
| Sebecloki | 
 
	
 
                
                
              
            
            Our party is currently exploring an ancient kreen tomb in the ruins of Kalidnay. We could use one replacement player.
Rules:
Any third party etc. goes as long as it fits Athas. I'm going to throw in stuff from 3rd party sources and re-fluff it with abandon.
Classes: No multi-classing except for prestige classes. VMC or multi class archetypes instead. Gestalt with feat every level or one class with 3 feats every level.
5th level. You have two choices at that point.
One is to have 3 mythic tiers.
The other is to have 2 mythic tiers and 2 levels of a prestige class.
Statistics: 35 pts. buy or roll 5d6, drop lowest 2.
Defense: Wounds and Vigor system. If you roll less than 1/2 for Vigor any given level, take 1/2.
Combat: Alternative Action Economy.
Skills: Background skills (Unchained).
Feats: 1 per level.
*Automatic bonus progression as per 2 levels higher (the version where there are basically no magic items).
*Advancement by DM fiat instead of creature death -- I'm just going to level you up when you need to for the next piece, I don't have any interest in calculating XP and having to ration that out.
*Hero Points.
*Stamina and combat tricks available.
*Just choose the equipment that makes sense.
I'm open to suggestions...
Story Summary
The story thus far (courtesy your favorite minstrel)...
Thus have I heard...
In the early days of the Age of Heroes, the dolorous form of Destiny's Chariot came to wander amongst the interminable reaches of the Great Alluvial Sand Waste's south easterly reaches. This fabled moving palace, once the luxurious summer domicile of Kalid-Ma, sorcerer queen of Kalidnay, it was rescued a millennia past, following the vast city's sudden destruction, by the agents of House Vordon.
This redoubtable merchant enclave, though given birth in the lost city of Kalidnay, was reborn in what would, in our latter days, become the Free City of Tyr.
But just as they had been reborn in former times, so they faced ruin in these latter years, for the end of cruel Kalak's rule in Tyr brought the simultaneous abolishment of human bondage.
And thus Clan Ashtarte-Athirathu of House Vordon found itself impoverished, fallen from their recent majesty, and dispatched its favorite daughter, the Lady Almah, alongside her ever-dutiful major-domo Garavel, and my own humble person, to restore the forgotten trading post of Kelmarane. This a lost possession of the house lay far off, in the vicinity of the Lost Oasis, and, with the reclamation of this prize, the fortunes of the beleaguered clan stood in the gaze of a fresh upsurging, like a desert fountain thought dried up by the weltering sun.
Destiny's Chariot wended amongst the dunes in a strange journey astride the ruins of its birthplace, when its grand progress was arrested by unexpected apparitions in the distance, portending an unexpected life still stirred within the devastated city state.
What more, the caravan was halted by the admonitions of Faalcuun the Magnificent, a former apprentice of the supposedly long-dead sorcerer-king Dregoth of Giustenal. This terrifying, decrepit t'liz, a horrible remnant of a half transformed dragon, restored to a pale semblance of life as a essence-drinking undead abomination, dispatched its herald Nalcaros from the Pavilion of Mercy to stop the progress of House Vordon before the ruined city. For know that Faalcuun's great power had seized a marvel of the distant Green Age, a vast, mobile pyramid shaped by mysterious arcane energies.
Lady Almah dispatched a delegation to parlay with Nalcaros, the herald of Faalcuun, and likewise an undead creature. He belonged to a forgotten race, the gnomes, and stood as a brutal testament to the violent age of the Cleansing Wars.
Nalcaros ushered our heroes into his master Faalcuun's presence within the heights of his throne within the Pavilion of Mercy, where Dregoth's former apprentice revealed deep mysteries to those gathered before his awful personage.
For the ancient city of Kalidnay had been reawakened -- the black orbs containing the minds of the sleeping sorcerer-queen and her five greatest templars had been reawakened, and with them the Great Orrery, a colossal black ring that hung in the heavens above the ruins, and offered an open gate to dark powers wishing to enter Athas.
What more, this unanticipated stirring of the ancient sorcerer-queen's hateful spirit had drawn emissaries of the other sorcerer-kings of the Tablelands, who hoped now to secure the power for which they had felled their sister over a millennia ago -- the greater seed, an obsidian orb of great power which derived from a world accessible only through the portal of the Great Orrery. And so it was that the Shadow King Nibenay, Hamanu, the Lion of Urik, and the Dread King Dregoth had all sent their most trust worthy servants to wretch power from the ruins. And they should shortly descend upon the once sleeping city...
In addition, Faalcuun revealed to our heroes that the source of the greater seed, the Great Orrery, and other obsidian wonders of the Green Age was not, as they supposed, the halflings or the other powers of the age, but a species of ancient malevolent entities, who wandered the stars, known only by the name of Stoneburners. These entities, and their ancient rivals, the Glassmakers, were in fact responsible for all psionic and magical arts, as well as life on Athas.
Strengthened by the fell power of Faalcuun, our heroes decided to attempt an ingress of the city, whereby they would quiet the minds of Kalid-Ma and her templars stirring in the four Talons of the Mother, and the Great Temple at the heart of the city. By disabling the pylons at each of these locations, the threat to Athas would be at least temporarily halted.
Our heroes resolved to attempt an entrance to the ruins through the Riese, the name of the vast subterranean complex within the ancient diamond mines of Kalidnay. Upon arriving at the dead fire-mount, they found the complex not so abandoned as they might have expected -- and instead interrupted a gruesome sacrifice made by the servants a mysterious soul-trading fiend who now ruled the mines.
Helping the heroes was a small party from a distant world, deposited in Athas by the Great Orrery.
However, their quick intervention allowed them to save several intended sacrifices -- including a halfling warrior and druid, and a noble elf maiden of the Serpent Sing tribe.
The intellect devourers who parlayed with our heroes sought an alliance against a mysterious threat -- the serpent spiders, a race of extra dimensional wanderers who had recently come to the dark places beneath Kalidnay, and vied with the devourer's own master for control of the ruins of the ancient city-state.
The halflings revealed that they had been part of an expedition from distant Raam betrayed by disguised dray -- apparently a new race of draconic beings sworn to Dregoth of Giustenal. These had traded the captives to the morlocks, intellect devourers, and their mysterious master who now ruled the mines.
And so it was revealed that Dregoth's servants had already entered the ruins at the behest of their terrible master, but our heroes possessed no means of revealing the dray's arcane disguises.
At the urging of the rescued elven maiden, our heroes made a short journey to a forward camp of the Serpent Singer tribe, which resided within a ruined temple. There, one of the leaders of the tribe, the Dreaderseer Anubisemonekeh, parlayed with our heroes, and agreed to exchange the desired knowledge of aura-reading, which might reveal the presence of the disguised dray, in exchange for their provision of ancient knowledge from the kreen tomb that lay astride the temple where were gathered the elves.
While meeting with the elves, a mysterious stranger, known as Cae, arrived on the scene, claiming to hail from Balic by the shores of the Estuary of the Forked Tongue
And thus our heroes resolved to enter the tomb of the ancient kreen, servants of the Red God Dargulin, allay of the corrupted pyreen Rajaat.
A fierce melee with flying abominations at the entrance of the tomb dispatched one of our redoubtable heroes, who had no time to mourn.
Their entrance was again arrested by the arrival of three new strangers -- a dwarf imprisoned in a nightmarish machines, a cloaked figure from Raam, and a kreen awakened from its slumber within the tomb.
Before they could fully aquatint themselves with these newcomers, our heroes were again assaulted by the forces of the serpent spiders -- a party of troglodytes and their animal servants. After a fierce melee, the remaining troglodyte began to reveal much of its masters and their desires...
And so we return to the tremulous depths of the Mortuaries of the Mantis Priests....

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            Dotting this, I've got some ideas for Dark Sun that I will hopefully be able to flesh out reasonably. Once I fully finish Mishal in the other thread, I'll start giving this more earnest thoughts. What's the party composition for who's left? I'm not sure if it'll impact what I wish to do, but it's good information to have either way.

| Sebecloki | 
 
	
 
                
                
              
            
            I'm willing to take both of you if you both make interesting characters.
I don't want to waste people's time with applications or my time sorting, so that will close this recruitment for now since I have had sufficient interest expressed.
If I remember we have a:
we could use healers (especially) and/or casters. A defiler might be neat.
a kreen monk something,
a elf monk something,
a rakshasa slayer/path of war something,
a half-giant hurling rocks build,
a human a witch/bard,
a human psion something
a halfling rogue something
there's also an elven bard npc and a troglodyte npc with a dire crocodile who's following the pcs around the dungeon we're currently in.

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            I was actually thinking of creating a Spirit Blade armorist as a Shield or weapon of some sort, gestalted with Vitalist to heal and protect, probably invest in some Protection Sphere or something for some battlefield control. Definitely something weird. Heck, if you've got a weapon you want to focus on, fatmanspencer, I can just take that form and ease party entry. :)
Edit: That, or i could be found as treasure!
Edit 2: If you were looking to cover Healing with that shaman side, I could instead run like, Protection Incanter and drop Walls of Force around, or something more directly combative.

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            the half giant is basically an ediolon of the witch/bard, so I'm down with it -- do I understand correctly you'd be playing an intelligent weapon basically?
That's the long and short of it. Sphere-based abilities I can impart to my wielder, and I can use my actions to fight if I'm not busy casting or whatever, and I can technically possess anyone who wields me, but there's a save.
I will say, I'd like to use the "permanent weapon form" sidebar.
Some spirit blades may wish to abandon the ability to assume a humanoid form entirely. In such cases, the PC loses all benefits from her race and replaces her creature type with the construct type, retaining her subtypes. Unlike most constructs, the spirit blade has a Constitution score, does not gain additional hit points based on size, and is not immune to mind-affecting effects, necromancy effects, or stunning and remains subject to ability damage, ability drain, and effects that require a Fortitude save. A spirit blade may be raised or resurrected. The spirit blade may be healed normally by positive energy effects.
Since the spirit blade cannot don items if unable to leave weapon form, she may instead absorb magic items that provide a constant effect with a 1 hour ritual, merging them into her weapon form. Permanent weapons do not age, do not gain bonuses or take penalties from age categories, and do not eat, breathe, or sleep. The spirit blade gains a bonus feat at 1st level, then again at 5th level and every 5 levels thereafter (10th, 15th, 20th).

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            Sounds good! I'm willing to change things around as far as form before we start if a particular weapon would be of more use, and I'll wait for fatmanspencer to respond before further specializing.
If someone is down with a weapon that could be used to impale an enemy, I could even do silly things like build towards possessing enemies when they're impaled or something like that, if fatmanspencer did want to handle some healing, and build more directly offensively, or at least debuff-y.

| Sebecloki | 
 
	
 
                
                
              
            
            sounds very cool -- for your fluff, I assume you're coming from a desert tribe of some sort? The different city-states in Dark Sun are based on real world analogues and mythology, and I try to accentuate that in my depiction of the world. I'd like to decide on some specific indigenous society to model your tribe on if we're going that route -- e.g., Comanche.

| Sebecloki | 
 
	
 
                
                
              
            
            You can give some input too, but here are my basic suggestions for your tribe:
The Isatai'i Tribe migrated from the Hinterlands to the portion of the Alluvial Sand Wastes surrounding the abandoned city of Kalidnay several generations ago, though still long after the city had been made a ruin.
They are famed for their steeds -- a strange animal known as a puukuwasápe, which is a michwesen that combines the lower portion of a warhorse and the upper portion of a ravenous bear.
They have had intermittent relations of trade and conflict with the elves of the Serpent Singer tribe.
Also, the weapon was discovered in an ancient Kalidnayan tomb (something like the scene of the Atlantean tomb in Conan where Arnold gets his sword).

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            Sounds pretty sweet. Fatmanspencer, just let me know what kind of weapon you would like me to be, or a shield or whatever.
Funnily enough, my other thought was going to be to have an Ape animal companion or something similar and have him wield me if I didn't have any takers, and just in general possess him when needed, use sign language and such to convey thoughts. Probably too far on the silly side, so I'm glad that somebody's interested in the scaling intelligent weapon. At this point, in fact, I'll be a +2 weapon. Well, total bonus. +1 bonus and +1 ability at this point, though next level I could swap to a straight +2 if wanted.
Sebecloki, if you wanted me to not be made of any particular materials, let me know. I was thinking it would be fine to have a metal head/blade, given my special-ness, but please let me know if anything would be inappropriate. Another thing I was considering is using the Natural Materials arsenal trick and becoming an ironwood spear of some sort, basically as strong as steel while not using any metal whatsoever.

| Sebecloki | 
 
	
 
                
                
              
            
            I was thinking you would be one of the few metal objects.
My suggestion is that you are an artifact of ancient Green Age Kalidnay, and were the private property of the templar Ahmun-Ahnpur, of the five chief templars of Kalid-Ma, sorcerer-queen of Kalidnay.
When they city fell, Ahmun-Ahnpur's consciousness was transferred to an obsidian orb, one of the fabled Orbs of Kalid-Ma. His treasures, including your character, were deposited by servants within a trap-laden tomb contained within the Rift of Baltoush, a deep rift near the Kalidnay ruins.
Once I get some more details the okay from both of you, I'll give you a lot more campaign fluff to catch you up and connect your characters to the story. Some of what I'm suggesting connects to plot-lines I had in mind in the near future. 1,700 posts is a bit more than I think anyone can be expected to read to catch up with the action, and I'm not sure it will be readily comprehensible anyway with all the character turnover we've had.

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            Sounds good to me! Down the road, with some levels under my belt,I may build towards changing material, there are a few options for doing so, but even just being steel should be significant. I'm gonna work tonight to get a backstory up for Mishal on the other thread, then like I said, i'll get started on building out.... uhhh... I have no idea what kind of naming conventions they would have had for a sentient weapon.

| Sebecloki | 
 
	
 
                
                
              
            
            Sounds good to me! Down the road, with some levels under my belt,I may build towards changing material, there are a few options for doing so, but even just being steel should be significant. I'm gonna work tonight to get a backstory up for Mishal on the other thread, then like I said, i'll get started on building out.... uhhh... I have no idea what kind of naming conventions they would have had for a sentient weapon.
My version of Kalidnay is Egyptian, so it should have an Egyptianesque name or just a title like Eyeblighter.

| Sebecloki | 
 
	
 
                
                
              
            
            pfshsfhsshshfshhsf 1700 post challenge accepted. I'm working on the character sheet now, but I'm good with the shaman part. the second part is the gesalt class. Bloodrager fits, but so does barbarian. Or fighter. And you get the mythic on top of the 5 levels correct?
you're of course welcome to read it all if you want -- I write A LOT sometimes for my posts, and I think my average is on the high end from what I've observed on these boards, so there's quite a bit to go through.
To quote the immortal Dude from the Big Lebowski, "they're lot of interested parties." This is kind of a complicated set up. The ruins of Kalidnay have several different factions with different sub-factions and stuff assorted stuff going on -- just to give an example, the troglodyte NPC that's currently accompanying the party is from one of several tribes that allied with some inter dimensional travelers who recently arrived on Athas. These newcomers are divided into several sects, some of which are more hostile to the PCs. The PCs killed a bunch of floozies from the most hostile sect, and were able to ally with the troglodyte because he's allied with another faction. Every group in the ruins is like that.

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            I don't have the exact one that I use on my phone, but it's only a slightly modified version of this right here, nothing special.

| Sebecloki | 
 
	
 
                
                
              
            
            I was going to have this one use Comanche names -- Isatai'i is Comanche. http://www.angelfire.com/creep2/fracod/comanche.html is one resource. It's a Uto-Aztecan language, so mixing in stuff from related languages would also work.
I'm not sure if you've looked at the campaign page with the area overview map, but the Isatai'i live on the western side of the Kalidnayan ruins area map, in the area designated as the 'Ceramic Desert'. A rise of massifs separate their territory from that of the Serpent Singer elves in the Iridescent Desert, which is on the east side of the map. The Kalidnayan ruins lie between these two peoples. Next to the ruins, towards the tribal territory is a town created on the outskirts of the ruins called 'New Kalid'. The tribe alternately trades with and raids this settlement, as well as the elves.
Recently, the 'devourers', pale skinned creatures that live in the abandoned diamond mines on the outskirts of the ruins, have been organized by some new force, which has made them more aggressive. They also now manifest new magical abilities related to fire.

| Sebecloki | 
 
	
 
                
                
              
            
            elf is fine, we just need to define your tribe as a separate entity -- they would be relative newcomers to the area and have a tense relationship with the Serpent Singers, who have been there since the Green Age. I'm imagining your tribe as something more like the Skorne from War Machine. The Serpent Singers are more urban, live in old ruins, commune with the dead, and have undead and snake pets.

| Sebecloki | 
 
	
 
                
                
              
            
            Oh, and I gave access to templates +1/+3 for most of the players, so you can either have an additional template if you want, or come up with another significant item.
My fluff idea for the Isatai'i/Blood Stealer elf tribe is that they are powerful mounted warriors who migrated a few generations back from the Hinterlands to seek the wealth of the settled peoples in the Tablelands.
The Blood Stealers are greatly feared for their puukuwasápe cavalry, a force composed of highly skilled elven arcane archers mounted on bizarre mounts from the wastes -- a fearsome combination of a massive horses' forequarters married to the head, claws, and bellowing chest of a ravenous dire grizzly bear. These mounted archers are known as the Baaweka'aipunni/Blood Destroyers. Their most important task is to wipe out the lineage of enemies, as well as destroy the records and history of their foes.
The Blood Stealers were led from the Hinterlands by a prophetess named Sakakawea Kanten. Her daughters and sons continue to exercise an important function in the tribe.

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            Oh, and I gave access to templates +1/+3 for most of the players, so you can either have an additional template if you want, or come up with another significant item.
I both don't know of a reasonable template for a weapon to have and don't think it would be particularly interesting to have a weapon have another significant item. I'll try and figure something out, though.
If you have any suggestions, i'm all ears.

| fatmanspencer | 
 
	
 
                
                
              
            
            Here is Ehawee, Elven shaman.
Ehawee
Elf bloodrager 5/shaman 5/gestalt 5 (Pathfinder RPG Advanced Class Guide 15, 35, Pathfinder RPG Mythic Adventures)
CG Medium humanoid (elf, mythic)
Init +7; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
Vig 63 (5d10) Wnd 32 (Threshold 16)
Fort +7, Ref +4, Will +9; +2 vs. enchantments, +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 5/epic; Immune sleep
--------------------
Offense
--------------------
Speed 40 ft.
Melee elven branched spear +10 (1d8+6/×3)
Ranged longbow +8 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with elven branched spear)
Special Attacks blood casting, bloodrage (15 rounds/day), channel positive energy 3/day (DC 14, 3d6), hexes (misfortune[APG], slumber[APG]), mythic power (1/day, surge +1d6)
Bloodrager Spells Known (CL 5th; concentration +7)
. . 1st (2/day)—burning hands (DC 13), ear-piercing scream[UM] (DC 13), true strike
. . Bloodline Shadow
Shaman Spells Prepared (CL 5th; concentration +10)
. . 3rd—create food and water, cure serious wounds; neutralize poison[S]
. . 2nd—augury, cure moderate wounds (2); lesser restoration[S] or spiritual weapon[S]
. . 1st—bless, coward's cowl, cure light wounds (2); detect undead[S] or unseen servant[S]
. . 0 (at will)—create water, detect magic, know direction, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Ancestors
--------------------
Statistics
--------------------
Str 18, Dex 17, Con 16, Int 17, Wis 20, Cha 15
Base Atk +5; CMB +8 (+10 trip); CMD 22 (24 vs. trip)
Feats Accursed Hex[M], Agile Maneuvers, Combat Expertise, Deadly Aim, Eschew Materials, Improved Initiative, Improved Trip, Point-Blank Shot, Precise Shot, Two-weapon Fighting, Weapon Finesse[M], Weapon Focus (elven branched spear), Weapon Trick (polearms)
Traits accelerated drinker, born free
Skills Acrobatics +7 (+11 to jump), Bluff +4, Diplomacy +10, Handle Animal +10, Heal +11, Knowledge (arcana) +9, Knowledge (nature) +11, Perception +15, Ride +8, Sense Motive +6, Sleight of Hand +8, Spellcraft +8 (+10 to identify magic item properties), Survival +13, Use Magic Device +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Dwarven, Elven, Halfling, Orc
SQ ancestor's council, elven magic, fast movement, shades of rage, shadow vision, spirit animal
Other Gear elven branched spear, longbow, 905 gp
--------------------
Special Abilities
--------------------
Accursed Hex [Mythic] When using Accursed Hex, foe must roll second save twice and take lower result.
Agile Maneuvers Use DEX instead of STR for CMB
Ancestor's Council (5/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (15 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Uncanny Dodge (Lv >= 9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Shades of Rage (Su) While raging, lower light level in 30 ft by 1 step.
Shadow Vision (Su) While raging, visual acuity in darkness improves.
Shaman Channel Positive Energy 3d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal If spirit animal is slain, cannot use spirit magic or prepare new spells.
Surge (1d6) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license. 

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            Were you thinking that I would be as of yet unfound treasure? At the end of the day, it doesn't really matter to me who wields me. Like I said, I was originally considering an animal companion or something similar for that, or even telekinetically wielding myself.
I'm not sure what I can really add mechanically to you, fatmanspencer, other than maybe using my turns to set up a combat Patrol with your body, using the Guardian sphere, which even me investing in would give you a pool of delayed damage which can be handy in certain circumstances, especially if I move towards turning that pool into nonlethal damage.
For the second half of my gestalt, I'm still kinda divided. Right now i'm leaning towards Rajah, for the general "Egyptian Royalty" vibe that it gives, the extra support it would provide, and the idea of a weapon summoning "minions" to channel it's own energy through is pretty interesting to me. I've just gotta find some things to use my magic/combat talents for that aren't strictly based on attack actions. That said, there are lots of other routes I could go, including going a more caster-y focus with Incanter or something similar. Definitely leaning Rajah mechanically and thematically at the moment, though.
Sebecloki, would you allow me to communicate telepathically with the unseen servants from House of Servants? This would allow for a relatively simple method of communication with beings outside just my wielder, speaking vicariously through them.
A rajah has no need to personally attend to mundane matters. At 2nd level, as a free action, the rajah can surround herself with a number of nearly-intangible servants equal to her rajah initiation modifier. These servants function as if they were created by the unseen servant spell, except that they have an effective Strength score equal to 4 + the rajah’s initiation modifier and they cannot take the aid another action. A servant who strays farther than close range (25 feet + 5 feet per two rajah levels) winks out, but can be recreated as a free action; these servants otherwise last indefinitely so long as they remain within that range and within the rajah’s line of effect. The rajah can also dismiss her servants as a free action.
Unlike normal unseen servants, a rajah’s servants have a unique appearance determined by the rajah, and can talk (although being mindless, they only say what they’re told to say). They remember orders and their appearances, even if dismissed and resummoned at a later time. The details vary from rajah to rajah, but the servants are always partially transparent and obviously not creatures. These unseen servants can cast prestidigitation an unlimited number of times per day as a spell-like ability, when directed to do so by the rajah. A rajah can also make her servants invisible (or return them to visibility) as a free action. Veils cannot be shaped onto unseen servants. Finally, unseen servants created through this class feature gain any additional movement modes that the rajah may have (such as a fly speed or swim speed) at the same speed as the rajah.
Should the rajah lose or acquire new movement modes, her unseen servants lose or gain these movement modes respectively.
Even as I've just been writing this out, i've officially sold myself on the Rajah. I'm officially going to be an Armorist (Spirit Blade)//Rajah.
As far as Mythic Path goes, i'm honestly unlikely to garner much of anything useful from any of them, given how strange my character is mechanically, so i'm just gonna go for neat things, to be honest. If I had a Prestige Class in mind that would be solid for this, I would even go with the 2/2 split, but there's just nothing that this particular character feeds into there, either.
Edit: I realized there is something I can do that might be useful for you. Since i have two Bound Equipment slots, and you'll likely have your own armor anyway, I can take the Phalanx Soldier Martial Tradition, allow you to wield me in one hand, and summon a shield into your other hand, as well as use Active Defense from the shield sphere on your behalf with my own AoOs, which allows for a good bit of off-turn utility and defense, and a good place to sink my combat talents into.

| Sebecloki | 
 
	
 
                
                
              
            
            Were you thinking that I would be as of yet unfound treasure? At the end of the day, it doesn't really matter to me who wields me. Like I said, I was originally considering an animal companion or something similar for that, or even telekinetically wielding myself.
I'm not sure what I can really add mechanically to you, fatmanspencer, other than maybe using my turns to set up a combat Patrol with your body, using the Guardian sphere, which even me investing in would give you a pool of delayed damage which can be handy in certain circumstances, especially if I move towards turning that pool into nonlethal damage.
For the second half of my gestalt, I'm still kinda divided. Right now i'm leaning towards Rajah, for the general "Egyptian Royalty" vibe that it gives, the extra support it would provide, and the idea of a weapon summoning "minions" to channel it's own energy through is pretty interesting to me. I've just gotta find some things to use my magic/combat talents for that aren't strictly based on attack actions. That said, there are lots of other routes I could go, including going a more caster-y focus with Incanter or something similar. Definitely leaning Rajah mechanically and thematically at the moment, though.
Sebecloki, would you allow me to communicate telepathically with the unseen servants from House of Servants? This would allow for a relatively simple method of communication with beings outside just my wielder, speaking vicariously through them.
** spoiler omitted **...
That looks fine in terms of build rules.
What kind of wielder/companion would you imagine? What about an awakened ape of some kind?

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            I didn't realize there was actual spheres mythic content on there, I'd just seen the Path of the Genius, living saint, and stranger, and then the Overmind which is psionic. I'll have to take a look today on my breaks. I'll figure something out I like, though!
Edit: looking over things, I think i'm gonna go with Marshal and focus more on my support side. I've got a few abilities that I think are going to synergize pretty darn well.
As far as wielder goes, I think spencer said he was down for it. Even if I start out as a different weapon, I can alter the form I take with 8 hours, so I can be a more usable weapon for him. Right now, I'm still feeling the spear and shield combo, but if that's not what Spencer wants to go for, i'm sure I can figure some other way to be of use, probably going back to that Guardian sphere and passive boosts.

| fatmanspencer | 
 
	
 
                
                
              
            
            To add to the mythic paths im thinking guardian. It fits. This all can change, but im forming a more and more solid idea of the character. Edgar how do you feel about a female weapon holder? Would your character be open or say slightly hostile? Like halfway through the battle we start arguing over the best approach is a funny idea to me

|  Edgar Lamoureux | 
 
	
 
                
                
              
            
            To add to the mythic paths im thinking guardian. It fits. This all can change, but im forming a more and more solid idea of the character. Edgar how do you feel about a female weapon holder? Would your character be open or say slightly hostile? Like halfway through the battle we start arguing over the best approach is a funny idea to me
I have no qualms regarding a female wielder! It's not to say we won't potentially have arguments, but I'm sure we can sort things out . I do like the idea of this spear and shield fighting style, so i'll probably bind a shield as soon as we start adventuring together properly; it only takes about 8 hours to bind a new piece of equipment so that we get the full usage out of it. Take a look at Armorist and see if there were any particular weapon or shield abilities that you would be interested in having.
As for my magic talents, I'm super unsure, to be honest, what I'm gonna go with. I'm thinking Life, just for a little bit of on-demand healing instead of the mostly passive or "you have to hit" healing rajah currently provides us. It's not going to be crazy significant healing, though, compared to that passive healing. I think at my last count, i'm looking at providing about 10-12+1d6 hit points whenever an ally within about 35 feet of me hits an enemy.
Speaking of personality conflicts, I technically have the ability to like, properly possess your body at times, either with you a willing participant or not. Do you have any qualms against this in any particular situation?
 
	
 
     
    