should have 8+4*5=28 hit points from HD, and 12 from constitution, giving you 40 without FCBs, but you wrote that you have 51 hp. Where did the other 11 come from? It also looks like you have one rank each in 11 skills, so you do have some unspent skill-points.

Otherwise, it looks good.


Angelpalm wrote:

Hrm, gonna have to give that some thought, will write up a bit here later and post up. What is the time from for having everything finished?

In the OP, I wrote:

When will recruitment end?

I do not have a fixed timetable. I am only looking for one new player, but that one player must fit with the rest of the group. Recruitment will end when there is a character submission that satisfies me and the other current players. If several people have mostly-completed submissions, I will give a bit of time for you to finish.


Albion, The Eye wrote:


Ok, here is how I see it - I'd say his origin would be somewhere in the Prime Material Plane (it could be as generic or as specific as we would like, but the initial idea is having him come from Golarion), and now that you speak of it maybe it makes more sense that he never set foot in Sigil (even though I was kinda picturing him thinking about joining The Fated :D).

The Blood War for him wouldn't mean much more than a way to make money doing something he knows how to do - fighting. With his CG alignment it would most likely be easier to find him on the Tanar'ri side. Though... In spite of his usual tendency to follow his own ideas on what is wrong and right, the Tanar'ri army will most likely prove too chaotic for him.

The way I imagine him, he lives without much in the way of ideals, but the way I would like to see the character develop would be exactly in that direction - getting to believe in 'something' again.

His father is dead (he killed him), and he hasn't ever gone looking for his mother again - she never once visited him when he was in jail.

Afraid? Hah! He's not afraid of anything man!! Except maybe... Never again finding a place where he feels he...

Okay. If you do start making references to Golarion lore, though, I probably won't understand them. Otherwise, it looks good.


Angelpalm wrote:

Are we talking occult adventure occultist or radiance house occultist? (aka the pathfinder version of the binder class).

If its occult adventures, I think that's all intelligence based correct? There is one archetype that changes one of it's aspects to be wisdom based but everything else still keys off intelligence. However, I am using the stalker vigilante archetype that is intelligence based, and combined with the dervish warder(lol I am using that too) you can pretty much make an intelligence based monk. That might make your build flow a bit better, not sure if it will help.

PF occultist. It looks like you're suggesting PoW 2 archetypes, which I don't think the GM mentioned (there's some incredibly broken stuff in PoW 2, so my solution here is to avoid it entirely).

I'm actually sticking with vanilla UMonk, Stalker, and Occultist. There's much better synergy than you'd think, and high int means full ranks in all cha skills (with knowledges and cha skills as class skills via mix-and-match).

* * *

GM: How would you feel about proposing a Githzerai, similarly toned-down to the campaign's Githyanki? (+2 Wis/+2 Dex, Darkvision, gith language, darkvision, nothing else). I realize it's a natural fit for the campaign/build, moreso than the half-orc I was planning to go with, just wanted to make sure it wouldn't clash too much with the campaign's existing Gith's preferences or whatever.

EDIT: And sorry for asking so many questions! I've just been brainstorming a lot, but I think the final concept will hopefully be interesting without going too off-kilter.


Okay, got a statblock (assuming Githzerai; could change to other race with minor adjustments). Not sure what preferred format is (would otherwise format better). Story to come soon.

Stats:

Gestalt 1: Monk 2 (Unchained, Ex-monk) / Stalker 4 (Possible Goal: Umbral Blade PrC, depending on flavor)
Gestalt 2: Occultist 6

Defenses:
HP 42 (2d10 + 4d8 + 6)
AC 27 (Mage Armor +4, Dex +4, Wis +2, Dodge +1, Stalker Dodge +1, Sphere Dodge +3, Natural +1, Deflection +1)
Touch 23, FF – (Uncanny Dodge)

Fort +7 (Base +5, Con +1, Resistance +1)
Reflex +11 (Evasion) (Base +4, Dex +4, Wis +2, Resistance +1)
Will +11 (Base +5, Wis +2, Resistance +1, Morale +3)

Offenses:
Init +6
BAB +5
CMB +6 (+9 to Grapple)

Kusarigama/Unarmed Strike +10/+10 (1d6+2) (+4 Nightmare, +6 Scary Nightmare)
Kusarigama/Unarmed Power +8/+8 (1d6+6) (+8 Nightmare, +10 Scary Nightmare)
Flaming Bane Power (via Legacy Weapon) +10/+10 (4d6+8) (+10 Nightmare, +12 Scary Nightmare)

Maneuvers:
Initiator Level: 5
Known: 9
Readied: 5 (* below)
Stances: 2

Stance: Inner Sphere (Thrashing 1)
+3 Dodge, +3 Morale to Will

Stance: Steel Coils (Steel 3)
+4 Natural Armor, 4d6 + 5 constrict (Dex + Amulet)

Boost: Brawler’s Attitude (Broken 1)
+4 to next combat maneuver

*Boost: Bronze Knuckle (Broken 2)
+2d6 damage to all unarmed strikes, ignore DR

*Boost: Iron Dust (Broken 3)
Free no-provoke dirty trick at +2

*Boost: Ghost-Hunting Blow (Veiled 1)
Temporary Ghost Touch

Counter: Half-Gone (Veiled 1)
Stealth vs Perception to go Incorporeal vs single attack

*Boost: Flash Kick (Thrashing 2)
Additional Unarmed Strike, +2d6 damage, -2 to hit

*Boost: Leaping Dragon (Thrashing 1)
Jump at +10, running start

Spells/Implements:
Conjuration x2 (2 points invested)
Spells Known: Stabilize, Create Water, Cure Light Wounds, Mage Armor, Cure Moderate Wounds, Glitterdust

Evocation (0 point invested)
Spells Known: Dancing Lights, Shocking Grasp, Darkness

Transmutation (6 points invested)
Spells Known: Message, Pass without Trace, Mirror Hideaway
(Wishlist: Age Resistance, Lesser)

Focus Powers: Purge Corruption, Knit Flesh, Size Alteration

Feats:
Weapon Finesse (Feat 1)
Nightmare Fist (Feat 3)
Nightmare Weaver (Feat 5)
Improved Unarmed (Monk Bonus)
Stunning Fist (Monk Bonus)
Power Attack (Combat Art, Stalker 3)
Improved Grapple (Monk Bonus 1)
Dodge (Monk Bonus 2)

Trait: Bruising Intellect (from Drawback: Shadow-Scarred)

Ability Scores:
Str 13 (base 14, age -1)
Dex 18 (base 13, racial +2, age -1, enhancement +4 from resonance)
Con 13 (base 14, age -1)
Int 16 (base 14, age +1, level 4 +1)
Wis 14 (base 11, racial +2, age +1)
Cha 12 (base 11, age +1)

Equipment:
Amulet of Mighty Fists +1 (2k)
Kusarigama +1 (one end only) (2k)
Cloak of Resistance +1 (1k)
Ring of Deflection +1 (2k)
Amulet of Natural Armor +1 (2k)
Armbands of the Brawler +1 (500)
Wand of CLW (750)
Some wealth left

Skills:
(*Indicates class skill)
56 points (Monk 8, Stalker 24, Int 18, Favored 6)

*Acrobatics +11 (4 ranks)
*Appraise
*Bluff +6 (2 ranks)
*Climb +5 (1 rank)
*Craft
*Diplomacy +10 (6 ranks)
*Disable Device
*Disguise
*Escape Artist
*Fly
*Heal
*Intimidate +12 (6 ranks, int based)
*Knowledge (arcana) +10 (4 ranks)
Knowledge (dungeoneering) +7 (4 ranks)
*Knowledge (engineering)
*Knowledge (history)
*Knowledge (local) +8 (2 ranks)
*Knowledge (martial)
*Knowledge (nature) +10 (4 ranks)
*Knowledge (planes) +10 (4 ranks)
*Knowledge (religion) +10 (4 ranks)
*Linguistics
*Perception +11 (6 ranks)
*Perform
*Profession
*Ride
*Sense Motive +7 (2 ranks)
*Slight of Hand
*Stealth +9 (2 ranks)
*Spellcraft +8 (1 rank)
*Swim +5 (1 rank)
*UMD +8 (1 rank, +3 class)

Party Role:

-Good enough charisma, knowledge skills (though not a focused expert)
-A few good debuffs, more at higher levels (currently focusing on darkness-fear spreading, with intimidate getting better with better items)
-Can give anyone in the party cool weapon buffs (bane, etc)
-Decent tank, with great defenses and okay reach control/maneuver debuffs (dirty trick etc), as well as decent attacks
-Healer (better ooc) with all cure spells and some general healing abilities
-Lives inside a mirror and will eventually have cool shadow teleports


Deranged_Maniac_Ben wrote:
Angelpalm wrote:

Hrm, gonna have to give that some thought, will write up a bit here later and post up. What is the time from for having everything finished?

In the OP, I wrote:

When will recruitment end?

I do not have a fixed timetable. I am only looking for one new player, but that one player must fit with the rest of the group. Recruitment will end when there is a character submission that satisfies me and the other current players. If several people have mostly-completed submissions, I will give a bit of time for you to finish.

lol yeah I saw. Must have been too exhausted to keep my eyes focused.

Still wondering about Genevieve's backstory.

I am thinking she would be the sort to look up to her mentors but not entirely trust them due to their profession. Not that she would fear them betraying her in a manner that would get her killed, just betraying her ideals as they wouldn't always see eye to eye on things. I could imagine her two mentors being sort of rivals that eventually put their grievances behind them in order to achieve something for the greater good or so they say. And after a some time Genevieve popped up, perhaps a link to their past that one of them felt compelled to take under their wing.

I could see one of these mentors perhaps Britney, being tasked(aka blackmailed) into getting a certain item from the tomb only to fall into trouble. He might have left a note for Genevieve stating that he was to return at a certain date and when he didn't she sought out the person blackmailing him and they pointed her towards the pyramid. So for her it would be a rescue mission.

I think the thing she would be most afraid of is learning something that would cause her to fall out of sorts with her "foster" parents. Something that would one day make them enemies.


@Deranged- ah, I'm far too used to 'half HD rounded up' rather than rounded down.

Also, just a bit on me as a player; I've been playing on Paizo for a good few years, recently more as a GM. I've been in a fair few longterm games, and am currently running a Rise of the Runelords game that's coming up I believe on three years now. I think I'll do well in your game, and stick out till the end.

I'm going to condense my character below.

Name: Saint Trevor
Race: Male Human (Elderly)
Class(es): Cleric of Shelyn 6|Vitalist 5, Thrallherd 1
Alignment: NG
Status: Just arrived in the pyramid
Backstory: Born to a poor family on the prime material plane, Trevor felt he was going mad when he discovered he could sense the presence and emotions of others in his mind. He lived for many years as an infirm beggar, relying on powerful medicines and drugs to suppress the voices in his mind. After being caught up in a demonic cult's plan to sacrifice the unwanted to their abyssal gods, he accidentally stumbled through a portal to the great city Sigil, where he found refuge with a small temple of Shelyn. The Eternal Rose saw beauty in him, and her worshipers helped him see his madness as a gift from her. She also gave him sainthood, and a mission; to go out into Material Plane and find the small, cruel, cowardly races, those incapable of love, and uses his powers to mend them, to create new ties between them. And so he did, for some time; slowly becoming trusted and respected by the goblins and the kobolds, joining his gestalt and able to feel and share words and emotions. Then a furious and ambitious Kobold leader lured him into a portal that trapped him in a cursed pyramid, far away from his new friends. Thought dead by most since being sucked away, Trevor is survived by his older brother, Oscar, who he had not seen for decades.
Personality: Compassionate, optimistic, devout, humble, naive, physically weak.
Description: Old, pale skin, bald head, blue eyes, old chainmail armor with cuts and cracks rubbed over with new curves, songbird tabard, heavy shield painted in all colors, white scarf.
[b]Goals:
Escape the Pyramid, promote love and compassion particularly among cruel races, forge ties within the Pyramid, construct a shrine to Shelyn within the pyramid
Fears: Mortally afraid of going mad, very afraid of demons.
Sheet


thunderbeard wrote:


PF occultist. It looks like you're suggesting PoW 2 archetypes, which I don't think the GM mentioned (there's some incredibly broken stuff in PoW 2, so my solution here is to avoid it entirely).

I'm actually sticking with vanilla UMonk, Stalker, and Occultist. There's much better synergy than you'd think, and high int means full ranks in all cha skills (with knowledges and cha skills as class skills via mix-and-match).

* * *

GM: How would you feel about proposing a Githzerai, similarly toned-down to the campaign's Githyanki? (+2 Wis/+2 Dex, Darkvision, gith language, darkvision, nothing else). I realize it's a natural fit for the campaign/build, moreso than the half-orc I was planning to go with, just wanted to make sure it wouldn't clash too much with the campaign's existing Gith's preferences or whatever.

EDIT: And sorry for asking so many questions! I've just been brainstorming a lot, but I think the final concept will hopefully be interesting without going too off-kilter.

The Githzerai you proposed is acceptable.

I don't have Path of War Expanded, unfortunately.


Angelpalm wrote:

Still wondering about Genevieve's backstory.

I am thinking she would be the sort to look up to her mentors but not entirely trust them due to their profession. Not that she would fear them betraying her in a manner that would get her killed, just betraying her ideals as they wouldn't always see eye to eye on things. I could imagine her two mentors being sort of rivals that eventually put their grievances behind them in order to achieve something for the greater good or so they say. And after a some time Genevieve popped up, perhaps a link to their past that one of them felt compelled to take under their wing.

I could see one of these mentors perhaps Britney, being tasked(aka blackmailed) into getting a certain item from the tomb only to fall into trouble. He might have left a note for Genevieve stating that he was to return at a certain date and when he didn't she sought out the person blackmailing him and they pointed her towards the pyramid. So for her it would be a rescue mission.

I think the thing she would be most afraid of is learning something that would cause her to fall out of sorts with her "foster" parents. Something that would one day make them enemies.

Hmm, interesting idea. So one of her mentors may have been trapped in the Pyramid? It's plausible an apparition of Karavakos directed her towards the Pyramid in an effort to trap her too. That leaves a wild-card for me to work into the adventure later, if appropriate....


thunderbeard wrote:

Okay, got a statblock (assuming Githzerai; could change to other race with minor adjustments). Not sure what preferred format is (would otherwise format better). Story to come soon.

** spoiler omitted **...

--Your HP is off. It should be half-max for each hit-die after the first one (the first one is maximized), so 2d10+4d8+6 would be 10+5+4*4+6=37, not 42.

--One of your spells aren't from the approved source list (Mirror Hideaway.)

--The Shadow-Scarred drawback also isn't from the approved source list. You can keep it anyways, though. Note: a lot of the Pyramid has dim-lighting:)

Otherwise, it looks like you're all set crunch-wise. You still seem to be missing a backstory, personality, goals, and fears.

1 to 50 of 110 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Pyramid of Shadows: seeking a replacement player All Messageboards

Want to post a reply? Sign in.