Nice to know I'm not the only one toying with ideas. I'm more curious about the LA for each of the templates.
__________________
"When people say a knight's job is all glory, I laugh, and laugh, and laugh. Often I can stop laughing before they edge away and talk about soothing drinks." ~Lord Raoul in Squire
Summoners are fine to use. Including synthesist and Master Summoner. I'm sure I can find ways to keep them from breaking the game or becoming tedious.
Standard Golarion deities. I usually have a list of homebrew, but I'll keep this aspect simple as the gods don't factor much into the game other than flavor.
So I'd be curious as to what common variant rules you will use, if any:
- background skills
- feat tax fix
- drawback for bonus trait
- flaw for bonus feat
- variant multiclassing
- fraction bonus progression (BAB, saving throws)
- psionics or occult classes allowed?
- are evil PCs banned
In order to consider what class or classes to pick, I'd really like to know stats and the level adjustments for the templates.
Would the templates or races that are traditionally evil force on to run a character that is evil?
Some of the templates are crazy-powerful, others are moderately powerful. I'd not take a LA 2 template, I'd be interested in a LA 1 template. For balance I'd guess those that give +10 or more to stats ought to be LA 2 -- but I wonder where you would draw the line.
Yes to all but evil pcs being banned. You can have a darker character that one might view as "evil", but does the character see themselves as evil?
You wouldn't necessarily be pigeonholed into an evil character with race or template combo that would normally be evil. You could play a strong-willed character that bucks the stereotypes.
Some, like the elder vampire, are automatically LA 2 templates. Others, like the void touched are LA 1 templates. Depends on your build and character really.
Very nice applications I must say. I can picture them running around the game world up to all sorts of shenanigans and saving lasses. Very cool concept pms as well. Enjoying reading everything.
Leaning towards either half-elf or lunar elf for the race. Maybe wildborn dwarf. Thinking about either Moon Blessed, celestial marked, one of the elemental infused or dream touched for a template.
What LAs would I be looking at?
__________________
"When people say a knight's job is all glory, I laugh, and laugh, and laugh. Often I can stop laughing before they edge away and talk about soothing drinks." ~Lord Raoul in Squire
Name: Perrem Di'Elva / Toliss Rath Race: Half Elf - Elder Vampire Class: Mesmerist (Enigma) Party Role: Face/Sneak Appearance: Dressing in a classical style of nobles garb, Perrem believes simplicity is the height of elegance so he avoids the garish colors and designs of "modern" nobility. Dark elegant suits in a simple style of high quality he could easily fit in most social situations, although his bearing and speech can sometimes make that hard to do around the more common and uncouth elements of society. Although of Half Elven blood his features favour his human side more strongly, his ears barely pointed and his coloring running to the pale white skin and dark black hair that are common amongst humans, unlike so many nobles Perrem keeps his hair short and neatly trimmed, so as not to take attention away from his hypnotic steel grey eyes. a reasonably handsome man in perhaps his late 20's he does not stand out as remarkable in any way, except for those eyes which seem to hold so much power and darkness
Personality: Despite his apparent lowly position as an employee of the noble houses, Perrem is the epitome of elegance and class, sauve and charming he could give the true nobles a run for their money in terms of class and grace. there is a right way to do everything and anything less is simply not to be done. Superficially charming and friendly, Perrem runs to two extremes, he is either the social butterfly everyone loves, eloquent and knowledgeable or he is silent and forgotten, seemingly blending in and disappearing into the background to watch and listen, easily forgotten when he wants to be.
Although he is technically an undead monster, he doesn't see himself that way or even believe he is truly evil. he does not go out of his way to hurt anyone like his lesser progeny and is capable of acts of mercy and kindness and even love, he simply believes that it is his place to rule over those lesser than himself, its the natural order of things, everyone benefits when a strong ruler takes control and guides people properly.
Background: Toliss was born to nothing, an orphan and a bastard child of mixed blood, he was found abandoned onboard a passenger ship that travelled the Junira river when it made port in Lamasara in Thuvia, Garund. Given over to the church there, in this instance the Serene Spiral, Lamasara's temple to the goddess Pharasma.
Despite his poor upbringing, the child who was named Toliss Rath (A mix of both human and elven to denote his heritage) was blessed with many gifts, a handsome appearance and a sharp intellect and charming personality and despite some of the typical misadventures of his youth was schooled and trained to become one of the temples, Voices of the Spire, dedicated to the eradication of the undead.
It was through this reluctant vocation as a hunter of the undead that Toliss encountered the Lady Jesari, An Exotic elder Vampire from Vudra and despite his upbringing and indoctrination he fell under her spell, first smitten and then falling in love. Feelings that grew in the Lady Jesari also as she made use of Toliss as both a spy within the Voices of the Spire and an enforcer to eliminate her rivals, Toliss soon developed a reputation for ferreting out the hiding places of undead (all provided by Jesari of course). In time the Lady Jesari blessed Toliss with her greatest gift, first turning him into a Moroi and then performing an ancient ritual elevated him to an Elder Vampire to rule by her side. Toliss Rath became perhaps the last Elder created before the ritual of the Strigoi was lost during the Blood Purges.
Lady Jesari and Lord Rath ruled for decades over their lesser brethren until the Blood Purge forced them to abandon their empire and go into hiding, the Voices of the Spire were relentless in their attempts to destroy the traitor and in the final days of the purge Jesari and Rath were forced to do the unthinkable to escape, they created Lesser vampires to cover their attempt to flee. This desperate ploy however would fail drastically and the newly created Moroi turned on their creators and the Lady Jesari was delayed long enough for the Voices to end her unlife. In his grief Toliss went into hibernation, his only solace that the treacherous Moroi were also destroyed by Pharasma's militant priests.
Recently awakened from his slumber, Toliss was horrified and disgusted to discover that not only did some of the Moroi survive the Blood Purge but that his bloodline had flourished and proliferated over the years, weaving their filthy lesser existence into society. Toliss vowed to eliminate the stain on his honour and take his revenge for the death of his unholy love. silently working his way through the moroi and ending them the way she was.
But first he would need to reclaim his lost power and rebuild his empire, he was still an Elder Vampire who's presence amongst the Moroi would be terrifying if they knew but he was also just a single Elder and the Moroi had grown to numbers even he could not oppose directly, yet. Following leads gathered by his magics, Toliss found himself in the city of Langsk hunting down rumours that a group of Moroi have ingrained themselves in the nobility there, he also heard that the daughter of the Geldr house had gone missing and there was a reward being offered to find her. the perfect opportunity to slip into the good graces of a minor noble house and from there work his way up and rebuild his power.
Assuming the guise of an independent investigator and Mesmerist, Perrem Di'Elva (Rath's own private joke) offers his services to the Geldr House
Motivations: Toliss' goal in unlife is now to rebuild his empire and get his revenge on the Moroi for their part in Jesari's demise. He is disgusted by how prolific his abomination of Progeny have become and will remove them all from the world to reclaim his honour.
Half Elf
- Ability Score Modifiers: Charisma +2, Dexterity +2
- Low-light Vision
- Size - Mediunm
- Speed - 30ft
- Languages: Common, Elven
- Fire or Acid Resistance 10
- Charismatic: Reduced cost of vendor items by 20%. Increased sell price for vendored goods by 20%.
- Adaptive: +1 bonus skill point per hit die
- Arcane Heritage: Learn three cantrips and one level 1 spell from the wizard class spell list.
Gain a +1 bonus on all saving throws.
- Dual Nature: Useable 1 + Cha mod per day: the half-elf casts spells for 1d4 rounds without spending a spell slot or daily spell use or the half-elf gains a dodge
bonus to AC and a bonus to attack and damage rolls with ranged weapons for 1d4 rounds equal to their Cha modifier.
Cantrips
- Touch of Fatigue
- Mending
- Sooto Voce
Level 1 Spell
- Ears of the City
[B]Elder Vampire[/B}
- Ability Score Modifiers: Strength +4, Dexterity +4, Charisma +4
- +6 to natural armor
- Damage Reduction 10/silver
- Type: Undead
- Wings: Fly 60 ft., Climb: 30 ft.
- Fast Healing 8
- Sunlight Weakness: Without proper protection, an elder becomes fatigued in the presence of sunlight or spells that mimic the sun. The fatigue lasts until they get
out of direct sunlight. Even if not in direct sunlight, the elder always feels uncomfortable and lethargic during daylight hours.
- Blood Drain: An elder can suck blood from a grappled opponent; if the elder establishes or maintains a pin, it drains blood, dealing 1d4 points of Con damage. The
elder heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit
points) each round it drains blood.
- Blood Magic: Spells cast by an elder are cast at a +2 level and deal an extra 1 negative energy damage per hit die.
- Domination: An elder can crush a humanoid opponent’s will as a standard action. Anyone the elder targets must succeed on a Will save or fall instantly under the
elder’s influence, as though by a dominate person spell (caster level equal to level). The ability has a range of 30 feet.
Mesmerist (Enigma)
- Consumate Liar - Veiled Steps
- Hypnotic Stare - Solipsism
- Knacks
- Mesmerist Trick (Chain of Eyes)
- Painful Stare - Enigmatic Stare
- Mesmerist Trick (Umbral Shield)
- Towering Ego
- Bold Stare (Psychic Inception)
- Touch Treatment (minor) - Transfer Affliction
Spells per Day 1st Level (3) Spells Known Cantrip (6)
- Prestidigitation
- Message
- Mage Hand
- Lullaby
- Ghost Sound
- Open/Close
I take it that we would be sticking close to Lensk.
With that in mind, would we be able to start out with/build-up Buildings/Organisations from the Downtime rules, and/or the Alternate Profession Rules for Setting Up Shop?
And I assume the standard 5th Level starting gold of 10,500 GP?
Last edited by triedtherest; Jul 31st, 2022 at 10:19 AM.