So You Want to Be a God? (A Megadungeon Campaign)


Recruitment

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After many years of heroism, the end of your life finally arrived. It arrived much like other level-twenty-with-ten-mythic-tiers adventurers—surrounded by friends and family at your fortress in the woods, the fortress you cleared of monsters, traps, and other evils many years before.

Your life had been great—one that bards would sing of for centuries to come. You saved nations, destroyed evil armies, and rid the world of countless monsters hellbent on spreading destruction. In short—you were pretty awesome.

But what now? What comes after death for a hero of your stature? Godhood, that’s what.

You’ve been chosen as a candidate for godhood, but how to achieve it? That remains a bit of a mystery. After being matched with five other heroes of a similar stature, you are told to pass through a door, and the instructions are simple:

Collect the ten mythical gems, regain your powers, and defeat The Master. Then godhood will be yours.

Regain my power? you ask yourself. Where did it go?

But as you pass through the door, you feel somehow duller, slower, weaker. You look down at yourself and realize that you’ve gone back in time, back to when you first started your life as an adventurer. In front of you are three doors: one with an image of a green gem, one with an image of a terrifying dragon, and third with an image of a giant, bat-winged outsider with the head and legs of a goat, ram-like horns, a bloated body, and a long tail.

The road to godhood awaits.

Character Creation Guidelines:

Starting Level: PCs will start at 1st level.

Alignment: No evil.

Ability Scores: 25 Point Buy. You ended up being great heroes after all.

HP: Max at 1st level; average rounded up thereafter.

Extra Feat: Everyone starts with the Breadth of Experience feat from the APG—you haven’t forgotten everything you knew from your long life.

Traits: Two, and one extra for each drawback you take.

Starting Wealth: You can roll or take the average for your class (if you roll less than average you can take average)

Races: Core, Standard, or Advanced are OK.

Classes: All Paizo classes are allowed. Classes with an Unchained version should use the Unchained version (if there’s an archetype you want to use, we can talk about it). If you want to use a 3rd party class, send me the link and I’ll decide.

Character Submissions should include: A complete 1st level character stat block; a general sense of what you were like, from a mechanics perspective, at 20th level with 10 Mythic Tiers; a few sentences on your characters’ personality; and a few paragraphs on your heroic deeds in life (and potentially a few tragedies—up to you).

Let me know if you have any other questions! I’ll set a submission deadline once I gauge interest.


Dot.


That is...very interesting. I'm not quite sure I've got time for another game, but I'd ponder throwing something together.


Is Kasatha okay? I'm rather partial to them.

Also, will we be restricted to what we described our character's old life as for classes?


dot

3d6 ⇒ (1, 1, 6) = 8 I'll take the average :)


Interested


Shalm, we meet again. I'm certain you are aware of what I am to ask. Since this is a "god-game", why not allow Rogue Genius's Godling classes?
Also, will this campaign be based in Golarion?


Question here, what is the over all idea on firearms? Do they exist or don't or the real question is, are they allowed?


Dotting


Dotting, I have a few ideas.


I will put a dot here and see where it goes.


XanaverForgedown wrote:
Is Kasatha okay? I'm rather partial to them.

Kasatha is an interesting case; I'm open to it, but I'd probably want to nerf it a bit. Is the multi-armed ability the one that draws you to the race?

XanaverForgedown wrote:
Also, will we be restricted to what we described our character's old life as for classes?

Not strictly, but you should loosely follow it unless something happens during the campaign that gives a good reason to change.

TheWaskally wrote:
Since this is a "god-game", why not allow Rogue Genius's Godling classes?

Yep, Godling is fine!

TheWaskally wrote:
Also, will this campaign be based in Golarion?

Your character can be from Golarion if you wish, or not. Golarion definitely exists.

Jet18 wrote:
Question here, what is the over all idea on firearms? Do they exist or don't or the real question is, are they allowed?

We'll use Emerging Guns (see the rules here)

Grand Lodge

Hmmm human war priest or halfling unchained rogue


@Shalm: Yep. Multi-Armed is what draws me most. 'm honestly fine withut the following abilities.
Desert Runner: Kasathas have a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. (2 RP)
Stalker: Perception and Stealth are class skills for kasathas. (1 RP)
Spinal Sword Proficiency: Kasathas treat kasatha spinal swords as martial weapons.
Everything else, I'm partial to keep.


Just wanted to ask for some 3pp approval
Draconic examplar
Thinkin about this character being a gold or silver dragon, a paladin like character.

Jotun paragon
This character would be a rehash of a character from a campaign along time ago, a frost giant named Gaston. A mercenary with wanderlust, jovial in nature.


Teiidae wrote:
Just wanted to ask for some 3pp approval

Yes, both of those are fine.

@XanaverForgedawn: my main concern is that with Multiweapon Fighting you could have four attacks per round, which seems broken. I'd be much more willing to say that two of your four arms acts like a tiefling's prehensile tail, so it can carry things and retrieve things but can't wield a weapon. Let me know what you think, and I'll continue to think about it.


@Shalm: Yep. That's mostly why I like them. The 4 attacks is fairly OP, which is regrettable, and if they functioned as prehensile tails, that might work for an alchemist, but not a magus.


If Kasatha isn't okay, I'm fine with playing a Draconic Exemplar. (I would just prefer not to.)


I... Huh.

1. Would this be set in Golarion? If not, what setting?
2. Are you open to former villains? Or ambiguous alignments/behaviors/beliefs?
3. Monstrous races? I'm thinking ogre, lizardfolk, gnoll or the like.
4. Being from a different setting? One where, say, the character conquered a swathe of the world as a warlord?
5. Also, what about the race builder with big limits? In this case I was considering a half-ogre, or an orc/ogre.


@Inlaa
1. You can be from any setting that you choose (or from one you make up). Golarion does exist though.
2. I'm open to it as long as you're willing to work with the other five characters who are striving to become a god with you. Absolutely no PvP.
3. You can use Core, Standard, or Advanced Races (though I may want to nerf some of the advanced races) found here.
4. Works fine
5. i'd prefer no race builder.


@Shalm: So will Kasatha be losing full function of the 4 arms?


Last question: if I make a goblin cavalier, would you allow me to have a Goblin Dog of Wolf as an animal companion (instead of a horse or pony)?

I'm considering an orc, lizardfolk, goblin, or hobgoblin character. The character would be from a world where they were a ruthless conqueror. Their alignment would be either neutral evil or lawful evil. I would be happy to play an orc if I could RP being a half-ogre and otherwise function exactly like an orc (with the only potential change having the 'giant' type as well as the human type for purposes of things like Bane instead of 'orc').

Build ideas are a dex-to-damage rogue/cavalier setup for goblin (horselord archetype), some sort of brawny orc build, a Divine Tracker ranger for lizardfolk, or a warpriest archer hobgoblin.

Contributor

Would a sacred fist warpriest be alright? All of the monk abilities it references do exist on the Unchained version.


Okay, I think I've settled on three fleshed out concepts:

1. Lawful Evil DEX-based Hobgoblin Rogue 3 / Horselord Cavalier 17, albeit requesting that I be allowed to use a Wolf or Boar instead of a horse. Based around charging things with an Aldori Dueling Sword as if I were wielding a lance and cutting them to pieces. This would be a cunning, vicious warlord that led a powerful goblinoid army in service to a dark master and conquered the known world in that master's name. Not sure which order I'd use. I'd leave room for this character to be redeemed, perhaps, to at least be made non-evil.

2. Orc (preferably RP'd as half-ogre) Anti-Paladin/Rogue (Thug)/Fighter based around terrifying the CRAP out of everything, including stuff that's normally fear immune. I'd like this to be a Lawful Evil entity rather than a Chaotic Evil one, if allowed. I won't take any classes or archetypes restricted to lawful creatures if you let me be lawful. I'd be very tempted to nab Leadership on this guy if that feat is allowed. Either way, definitely a warlord of an independent nature, prone to believing he should be the one in charge because might makes right.

3. Dwarf Stonelord Paladin 20. This is just a straight-up lawful good tank that doesn't afraid of anything. He'd be an area control specialist using a Dorn Dergar (chain flail) and probably Lunge as well. He and his earth elemental would be frontliners. Fluff-wise, I imagine this guy as a prince of his people, someone who can trace their lineage back over a dozen generations and is a strong leader as well as a warrior.

Do you have any notes or comments to make about any of these concepts? If you'd dissuade me from any, I won't be upset.


2 people marked this as a favorite.

How fast do you anticipate levels going in this game?

Also: ...collect the ten gems .... and godhood will be yours ........ losing all hard-won levels and cash at the start of every cycle......... is this a Sonic game?

Grand Lodge

So would old school worlds be okay...like forgotten realms? Cause I have a good idea about a halfling unchained rogue 20 trickster 10 who is a devote follower of rhe halflinf pantheon and is known throughout the north as the ruinbreaker. And in Waterdeep is the owner and operator of a few businesses. As well as head of a halfling only guild!


Crunch:

Ignit/"Blazing Bullet"
Male Ifrit Mysterious Stranger (Gunslinger).2
LG Medium humanoid (human) / Outsider (Native)
Init +10; Senses Perception +4
-------------------- 
Defense 
-------------------- 
AC 18, touch 13, flat-footed 15 (+4 armor, +4 Dex) 
hp 11 (1d10+1)
Fort +2, Ref +6, Will +0
-------------------- 
Offense 
-------------------- 
Speed 30 ft. (30 ft. in armor) 
Range Pistol + 5 (1d8/1d8+4/x4) 30ft
Space 5 ft.; Reach 5ft
-------------------- 
Statistics 
-------------------- 
Str 13, Dex 18, Con 10, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +2; CMD 16
Feats Rapid reload, Gunsmithing
Traits Rich parents, Reactionary, Keeper of the Veil, Head Strong.
Skills Acro.+8, Bluff +8,Disg.+8,Perc.+4,
Languages Common,
Other Gear: Battered Pistol,MW Chain shirt, 15 Alchemical Cartridges,Gunsmith's kit, Disguise kit, 5gp
-------------------- 
Special Abilities 
-------------------- 

Desert Mirage Ifrits thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist star
Grit:A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other way

Forge-Hardened Not all ifrits are descended from efreet—some instead descend from azers or even salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion. This racial trait replaces the spell-like ability racial trait.

Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin's type, subtype, and languages.

Wildfire Heart Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

Gunsmith:At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

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

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

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

Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.


Fluff:

Personality
Usually quite calm, will joke around but not over an inappropriate or sensitive subject, mostly lay back.
Blazing Bullet on the other hand is quite serious, he not much of a funny guy, will do any amount of work necessary, they are how ever both very stubborn, especially if someone is in danger or trouble.

Backstory
Ignit belonged to a family of exceptional of Gunsmith's​ who's lineage could be traced back to that of genies known as Salamander, though they appeared to look that of a normal humans there well known hot-headedness and stubbornness was well known in (Insert town name here). Thought that is information of long ago talk, after the devastation that had befallen the family.

The town had recently came under the control of crime organization, forcing business to pay a new "business tax". The family had stud their ground against paying the tax, even willing to fight against the criminals them self's. A week later the organization strikes, determined to eliminate​ any for of disobedience in the town. All but ignit had been killed by morning break. His mother hid him in a secret compartment in the house, keeping him as far away as possible from danger. Ignit had been claimed by a loyal customer of his family's business, now having his family's possession being taken by the organization. The only thing he left to his name was a small bag of corns, and a battered up gun that barley worked. Ignit vowed that day he would stop evil, corruption when ever he could.

As ignit got older he starts training, using the gun that was all that was left of his family to rid the town of the organization. To do this he need to pickup a persona, a different personality to make sure the other people he cares for aren't hurt from his actions. So on his sixteenth birthday the Blazing Bullet was born. As the years progress, the organization's power slowly diminishes till that all was left was the heads of it.
Ignit had fought off the organization attempts to corrupt there's towns and attempts they had against his life, learning from each experience (Mysterious Stranger.9/Vigilante.11 MR.10/Champion).

It gets to his final fight, he located the heads of the organization and ransacks the place Killing every organization member I sight. As he approaches the head room ignit knew it was his final fight. Hours passes, the head room is recked, the body of the minions and heads of the organization dead on the floor. Ignit sits there, body full of Bullet and stab wounds scattered across his body. He sighs, he had won, the organization was gone. He sits reflecting over life, not in the bit disappointed in how it was, except for one thing. He sat there, looking up at the bullet hole ceiling, the world around him darkens, before the world is consumed by the darkness he speaks; " Thank You Mom.".


Just re-read and realized the opening post said absolutely no evil. I know that you later said "villains are fine but no PvP," but what I'll do is write a character that can work as an Evil alignment OR as an ambiguous neutral.

I've settled on creating the hobgoblin. I've really wanted to do a dex-based melee mounted character for a while, and this is a neat way of going about it. Expect an application soon.


·


Do you allow path of war from dreamscarred press?

Contributor

I went ahead and did a quick warpriest. If there's any problem with the sacred fist, let me know and I can restat her.

background:
Neferi is the daughter of wealthy, human artisans, who passed away when she was young and left her with a modest fortune. While she can be quite selfish and spoiled at times, she has a strong sense of right and wrong, and would make great sacrifices for those she loves. She has a soft spot for children and those who cannot defend themselves when wronged.

She was without direction or motivation for a long time after her parents’ deaths, doing whatever she found most entertaining, until she found herself in the local temple of Calistria. For reasons she couldn’t quite explain, she felt more at home there than anywhere else (and not just because her great-great-great grandma was a succubus.) She took the most pleasure in performing acts of vengeance on behalf of others.

After working at the temple for a while, she met a travelling adventurer passing through the city. Neferi immediately grew infatuated with her, and over the following years, the adventurer always made a point to come back to the city whenever she was nearby. They planned to eventually settle down together, but before they got the chance, her lover was kidnapped by monsters – the servants of a powerful lich whose plans she had thwarted in the past.

Unwilling to lose another loved one, Neferi prayed for Calistria’s blessing before setting out on a quest to rescue her lover and put a permanent end to the evil that took her. While she was able to do the former, they suffered a humiliating defeat at the hands of the lich, barely escaping alive.

There was no way Neferi would be able to live with such a failure hanging over her, especially after Calistria had bestowed so much power onto her. She dedicated herself to growing stronger, destroying the creature’s minions while hiding from the lich itself. By the time she challenged it again, she was as close as she could be to the living avatar of vengeance itself (sacred fist 10/evangelist 10/champion 10). Yet even after defeating it, she found that the luxuries of her old life just weren’t as satisfying as they used to be. Simple debauchery just wasn’t as much fun anymore, and she’d already gone as far as she could as a mortal.

Why not be a Herald?

Stats:
Neferi Nalar
Female Tiefling Sacred Fist 1
CG Medium outsider(native)
Init +2; Senses Darkvision 60 ft; Perception +4

Defense

AC 16; Touch 15; Flat-Footed 15; (+1 Dex, +4 AC Bonus, +1 Natural)
HP 8 (1d8)
Fort +2; Ref +2; Will +6
Resist 5 fire

Offense

Speed 30 ft
Space 5ft; Reach 5ft
Melee Unarmed Strike +2 (1d6+2), Flurry of blows +2/+2 (1d6+2), Scorpion Whip (not yet proficient)
Ranged Dagger+1 (1d4+2/19-20)
Spell-Like Abilities (CL 1)
1/day – Darkness
Spells Prepared (CL 1)
1st – Command, Inflict Light Wounds
0 — Create Water, Detect Magic, Mending

Statistics

Str 14, Dex 12, Con 10, Int 10, Wis 18, Cha 12
Base Atk 0; CMB +2; CMD 17
Feats: Improved Unarmed Strike, Combat Reflexes, Breadth of Experience
Traits: Rich Parents, Calistrian Courtesan, Shadow Stabber
Drawback Hedonistic
Skills Bluff +3, Diplomacy +2, Knowledge (Religion) +6, Perception +8, Profession (Courtesan) +10, Sense Motive +5, Stealth +3; Racial Modifiers +2 to Bluff and Stealth
Languages Common, Abyssal
Other Gear Gold Holy Symbol, Black and Yellow Holy Symbol Tattoo, Noble’s Outfit+125 gp worth of jewelry and trim, Fancy Holy Text, Two yellow silk scarves, backpack, bedroll, blanket, collapsible bathtub, soap, 20 doses rare perfume, 50 ft hemp rope, 10 days rations, 3 daggers, 45 gp, 5 sp

Special Abilities

Prehensile Tail and Scaled Skin alternate racial traits
Shadow Stabber: An instinct for dishonorable conduct serves you well when fighting opponents who are blind, oblivious, or blundering around in the dark. You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.
Aura of Chaos: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
Blessings (4/day, DC 15):
Charm - Charming Presence (minor): At 1st level, you can touch an ally and grant an entrancing blessing. For 1 minute, the ally becomes mesmerizing to her opponents, filling them with either abject admiration or paralyzing fear. This effect functions as sanctuary, except if the ally attacks an opponent, the effect ends with respect to only that opponent. This is a mind-affecting effect.
Trickery - Double (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn’t stack with the additional images from the mirror image spell.


.

Grand Lodge

This sounds awesome. I have a fighter character I want to play.

Gold Roll: 5d6 ⇒ (4, 2, 4, 2, 3) = 15

Ok... I will scrap that.

After writing all this up, I am even more excited about this character and campaign!

Backstory:

My mother always said a sign of a great leader was to die in bed peacefully

Kolret's human mother the sole survivor of a brutal orc raid in the Northlands which left her village destroyed and friends and family murdered. She migrated to Minethua to live with family and give birth to her new son, a result of the raid. Kolret grew up in a loving home, but the other kids in the city were less accepting. Seeing Kolret as an abomination worth conquering, he spent most of his days defending himself and smashing faces for insulting his mother.

These skills quickly developed, and after coming of age Kolret joined the infantry of Minethua. His prowess in battle was unmatched, and he quickly rose through the ranks eventually commanding his own unit. Much to his pride this unit became the first specialized phalanx unit in the Minethua infantry. This style of fighting allowed Kolret to win just about every campaign he started. It was during these campaigns that he found the Golden Bulwark of Arqueros, a legendary golden shield from the heavens. After 15 years of warring in foreign lands, Kolret finally came home to a hero's welcome. The celebrations were great but shortlived.

Kolret began seeing the utter corruption he had spilt blood for and lost friends for and became dismayed. The officials that should have been working for the people were oppressing and using them. The king lived a lavish life while spitting upon the common people. This disgusted Kolreth, and other generals were starting to take notice of the corruption as well. They banded together, with Kolret at their head, and began a military coup.

The fighting was bloody and resulted in the kidnapping and murder of Kolret's mother, but they prevailed. With Kolret the new king of Minethua(Fighter 10/Stalwart Defender 10/Guardian 10), he began to fix corruption in the city. He also set his sights to unifying the continent he had just spent 15 years warring in. His reputation allowed for many diplomatic annexations, while his sheer military might and cunning allowed him to conquer the rest. The small continent of Thavryn Tolle was finally at relative peace. His reign lasted well into his 70s, and he died peacefully in his bed of old age.

His time in the military resulted in a discplined and rather stoic demeanor. Jovial and good natured most of the time, Kolret falls into a deadly focus whenever combat pops its head up. While laws never completely suited his ruling style, he tended to lean away from chaotic behavior. Defending his allies (just as with his people and their liberties) is his number one priority, often with little regard for his own safety.

My god what has happened!? Kolret felt as if he had just woken up from a long sleep. His last memories are of him slipping into darkness from his soft bed. By Asqueros! What has happened to me!. He looks down at his hands. The wrinkles, cracks, and scars on his leathery hands seem to have disappeared. He grabs at the old scar at his shoulder from that damned ogre's spear. Nothing... that spear destroyed my spearshoulder. And it's gone! I feel brand new! Just as he was wondering about this, he walked through the door. The memories of these scars seeming to fade into the abyss, as the vigor of youth coursed back through Kolret's body and his mother's words floated through his mind.

Stat Block:

Character Sheet

Kolret
Male Half-orc Phalanx Soldier (Fighter)
NG Medium Humanoid (Human)(Orc)
Init +4; Senses Darkvision 60 ft; Perception +1

Defenses

AC 18;Touch 12; FF 16; (+2 Dex, +4 AC, +2 Shield)
HP 13 (1d10+3)
Fort 5 Ref 2 Will 0

Offense

Speed: 30 ft
Space: 5 ft; Reach: 5 ft (10 ft with Longspear)
Melee: Longspear +4 (1d8+3) Reach 10; Shortspear +4 (1d6+3) Range 20 +2 (1d6); Longsword +4 (1d8+3)
Ranged: Shortbow +2 (1d6)

Statistics

STR 17 DEX 14 CON 16 INT 12 WIS 11 CHA 10
BAB: +1; CMB: +5; CMD: 14
Feats: Improved Trip, Combat Expertise, Breadth of Experience
Traits: Bread for War, Bastard, Reactionary
Flaws: Overprotective
Skills: Appraise +1, Climb +1 Intimidate +6, Knowledge Local +5, All other Knowledge +3, Linguistics +1, Profession (Soldier) +7, Sense Motive +5, Spellcraft +1, Survival +4, Swim +1
Racial Modifiers: Intimidate +2, Knowledge (Local) +2, Sense Motive +1
Languages: Common, Orc, Draconic
Other Gear: Explorer's Outfit, Backpack, Bedroll, Belt with Pouch, Flint & Steel, Iron Pot, Mess Kit, Rope, Soap, Torches (3), Trails Rations (10), Waterskin
GP: 7

Special Abilities

Intimidating (Racial), Orc Blood (Racial), Orc Ferocity (Racial), City-Raised (Alt Racial)

Edit: Added Reactionary trait and Overprotective flaw. Increased Init accordingly. Also stuck a character sheet in there.

Verdant Wheel

This sounds really cool, and I'm already developing a character concept for it. :D

I have one main question, however. Exactly how much memory have our heroes lost? Obviously they still remember some stuff, but all those lost Knowledge ranks, feats, Int points... what can they remember of their former lives?


Wealth: 5d6 ⇒ (4, 4, 6, 1, 5) = 20


This is Nitro~Nina's character. A lady of class, of substance and wealth, who used to convince dragons to turn back and armies to surrender... and who is now stuck back at the beginning of her career.

No empire, no connections; just her looks, her mind, and bags of style.

Of course, she's never needed anything else.

(Oh also she's a Peri-Blooded Silksworn Occultist with VMC Enchanter. I've built her to rely on skills a bit more than most arcane enchantresses probably do so she has more Charisma than is optimal, but it suits her character and doesn't actively harm the mechanics so I'm keeping it.)


Gold: 4d6 ⇒ (5, 4, 5, 2) = 16

160 gold? I'll take it!

I shall work on the backstory, stat block and sheet on the morrow, for it is three minutes past four in the morning and I need to sleep.

(Out of curiosity from a complete forum newbie, how the hekatonkheires do I actually do a stat block?)

Grand Lodge

I am also a forum newbie. I found the best way was to copy the general flow of someone elses and tweak it a bit to my liking. Feel free to use mine, just click on my character picture. My whole statblock is in the about section of my profile. As far as building an online character sheet, I found that myth weavers works pretty well. There is a link to an example in my profile as well. Good luck!

Verdant Wheel

Kolret wrote:
I am also a forum newbie. I found the best way was to copy the general flow of someone elses and tweak it a bit to my liking. Feel free to use mine, just click on my character picture. My whole statblock is in the about section of my profile. As far as building an online character sheet, I found that myth weavers works pretty well. There is a link to an example in my profile as well. Good luck!

Thank you, fellow newbie! I'll get right on that. Also, I am LOVING Kolret so far. I have a feeling he's not going to like Faere though. Something about manipulative nobility drawing power from her own luxury.

Ahh yeah I've used Myth Weavers. A little wary since it deleted my characters a while back, but nonetheless it's generally better than any other alternative that I've found.

Grand Lodge

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I think your eloquent talk paired with the fact that you ran your own empire may draw Kolret in at first. After seeing your methods in action, I may become wary of you. The life of luxury is pretty adverse to Kolret's ruling style, and don't expect me to surrender just because of a few silver lined words! Haha, I would like to know more about how much we remember about our old lives, and how much of each other's were known.

I look forward to seeing what you come up with Faere!

Verdant Wheel

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How's your Will save, demihuman? ;)

She is indeed highly loquacious, though she didn't officially control any empires. They all had their emperors and overlords, queens and regents... in theory. Lesser Occultists bound genies and demons; she applied the same concept to continents.

I definitely concur as regards the memories thing. It'll affect at least one big moment. I try not to plan ahead, but she is missing something rather significant from her old life that she'll be looking to replace.


Since my class relies on having a number of fancy accoutrements in various slots around my person, and my character is of noble birth and circumstance, what is your opinion on the Calculated Bribe feat? Not so much for the Diplomacy re-roll for bribing (although that fits concept very well), but for the outfit at first level. Which item slots would this cover? Obviously it couldn't account for the Eyes slot, but the Chest (which I'm not using), Feet and Hand slots could work, perhaps?

As for those other slots, I do so abhor useless items, so could I shell out for a fancy Circlet (Masterwork Tool of Diplomacy) for my head slot for instance?

My aim is to have my character be near-penniless at the start, but have a bunch of fancy expensive gear. This is because her adventures began (centuries ago) when she had just been kidnapped from her noble chambers, so all that she can start with are whatever she was wearing when she was taken, and whatever she stole off the guard that couldn't keep his eyes front and centre.

Grand Lodge

My will save you ask? Utterly atrocious. I like the idea behind the binding continents.

And I will also be nearly penniless. Weapons and armor aren't cheap.


Okay, I'm making more progress on my character idea. I'm making a charge-based goblin rogue (scout)/monk (sohei)/cavalier (horselord). However, I'd like to request permission to use a giant spider as a mount.

The main reason here: spiders have climb speeds and fit way better thematically with my character concept (sneaky goblin rider that murders stuff from the shadows). My level-up plan is 3 levels of rogue (yummy dex-to-damage and bonus feat), 2 levels of sohei (tasty bonus feats and saving throws), another level of rogue (and another bonus feat), and then 14 levels of Horselord Cavalier (which means charging with an Aldori Dueling Sword and dealing damage with Spirited Charge as if I were using a lance - dex-to-damage of course).

Oh, and since we're using Unchained rules, I'd be using an Unchained Scout Rogue and some sort of Unchained Sohei Monk.

Backstory-wise, this is a goblin that started off as just another mook in an evil warlord's army, eventually become a spider-riding lieutenant, and then overthrew the warlord only to be magically bound to a powerful figure we'll call the Dark Lord, pretty much a super evil demigod inspired by Sauron. Our goblin pretty much remained the Dark Lord's patsy her whole life, but toward the end decided to make a bid to free herself and her people from his influence by, y'know, deposing him and taking over.

(Hint: she died doing that.)

She'll be Lawful Evil at the start, but I'm open to allowing her alignment to shift away from Evil if the situation makes sense.

Oh, and goblins in her world have way more similarities with LotR goblins than Golarion goblins.

EDIT: I AM considering taking her to Cavalier 10 instead of 14, and using the last 4 levels on Sohei to get Sohei 6 (meaning flurry and WEAPON TRAINING meaning gloves that boost my weapon training).

EDIT 2: Also, an alternative I'd be fine with to the spider mount is using a wolf mount. A wolf mount is particularly attractive because it has an intelligence score, meaning I can nab Stealth Synergy for it and nab that feat myself.

Or... I'd be even happier with the third party Riding Spider on the animal companions page. It has very similar stats to a giant spider, but is Large sized and gets +2 INT (from - INT) at level 4. That third party spider would be my FAVORITE mount for this concept.


The start of my submission.
Almost done as I wanted to get something in before the deadline.


FYI to everyone: I'll be looking through submissions / questions this weekend to give feedback. I don't plan to set a deadline in the near future to give people time, so please continue to send through characters / ask questions!


Sorry, with the little blackout and other campaigns, I've let this one slide. I will be working on my character very soon.


I didn't see anyone ask, so... Background skills?


Rolling for wealth...

Wealth (4d6*10): 4d6 ⇒ (1, 5, 6, 5) = 17

30 more gold than average. I'll take it.

EDIT: Also, I AM tempted to Wild Child (the brawler archetype) instead of Cavalier levels anyway. I might just do that. The charge bonuses for cavaliers are nice, but I could use Mounted Skirmisher from Sohei to great effect. I think I like Cavalier more for this though.

EDIT 2: And Animal Ally has its perks. I'm considering using that and ditching Cavalier, actually.


Did you know that Golarion doesn't have a creation domain? Neither did I until I looked and realized it didn't. It has artifice which makes objects and has some of the creation spells. It has trickery which can cast create demiplane, it has various elementally focused domains, but it doesn't actually have a domain focused on Creation as its own thing. It's always a sub flavor of some other thing.

So that's who we're going to be when we graduate, a proto god of creation/life/change.

So now it's time to figure out a way to cast all the spells with the (creation) tag and still be useful for adventuring...that's a bit daunting. Maybe I'll make an EK. Are you ok with the Path of War Warder?

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