Pathfinder 1E Interest Check - Tian Xia: Eyes of Ruin


Recruitment

101 to 150 of 267 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

omg, I jst found out that the PoW archetype for the ranger stacks with the Groom archetype.
Gestalt with a Sohei means I can be a machine-gun horse-whisperer.


Hi there,

I'm interested in trying this, but I have next to no grounding in anime or the Tian part of Golarion's map. Assuming that doesn't hopelessly hamstring me (wouldn't mind a little feedback there), the character who's percolating through my head is a stormborn sylph, gestalting in Desperado Warlord (Solar Wind/Oncoming Storm style, because a gun that fires lightning is just that damn cool), and either Stormborn Sorceror or Psychic Detective Oracle (his inspiration is literally carried to him in the wind).

Later,
Ghorrin Redblade


Here are a couple of visual references to help get you pointed in the right direction:

Samurai Fight
gunslinger/Monk fight


I have made some progress with the recruitment and estimate having it up in about a week, give or take a few days.

Almonihah

There's a lot of conflict within the Tian Xia world- ironic given the name means "One Empire/Nation/World Under Heaven"- but there are only a few true tyrannies. The hobgoblin nation of Kaoling certainly fits the bill better than most.

I'm not sure how well a revolutionary against a single regime would play out early game since the story doesn't have too much focus on any one nation and the true threat is bigger than any of them. You're welcome to try and make the idea work once recruitment goes up though.

Jereru

The note about BAB was a slip of the tongue. The tables generally conform to BAB- with notable exceptions- so I just shorthanded it. It was a mistake on my part. It is as-written in the link.

Ellioti

Unchained Ninja is something I omitted from the locked gestalt side. Consider it added.

If a Rogue archetype replaces things that a Ninja has, then it is allowed for Ninjas as well.

Alma the Soulborn

I don't have anything against Beast-Bonded Witch. Just be aware that transferring your soul from your familiar to an unwilling body is an evil act.

Redblade8

I don't think lacking knowledge of Tian Xia would hamstring you since the place has been altered a lot from Golarion's Tian Xia.

Lacking knowledge of anime shouldn't hamstring you either. I can give you some pointers if you want to make something that fits the flavor of the game.

Sylphs don't exist in the setting. None of the planeborn do. There are Spiritfolk which, if you pick the Air subrace, are functionally identical in flavor and similar in mechanics.


I'm thinking she'll be on the run from enemies hunting her due to her previous activities at the beginning of the campaign--giving her a reason to try to make a bunch of dangerous friends, and a reason to not be up to her usual revolutionary activities.


@Ash Raven
Would you allow the Dual-Cursed Oracle archetype to stack with the Spirit Guide archetype?

The Spirit Guide replaces the bonus class skill normally gained from the Oracle's mystery, while the Dual-Cursed gains no additional class skill from their mystery. So if you allowed them to stack, I would get no additional class skill.

I'm looking to create a luck/fate based character that's all about chance manipulation. He claims to be favored by the gods/spirits and can influence the hand of fate.


Coinshot wrote:

@Ash Raven

Would you allow the Dual-Cursed Oracle archetype to stack with the Spirit Guide archetype?

The Spirit Guide replaces the bonus class skill normally gained from the Oracle's mystery, while the Dual-Cursed gains no additional class skill from their mystery. So if you allowed them to stack, I would get no additional class skill.

I'm looking to create a luck/fate based character that's all about chance manipulation. He claims to be favored by the gods/spirits and can influence the hand of fate.

Actually nevermind. I’m told it’s an OP combo. Still gonna go with a luck build, but will try a different way. Maybe just Dual-Cursed on its own. We’ll see. It’ll be Harbinger on the other side most likely.


@Coinshot: HAve you tried the Fate Sphere from SoP?


Jereru wrote:
@Coinshot: HAve you tried the Fate Sphere from SoP?

I’m completely unfamiliar with SoP and how it works. Learning a whole new system can be pretty overwhelming, but since there’s plenty of time for this game, I’ll check it out since you mentioned it! Thanks!


@Vrog Skyreaver, thanks for the links. I should probably clarify, I think I have a decent handle on general feel of the genre, but knowledge of specific works, not a chance. Like, it's almost mandatory in any thread about kineticists, someone has to make an Avatar reference, which will promptly whooosh over my head.

@Ash Raven, that should be fine, it sounds like similar niches being filled by the two types. I'll evaluate when the material is up (or if it's online somewhere, LMK).


Pathfinder Adventure Path Subscriber

Is there still place? I would be interested and love Tian Xia! Assists know some of the other players here too.


Man, how I really want to play this...


To be fair, I've never seen Avatar (either the animated series or the movie) so I don't really get the references either, but I have always found the Kinieticist a great way to play super heroes (which I find endlessly amusing and always attempt to do when creating characters for a system I haven't played before).


^
^

Or jedi sith. :3


1 person marked this as a favorite.

Aang from Avatar is mainly an Air Bender so whoooshing is actually appropriate :D


I love Tien stuff, so count this as another belated declaration of interest. I don't know if it's been mentioned in the thread so far, but this might be a great campaign for content for Dragon Tiger Ox. LRGG gave me a review copy years ago but I never got to actually play with it.


This is Jereru's alias. I don't know any Japanese, so if someone here wants to correct me, please, feel free. I named him Nichikaze which sounded good and theoretically could mean "Solar Wind", though I'm not really sure.

It's empty for now, I will fill it with background and mechanics tabs when the recruitment is up :)


Arigato = Thank you.

Now you know some Japanese. ;)

Also, if you want to be sure of meanings, a google search of names and meanings gives a decent result.


Yeah google is your friend. So are those what-does-this-name-mean lists. You can piece together pretty authentic sounding names that way!

Anecdote time - I was looking for a name for a wind god. Being lazy I thought "oh hey why not just call it god wind or something" and felt really clever until I figured that name already had some baggage attached to it.

(Kaze is wind as Jereru said and god - or divinity - is usually translated Kami. So yeah ... Had to figure out something else :P)


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

My character is almost finished, just need to polish up the background and other character details.

My character is a little out there and not the most mechanically optimized, but it’s a fun concept that I’m really excited to share.


I'm working on my 3rd fully built character at this point. I've got a samurai/bard, a incanter/monk, and am working on a gun-focused character now.


Lessah wrote:


(Kaze is wind as Jereru said and god - or divinity - is usually translated Kami. So yeah ... Had to figure out something else :P)

Kamikaze would be "divine wind". "Wind god" would typically be "Fuujin" (who is a specific wind god, but is also a name that people have, especially in anime).

It's Ippo Makunouchi's official unofficial boxing nickname in Hajime no Ippo, for example.

Anybody making someone who taps into Unlimited Blade Works yet? I was considering a Lingchi Warrior//Something Else (Maybe Knight Chandler Mystic).


What books are you all getting all the cool anime-ish classes from? I feel like I'm totally missing out.


Path of War and Spheres of Power/Magic.

There are certain... resources available for certain other classes not on the srd.

[url]http://spheresofpower.wikidot.com/[url]

[url]https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/[/url]


Lingchi warrior is basically Erza from Fairy Tail's powers; at least, that was my take on it when I read it.


@Unlimited Blade Works - I have some vague ideas of the telekinesis sphere from Spheres of Power and make something fun with that, which might end up dropping a few tons of swords on someone. Haven't really checked the validity of that build yet though!

@Names - Yeah. And that difference shows that translating something word for word doesn't always work. Even though it was a real word :D


If you want to rain swords down on someone for direct damage purposes, Creation may be your best bet (may involve mild reflavoring).

Also, Erza's powers are definitely inspired by UBW, and Lingchi Warrior's imagery of a field of swords is DEFINITELY UBW. I don't know why I'm arguing over this.

Jesus, I still don't know what I actually want to make.


Yeah, I'm all over the map here. That Legendary Samurai looks pretty damn cool, even if Barney Stinson made it impossible for me to take the word Legendary seriously ever again. :) I may see if that sylph ([voice=Janet]"Not a sylph"[/voice]) can work as a Samurai/Sorcerer.

EDIT: OP, you mentioned that everyone gets a Ki Pool. What can we use it for if we don't have ki pools in the first place?


Redblade8 wrote:

Yeah, I'm all over the map here. That Legendary Samurai looks pretty damn cool, even if Barney Stinson made it impossible for me to take the word Legendary seriously ever again. :) I may see if that sylph ([voice=Janet]"Not a sylph"[/voice]) can work as a Samurai/Sorcerer.

EDIT: OP, you mentioned that everyone gets a Ki Pool. What can we use it for if we don't have ki pools in the first place?

Presumably you can use it for the basic Ki Pool features:

Quote:

Ki Pool (Su)

At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.

So you don't have Ki Powers, obviously, and probably don't have Flurry of Blows, but it lets you treat your unarmed strikes as [Material] based on level and can be used for the speed boost or Dodge to AC functions.


Reasonable assumption, sure. Just making sure that's the intent.


Is there any way to increase your Caster Level in Spheres of Power? The Armorist is a Low Caster, but I want to use a bunch of Destruction Sphere stuff; any way to boost my caster level with it to equal my level somehow without having Incanter or something be the other side of my Gestalt?


Yup, there are traits and feats which increase your CL by +1 or +2 in a specific Sphere (never more than your class level, though). Some archetypes also have features that let you use your class level as your CL in a specific Sphere or two.

That's about the most you'll get, though. They really did a good job keeping Low casters as , well... low casters.

Also:

Redblade8 wrote:
[voice=Janet]"Not a sylph"[/voice]

Some cookies if I got the reference? :P I'm making a monkish character, I hope I don't end up being Jason xD


That's disappointing. There's a lot of cool stuff you can do with Destruction and the Lingchi stuff, but it hard scales damage with caster level, so it's completely useless with the halved CL. Dealing 2d6 damage at level 8 isn't really worth the action.

Edit: a little further digging turned up a few other options. I found a Feat that boosts CL by 5 for one Blast type Group (max equal to level), a Trait for +2, and another Feat for a +2 to Blast type Group.

So as long as I only use Stone Blast or something, I could jack it up.

Huzzah!


Jereru wrote:
Redblade8 wrote:
[voice=Janet]"Not a sylph"[/voice]
Some cookies if I got the reference? :P I'm making a monkish character, I hope I don't end up being Jason xD

If I see you throw a single Molotov cocktail, the name sticks forever.

"BOOOOORTLES!"


Don't need to be such a corkblork, Pillboi, I only want some cheesy jalapeños...


I am so hopeful for that show to stick the landing...

I'd like to confirm my understanding on one of the Legendary Samurai's alternate class features, if someone is proficient in this class, I'd love some feedback.

The Spellcasting option, you're getting your number of spell slots/spells known as if you're a ranger or bloodrager, but your actual spell lists are still from the ceric/oracle or sorc/wiz lists, right?


Do you have a setting primer or players' guide so that every question about your homebrew world doesn't turn into a long back-and-forth?


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Presenting Aranthiel the Shining, angelic guardian, paragon of good and...wait a minute, lying con man?

Stats:

Aranthiel
Half-elf kineticist/mountebanke 8 (Pathfinder RPG Occult Adventures 10)
CN Medium humanoid (elf, human)
Init +5; Senses Perception +11
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 19 (+6 armor, +1 deflection, +5 Dex, +1 enhancement, +1 natural)
hp 104 (8d8+40)
Fort +12, Ref +13, Will +4; +2 racial bonus vs. transmutation spells and spell-like effects
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks kinetic blast, metakinesis (empower)
Kineticist Wild Talents Known
. . Blasts—light blast (4d6+8)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 18, Int 14, Wis 11, Cha 18
Base Atk +6; CMB +11; CMD 23
Feats Agile Maneuvers, Combat Expertise, Counterweight, Deadly Aim, Extra Wild Talent, Kinetic Drift, Power Attack, Unique Creative Strike
Traits fast-talker, vigilant battler
Skills Acrobatics +10, Bluff +20 (+21 vs. humanoids), Diplomacy +15 (+16 vs. humanoids), Disguise +15 (+19 to appear human), Fly +5, Intimidate +15, Perception +11, Sense Motive +14 (+16 on opposed rolls to counter a feint in combat),Sleight of Hand +13, Stealth +16
Languages Common, Elven, Erutaki, Dwarven
SQ burn (2 points/round, max 7), elemental overflow +2, elf blood, finesse weapon attack attribute, gather power, infusion specialization 2, internal buffer 1, perfect[HA], round ears[HA], rules changes
Other Gear ring of mind shielding, 8,500 gp`
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Burn 2/round (8 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Creative Strike
At 2nd level, whenever a mountebank makes a successful attack with a light, finessable, or ranged weapon, she may choose not to add her Strength modifier (or any other ability modifier she would add) to the damage roll. If she does, she gains a circumstance bonus on that damage roll equal to her casting ability modifier; this bonus cannot exceed her class level. If any effect would prevent the mountebank from adding her Strength modifier to the damage roll (or if she would normally be unable to, such as with crossbows), she cannot use this ability.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Gravity Blast (Sp) Level 4; Burn 0
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Round Ears +4 to disguise to appear human.
Secretive Spell At 6th level, a mountebank gains a +1 bonus to the spell’s save DC when she casts a spell that affects any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This bonus increases by +1 at 12th and 18th level.
Skill Breaker At 5th level, a mountebank has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th level and every five levels thereafter, she chooses an additional skill and gains skill unlock powers for that skill as well.
Social Talent Starting at 2nd level, and every two levels thereafter, a mountebank gains a social talent as per the vigilante class feature. A mountebank treats her class level as her vigilante level for the purpose of meeting prerequisites, and is always treated as though she was in her social identity for the purpose of the effects of social talents.
Swift Veil At 7th level, the mountebank no longer increases the casting time needed while using her veiled magic class feature.
Thief’s Mark At 1st level, whenever a mountebank successfully uses her ‘marked target’ sphere ability from the Scoundrel sphere against a creature, she gains a +1 circumstance bonus to attack and damage rolls against the marked creature for 1 minute. A mountebank can only use this ability against a creature a number of times equal to her casting ability modifier every 24 hours. At 5th level and every four levels afterwards, this bonus increases by +1 (to a maximum of +5 at 17th level).
Veiled Magic At 2nd level, once per round a mountebank can decide to attempt to hide her spell’s manifestations from others, making it appear as though she is doing nothing at all. The attempt to hide the spell slows her casting slightly, such that spells that normally take a swift action now take a move action, spells that take a move action now take a standard action, and spells that take a standard action now take a full-round action, and spells that normally take longer than a standard action take twice as long (free action spells still take a free action).
Trick Casting At 3rd level, whenever a mountebank has hidden her spellcasting with her veiled casting ability, once per round as a free action, she can expend her martial focus to attempt to feint against a creature within 30 ft. of herself. This feint attempt resolves before the spell, and the creature is unaware of the feint being used against them.
--------------------
Elements:
--------------------
Light
Blasts:
Light Blast (4d6+8, 0 burn)
Glorious blast (8d6+12, 2 burn)

Infusions:
Focused Blast (2 burn)
Extended Range (1 burn)
Daybreak Infusion (2 burn)

Utility Talents:
Basic Photokinesis
Deceptive Image
Eyes of Light
Kinetic Cover
Kinetic Cover, Greater

--------------------
Mountebanke Social Talents
--------------------
Renown (Ex)
The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose.
Great Renown (Ex)
The vigilante is known on a broader scale. He can gain renown in a single community of up to 5,000 individuals (a large town) or up to two communities of no more than 2,000 individuals each (two small towns). The bonus while he is in his social identity remains unchanged, but the circumstance bonus on Intimidate checks from his renown social talent while he is in his vigilante identity increases to +6. A vigilante must be at least 7th level and have the renown social talent to select this talent.
Social Grace: Bluff, Sense Motive
The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.
Mockingbird (Ex)
The vigilante can mimic almost any sort of voice, or even animal calls and sound effects, and he can throw his voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alteration spells. A vigilante must be at least 5th level to choose this talent.

--------------------
Skill Unlocks
--------------------
Bluff
5 Ranks: The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.

--------------------
Combat Spheres
--------------------

Scoundrel

Fast Hands
You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Marked Target
You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.
Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.
Ranged Mark
You can use the marked target ability of the Scoundrel sphere at a range of close.

--------------------
Magic Talents
--------------------
Spell Pool: 12
Caster Level: +6
Illusion
Trick [Core]
As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed.
Effects [Core]
You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent).
Alter [Core]
You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.
Illusion (sensory: sight) [Core]
As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.

Talents:
Lingering Illusion [Core]
When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action.

Focused Imagination
When you create an illusion, you may maintain it through concentration for 10 minutes per caster level. If you also possess the Lingering Illusion talent, when you spend an additional spell point to allow your illusions to remain for 1 minute per caster level without concentration, it instead remains for 10 minutes per caster level.

Daylight [Core]
Your illusions may give off bright light, in a radius of up to 60 ft. The next 60 ft beyond that is raised one light level to a maximum of normal light. Creatures with Light Blindness or Light Sensitivity take penalties while in this bright light, but creatures damaged by daylight are unaffected.

Illusionary Odor (sensory: taste & smell) [Core]
You may add smell and taste to your illusions. For example, you may change something’s taste or create the smell of smoke. As a trick, you may add half your caster level to the DC required to detect poison in foods or to track a target by smell.
Illusionary Sound (sensory: sound) [Core]
You may add whatever sounds you desire to an illusion. You cannot make more sound than four normal humans per caster level could make. (A horde of rats running and squeaking is equal to eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans.)
As a trick, you may create effects of non-specific noises (feet marching, laughing and muttering of a party) or throw your voice, making it appear as if it comes from somewhere else within your range. Targets are allowed a Will save as usual to disbelieve these sounds, or recognize your voice is not actually coming from where it appears to be.
Illusionary Touch (sensory: touch) [Core]
You may make an illusion that feels real to the touch, including temperature and texture. When a creature comes into physical contact with your illusions (touching them, striking them in melee, etc.), they do not automatically disbelieve the illusion. Instead, they are allowed a new saving throw each round they are in contact with the illusion. Your illusion still cannot hold weight (thus while touching the wall would only grant a new saving throw, leaning on the wall would still cause the creature to fall through and disbelieve).
You may take this talent a total of twice; when taken a second time, your illusions may also cause pain. When coming into contact with an appropriate illusion (stepping into fire, being hit by an illusionary enemy, etc.), if the subject fails their Will save to disbelieve, they take non-lethal damage equal to your caster level + your casting ability modifier. A target can only be damaged by your illusions once in a round, no matter how many times it thinks the illusion has hurt it.

Shadow Infusion (shadow)
When using an Illusion sphere effect you may spend an additional spell point to render the illusion quasi-real, granting it the shadow descriptor.
Complex Illusion (figment) [Core]
When creating an illusion, you may spend an additional spell point to divide the illusion into multiple, independent components. The combined size and range of these illusions must still be within your maximum illusion size, but each component can appear differently and behave differently. While each component can be given its own set of programmed instructions, you can only actively control one component at a time. Ex: when creating an illusion of a tavern, a creature with this talent could create a bustling group of people inside the tavern as part of the same illusion. The caster could only control one such illusionary person at a time though; and the rest would only perform their last set of instructions. Giving a component a new set of instructions is a move action. If a creature makes its saving throw against a complex illusion, it sees through the entire illusion rather than only one component part.

Telekinesis
Telekinesis [Core]
As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose. Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.
If you possess the Blood and Telekinesis spheres and have the Limited Telekinesis drawback for blood, you may use your telekinesis abilities on any creature under the effects of your blood control (within the normal limits of the Telekinesis sphere).
You gain the following special uses of telekinesis when you gain this sphere:
Sustained Force [Core]
You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).
Hostile Lift [Core]
You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained.
If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.
Bludgeon [Core]
Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.
Catch [Core]
If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

Backstory:

Along the Path of Aganhei, the disparate peoples of that harsh and cold land tell stories of Aranthiel the Shining, the Radiant Son of Heaven, the Angel of Aganhei. To the enemies of good, he is an avenging angel on radiant wings, bringing judgement to the wicked with javelins of divine light. To the good and righteous, he is their savior, their guardian angel.

Were that true, the world would be a far better place. In truth, Aranthiel is a false angel, a con man, a grifter too far into a scheme to back out.

The man behind the angel was born in the Lands of Ice, to a half-snowcaster mother and a Erutaki father, given the name Tasaaniq meaning “long summer” in Erutaki. His parents were poor, and his mother departed for greener pastures soon after he was born, leaving his father, a hunter and guide who traversed the cold lands between the towns of Hasanaliat. As such, the man was frequently absent, leaving Tasaaniq to raise himself. Fortunately, Tasaaniq had a talent for lying a deception from an early age. He became a grifter, pulling simple scams on passing traders. He got caught a few times, as all scammers do, but made a decent life for himself. He rarely reached beyond his means, but the slightly ethereal elven beauty he inherited from his mother helped him along greatly. Everything changed once he met his mentor, a travelling salesman who called himself Sadarkanvad the Fifteenth, ostensibly a deposed shaman-prince of Dtang-Ma selling a restorative concoction continuously refined by each generation of his family since before the Sundering. Though the man was from Dtang-Ma, he was not a prince or an alchemist, rather, he was a photokineticist and illusionist of incredible skill. The salesman, whose true name was Shuvarma, saw Tasaaniq’s potential and began to train him, in time becoming something of a father figure to the young man. With the aid of illusions, Tasaaniq’s cons entered a new stage of effectiveness, and the thrill of the scam pushed him to ever greater deceptions. He looks fondly on those days and the cons he pulled. The “Lost my wizard” gambit and the salmon caper, along with many others. This period of contentment would end when Shuvarma got caught while trying to scam the High Councillor of Hasanaliat herself. Shuvarma gave Tasaaniq his golden ring saying, ”Don’t have much time, but this’ll help you. Make sure you lie better than I did.” With that, Shuvarma departed, and Tasaaniq never saw him again. Tasaaniq later found that the ring shielded him from most magics that would attempt to divine his intentions, so long as he wore the ring.

Having nothing tying him to his birthplace and equipped with a powerful new tool, Tasaaniq departed to wander the Path of Aganhei and continue his scams. He found himself one day in a small village. While he normally would’ve passed through to better pickings, he was short on coin and needed a place to stay and food to eat, so he orchestrated a new plan. By conjuring the illusion of a dreadful demon advancing on the town, he adopted the image and personality of an angelic guardian sent from the heavens to defeat it. His light-bending talents came in handy, as he “defeated” the “demon” with a semisolid blast of light which he loudly announced as a “sacred javelin”. What began as a scam for free room and board quickly spiralled out of control. The town praised him as a hero and began orchestrating a festival in his honor.

He considered skipping town, letting his legend die out as it started. He then remembered something that Shuvarma told him shortly after they first met, ”Always ride out a grift. If it’s got places to go, follow it.” And so, he stayed, allowing a festival to be thrown for the angelic stranger who introduced himself as Aranthiel the Shining.

Time passed and as his legend grew, Tasaaniq took to his role with gusto. This promised to be the greatest con he’d ever pulled, maybe even one of the greatest cons ever if he really played his cards right. The scattered settlements along the path now celebrated his arrival, and he vanquished many threats to their people. Some of them were even real. He honed his skills, even learning to telekinetically levitate himself which, when paired with an illusion of glowing wings, created the appearance of flight. Subtle glamers and light-bending woven into his appearance created the ethereal, raven-haired avenger he is today, and his light-bending talents caused his eyes to glow with supposedly divine light.

Aranthiel was truly born, scourging the wicked and receiving the love of the people of the frigid north while Tasaaniq laughed in the background, his con growing ever larger.

No matter what would happen, he knew he could keep going. He had to ride out the grift, wherever it would go. With the protection his ring offered and his potent illusions, his reputation would grow, and his legend would spread, and soon all of Tian Xia would know of the Angel of Aganhei.


Appearance and Personality:

Without his glamers, Tasaaniq is a mostly Erutaki-looking man of above-average height. Though he has the black hair of the Erutaki, his Snowcaster ancestry makes him far more pale than usual. He also possesses slightly pointed ears and traces of the high, regal features of the elves. When his illusions are in place, he takes on an angelic and radiant bearing. His eyes glow with light, and his hair, now a deep raven black, seems to wave slightly in a nonexistent breeze. While not overshadowing his humanity, his elven features lend even further to his celestial bearing. His greatest illusory work though, are his wings. Eagle’s wings with shining feathers stretching from his shoulder blades, shedding radiant light from each carefully created feather. When he desires it, he is simply divine.

Tasaaniq is something of the concept of doing the right things for the wrong reasons taken to an extreme. He does great good in the world, protecting those who cannot protect themselves and doing his best to make sure they aren’t suffering otherwise. However, he has little to no altruistic motivation for this. It is almost entirely for personal gain. While acting as Aranthiel, he is a champion of good, a paragon of what it means to protect the innocent. It is a carefully constructed and meticulously developed lie. In truth, he is a con man, in it for himself above all else. He is far from malicious though, and wanton violence and cruelty disgust him, perhaps some part of Aranthiel’s persona rubbing off on him.


I'm actually caught between two ideas for the other side of the gestalt now which will change theming a bit.

The one I've been going with is Armorist (Lingchi Warrior)//Stalker (Brutal Slayer); a hulking mountain of a man who lives for battle and seeks out ever greater challenges. He adds the weapons of every person he's ever defeated to his collection and uses them to wreak further havoc.

The second is still a Lingchi Warrior, but would be an Incanter on the other side of the Gestalt, focused on Destruction and Creation (maybe some Warp if I can cram it in there). The guy is a blacksmith of some renown, and a bit of an older, more thoughtful character. His Armory Arena is all made of weapons he's crafted himself and which have returned to him after their owner's deaths, still retaining a faint memory of their wielder's last moments embedded in the blade.

I'm leaning toward the latter since it's likely to be compatible with deeper roleplay, but I do like the former option for being a simpler build (I know Path of War way better than Spheres of Power, which I have built only a single character for before) and potentially more fun to RP (I never get to play the loud, boisterous guy).

@Simeon: Aranthiel sounds amazing. I love con man characters, and the "grift gone horribly right" story is one of my favorites.


1 person marked this as a favorite.

Will everyone be able to access Google Drive? I'll be putting maps, lore, and whatever else is too big or able to be posted here on there. I'm almost done with everything and want to know if I need to try and help accommodate applicants who would be crippled by this.


Google Drive works well for me.


Ditto.


ofc


Should be fine for me as well.


Google drive is good for me.


I actually use Google Drive for almost everything, including building my PCs for PbP xD

Edit: Actually, all my PCs :p


I can access google drive as well.


Good for me.


No problem.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Goodle Drive sounds great.

101 to 150 of 267 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Pathfinder 1E Interest Check - Tian Xia: Eyes of Ruin All Messageboards

Want to post a reply? Sign in.