Monkeygod |
Unsure if I will actually make a character for this, but I am curious:
For races, you listed any core or standard. Standard races are any non core whose RP is between 1-10.
A Wayang is a RP 10 race, even though it's listed as 'unknown' on the PFSRD. I calculated their RP, just to make sure.
Would it be okay to play a Wayang?
RIZZENMAGNUS |
Hey everyone, im back.
turns out that my time away included a quick rebuild of my front window sill since it rotted through.
for some pics of what i did
Jereru |
Marcos Mundstock is almost ready, I only need to spend a few thousand golds (minor details) and write a backstory (which I have in my mind, already, I only need a pair of hours in front of the computer which is more difficult than it seems).
Feel free to roast it!
Edit: I'll try also to add a "performances" tab for clarification on which ones he gets and what bonuses he grants.
Vrog Skyreaver |
Looks pretty good Jereru. about the only reccomendation I would make would be to take This Feat.
Jereru |
I'm intimidated by your thorough profile with all the links...
I know it sounds like pride, but... I do this manually from AoN or PFSRD, not owning Hero Lab or any other. That's why it takes a while for me to build (and boy, 20th level has soooo many options).
I know 3.5 of almost net damage could add up quite a lot when you factor haste, extra attacks, AoOs, etc, but being able to buff from further away gives a lot of flexibility. For now, the score is 1-1, let's see if the other(s) have any insight on it.
Still 17k to spend. I was thinking maybe some bracers of AC for the familiar, with the Benevolent enchant, but maybe some consumables could be handy. Like, a scroll of resurrect, or the like :P Any preferences?
Ellioti |
since we're many bards, we can use many different performances. Including the usually underperforming Inspire Greatness, because Courage is usually better.
Sadly, nobody knows how IG really works. If it works like this guy suggests it would boost BAB to 16 or 17 and I could use more interesting fats...
Vrog Skyreaver |
It does give you bonus Hit Dice, which are good for spells that have a HD limit (like, as a really bad example, sleep).
The other thing that people might want to look at are masterpieces. Some of them are pretty decent (electricity based flamestrike and reverse gravity ones immediately spring to mind). Could be another good way to pull in a performance that is different from what anyone else brings to the table.
trawets71 |
Here is my build so far Miles Robert Right He is still a work in progress. Spending 1 Million GP is harder than I thought. :)
RIZZENMAGNUS |
hey everyone, i kind of got sucked into doing other thiings, and for a moment, put this on the back burner. My apologies for not letting you all know.
It's going to take me a little bit to review characters and get questions asked and what not.
Also, to give you all a heads up, next week i will be going camping for 5 days, monday through friday, so ill be afk from here during that time.
RIZZENMAGNUS |
whew...finally got a chance to sit down and look through this thread.
Here's the list of completed characters that i found.
Aramant Drakkuskail
Dr Thomas Maelstrom-gyrwynt
Gunner McMahon- vrog
meriadoc-Yoricksrequim
Miles Robert Right= trawets71
Note: i did come across Aramyros/ellioti submission, but the avatar page is blank.
Vrog Skyreaver |
Rizzen, since you last checked the thread recently, I wanted to follow up with my previous question to you: how serious in tone do you want the game to be? Gunner is a cool character, but he's not super serious (he's quite the opposite, in fact). I just wanted to know if I needed to put together something a bit more grounded as a submission.
Thanks!
Ellioti |
Male Human bard 20 Archetypes Archaeologist
CG Medium humanoid (human, grippli)
Init +10, Senses Perception +35
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DEFENSE
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AC 43, touch 23, flat-footed 43 (+9 armor, +5 deflection, +8 Dex, +5 natural, +6 shield)
hp 265 ((20d8)+105)
Fort +16, Ref +27, Will +20, +6 Reflex to avoid traps
Defensive Abilities 75% chance to negate critical hits and sneak attacks, evasion, trap sense +6, uncanny dodge
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OFFENSE
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Speed 30 ft.
Melee adamantine agile keen +5 rapier +29/+24/+19 (1d6+15/15-20)
Spell-Like Abilities fly (1/day), fly (3/day), glibness (1/day), reduce person (10/day), acid splash (at will)
Bard Spells Known (CL 20th; concentration +30)
6th (7/day)-brilliant inspiration, impenetrable veil (DC 26), irresistible dance (DC 26), overwhelming presence (DC 26), shadow transmutation (DC 26)
5th (7/day)-bard's escape, bladed dash, greater, callback (greater), ki shout (DC 25), mage's decree, shadow evocation (DC 25), shadow walk, wall of silver(DC 25)
4th (7/day)-adjustable polymorph, detect scrying, dimension door, echolocation, freedom of movement, insect scouts, invisibility (greater), shadow conjuration (DC 24), speak with plants
3rd (7/day)-bit of luck, cure serious wounds, dispel magic, displacement, glibness, see invisibility, speak with animals, tiny hut, tongues (communal)
2nd (8/day)-allegro, bestow insight, bladed dash, blur, heroism, mirror image, pilfering hand, sense vitals, silent table
1st (8/day)-detect secret doors, erase, expeditious retreat, feather fall, feather step, heightened awareness, liberating command, speak local language, true skill
0th (at will)-detect magic, light, mage hand, open/close, prestidigitation, read magic
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STATISTICS
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Str 12, Dex 30, Con 20, Int 13, Wis 16, Cha 30,
Base Atk +15; CMB +16 (+51 disarm); CMD 41 (43 vs disarm)
Feats Agile Tongue, Alertness, Arcane Strike, Combat Expertise, Greater Disarm, Improved Disarm, Lingering Performance, Quicken Spell, Racial Heritage (Grippli), Skill Focus (Acrobatics, Perform (Dance), Sleight of Hand), Twist Away, Weapon Finesse
Skills Acrobatics +36, Appraise +5, Bluff +14, Climb +2, Diplomacy +14, Disable Device +40, Disguise +14, Escape Artist +11, Fly +11, Handle Animal +14, Heal +7, Intimidate +14, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +15, Knowledge (Engineering) +15, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Local) +15, Knowledge (Nature) +15, Knowledge (Nobility) +15, Knowledge (Planes) +15, Knowledge (Religion) +15, Perception +35, Perform (Dance) +46, Ride +11, Sense Motive +9, Sleight of Hand +47, Spellcraft +5, Stealth +30, Survival +7, Swim +2, Use Magic Device +33
Traits Fate's Favored, Savant (Perform (Dance))
Languages Celestial, Common
SQ archaeologist's luck (+5, 14 rds/day), lore master (3/day), grig jig (5(day)
Combat Gear Extend Metamagic Rod, Lesser Extend Metamagic Rod, Lesser Empower Metamagic Rod
Other Gear amulet of natural armor +5, headband of mental prowess +6 (wis, cha), bracers of the glib entertainer, ring of protection +5, adamantine +5 agile keen rapier, ring of regeneration, glove of storing, prestidigitator's cloak, belt of physical might +6 (dex, con), celestial armor, winged boots, mithral +5 heavy fortification buckler, familiar satchel, bag of holding (minor), 5x amber spindle ioun stone (5), manual of quickness of action +4, tome of leadership and influence +5, 1850.0 gp
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SPECIAL ABILITIES
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Archaeologist's Luck (Ex) Fortune favors the Archaeologist. As a swift action, an Archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the Archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level. (14 uses per day with +4 bonus)
Bardic Knowledge (Ex) You add +10 to all Knowledge checks and may make all Knowledge skill checks untrained.
Clever Explorer (Ex) At 2nd level, an Archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an Archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Focused Study (Ex) At 1st, 8th, and 16th level, gain skill focus in a skill of your choice.
Jack of All Trades (Ex) You can use any skill, even if the skill normally requires you to be trained. You considers all skills to be class skills. You can take 10 on any skill check, even if it is not normally allowed.
Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 3 times per day, you can take 20 on any Knowledge skill check as a standard action.
Trap Sense (Ex) You gain a +6 bonus on Reflex saves made to avoid traps, and a +6 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Rogue Talents At 4th level, an Archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of Archaeologist gained after 4th level. Otherwise, this works as the rogue's rogue talent ability.
Rogue Talents Minor Magic (Acid Splash), Major Magic (Reduce Person), Grig Jig, Weapon Snatcher, Familiar
Grig Jig (Su) Once per day, the rogue can weave a bit of old Varisian magic into her footwork, dancing with an infectious passion that compels another nearby to join in. The rogue can target one humanoid within 30 feet and attempt a Perform (dance) check as a full-round action that does not provoke an attack of opportunity. Her target must succeed at a Will save (DC equal to the rogue's Perform [dance] check) or it begins to dance uncontrollably. So long as the rogue continues to spend a full-round action dancing each round, the affected target does so as well. If the target is attacked or otherwise in immediate danger while dancing, the effect ends. Each round on its turn, the target can attempt an Acrobatics or Perform (dance) check or a Will save (target's choice) against the rogue's Perform (dance) check to end the effect. A target who resists the jig can not be affected by the same rogue's jig for 24 hours. The grigjig is a mind-affecting effect. The rogue must have an Intelligence score of at least 12 to select this talent. A rogue can use this ability 5 times per day.
Weapon Snatcher (Ex) A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.
Traits
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Savant (Perform (Dance)) Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
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FAMILIAR
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Rocket
Male Raccoon familiar 16
TN Tiny animal
Init +2, Senses low-light vision; Perception +21
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DEFENSE
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AC 23, touch 14, flat-footed 21 (+2 Dex, +9 natural, +2 size )
hp 132
Fort +11, Ref +19, Will +20
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OFFENSE
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Speed 20 ft. Climb 20 ft.
Melee bite +17 (1d3-1)
Space 2.5 ft. by 2.5 ft. Reach 0 ft.
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STATISTICS
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Str 8, Dex 14, Con 10, Int 13, Wis 16, Cha 4,
Base Atk +15; CMB +14; CMD 26
Feats Weapon Finesse
Skills total (ranks+class+ability+bonus)
Acrobatics +25 (20+3+2)
Bluff -2 (1+0-3)
Climb +3 (1+3-1)
Disable Device +22 (20+0+2)
Knowledge (Arcana, Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility, Planes, Religion) +2 (1+0+1)
Perception +21 (15+3+3)
Perform (Dance) +17 (20+0-3)
Sense Motive +4 (1+0+3)
Sleight of Hand +22 (20+0+2)
Stealth +33 (20+3+2+8)
Survival +4 (1+0+3)
Swim +3 (1+3-1)
Use Magic Device +17 (20+0-3)
Languages Celestial, Common
Gear tiny cloak of resistance +5, wand of Burst of Radiance (CL 3, 50 charges)
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SPECIAL ABILITIES
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Alertness While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Scry on Familiar If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Petar grew up a cultist that ravaged and stole all across the planes. He began building a reputation as the notorious outlaw Plane-Lord. 15 years later, he decided to leave the cult and operate individually, unintentionally becoming a key player in the quest for a precious artifact known as the Orb after stealing it from a secret temple the heavens. Following his arrest in a celestial prison, he forged an uneasy alliance with fellow inmates a green-skinned elven martial artist woman, a dagger-fighting orc slayer, a highly-intelligent raccoon, and a Ghoran. Together they broke out of prison and formed the Guardians of the Planes. The only thing they really guarded was their backs, because they've been wanted ever since. After months of running, during which they allied with noone and stole from everyone, they made their first public appearance as a team when stopping Conan the Impeacher from destroying a minor demiplane. This lucky coincidence improve their reputation dramatically. They were only hunting Conan, because he had the Orb that Petar was originally after.
A few months later, Quill and the other Guardians were hired to defend a mine of precious magical gemstones. However, after the raccon stole one of the gems, a celestial army was sent after them, with the Guardians being saved when the fleet is destroyed by Quill's biological father, whom Quill had never met before. Quill spent a few days bonding with his father, but when he revealed that he was responsible for his mother's death, Quill allied with his fellow Guardians to stop the powerful demonlord.
The Guardians then encountered Roth, a member of the Redress of Balance who employed the team as an official elite force of protectors of the world. In the fight against the artifact-hunting Inevitable Thonas Quill had to witness how most of his team members and friends were killed at a snap of a finger. Only the loyal raccoon managed to escape with him. As they barely managed to return to the unassuming stronghold of the Redress of Balance they were already forging plans for revenge...
RIZZENMAGNUS |
hey guys, i have some incredibly bad news.
i cannot run this game like i thought i would.
turns out my kids have to take summer school, which in reality is just an extension of the school year due to covid. as such, i need to be able to help them. this unfortunately means that i do not have as much time as i thought id be able to devote to online gaming, which means i have to cut back on the games. Since this game was in development, it unfortunately is the first to go.
I truly, deeply, am sorry that i cannot run this game. I had an awesome story arc filled out, and ill give you the jist here and now:
As i said, you all are bards and bard like variants, to the super secret impossible mission force, and unfortunately all of your parties were slaughtered. Yet the world moves on, and the demands of saving the world never end.
A new terror of the land, something that predates the earthfall event, an ancient artifact of truly monstrous proportions was being resurrected from its eternal slumber, for something so large can never truly die. Or Can it?
your organization received word that a small organization was seeking to awaken the beast, simply known as "the mover". You were going to enter into the astral plane to the organizations HQ, interrogate the head administrator, and discover the what/how/why/where of the mover.
Then, youd travel back to golarian and find the mover under the small town of torch in Numeria, and see that it was a massive cargo hauler, complete with dragon motiff engine. What was worse, this engince consumed everything in its path. Trees, stones, people, dirt, everything was consumed to grant it strength. it also had the ability to manipulate energy waves, which could affect magnetic metals, non magnetic metals, and magical energies as well. the only weakness would come from within its confines. Starting at the end compartment, you were going to battle your way through each car, progressing towards the front engine. But, each car held a threat that required sacrifice to overcome. Yet, the greater threat was the engine as a whole. each car you conquered forced a sacrificed life force. youd have to stop the mover before it reached the starstone, where if it were to consume it, the world would be destroyed, along with several other planes.
In ooc speak, there were 20 cars, you started at the rear because the forward sections were too strong to penetrate by any means. The last car was designed for 20th level party, the 19th car for 19th level, and so on. travel between cars, you had to give up a level, but on the plus side you were recharged to full health and magical ability. on and on you went, because if you were to stop, you would die. If you were to hesitate for to long, the engine would consume you. It was a true sacrifice mission. Finally, the end of the adventure, inside the engine, youd discover a god shackled to the artifact, the power source of the engine. the starstone would have provided this god the ability to remove it's shackles to the engine, but in doing so, its energy would have been so great it would have cracked golarion.
i just want to say thanks the work you have done with creating the characters. they do look amazing, and i truly wish i could have continued with the game to see how awesome they would be in action.
Gyrwynt |
That is a pretty clever way to tie the plot and mechanics together! A shame the game can't run, but irl always matters the most. Covid has certainly Shaken everything up, so I understand.
(As an aside, I probably wouldn't have been able to participate due to irl on my end, so I'm kinda glad I didn't have to turn this down, however the submissions would have fallen.)