| leinathan |
Dotting for interest. I'll do some brainstorming today and post a submission tomorrow, but my initial thought is a character connected intrinsically with Thassilon, a scholar/caster/adventurer/archaeologist. The kind who gets into situations for no reason other than that they're new and interesting.
| leinathan |
Alright, here goes: I have an idea that I think might work:
Nevima Hollow
N female human wizard (foresight) 4 // fighter (viking) 4
Str 16, Dex 14, Con 14, Int 18, Wis 10, Cha 8
Nevima's line goes back thousands of years, all the way back to the time of Thassilon, though few even in Nevima's family know how far back. In fact, only the oldest woman in the family is told, by the previous-oldest-woman, of the scope of her ancestry. You see, Nevima is Shoanti, and the Shoanti culture has existed, in one form or another, for many thousands of years. So long, in fact, that there was a time that the Runelords of Thassilon had enslaved many of them for manual labor purposes. At that time, none knew the limit of Thassilon's power except for one wizened and willful witch named Desiderata Hollow. Desiderata was one of the most powerful and successful diviners and prophets that has ever existed, and she had written a book of prophecy, the prophecies for which extend even onto the present day. She foretold the fall of the Thassilonian Empire, and her prophecies allowed her people to seek safety during the magical fallout during the empire's fall. She foretold many other things as well, though her prophecies were usually written in the vague, barely-descriptive language of typical divination, and so many times they are not helpful until the events have already passed and you understand what the prophecies meant.
The helpfulness of the prophecies aside, their accuracy cannot be doubted, and Desiderata's family has safeguarded her book ever since her death, trying their best to use it to improve their own fortunes and protect their people. As the centuries passed, however, the Shoanti taboo against arcane magic grew ever stronger, and the Hollow family had to retreat first behind mysticism and shamanistic traditions, and then behind secrecy in order to protect their book. Many times, it has been re-written and annotated in order to preserve it as a previous copy fell apart, and for all of this time the Hollow family has preserved it. It is well, now, that the family would have preserved the book of prophecy, for something that Desiderata predicted as well was the return of the Runelords, and the danger that they might once again pose to the world.
Desiderata's book of prophecies has fallen into the hands of the last of the Hollow family, a young woman named Nevima. Growing up in the Cinderlands toughened Nevima into a fierce warrior, and growing up with a book of accurate prophecies sharpened her wit and intellect. She began to study the book from a young age, fascinated with the language that her ancestress used, and with its continued relevance. From the book, Nevima garnered some magical abilities of foresight and divination, not only from having seen and studied the prophecies themselves, but also because the book contained formulas for divining new ones, or confirming existing ones. Nevima, however, was Shoanti, and arcane magic is forbidden among the Quahs. She was cast out, exiled for daring to practice forbidden rituals. She left the Cinderlands, descended the cliffs, traveled Varisia. She ended up in Magnimar, and stayed there to study the ruins and monuments that ancient Thassilon had left, and to learn more about non-Shoanti cultures and the way that the foreign people interacted.
Her Character: Nevima is an exceptional woman. Intelligent, strong, quick, tough, she fights with the traditional Shoanti style of Thunder and Fang, using an earthbreaker and a klar created from the skull of a drake. She also has some powers of wizardry, independently studied or deciphered from the ancient book of prophecy that she carries with her. She is not troubled by having been exiled for her tribe, for she knew it was coming ("The last daughter will learn, and will be alone for learning of her mother's legacy") by reading her book. Now, she wants to learn all there is to learn and follow her ancestress' prophecies to their end.
The Hook: Somewhere in Desiderata's Accurate Prophecies, there is a passage which mentions Aldern Foxglove, the Misgivings, and the current PCs. Intrigued by the events which match the prophetic book, she will follow along and discover the PCs, more events which match the prophecies, and will join the party out of a sense of destiny.
| leinathan |
Aaand here's a statblock:
I think it's all done. Do let me know if you have any questions, concerns, or corrections to be made.
Female human gestalt fighter (viking) 4 // diviner (foresight subschool) 4
N Medium humanoid
Init +4; Senses Perception +0
--------------------
DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 shield)
hp 52 (4d10+12)
Fort +7, Ref +4, Will +5
Defensive Abilities shield defense, forewarned +2
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OFFENSE
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Spd 30ft.
Melee mwk earthbreaker +6 (2d6+3/x3) and klar +6 (1d6+1/x2) or mwk earthbreaker +8 (2d6+4/x3)
Ranged mwk longbow +7 (1d8+3/x3)
Special Attacks rage (6 rounds/day, +2), fearsome, prescience 7/day
Wizard Spells Prepared (CL 4th, concentration +8)
2nd (3+1/day)
1st (4+1/day)
0 (4/at will)
--------------------
STATISTICS
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Str 16, Dex 14, Con 14, Int 18, Wis 10, Cha 8
Base Atk +4; CMB +7; CMD 19
Feats Scribe Scroll, Artful Dodge, Weapon Focus (earthbreaker), Weapon Focus (klar), Two-Weapon Fighting, Skill Focus (knowledge history), Thunder and Fang
Traits Outlander (lore seeker), Bruising Intellect
Skills Intimidate +11, Knowledge (arcana) +12, Knowledge (geography) +11, Knowledge (history) +14, Knowledge (local) +11, Knowledge (nature) +11, Profession (hunter) +7, Spellcraft +11
Languages Common, Shoanti, Ancient Thassilonian, Giant, Orc
SQ arcane bond (earthbreaker)
Gear:
mwk earthbreaker - 300gp
mwk klar - 312gp
cloak of resistance +1 - 1,000gp
mwk longbow (+3 Str) - 700gp
boots of the cat - 1,000gp
muleback cords - 1,000gp
darkleaf cloth leather armor - 760gp
pathfinder's kit - 22gp
spellbook - free
866gp
Spellbook:
0th - all except transmutation and illusion
1st (8 free) - comprehend languages, heightened awareness, discern next of kin, rite of centered mind, secluded grimoire, moment of greatness, thunderstomp, true strike
2nd (4 free) - detect thoughts, locate object, burning arc, steal voice
| Wesh the Summoner |
I'm dotting for Wesh the Ifrit Singing Summoner
Ill need to level him up but his background story for his return to Sandpoint is there, I'll just need to update it to include what he's been doing since Book 1.
Are we taking full hit points each level? Do we add Con mod?
| GM_Solspiral RPG Superstar Season 9 Top 32 |
For giggles I'm trying a different build for consideration just in case you're not found of my little cavalier/rogue build so I'm looking at mixing Elf with the Ogrekin template and there's a backstory in muing but it's also because I'm intrigued with the idea of making an arcane tanky build cause I'm feeling extra today I guess :p
1d10 ⇒ 2 Beneficial Deformity (sweet no int penalty)
1d10 ⇒ 5 Disadvantageous Deformity (distractable... okay could be worse)
| Noro Kas |
not sure if this is still open but I was one of those not selected when you first picked up your bardic Paladin.
here is a link to my original submission
not sure if I was liked enough to stand a chance but I toss this in anyway.
| "The Lucky Halfling" |
If it's not too late to apply, I would like to put forth a Human (Advanced) Scaled Fist (Monk) 3 / Tattooed Sorcerer with the Draconic bloodline. The concept is that the character is of mixed decent. On one side his family hails from the land of Tian Xia and on the other the land of Varisia. His unique style comes from the blend of his two ancestries. He should work quite effectively as a tank and bring some arcane spell power to the group depending on what spells I give him. I want to make them somewhat dragon themed to go along with the character, so if it's alright with you, I might reskin a few of them.
| GM_Solspiral RPG Superstar Season 9 Top 32 |
| GM Rednal |
@Wesh: The first book is generally completed within two weeks of in-story time at most. It's not, y'know, a real extended adventure or anything. XD
@Lucky: Yeah, Advanced is probably a bit too good compared to what other players are getting. XD And there's absolutely nothing wrong with just taking full progression in your classes, either. In many cases, that's actually better than going for a template of the type I'd accept.
| "The Lucky Halfling" |
It helped a bit with the higher ability requirements that monk seems to come with, but it will help keep him a bit more in the right power range. The character is going to be based off the imperial sky dragon. I'm using the adult dragon to help me choose skills and feats. With that in mind, I was thinking of having the character carry around a fountain pen his father gave to him. It is a family heirloom said to protect the family. At level seven I was planning on taking the improved familiar feat and having the pen reveal itself to be a calligraphy wyrm. Would you be alright with that? He is getting the familiar from the tattooed sorcerer archetype.
| Philo Pharynx |
| GM Rednal |
*Pauses in the midst of hanging up a shade over the door* Uh...
The adjustment to the Defensive Abilities is fine.
Speed I'd just give a +10 to, for each mode you have (walking, flying, swimming, etc). Temporary acquisition of a speed - like some kinda flight spell - would benefit.
Split Second I would reduce to 1 use/day, with additional uses at 5th level and every five levels thereafter. Freedom of Movement... change to 1/day at 7th level (when Clerics normally get 4th-level spells), and additional daily uses every 3 levels after, remaining as a Spell-Like Ability. So, no components, and thus pretty easy to use even in troublesome circumstances... when it's most wanted.
(It's one thing if it's NPC enemies, but by and large, I try to avoid letting templates give early access to spells above a player character's level unless they're relatively mild effects, and Freedom of Movement is pretty powerful as a defense.)
Of course, at that point, the template's reduced enough you probably wouldn't *need* to take Young anyway... XD But I suspect you'd want to keep that both for the character idea and dexterity buff. 20's a perfectly fine score to have at this point. Sound good?
| Philo Pharynx |
*Pauses in the midst of hanging up a shade over the door* Uh...
The adjustment to the Defensive Abilities is fine.
Speed I'd just give a +10 to, for each mode you have (walking, flying, swimming, etc). Temporary acquisition of a speed - like some kinda flight spell - would benefit.
Split Second I would reduce to 1 use/day, with additional uses at 5th level and every five levels thereafter. Freedom of Movement... change to 1/day at 7th level (when Clerics normally get 4th-level spells), and additional daily uses every 3 levels after, remaining as a Spell-Like Ability. So, no components, and thus pretty easy to use even in troublesome circumstances... when it's most wanted.
(It's one thing if it's NPC enemies, but by and large, I try to avoid letting templates give early access to spells above a player character's level unless they're relatively mild effects, and Freedom of Movement is pretty powerful as a defense.)
Of course, at that point, the template's reduced enough you probably wouldn't *need* to take Young anyway... XD But I suspect you'd want to keep that both for the character idea and dexterity buff. 20's a perfectly fine score to have at this point. Sound good?
That works for me.
The other way to do freedom of movement would be to do it like the liberation domain. 1 round/level. But I can work with uses per day.
| Sixteenbiticon |
I can't resist this, but I have a few questions:
1. When are you planning on ending your recruitment period?
2. Since there are so many great submissions already, would you consider adding two characters instead of one?
I'm eyeballing a kineticist/X build, but I know building a character like this is quite a bit of work, so I'll wait for your reply before I really get down to it.
Thanks!
| GM Rednal |
I'm probably going to end recruitment in a few days. It likely would've been around now, but the server troubles Paizo's had over the last few days means many people couldn't connect as they wanted, and I don't want anyone to feel like that took their chance away. As for number of players, I'm intending to stick with just three. I've found that's about right for keeping games going at a good clip, and the point of offering gestalt is to let the party fulfill the roles that'd normally be taken by other characters in a larger team.
| Gavin Quick RPG Superstar Season 9 Top 32 |
^ Finished this ^ but I'm not converting it to a profile unless it truly is your choice.
-Halfling
Good tank with secondary AC tank, strong skills, and some teamwork options.
-Ogrekin/Elf
Godly tank with some flaws, strong skills, and an array of magic options. Can be a liability to party because large size is occasionally problematic and he gets confused for a round on natural 1's which can mean injury.
| Seth86 |
I have a concept, just not sure what race to pick in those that are allowed... may need a template :/
Idea is a character that died, then brought back, but due to interference, divine or otherwise, they came back as two separate beings.
Spirit Summoner (unchained obviously)
My previous attempt at this only lasted for about a month before the GM vanished
| Sixteenbiticon |
My idea is a dwarven geokineticist/cavalier who has risen from the earth itself to defend Golarion against the looming threat of an ancient evil returned. He would be steadfast, trustworthy, and loyal to his companions. I picture him riding a ram, but I'm not sure if that would be feasible or not.
I'll try to bang out the details over the weekend for your consideration.
| GM Rednal |
@Sixteenbiticon: Just so you know, there's a fair number of places in this adventure where mounts are... awkward.
@Lucky: I'll certainly consider it - send me the text you want to use. That's a pretty mild change, all things considered, so it probably won't be an issue. XD I just, y'know, wanna see the final version first.
| GM_Solspiral RPG Superstar Season 9 Top 32 |
@Sixteenbiticon: Just so you know, there's a fair number of places in this adventure where mounts are... awkward.
@Lucky: I'll certainly consider it - send me the text you want to use. That's a pretty mild change, all things considered, so it probably won't be an issue. XD I just, y'know, wanna see the final version first.
Any way one could skip the size adjustment for wolf and do a progression more akin to the non size adjustment boosts then? It wouldn't matter till 7th level but yeah the whole point fo being a small cavalier sort fo gets wrecked when the wolf goes dire.
| "The Lucky Halfling" |
I'll send it your way once I get it written up.
Did you by chance see my inquiry into him having a golden fountain pen that will eventually reveal itself to be a calligraphy wyrm? I'm thinking of it as a creature that has promised to protect the family and/or perhaps record the family's history. Upon reaching seventh level it chooses to reveal itself to my character as it has found him worthy to know of it's existence.
| GM_Solspiral RPG Superstar Season 9 Top 32 |
GM Rednal wrote:@Sixteenbiticon: Just so you know, there's a fair number of places in this adventure where mounts are... awkward.Hmm, yes, I hadn't thought of the limitations the mount might encounter. I love the geokineticist for the build, so I'll look into other options for the second class.
Why I'm helping the competition is beside me but look at Stonelord archetype for Paladin it's really on theme and the Cha penalty doesn't hurt that bad given how bloody awesome that archetype is.
| "The Lucky Halfling" |
I was suggesting a trade off of no familiar for the golden fountain pen as it is in actuality the calligraphy wyrm that will become his familiar at level 7 when he gains the improved familiar feat. It will limit him from using any special familiar abilities until level 7 and the +2 to craft (calligraphy) is nothing more than what a normal familiar would give him to another skill. I will pay for it if you like, I just thought it worth asking.
| "The Lucky Halfling" |
I did fail to mention that it would be his to be familiar. The only other benefit I could see would be to buy a couple of books that seem to magically fill themselves out with what has happened to the character. This would only happen when the character is alone and after he has gone to sleep. Basically it would be the wyrm filling out the books while nobody is paying attention.
| Seth86 |
My submission, an Oread mountain :)
Unnamed Hero
Earth- and fire-infused oread unchained barbarian 4/fighter (steelbound fighter) 3/gestalt 3 (Pathfinder Campaign Setting: Planes of Power 56, Pathfinder Player Companion: Haunted Heroes Handbook 22, Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Bestiary 2 205, Pathfinder Unchained 8)
N Medium outsider (earth, fire, native)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
--------------------
AC 30, touch 12, flat-footed 28 (+10 armor, +2 Dex, +3 natural, +5 shield)
hp 72 (3d12+23)
Fort +8, Ref +3, Will +3 (+1 vs. fear); +3 competence bonus vs. spells and spell-like abilities while raging but must resist all spells, even allies'
DR 2/—, 4/lethal; Immune fire; Resist extreme endurance
Weaknesses vulnerability to cold
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Offense
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Speed 30 ft. (25 ft. in armor)
Melee +1 bastard sword +7 (1d10+8/19-20) or
. . dagger +5 (1d4+7/19-20)
Special Attacks rage (15 rounds/day), breath weapon (15-ft. cone, 2d6 acid or fire, Reflex DC 17 half, usable every minute), rage powers (regenerative stance, superstition +3)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 20, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 20
Feats Exotic Weapon Proficiency (bastard sword), Power Attack, Raging Vitality[APG], Weapon Focus (bastard sword)
Skills Acrobatics -11 (-15 to jump), Climb -3, Knowledge (nature) +8, Perception +9, Survival +9, Swim -3
Languages Auran, Common, Ignan, Terran, Terran
SQ armor training 1, crystalline form[ARG], element-infused abilities (breath weapon, improved natural armor, quickness), steelbound weapon, treacherous earth[ARG]
Other Gear +1 full plate, +1 tower shield, +1 bastard sword, dagger, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 31 gp
--------------------
Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Breath Weapon (15-ft. cone, 2d6 acid or fire, Reflex DC 17 half, 1/minute) (Su) DC 17, usable once per minute
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Element-Infused Abilities An element-infused creature can select a number of movement abilities (see the Speed section), defensive abilities, and offensive abilities (see the Special Attacks section) based on its Hit Dice, as shown in the chart below. In addition, an element-
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Immunity to Fire You are immune to fire damage.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 15 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Regenerative Stance (1 temporary Hp/round) (Ex) While in stance, regain 1 temp Hp from raging each rd.
Steelbound Weapon (Bastard sword) (Ex) When not carrying chosen weapon, take -2 Wis and lose all fighter abilities.
Superstition +3 (Ex) While raging, gain bonus to save vs. spells, but must resist all spells even allies'.
Treacherous Earth (4 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
| GM Rednal |
Backstory's a good length. I mostly don't comment on characters aside from answering specific questions, though.
(This is actually part of how I decide. For one thing, it means I won't be thinking about one character way more than others, so I won't be too biased at the end. For another, I want to get a sense for how you think when you're creating something all on your own, since that gives me a better sense for how you're likely to play a character during the game.)
| trawets71 |
Here is my submission for this recruitment Ibriham Al Ramba
I still need to work on gear some. Everything else should be good to go. I can post once per day.
| Noro Kas |
Backstory's a good length. I mostly don't comment on characters aside from answering specific questions, though.
(This is actually part of how I decide. For one thing, it means I won't be thinking about one character way more than others, so I won't be too biased at the end. For another, I want to get a sense for how you think when you're creating something all on your own, since that gives me a better sense for how you're likely to play a character during the game.)
I appreciate that, maybe I should rephrase my question then, Is, Am I missing any information that you need.