Who Will You Play?


Tyrant's Grasp


Its that time again folks! The players guide for Tyrant's Grasp is out, so lets all share our character ideas!

-Medium who was inspired by the Pathfinders in Roslar's Coffer to explore the tomb and the history of the Shining Crusade. Became inspired by stories of the heroic crusaders..literally.

-Summoner with a castle-golem eidolon that's just completed their first contract as a merchant. They hope to join the Kalistocracy in Druma, but first they need to pay off some debts back home in Roslar's Coffer.

-Paladin of Iomedae who sees the virtue in humility. Does not think they are worthy of the sword, so they use a spear instead. Genuinely nice guy, not a bossy paladin but an encouraging one.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Characters I'm considering:

- N dhampir shaman (speaker for the past, spirit warden), Bones spirit; a cheerful goth (think Abby from NCIS) worshiper of Pharasma; campaign trait The Optimist, normal trait Undead Slayer

- N(G) duskwalker spiritualist (soul warden*); a gloomy negative-Nelly worshiper of Pharasma; campaign trait The Pessimist, normal trait Possessed

- N human occultist (reliquarian), Transmutation implement (scimitar) and Magic domain; budding Osirionologist (probable connections to the Esoteric Order of the Palatine Eye) and worshiper of Nethys; campaign trait The Reclaimer, "normal" trait Trap Finder (fits with the background and the character took Linguistics to learn Ancient Osiriani); planning on Abjuration implement (buckler or light quickdraw shield) at 2nd and Trappings of the Warrior at 6th

- N(G) human (Focused Study, Silver Tongued) witch (hex channeler, pact witch), 13 Cha, planar pact with the Boneyard, toucan familiar*; recently arrived from [northern Garund, probably; undecided if Katapesh or near the Pirate Isles], smooth-talking and gregarious, but not naive; campaign trait The Outsider (Survival as a class skill), normal trait Suspicious; Skill Focus (Heal), planning on Eldritch Heritage (Celestial) at 3rd and Turn Undead at 5th

Other potential characters:

- CG(NG) or NG(CG) changeling (Mist Child hag trait) shaman, Heavens spirit, swallowtail butterfly spirit animal*; Varisian heritage, worshiper of Desna, a bit of a loner/outdoorsy type; campaign trait The Word, normal trait Starchild; Martial Weapon Proficiency (Starknife), planning on dipping swashbuckler (flying blade) and pursuing Startoss Style and Ricochet Toss

- N(G) human (Focused Study) medium (outer channeler/psychopomp), 13 Cha; a grim emigrant from Mendev; campaign trait The Artisan (Appraise is a class skill), normal trait Magical Talent (disrupt undead 1/day); Skill Focus (Knowledge (Planes)), planning on Eldritch Heritage (Abyssal) at 3rd and Improved Eldritch Heritage (Strength of the Abyss) at 11th

*- I know that the guide warned about animal companions and familiars not being able to participate in part of the first adventure, but I was primarily going for thematic fit instead of mechanics

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

i will wait for the player's guide.


Yakman wrote:
i will wait for the player's guide.

It's Out.

I'm personally between a Paladin, a Medium, and a Spiritualist. First one would be a changeling, I think the latter two are halflings.


This seems like a wonderful opportunity to play a paladin. I think I will play him as a more mature character who has accepted that not all people can hold to the ethical standards of a paladin but are basically good.


I've imagined a mature priest whose whole family and/or flock was wiped out in Rosslar's Coffer, only he survived. He has completely renounced his faith in bitterness and was lost to depression. Eventually he found his spine and decided to back as a defender against this happening again to others. Now he's a fighter, ranger, or cavalier with a deep grudge against the gods.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber

It would appear that playing a dhampir character would be more difficult than usual, due to the fact that they need negative energy to be healed.

Spoiler:
An obol harmlessly absorbs an amount of negative energy equal to double the character’s number of Hit Dice from any given source or attack (or each round, for ongoing environmental effects).


Peter Chapman:
After losing his family to the Orc raids many years ago, Peter Chapman went mad with loss. He grew desperate to bring his loved ones back from the grave. He set out to find a way, and in his travels, befriended a Wizard who agreed to take him as an apprentice, promising to teach him the secrets of raising lost victims from the dead in exchange for his services.

Peter was too desperate to see that this Wizard's magic would only create Undead servants, not truly revive his family. After learning the secrets of the arcane, and agreeing to do some truly despicable errands, the reality of what he had gotten himself into finally settled in. Peter fled back to Lastwall when his master was unaware, planning to lay low for a while. After seeing what he'd seen, Peter decided that death should be final, and vowed to use his knowledge of Necromancy to put down the kinds of monsters that his master showed him how to create.

Peter will be a Human Wizard (Necromancer). He won't be above controlling Undead for the sake of destroying more Undead, but he won't create Undead. Seems like an interesting character to play in this kind of AP.

Liberty's Edge

It looks like my group is going to be:

Duskwalker medium
Skinwalker (coldborn) cavalier
Human investigator (spiritualist)
Aasimar solar oracle
(race unknown) cleric of Gorum


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
theLegend76 wrote:
It would appear that playing a dhampir character would be more difficult than usual, due to the fact that they need negative energy to be healed.

Yes. That's why the dhampir shaman above, along with RP reasons, has the Bone spirit (self-healing with the Spirit Ability):

Quote:
Touch of the Grave (Su): As a standard action, the shaman can make a melee touch attack infused with negative energy that deals 1d4 points of damage + 1 point of damage for every 2 shaman levels she possesses. She can instead touch an undead creature to heal it of the same amount of damage. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon that the shaman wields is treated as an unholy weapon.

Note that in an undead-themed campaign, there tend to be more negative energy damage attacks, so being healed by it is more useful.

For damaging undead, the speaker for the past archetype grants channel positive energy at 2nd level: "Rebuke Spirits (Su): At 2nd level, the spirit warden gains the ability to channel positive energy as a cleric of her level. Regardless of her alignment, she can only use this ability to harm undead creatures. The spirit warden can use this ability a number of times per day equal to 3 + her Charisma modifier. This ability replaces the hex gained at 2nd level."


Probably a Knight of Ozem (entry with Ran1/Ftr4 or Rog2/Ftr4, WM fighter either way) or a Knight of Arnisant.

Both are so thematic for this AP.

Knight of Arnisant really wants Shield Wall to boost his class abilities, but lacks Tactician, so perhaps taking VMC Inquisitor unless another PC in the party is willing to take Shield Wall.

I also had a rapier-wielding sword binder wizard who is a distant descendant of Arazni and emulates the hero she was. He was in a short-lived Wrath of the Righteous but could also fit in here.

Sovereign Court

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N male human unchained summoner w/ psychopomp eidolon


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Phantom Blade with the Possessed Hand feat line. Cowardly Lastwall deserter possessed by the vengeful members of his company.


My group actually uses Spheres of Power, so a Dual Channeler Soul Weaver with a magical tradition made to mimic divine casting as a Pharasmin cleric. Personality-wise, she's a creepy goth chick who nonetheless served as a healer and spiritual guide after the Twisted Nail attacked, and, depending on rulings about the obols, is preferably a dhampir.

Imagine a cleric except: spellcasting in general is weaker (vaguely comparable to 2/3 casters), you only have d6s, you don't get domains, you have 5+Cha+1/2*Lv uses of channel, your magic is Cha-based, you get Versatile Channeler for free, you ignore the -2 ECL penalty from that feat, you can ignore alignment and deity restrictions on channeling feats, and you can eventually mix and match channel types. "Oh, there's a crowd of living creatures? I'll just channel positive energy at my allies and negative energy at my enemies."

The closest 1st party equivalent would probably be a Pharasmin Cleric with Versatile Channel and the Death and Healing domains. Possibly multiclassing into Holy Vindicator after 6-8 levels of Cleric.

Developer

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Angvin Hardovell, a NG half-orc oracle of bones whose parents were members of the Whispering Way and assumed their son, who possessed the same gifts over unlife that they did, would join them. Instead, he broke with family tradition because he recognized it as evil and is now firmly opposed to the cult and its machinations. He sees the powers his mystery grants him as an unwelcome family legacy, but he's committed to using them to do the right thing.

...wait, I don't get to play?


Well, how good is your anti-metagame-fu? :)

Shadow Lodge

A spiritualist, possibly a Fated Guide. Both he and his phantom were former Whispering Way, looking for a way to avoid death to atone for past misdeeds. Upon finding out the truth of the Way, they fled, wondering if they're beyond redemption.

Then the plot happens, one is the Remorse phantom of the other, and they both have a matching scar over their hearts and claim to the others that they have a history of drawing other tormented souls to them.

Hopefully they'll both get to make some philosophical discoveries on their way.


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Part of me is really hoping for a core/near core group when I run it. Doubt I'll request that of the players though. But just seems like one (of many possible) fitting tributes to the last 1E First-Party AP.

Liberty's Edge

Nicholas Oakshire:

Nicholas Oakshire
Middle Aged [35], Human, Wizard (Necromancer) 1
init: +3, Senses: Perception +3* (+1)
AC: 15 Touch: 11 Flat-Footed: 14 (+4 Mage Armor, +1 Dex)
HP: 15 (1d6+9)
Fortitude: +2 Reflex: +1 Will: +3
SD: None
Melee: Grave Touch -1 MTA (Shaken Effect 1/2 lvl in rounds, min 1),
Shoddy Cane [Club] -1 (1d6-1 B, x2)
Ranged: Heavy Crossbow +1 (1d8/19-20 x2)
SA: Power Over The undead (SU: Will DC 13) 6 x DY, Grave Touch (SP) 6 x DY
Spells (Prohibited Schools: Illusion & Enchantment)
0 Level: Ray Of Frost, Light, Detect magic, Read magic
1 level: Mage Armor, Ray Of Enfeeblement x2
SQ: Arcane Bond [Toad Familiar], Cantrips
Str 9 Dex 13 Con 14 Int 16 Wis 13 Cha 14
Bab: +0 CMB: -1 CMD: 10
Feats (*Familiar within range)
Scribe Scroll, Alertness*, Command Undead, Fast Learner
Toughness

Skills
Appraise +7, Craft[Alchemy] +7, KS[Arcane, History and Religion] +7 each
Linguistics +7, Spellcraft +7

Gear
backpack, bedroll, Winter Blanket, Flint & Steel, Ink, inkpen,
Spell component Pouch, Wizard Spellbook (traveling), trail Rations (4 days),
waterskin, 2 Sunrods, 1 Antitoxin, 1 tanglefoot bag, belt Pouch
(9 GP, 12 SP, 10 CP)

Traits
[Combat]- Reactionary
[Magic]- Gifted Adept (Mage Armor)
[Campaign]- The Artisan
[Drawback]- Headstrong

While gifted in learning magic, it has been a long and slow process for Nicholas, brought in early on in his life he started in the ways of becoming a Wizard, unlike those Pompous natural born sorcerers, natural born, bah. Time and effort are what all good wizards need to learn to control the forces of magic, without knowledge and skill... a sorcerer or one as equally inept might bring about the end of the world. People could die, so I study. I study the School that helps the most in curbing such destruction. I study Necromancy, power over the dead to bring them back. Granted nothing is perfect, yet, thus I continue to learn. My master within the whispering way has sent me to Roslar's Coffer to see a new magical device. Despite myself and because it had been so long since I stayed at an Inn. I have decided to stay and see what awaits the Roslar's Coffer.

(Something Random for if I get to play this AP)

Liberty's Edge

Group's character creation.

Traits will be picked after I announce the campaign as we are trying something different. Namely creating characters without knowing the adventure path first to make things more difficult. I also informed them to build characters based on their favorite adventure paths if they lack general ideas. We might have hit some fun builds to play after War of the Crown [especially since it might end soon with a TPK]

The group has chosen to play

Celia Of Kurtz: Female Human Cleric of Iomedae (LN)- Channels Negative Energy, Archetype- Crusader, Feats: Toughness, Two-Weapon Fighting, Improved Shield Bash

Morgan Stalwart: Male Half-Elf Rogue (TN) Archetype: Spy
Feats: Skill Focus [Sense Motive], Noble Scion

Roggar: Male Dwarf Barbarian (CN) Archetype: None
Feats: Power Attack

Chloe Adair: Female Gnome Wizard (LN) Specialty: Creation School/ Prohibited Schools: Enchantment/Illusion, Arcane Bond: Amulet. Feats: Scribe Scroll, Spell Focus [Conjuration]

Reese: Male Elf Ranger (CG) Archetype: None
Feats: Deadly Aim, Favored Enemy: Humanoid (Goblinoid)

Will be interesting to see if they stick with their choices once the AP is announced or what traits they take for them

Liberty's Edge

My party consists of
Elf Fighter (who drinks too much)
Elf Wizard(who hates his heritage)
Assimar Sorcerer (who doesn't want to lead)
Half elf Ranger(who misses his family)
Dhampir Oracle (who wants revenge on her father)

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
NielsenE wrote:
Part of me is really hoping for a core/near core group when I run it. Doubt I'll request that of the players though. But just seems like one (of many possible) fitting tributes to the last 1E First-Party AP.

Running it now... I asked that the players choose humans, half-elves, or half-orcs, with human being the preference. We started out with:

Human Oracle [Life mystery]
Human Gunslinger [Pistolero] / Alchemist [grenadier]
Human Fighter [vanilla, but archery focused]
Half-Orc Bloodrager / Dragon Disciple

We lost our fighter's player :-( but picked up a new player with a human investigator.


I am running it in 2E (thx RkoTitan for your work on conversion).

Our party consists of:

Gnome arcane Sorcerer
Elf Monk
Human Fighter
Goblin Cleric of Sarenrae

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