In Irespan's Shadow: Claws of the Kitsune and Veil of the Tempest

Game Master Reckless

Superheroes in Magnimar's Darkest District


1 to 50 of 60 << first < prev | 1 | 2 | next > last >>
Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The Hero of Underbridge

If anywhere in Magnimar needs a masked hero, it’s the Underbridge District, more commonly called the Shadow District. Here, the ruling council of Magnimar turn a blind eye to crime. Here, the brave men and women of Magnimar’s guard fear the attacks of ‘living shadows’. Here, life is cheap and death painful and lonely.

One person stands against the tide of scum and villainy washing ashore in the shadow of the Irespan.

Recruiting for a solo superhero game set in Magnimar’s darkest corners.

Character Creation:

30 Point buy.

7th level Gestalt, ½ of which MUST be Vigilante

2 Mythic Tiers (Including anything from Legendary Games’ Mythic Hero’s Handbook/Spell Compendium as well as Paizo’s Mythic Adventures, other content needs to follow 3pp rules below)

Traits: 2

Race: Open, no custom races

20,000 gp, crafted items cost 75% of retail

Unchained: Classes (optional), background skills, poison and diseases, automatic bonus progression, skill tricks, stamina(free for fighters)

Ultimate Combat: Armor as DR, Wounds and Vigor

3PP: Yes, but any 3PP info (classes, feats, abilities, etc) must be linked in character write-up. You want to use it, you’ll have to do the extra work.

Will be using an extremely slow progression rate on XP and there will not be much leveling after game start.

Posting rate will be somewhat variable, I’m more interested in progressing the story as we’re both ready/inspired than meeting a quota.

I might consider running more than one solo game.


Could be interesting. I'm not sure about the "very slow" progression rate. I belive that you intend it to be more of a story driven campaign than a normal pathfinder game but I like to see a character improve their abilities and skills as they go along.

I don't mind slow but how slow do you expect character progression to be?


I have an idea for a superhero who can walk through walls. Unsure of the name, at present, but I might go with 'Eventide'.

I'd use the Stalker class from Dreamscarred press, in conjunction with vigilante.


To what degree can we make up stuff for the campaign? It'd be nice to be able to have her background interact with the game, so she can be working towards her existing goals in game, instead of just reacting to what happens.

Might be nice to start off with an 'origin' story, sort of like the nonflashback part of the deadpool movie.

However, if you've got a story already completely down to pay, I'll set her up more like something I'd write for an adventure path or a one shot module.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Speaker for the Dead wrote:

Could be interesting. I'm not sure about the "very slow" progression rate. I belive that you intend it to be more of a story driven campaign than a normal pathfinder game but I like to see a character improve their abilities and skills as they go along.

I don't mind slow but how slow do you expect character progression to be?

Story-driven is about right. I would expect to make a level or mythic tier at the end of a story-arc, whereas normal Pathfinder would level you up a few times during the story arc.

So, basically, you'd progress along the campaign rather than during the middle of each "adventure".

With play by post, which is normally fairly slow anyway, this could take awhile.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Olaf the Holy wrote:

To what degree can we make up stuff for the campaign? It'd be nice to be able to have her background interact with the game, so she can be working towards her existing goals in game, instead of just reacting to what happens.

Might be nice to start off with an 'origin' story, sort of like the nonflashback part of the deadpool movie.

However, if you've got a story already completely down to pay, I'll set her up more like something I'd write for an adventure path or a one shot module.

I would much rather tie the story into the player's interests and goals than just railroad things along.

An "origin of" is a great idea for the "fluff" part of a submission, and one I would encourage people to engage in.

A good familiarity with the city of Magnimar would help tie such an origin story to the setting, and give me ideas of plot hooks within the city towork with.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Magnimar Wiki


Ooh, I'm interested.


Dot. This sounds very cool. I'm thinking a Dread. A superhero, but not a very nice one. I'll see what I can spin together.

Do you have a deadline in mind or is it just when you see something you like? Are you looking for full, polished, crunches?


This looks interesting. Might throw my hat in the ring.
Maybe Vigilante/Vizier?


Cool idea.

I could see a Dusk Knight Paladin mixed with a stalker who lives his life during the day as a mild mannered member of the clergy.


Okay, definitely submitting my Vizier-gilante.
He's looking AWESOME.


1 person marked this as a favorite.

Okay, this idea is interesting enough to get me to quit lurking and throw my idea into the running. (So yes, hello! I'm new-ish here, though not new to Pathfinder or PbP in general)

It's particularly interesting to me because I already have a character idea that would work well for this: Xihe Katla, the Kitsune Warpriestess of Shelyn. I'll see if I can flesh her out and post her stats tonight.

I do have a couple of questions, though:

* Is there a particular reason you have in mind for the hero keeping a secret identity (as part of the Vigilante class), or is that something we can create for ourselves?
* Is there a particular threat our hero has been fighting against in the Shadow District, or just the general monsters/thugs native to the place?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Louxman wrote:


Do you have a deadline in mind or is it just when you see something you like? Are you looking for full, polished, crunches?

I think, based on initial interest here, I ought to make the deadline for submissions Friday the 17th.. These are fairly complex characters potentially and I want to make sure I don't have to choose between too many great submissions.

By that deadline, I would like:

o Crunch at least 90% completed (most people like to tweak spell selections or equipment a bit, and that's understandable).

o Some kind of "origin" story- I'm more concerned with how compelling and Magnimarian the idea is than any particular length

o A description of both of the character's alter egos- what does the character do when he's not fighting villains- what is his relationship with Magnimar's nobles, Council of Ushers, Lord-Mayor,etc. What motivates your hero to help the people of the Shadow District (or if the hero is more sinisterly bent, what motivates him/her to battle in the Shadow), etc.

o A "signature" for the hero- a calling card, a mark, a catch-phrase, etc.

o Any preferences for the campaign's direction, focus, foes, etc. you may have.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Almonihah wrote:

* Is there a particular reason you have in mind for the hero keeping a secret identity (as part of the Vigilante class), or is that something we can create for ourselves?

I'm more than fine with you creating your own reasons for keeping a secret identity. Some thoughts on the matter:

I expect that there will be some fighting of cultists as part of the plot, and likely you have someone you want to protect.

Even though the Shadow District is the least-patrolled area of Magnimar, the city itself and especially any mayoral, judicial, noble, or other ruling class members may have reason to want to "crack down" on vigilantism.

The PC may himself/herself be a member of one of the ruling classes, or a local clergy member, guild leader, a Shoanti, or someone else who may have reason to conceal his identity.

Almonihah wrote:
* Is there a particular threat our hero has been fighting against in the Shadow District, or just the general monsters/thugs native to the place?

Again, more than fine with input/ideas from the player. Here are some ideas to springboard from:

Skinsaw Cultists

Sczarni gangs (lots to choose from)

Sewer Goblins

Slavers (such as Midnight Dawn)

Cult of Groetus

Monsters loosed from the Irespan


Okay, I'm thinking Cinder. By day a respected professor teaching alchemy. By night, a cloaked figure wielding smoke and fire.


The armored kitsune sweeps her naginata about before settling into a guard stance, her five tails spread behind her. "I am Xihe Katla, guardian of beauty! I will erase your ugliness from the Underbridge, that the true beauty hidden beneath the Shadow may shine through!"

Here's what I've got for Katla so far. I've basically got her background and personality done, as well as some thoughts for how the campaign might go with her. I've actually got a lot of the crunch done, as well, I just don't have it with me at the moment.

One thing you'll probably notice (and that I even comment on) is that she's not from Magnimar originally. Given your talk of wanting the idea to be 'Magnimarian', I understand that might be a problem, but 1) In spite of reading the wiki, some of the web fiction set in Magnimar, and playing the piece of Rise of the Runelords set in the city, I still don't feel I have the flavor of the city down, and 2) I think the outsider's story can be as revealing of a city's character as the tale of someone who's lived there their whole life. If that still doesn't interest you, though, I could re-write it so she's native to the city, though I don't think there are many Magnimarian Kitsune.

She could also use some Magnimarian friends, or at least contacts, but I think I'm all written out for a few days. I'll see about coming up with some later this week or next week.


Dot of Interest.

Any alignment restrictions?
Cap on stats buying (nothing above 18 before racial mods, below 8 etc)?
Does it have to be full Vigilante progression or could you do Vigilante 6/Prestige Class 1 on that side for example?


That's funny Xihe, I almost always build the crunch first, then fit the story to the abilities. Andrezi has ended up having skill points up the wazoo and has become a seriously tough dude with 20 Con and the bonus HP from Toughness/Mythic Toughness and Essence of the Immortal.

As an Veilweaver, he's a little behind a real caster in terms of damage or control potential on a per-standard-action basis, but he can go all day with the powers he does have, and he's really flexible. I think the Vigilante social and hiding bonuses have great synergy with way the Vizier approaches Akasha.

-Crunch-wise I just need to write out the offense and write-out the utility abilities of my current slate of Veils.
-Fluff-wise, I have the story mostly written, I'll pull it into Paizo here as I have time over the next few days.

If Reckless, or anyone else really, have questions about Veilweaving or Akashic magic, feel free to ask away. It's obviously third party stuff, but Dreamscarred tends to be pretty well respected, at least from what I've seen, and it's all on d20pfsrd (and this alias bio as well).


Dotting for interest.
Thinking of a vigilante/godling.


Hm. How about, instead of a dyed-in-the-wool good guy, a straddles-the-line dark hero? Wilson Fisk (Kingpin) in the Netflix Marvel group (Daredevil, etc.), or 'Gentleman Johnny' Marcone from Dresden Files - someone who kicks the asses of evil guys because a) they're rivals and b) the crime THEY lord over is not the 'victimless' crime he (or she) lords over ... not evil, necessarily, but certainly not good...


I'd say that Fisk and Marcone are both Evil, capital E. They're just also civilised at the same time, so you can talk to them and make deals, which makes them preferable.


Andrezi Revani wrote:

That's funny Xihe, I almost always build the crunch first, then fit the story to the abilities. Andrezi has ended up having skill points up the wazoo and has become a seriously tough dude with 20 Con and the bonus HP from Toughness/Mythic Toughness and Essence of the Immortal.

Katla is actually a character idea I'd had before for a Hell's Rebels game that never got off the ground, so the majority of her backstory was already written. :D I just needed to tweak it to get her to end up in Magnimar instead of Kintargo.

Oh, and you'll want to note that Reckless listed Wounds & Vigor as one of the optional rules we're using, so that crazy HP total is going to get split up into two different numbers. ;)


whoops, good catch, thanks.


You're welcome!

Hmm... should the fact that I have about half your wounds/vigor totals worry me?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Xihe,
As long as yu build in a reason to want to remain in Magnimar, treat Magnimar as your 'home', etc. there isn't a requirement to be from Magnimar.

Nikolaus de'Shade wrote:

Dot of Interest.

Any alignment restrictions?
Cap on stats buying (nothing above 18 before racial mods, below 8 etc)?
Does it have to be full Vigilante progression or could you do Vigilante 6/Prestige Class 1 on that side for example?

I had thought about alignment restrictions, and then decided against them. Evil characters may have to work a bit harder in convincing me running for them would be interesting.

My strong preference, especially in a solo game, is for people without crippling weaknesses in their stats. That said, anything allowed on the point buy table is allowed.

Sure, Prestige Class would be fine. No templates, as they are FAR swingy-er power wise for PCs than NOCs.


Xihe Katla wrote:

You're welcome!

Hmm... should the fact that I have about half your wounds/vigor totals worry me?

Use that big Dex! Best way to survive hits is not get hit!


Hrm, actually Xihe, you might consider a 1 level monk dip to really cash in on that massive Wisdom. You'd still end up with Improved Unarmed Strike & Combat Reflexes, which opens up another feat and another Vigilante talent for you too, I think.


Reckless wrote:

Xihe,

As long as yu build in a reason to want to remain in Magnimar, treat Magnimar as your 'home', etc. there isn't a requirement to be from Magnimar.

I think I have that covered.

DeviousDevious wrote:


Hrm, actually Xihe, you might consider a 1 level monk dip to really cash in on that massive Wisdom. You'd still end up with Improved Unarmed Strike & Combat Reflexes, which opens up another feat and another Vigilante talent for you too, I think.

I'd actually debated back and forth on that point. On the one hand, it has the advantages you pointed out. On the other, it puts me behind on some Warpriest abilities, and I only get the Wisdom to Defense boost while not wearing armor, which means that anything that does hit would hurt a whole lot. But... running about without any armor, trusting to her skill and speed to stay alive does fit Katla's concept better than the armor does, so I may well give in and go for it. I'll mull it over a bit longer.

That does bring up a question, though--with Automatic Bonus Progression and Armor as DR, just what do Bracers of Armor do? Do they not exist at all? Do they work like normal armor, granting DR? Do they work like armor enhancement bonus, adding to DR and defense? Do they stack or overlap the Automatic Bonus Progression AC bonus? From my interpretation they act like normal armor, so they'd add only to DR and stack with ABP attunement, but I could see other interpretations.

I also just realized I messed up the point buy, however. I was spending points 1-to-1 instead of using the Point Buy table. Whoops. So my stats will be somewhat lower. (Fixed now)

Oh, and, ah, her given name is actually "Katla". I figured since she was from Tian Xia originally that she'd do like many east Asian cultures do and have her family name before her given name. You know, I should check and see if they do that in Shokuro...


Per the rules, nonarmor that grants armor bonuses still do so, be it mage armor, bracers of armor etc.


yup.
Also:

d20prsrd wrote:
The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level.

So you don't need to wear armor to get the scaling benefits from ABP, you can just add enhancement bonuses to your regular outfit, which will go straight towards your DR.


I was mostly wondering about stacking ABP + Bracers of Armor, but if they function as normal that doesn't work (You can't have Bracers of Armor +2 + 1). So they're probably not worth it to get right now.

I think I've got almost all of my crunch down--I just need to work out my equipment and attacks. Got a Defense of 23, but only DR 2, because I went ahead and got a monk level. Not exactly great, but hopefully she won't get herself killed too easily. I'll see about getting a little something to toughen her up.

I also seriously need to reorganize her character sheet, because it's a mess. But I'll do that after I'm done with everything.

Just to check, Reckless--do we have pretty free reign in creating people our character knows in Magnimar, so long as we don't do anything crazy like "There's this 20th level wizard I know..."? Or are you wanting to put that kind of thing off until after you've chosen who will play and then do it collaboratively?


Defense 23 & DR 2 isn't bad at all.
I'm at pretty much the opposite. Real easy to hit at Defense 12, but tough to get through the armor at DR 8.

I went through and added descriptions for my veilshaping powers, at least the ones I picked for the day. Should give a little more explanation about what Andrezi can do. These are sort of the generic, 'be prepared for whatever' veils. Twice a day, he can change up to two of them to any other veil, so he's got a reasonable amount of utility as well. (NOTE: once he unshapes a veil to shape another, he loses the bind abilities until he has a chance to prepare veils again, so this is more of an 'I don't really need dragon breath right now, but I do need that bonus to Diplomacy' kind of thing.)

I've got one more piece I want to write, and maybe then fill out some details, but otherwise, I'm looking pretty close to done.


Katla stood smoothly from her cross-legged meditation position, looking up at the little painting in her secret room. She didn't know what this hidden cellar had been used for before she moved in, and she didn't really want to know, but it was useful for hiding her more... martial implements, and for the one truly valuable work of art she'd taken with her. At least, valuable to her. It was a simple painting of cherry trees in bloom, from back home, but even a simple thing from home was valuable to her.

And as she knew from selling her calligraphy work, just being from 'exotic' Tian Xia carried a certain price.

Shaking off the thoughts, Katla looked over herself one last time, making certain there was nothing to connect The Fox, night-time avenger of the downtrodden, with Xihe Katla, brave but ultimately harmless Priestess of Shelyn. She sniffed as she noticed a red hair on her sleeve, and carefully plucked it off. That seemed to be everything, however.

She stepped lightly over to her pack, picked it up and put it on, then lifted her naginata. The Fox examined her weapon carefully, then, satisfied all was prepared, slipped out the secret entrance to her lair and into the night.

Okay, I think I've got just about everything! I may still fiddle around with a few details, maybe fix up my character sheet formatting a bit, but I think that's it.

I may just be subconsciously comparing Katla to her younger brother Kitaro, who, at level 15, obviously needs a bit better defenses than a level 7 character. You're right, she should be fine. I have to remember also that she's not just a martial character--she's a Warpriest, so she can do all kinds of swift-buffing and healing tricks to improve her chances in combat.

Your build is looking pretty cool, Andrezi. For some reason I just caught myself thinking that you and Katla would make quite the interesting dynamic duo... Probably all this back-and-forth we've been having.

I guess the other thing I might do is go in and come up with some Magnimarian contacts for Katla... she'd definitely need someone she could trust to keep their mouth shut about her odd purchases, at the least. She'd probably have contact with some of the other churches that do charity work in the Shadow, too--probably Iomedae and Erastil, given those listed for Rag's End. I was kind of surprised Shelyn wasn't listed as having a temple in Magnimar. You'd think the City of Monuments would have a temple to the Goddess of Art & Beauty. But maybe I missed something.

The Exchange

I'm interested, but the problem is the character I have in mind will come with an eidolon. How would an eidolon interact with automatic bonus progression? I've tried reading the boards but came up empty.

Also do buffs like heroism, bless, greater magic weapon exist in automatic bonus progression? (Sorry, I'm new to this ruleset, but I'm also like my avatar, extremely curious).

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'll be able to dig through and post some answers tomorrow. Had a long day of working 2 jobs today.


Not 100% done - still have some feats and gear stuff to suss out, and I'll probably rewrite the background at least once more, but I wanted to at least get the rough draft up. Completely open to feedback, of course!


@Rae Wait, did I miss Mythic Tiers giving bonuses to attack and defense? Where does it specify that progression? I'd love to have a couple more points of defense.

It looks like you also missed using Wounds/Vigor, though.

I was also realizing that none of us had pre-calculated our Critical Defense Check bonus.

I feel like I had another question... I'm not sure what it was, though. EDIT: I remember what it was! Do we know what the source of our mythic power is? I was assuming it was kind of mysterious, so of course Katla was going to interpret it was Shelyn's favor.


Xihe Katla wrote:
@Rae Wait, did I miss Mythic Tiers giving bonuses to attack and defense? Where does it specify that progression? I'd love to have a couple more points of defense.

Ack, no, I mislabeled them from Automatic Bonus Progression.

Xihe Katla wrote:
It looks like you also missed using Wounds/Vigor, though.

Ack x2. Thanks! I'll get it adjusted soon.


Alright, I'm a latecomer, but I'm super interested. Right now I'm strongly considering a vigilante/brawler with the Twisting Path Renegade option for Untwisting Iron, representing a craftsman who takes up the fight against crime in his city.


Xihe Katla wrote:
Your build is looking pretty cool, Andrezi. For some reason I just caught myself thinking that you and Katla would make quite the interesting dynamic duo... Probably all this back-and-forth we've been having.

Thanks, glad you like it I was thinking the same thing actually!


Just posting to say I'm still working. I've only got my phone until the 18th though, so progress is slow.


DeviousDevious wrote:


Thanks, glad you like it I was thinking the same thing actually!

Well, on the off chance that Reckless decides to run two tables and we somehow are the two picked, we can always suggest to him that we have frequent crossovers.

But realistically, keeping two superheroes active in the same area while maintaining a mutually compatible world would just about be a full-time job, so... I rather doubt we'll have the chance.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Sorry for the delay on these, but here goes:

Questions wrote:


That does bring up a question, though--with Automatic Bonus Progression and Armor as DR, just what do Bracers of Armor do? Do they not exist at all? Do they work like normal armor, granting DR? Do they work like armor enhancement bonus, adding to DR and defense? Do they stack or overlap the Automatic Bonus Progression AC bonus? From my interpretation they act like normal armor, so they'd add only to DR and stack with ABP attunement, but I could see other interpretations.

They work like “magic” armor, adding to DR and making it DR/adamantine. You can then add the ABP bonuses to your clothes to enhance your defense.

Questions wrote:


Just to check, Reckless--do we have pretty free reign in creating people our character knows in Magnimar, so long as we don't do anything crazy like "There's this 20th level wizard I know..."? Or are you wanting to put that kind of thing off until after you've chosen who will play and then do it collaboratively?

Feel free, with the understanding that I may make collaborative changes .

Questions wrote:


How would an eidolon interact with automatic bonus progression? I've tried reading the boards but came up empty.
Also do buffs like heroism, bless, greater magic weapon exist in automatic bonus progression?

An eidolon/animal companion/familiar/etc would not gain the benefits of automatic progression. The only restrictions/changes on spell enhancements are the normal stacking rules and wish not granting inherent bonuses.

Questions wrote:


Do we know what the source of our mythic power is?

You can include it as part of your origin as it pleases you. Some suggestions, however, would be to tie it into the Irespan or one or more of the (linked)monuments in Magnimar. Having your Mythic Origin tied into the Shadow Clock and the mystery of why it no longer offers a boon would be a good thematic fit for the campaign. Expect the answer to differ from what the linked site and RotRL might say.

The Exchange

Okie, thanks. Have some other stuff going on my plate so I'll drop out of this.


The Shadow Clock was much as she had read--dilapidated, disintegrating, neglected, but still with such a potential for beauty, if only those who had left it to rot would care for it! It seemed to Katla like a metaphor for the Underbridge itself, forgotten by those in power for the sake of their own profit, waiting for the hand of one who cared to lift it up.

She found a quiet corner and knelt to pray to Shelyn, her eyes fixed on the Clock. She poured out her thoughts, her desires to lift the people here, to help them realize the potential for beauty within them. She finished her prayer...

...And gasped as something came over her. She thought she saw a blinding flash of light, heard a voice speaking words she could not comprehend, and then... blackness. When she came to, she was laying on the ground where she had knelt, her head still facing the Shadow Clock. Gingerly she got to her feet, shaking her head to clear the last cobwebs from her mind.

She quickly discovered that something was... different. There was a new power deep within her, that sped her steps and let her see in darkness. Thinking on what had happened, Katla concluded that this was a sign of Shelyn's favor upon her efforts, and so she returned to her preparations, her spirits lifted, her resolution fortified to carry through with her plans.

I really need to quit adding things to Katla's background before it becomes a novel. XD I *think* I'm all done now... which means I'll probably think of something to add tomorrow.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Just a bump with a deadline reminder for tomorrow.


Okay, here's my little pyromaniac Cinder.

Social Appearance/Background:

Israfel, who is almost always know as Isra or Izzy, comes from far-off lands. This is obvious in his dusky skin, though you'd never know it fomr his manners and voice. He is known as a composer, musician and especially a singer. He does not keep a single patron, but is in demand for performances at all of the great houses of Magnimar. His voice is said to call the angels down from heaven. He can sing from tenor through castrati, though according to several of the daughters (and sons) of the city, he is definitely intact.

Besides his voice, his charm and wit make him desirable company in high society, despite his common origins and foreign heritage. When not with high society, he makes his way through the various places of entertainment in the more afford able parts of the city. Though he is often social, his friends and followers have gotten used to him disappearing for a time when he is deep in his composing.

Vigilante Appearance/Background:

Cinder is the scourge of villains of low and high birth. He appears in a puff of smoke, draped in a hooded black cloak over black clothes. Inside his cloak is red silk, rippling like fire behind smoke. A red mask covers a face that most assume to be hideously scarred. His voice is a raw, painful, coughing rasp - the sound of somebody who has breathed in fire and been cooked from the inside.

Those with blood on their hands will find themselves cleansed by the fire he wields. Lesser criminals face scorching winds. And then he disappears into the night.

History:

Israfel was born far-off Katapesh. Farther back, his ancestors came from farther away - the plane of fire. The family is careful to keep themselves human enough to blend in easily, but visits the fiery realms enough to keep the fire within them strong. The family business had them travelling. It was on one of these trips that the unthinkable happened. They were attacked by bandits. His whole family was killed, and he escaped. Over the next few years, he sang for his supper as he gained skills to find and deal with the bandits.

When they were all dead, he needed to move on, to reinvent himself. He couldn't stay in any place familiar, so he began to travel. He finally settled down in Magnimar. It was a city that appealed to both sides of him. It had light and darkness. Evil and beauty.

Stats:

Cinder (Israfel)
Mostly Human Ifrit incanter 7/gestalt 7/vigilante 7/Trickster 2
N (CG) Medium outsider (native)
Hero Points 3
Init +9; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
Defense 18, flat-footed 12. . (+1 armor enhancement, +1 deflection, +5 Dex, +1 shield)
Armor DR: 9/adam or Huge. . (+8 armor, +1 HD bonus)
Critical Defense: +16. . (+9 DR, +5 Dex, +1 deflection, +1 shield)
Vig 79 (7d8) Wnd 35 (Threshold 14)
Fort +6, Ref +11, Will +6
Defensive Abilities evasion, hard to kill; Resist fire 10
--------------------
Offense
--------------------
Speed 30 ft., shift, warp mastery
Melee destructive blast +13 touch (4d6) or
. . mwk dagger +13/+8 (1d4+3/19-20)
Special Attacks mythic power (7/day, surge +1d6), wild arcana[MA], spell points (15/day)
Spell-Like Abilities (CL 7th; concentration +13)
. . 1/day—burning hands (DC 17)
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 14, Int 14, Wis 10, Cha 22
Base Atk +7; CMB +7; CMD 23
Feats Alertness, Armor Focus, Diehard, Dual Path[M], Extra Spell Points, Mythic Paragon[M], Toughness, Weapon Finesse
Traits armor expert, life of toil
Skills Acrobatics +9, Artistry (musical composition) +12 (+16 when in your social identity), Bluff +15, Climb +4, Craft (alchemy) +10, Diplomacy +15, Disable Device +15, Disguise +11 (+31 to appear as part of polite society while in your social identity), Intimidate +15 (+19 in your Magnimar while in your vigilante identity), Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (history) +8, Knowledge (local) +7, Knowledge (nobility) +12, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +9, Perception +17, Perform (sing) +16 (+20 when in your social identity), Perform (string instruments) +18, Sense Motive +12, Sleight of Hand +11, Spellcraft +6, Stealth +15, Swim +4
Languages Celestial, Common, Draconic, Elven, Ignan, Kelish, Varisian
SQ air blast (blast type), amazing initiative, arcane surge[MA], casting, chain blast, cure, destructive blast, elemental bond[MA], emergency teleport, extended range, extra mythic feat[MA], extradimensional storage (space), fire blast (blast type), fire in the blood, fleet charge[MA], focused blast, gather energy, hero points, invigorate, mostly human, quick teleport, restore, revitalize, seamless guise, social grace, social grace, social talents (mockingbird, quick change, renown, social grace), specialization (sphere specialization [warp]), startling appearance, stone blast, teleport, unshakable, vigilante specialization (avenger), vigilante talents (lethal grace, sucker-punch, unkillable)
Combat Gear air crystal (3), alchemist's kindness[APG] (30), gravelly tonic[ACG] (5), silence dust (5), smoke pellet[APG] (10), smokestick (10)
Other Gear +1 glamered mithral agile breastplate[APG], darkwood buckler, mwk dagger, apprentice's cheating gloves[UE], eversmoking bottle, eyes of the eagle, sleeves of many garments[UE], concealable thieves' tools, jewelry, various (worth 70 gp), masterwork Violin, portable alchemist's lab[APG], tindertwig (15), 261 gp, 6 sp, 7 cp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Casting (CL 7, Charisma) You can cast sphere effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Destruction: Air Blast (Bull Rush +13) Destructive Blast deals nonlethal damage and Bull Rushes the target
Destruction: Chain Blast Hit jumps to taget within 15', up to 1+(1/2 CL) targets
Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Fire Blast Your destructive blast deals fire damage and can ignite targets
Destruction: Focused Blast Your destructive blast deals +1 damage per die when you do not apply a shape talent
Destruction: Gather Energy Spend full round to deal 1 die per CL
Destruction: Stone Blast Your destructive blast deals slashing, piercing and Bludgeoning. This blast ignores SR, spell turning, antimagic, etc.
Diehard You are stable and can choose how to act when at negative Hp.
Elemental Bond (Fire) (Su) Add tier to CL for spells with a descriptor matching this plane.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+4 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Life: Cure 1d8+7 Heal a target for 1d8+7 hit points
Life: Invigorate (Up to 7 temp HP) Grant up to 7 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Revitalize Cure can grant the target Fast Healing instead of healing normally
Mockingbird (Ex) Can nonmagically alter and throw voice and mimic many sound effects.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Quick Change (Ex) Change ID as a full-round action, but easier to detect unless take 1 rd more.
Renown +4 (Magnimar) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Shift (15 feet, 9/day) (Su) Teleport to a nearby space as a swift action
Social Grace (Artistry [musical composition]) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Perform [sing]) +4 circumstance bonus to selected skill while in your social identity.
Sphere Specialization (Warp) Warp Mastery, Shift, Dimensional Lord
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unshakable +7 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Unkillable (Ex) Don't lose hit points when you take a standard action while disabled.
Warp Mastery (+35ft.) (Su) Increase the distance you can teleport
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Quick Teleport Teleport as a move action for additional SP
Warp: Teleport You can teleport yourself as a standard action
Warp: Unseeing Teleport You can teleport yourself to a place you cannot see for 1 sp
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).


1 person marked this as a favorite.

I guess the competition to get in this campaign is... heating up.

...

I'm sorry, I just had to.

RPG Superstar 2012 Top 32

Hmm... I just saw this, and the deadline is tomorrow... And it uses several sub-systems I'm not super familiar with... But I want to play it...

We'll see how much time I can muster tomorrow. What time does recruitment close?

1 to 50 of 60 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruiting (Pathfinder Gestalt,Mythic): Solo Superhero in Magnimar's Shadow District All Messageboards

Want to post a reply? Sign in.