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  1. - Top - End - #31
    Troll in the Playground
    Llyarden's Avatar

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    Jan 2015

    Default Re: The Mysteries of Mahfor {PF1, 3PP Heavy, Gestalt}

    Still very in progress, just want to have a post so I can start writing up fluff. Mostly done, just need to buy exploration-y equipment and so on.


    Character Sheet

    Spoiler: Description
    Xalvax is to all appearances a young, unassuming-looking man with tanned skin and dark hair, dressed in a chain shirt he tries to hide with a cloak, with a stone mace hanging at his side, both looking like they've been around for decades if not centuries - but there's a certain spiritual energy to his weapon and armour, suggesting that while they might not quite be spirit-touched in what most would think of as the traditional sense, there's definitely some power to them. He also, for some reason, appears to have a vast amount of random equipment - a lot of it similarly old-looking - loaded onto a pack mule, that would serve for everything from delving into underground caves to fording swamps. The one thing he doesn't have is any food or water.

    And then there's his 'spirit guide' - or at least, that's what he calls it; a strange, mostly formless entity that tends to tuck itself into Xalvax's backpack and whisper advice and suggestions to him in an unearthly language that none of his tribe understand - and acts as a conduit for his power, unleashing blasts of unnerving, dark energy.

    Spoiler: Personality
    Quiet, observant and eager to please, Xalvax naturally gravitates to the role of an assistant to other, more charismatic individuals - something he occasionally tries to consciously overcome, usually without much success. Utterly terrible at being quiet or subtle, it becomes pretty obvious within a few minutes of talking to him that he's obviously hiding something, and sometimes, the way he talks about his 'spirit guide' there's an almost...haunted...tone in his voice, as though he's afraid of it.

    Spoiler: Background
    Xalvax was born to a tribe who'd long clung to their ancient traditions, with a deep respect for the dead and the spirits that guarded them and conveyed messages from them to the living. Ancient tales of the tribe told of the position of Peacebringer, one who journeyed to bring peace to the restless dead to avoid bringing harm to the spirits of the area, either by helping the lingering spirits find closure...or by force.

    Some children have untroubled youths, avoiding injury and sickness and able to concentrate on the business of growing up. Xalvax was not one such child. From the moment he was born he was sickly and weak, and on multiple occasions his parents thought they had lost him only for him to claw his way back from the brink. But when he grew so ill and so weak, at the age of three, that he wouldn't so much as rouse, and the tribe's herbalist despaired of treating him, they resorted to the only hope he then had left. They wrapped him up as best they could against the desert chill and left him at the foot of the tribe's shrine, praying that the spirits would save him.

    When his parents came back the next dawn, they found a healthy toddler bawling mightily at being out alone in the cold. They were, of course, overjoyed that the spirits had saved their son from death...and if in his drunker moments the boy's father would swear blind that his son's flesh was like molten silver for a moment before he caught sight of his parents, well, it must have just been a trick of the light.

    Xalvax grew up the perfect son, everything his family and friends could've wanted him to be, almost perfectly. It was...a little unnerving, but he had been given life by the spirits, after all, and a few oddities were easily forgiven.

    When he was twelve, the tribe's shaman proclaimed that his connection to the spirits of death that had long watched over them had destined him to take up the mantle of Peacebringer, and bear the arms, armour and equipment of Peacebringers past, to protect the tribe from the restless dead.

    If nothing else, Xalvax was not someone who enjoyed arguing. This was something that was unfairly taken advantage of by the other children in the tribe on occasion to get him to do their jobs for them. And just as he always did, he accepted his destiny and threw himself into his training. But...

    There was no denying he had a connection to the spirits of death and passing. He discovered very quickly that he could tend to the bodies of the dead in preparation for their rites, and could even give voice to their restless spirits. And there was definitely a certain sense of satisfaction he gained from knowing that he was helping his elders' spirits rest peacefully.

    But then there was everything that none of the tribe's records mentioned. The way that sometimes, if he spent too long around a corpse unaccompanied, it would start to stir and clamber to life. The way every time he called on the power of the spirits it hurt, but in a way that felt indescribably good. The way that sometimes things...happened...around him, things that he didn't know how to do, in a way that left him with the disconcerting sense that his magic wasn't his at all. The way his body shifted when he got too close to a corpse without concentrating, as though every fibre of his being hungered to consume the dead body whole in an utterly unnatural way.

    And then there was the Raven.

    That's what he called it, at least. It wasn't a raven - or indeed any kind of bird at all - but it could pass for one in dim light, and it seemed content to play along with the idea. It claimed it only had his best interests at heart, that it wanted to help him learn how to use his power...and yet, if he pushed too hard, tapped into 'his' power too much, the Raven grew bigger, more ominous, and its soft, sibilant whispers in some eldritch tongue became more convincing, with an almost palpable, physical presence behind them.

    By the time he was seventeen, celebrated by his tribe even as they explained away his new reticence to talk about his experiences as the Peacebringer as his deepening connection to the spirits, he was certain that it wasn't the tribe's totem spirit of death that had saved him, but something far more malevolent. And in truth, he'd never wanted to be the Peacebringer in the first place. So for what might genuinely have been the first time in his life...he refused.

    He knew - or, perhaps, the Raven convinced him - they'd never accept him just abandoning his role. But he couldn't stay in his tribe for fear of hurting them. And so, when the caravan passed, he waited until the night after it had left, gathered up all the tools he thought he might need (which essentially amounted to all of them; having never had any need of any of them in his very limited tasks within the tribe, he wasn't in much of a position to know what was most important, which might be why he promptly had to beg for more practicalities like a tent and bedroll in exchange for future favours owed when he caught up to the caravan) and stole away in the darkness, hoping that someone might know what was happening to him.

    What he was becoming.
    Last edited by Llyarden; 2020-10-21 at 06:42 AM.
    "Follow the moonwalking Nosepass!"
    "Can you put the lich in a box?"

  2. - Top - End - #32
    Titan in the Playground
    Lord Raziere's Avatar

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    Mar 2010

    Default Re: The Mysteries of Mahfor {PF1, 3PP Heavy, Gestalt}

    My Sheet is very much in progress in both fluff and mechanics but here is what I have so far...changed to a more "spirit master/necromancer vishkanya" kind of concept, but I can do another concept if needed, for some reason I just don't know where to go next in my backstory or what sphere spells to take...

    Spoiler: Xochiquetzal Crunch
    Name: Xochiquetzal
    Gender: Female
    Race: Vishkanya
    Class: Hedgewitch/Soulweaver
    Level: 3

    Ability Scores:
    Strength: 10
    Dexterity: 16
    Constitution: 10
    Intelligence: 14
    Wisdom: 12
    Charisma: 18

    Skills: 24 points
    Knowledge (Arcana): 8
    Bluff: 10
    Diplomacy: 10
    Sense Motive: 7
    Use Magic Device: 10
    Stealth: 9
    Knowledge (history): 8
    Knowledge (Religion): 8

    Common, Vishkanya

    Hit Points: 24
    AC: 13
    BAB: +2
    Fort Save: +1
    Reflex Save: +1
    Will Save: +3
    Initiative: +3

    Race Features:
    Ability Score Modifiers: Vishkanyas are graceful and elegant, but they are often irrational. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
    Type: Vishkanyas are humanoids with the vishkanya subtype.
    Size: Vishkanyas are Medium creatures and thus have no bonuses or penalties due to their size.
    Base Speed: Vishkanyas have a base speed of 30 feet.
    Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.
    Defense Racial Traits

    Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
    Feat and Skill Racial Traits

    Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
    Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
    Senses Racial Traits

    Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
    Offense Racial Traits

    Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
    Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
    Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.

    Class Features:
    Weapon and Armor Proficiency
    A hedgewitch is proficient with all simple weapons and light armor.

    A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid- Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

    Spell Pool
    A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

    Magic Talents
    A hedgewitch gains 3/4ths of a magic talent per level, according to Table: The Hedgewitch.

    The hedgewitch draws power from her paths, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two paths at 1st level, gaining their class skills, path benefits, path powers, and their path masteries at 20th level. In addition, each path grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.

    At 2nd level and every 2 levels thereafter, a hedgewitch learns a secret, gaining further insights into the unseen world. Unless noted otherwise, secrets may only be taken once.

    The hedgewitch gains a familiar as the wizard class feature, using her hedgewitch level as her wizard level for this purpose. This stacks with all class levels from different classes granting a familiar for the purpose of determining the benefits.

    First Path: Black Magic
    The black magician has delved into magic theories and practices some believe are better left untouched.

    Class Skills: Disguise (Cha), Intimidate (Cha), Knowledge (planes).

    Path Benefit: The black magician chooses an oracle curse. She gains this curse and its associated benefits, using her hedgewitch level as her effective oracle level. If she already possesses an oracle’s curse (or gains one later), this instead allows her hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse.

    Oracle Curse: Vampirism
    You crave the taste of fresh, warm blood.
    You take damage from positive energy and heal from negative energy as if you were undead.

    If your curse provides you with spells known (for example, Haunted), you instead gain a bonus spell point at the levels you would normally gain those spells.

    Path Power: As a standard action, the black magician may curse a target within 30 feet. She may bestow a number of curses in a day equal to 3 + 1/2 her hedgewitch level. Targets may attempt a Will save (DC 10 + 1/2 her hedgewitch level + her casting ability modifier) to negate the curse. As a curse, only effects such as the Break Enchantment talent or spells like remove curse can remove a curse before its duration ends, and treat the black magician’s class level as her caster level for the purpose of removing one of her curses. The black magician may always dismiss her own curses as a free action.

    At 1st level, she may give a target a -2 penalty to attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to her casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.

    Second Path: Spiritualism
    The spiritualist’s allies are not from the mortal world, and whisper secrets in her ear.

    Class Skills: Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int).

    Path Benefit: The spiritualist’s may attempt Knowledge checks untrained. Whenever she attempts a Knowledge check, roll twice and take the higher result.

    Path Power: The spiritualist’s may channel spirit allies into herself, temporarily gaining their knowledge and power. As a standard action, she may grant herself the benefit of any one magic talent she does not possess. This effect lasts for 1 minute per hedgewitch level. The spiritualist must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). She may use this ability a number of times per day equal to 3 + 1/2 her hedgewitch level (minimum 1).

    Multiple uses of this ability do not stack. If she uses this ability again before the previous duration has expired, it replaces the previous use.

    Soul Weaver:
    Weapon and Armor Proficiency
    A soul weaver is proficient with all simple weapons.

    A soul weaver may combine spheres and talents to create magical effects. A soul weaver is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

    Spell Pool
    A soul weaver gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

    Magic Talents
    A soul weaver gains a magic talent every level, according to Table: The Soul Weaver.

    Channel Energy (Su)
    A soul weaver may summon waves of spiritual energy that affect nearby creatures. This is identical to the cleric class feature. She may use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). She must choose at 1st level whether to channel positive or negative energy, after which this decision may not be changed. A soul weaver’s choice to channel positive or negative energy is not connected to their alignment, and any soul weaver may channel either energy.

    Master of Life and Death
    The soul weaver gains either the Life sphere (if they choose to channel positive energy) or the Death sphere (if they choose to channel negative energy) as a bonus sphere at 1st level.

    Bound Nexus (Su)
    A soul weaver’s greatest strength is the souls she collects. A soul weaver possesses a number of souls equal to 3 + her casting ability modifier (minimum 1). These souls replenish whenever the soul weaver rests to regain spell points. These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly).

    Souls either orbit the soul weaver (moving as she does at the same speed), or may be directed to move independently as a free action that may be taken once per soul per round. Souls behave as creatures with a fly speed of 40 feet that may only take actions to move and always succeed at Fly checks. These souls are only projected into the same plane as the soul weaver, and as such are considered ethereal and are also immune to damage of any kind. A soul must remain within medium range of the soul weaver, or disappear back to the nether.

    A soul weaver gains a number of abilities, each of which uses up a soul’s energy, returning it to the nether until the soul weaver rests to regain spell points. Nexus powers require a standard action, and if a saving throw is required the DC is equal to 10 + 1/2 soul weaver level + casting ability modifier. To use an ability, the target must be adjacent to the soul weaver (if the spirit is orbiting her), or else the soul weaver must first direct the soul to move into the target’s square.

    The soul weaver gains the following bound nexus abilities:

    Aid the Dead
    The soul weaver may expend a soul to bolster an undead creature, granting it a +1 profane bonus to attack rolls, saving throws, and channel resistance, which increases by 1 for every 5 levels the soul weaver possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour.

    Lovelorn Soul
    The soul weaver may expend a soul to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the soul weaver’s class level + her casting ability modifier for 1 minute.

    Siphon Health
    The soul weaver may expend a soul to siphon health from a living creature. The target suffers 1d6 damage per 2 levels (minimum 1d6, Fortitude half), and the soul weaver gains temporary hit points that last one hour equal to the damage dealt. A creature cannot be damaged beyond what would kill them.

    Blight (Su)
    All ensouled creatures are under a soul weaver’s power, and a soul weaver can cause incredible effects to befall both allies and enemies.

    At 2nd level, a soul weaver who chose to channel positive energy may grant blessings to targets, while a soul weaver who chose to channel negative energy may give blights. All blessings and blights may only be granted to living targets with souls. A target may only be under one blessing or blight at a time. Applying a blessing to a target with blight or vice-versa dispels both effects, leaving neither.

    At 2nd level, the soul weaver may touch a target and expend a use of channel energy to place a blight on them. The target is allowed a Fortitude save (DC + 1/2 soul weaver level + casting ability modifier), and on a failure, grows a patch of festering undead flesh where it was touched (this patch may be hidden under the skin if the soul weaver chooses, so a target might not even know it has been infected). Blight is considered a magical disease and is permanent until removed by magic or with the Heal skill. A blessing counters and dispels a blight, leaving neither blessing nor blight in place.
    A creature with blight suffers a -2 penalty to all saves against necromancy spells, Death sphere abilities, bound nexus powers, or blight abilities. A soul weaver may concentrate at any time to discover what creatures within close range possess blight.

    Sphere Talents:
    1-Destruction Sphere
    2-Frost Blast
    3-Mind Sphere
    4-Illusion Sphere
    Soul Weaver:
    1-Death Sphere
    3-Lingering Necromancy
    4-Corpse Manipulation
    5-Empowered Reanimate


    Spoiler: Xochiquetzal Fluff

    In her community, Xochiquetzal was taught from a young age to be a priest in their village. One of the first lessons she learned was watching someone who had died from a monster attack administered the proper funerary rites- and reanimated as a skeleton so that while the soul passed on, the body continued to work, the priest of her village telling her that in the desert, every resource needed to be used to its fullest potential- even corpses. A skeleton doing work that others don't need to and falling in place of someone that hasn't died yet was just efficient. The village needs to make use of everything if it is to survive. The spirits they interacted with, were no different, seeing them as a means to benefit the village, their veneration being incredibly contractual as they needed to be clear on the exact amount of goods and services that needed to be exchanged between mortal and spirit. Nothing in this world is free after all. Everyone had to work for the collective good, sacrifices of livestock had to be made to the spirits, and water had to be shared.

    She hated it.

    It was all responsibility and duty, and nothing for herself. Life was seemingly nothing more than constant drudgery and work. She was forbidden from delving deep into the temple the village was built as it would disturb the ancestor spirits. She wondered if there was more to life. However one day she came across a mysterious shadowy spirit. The spirit told her that it knew of her troubles and wanted to help, so it advised her to break the rules and go deeper into the temple, that there was a secret there that she should see. In her curiosity she thus went in and investigated, there she walked through and found no tombs, no ancestor spirits to attack her in vengeance, instead she found ancient secret from long dead Mahforian civilization, secrets of binding spirits and manipulating negative energy- the temple was an ancient library devoted to extending one's life and using the spirits for one's own ends, binding them as servants to what one commanded them to do. There was no veneration to speak of here. The older priest found her in and here and decided to try and kill her so as to keep the secret and extend his own life, so she fought back and killed him and decided to take the secrets of the place for herself. Now knowing the secrets of the temple and that the village had been nothing but a way to produce a constant supply of sacrifices for the previous priest to keep himself alive, she decided instead take what she learned and seek out more secrets of the ancient Mahforian civilization. With more power, comes more freedom after all and she could do better than parasitically feeding off the people she grew up with it.

    So she set out without them knowing to seek out the secrets among the sand.
    Last edited by Lord Raziere; 2020-10-22 at 10:40 PM.
    My Fan Fiction:
    To Catch A Mew
    A Kalos based pokemon fan fic. Now up to Chapter 25! I'm also on discord as "raziere".

  3. - Top - End - #33
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: The Mysteries of Mahfor {PF1, 3PP Heavy, Gestalt}

    I have not had enough time to do research, but I am interested. Not familiar with Akashic Mystery, but have familiarity with the rest of the sources.

  4. - Top - End - #34
    Orc in the Playground
    Join Date
    Oct 2018

    Default Re: The Mysteries of Mahfor {PF1, 3PP Heavy, Gestalt}

    Reminder that I'll be reading through sheets properly tomorrow and shortlisting, please make sure everything is finalized!

    I can't wait to go through all the concepts you've come up with.

  5. - Top - End - #35
    Titan in the Playground
    Lord Raziere's Avatar

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    Mar 2010

    Default Re: The Mysteries of Mahfor {PF1, 3PP Heavy, Gestalt}

    I've completed about my sheet, haven't technically gotten to equipment but I've filled that out enough that that I'm okay with it and can fill in more if it takes a while to choose, for some reason this character was a bit hard to make for some reason but I managed to work through it.
    My Fan Fiction:
    To Catch A Mew
    A Kalos based pokemon fan fic. Now up to Chapter 25! I'm also on discord as "raziere".

  6. - Top - End - #36
    Ettin in the Playground
    Triskavanski's Avatar

    Join Date
    Jan 2011

    Default Re: The Mysteries of Mahfor {PF1, 3PP Heavy, Gestalt}

    Vicuna the Unbodied

    Vicuna's biggest mistake was making a wish when she wasn't sure what was near by. Having an unusual body shape where she was always just a little too short, too tall, too fat, too skinny, she never could find any clothing or equipment that fit her that felt comfortable. Either it was too loose, or too tight, or just uncomfortable, itchy, or ugly. Making due with what she could have however she made her way to a bazaar, when she uttered the words, "I wish I could find something that fits this time around."

    It was those words that some kind or malevolent supernatural force overheard, and it granted Vicuna's wish. Just, instead of finding something that could fit her, she was given the ability to fit anything. It was discerning at first, and rather awkward, but she managed to sneak her way into the caravan group as she ponders what exactly to do with her life. Unable to fully commit to the idea of undoing her new stake in life.

    Last edited by Triskavanski; 2020-10-24 at 01:44 AM.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  7. - Top - End - #37
    Orc in the Playground
    Join Date
    Oct 2018

    Default Re: The Mysteries of Mahfor {PF1, 3PP Heavy, Gestalt}

    Those who selected for the game are:
    Mariam Beladonna

    If you weren't selected, then thank you very much for your interest, and I'm sorry I couldn't take you on. As you know, a lot of people showed interest and I enjoyed building characters with all of you. If I've been involved in your character quite a bit, please don't think that I was leading you on or anything like that, up until a few hours ago, I really had no idea who was getting into the game, and there was definitely a hasty switch in the last hour. See discussion in the discord earlier, not getting in is definitely not a judgement on you. I loved reading all your sheets!

    Best of luck in future games and I hope we play together some other time!

    The IC thread will most likely be up tomorrow, if there are any details on your sheets that need adjusting then you have a little time to do that.

  8. - Top - End - #38
    Dwarf in the Playground

    Join Date
    Aug 2013
    Tennessee (USA)

    Default Re: The Mysteries of Mahfor {PF1, 3PP Heavy, Gestalt}

    Interesting. I'm considering repurposing a level 5 character from a different game that never got off the ground

    Would it be a stretch to say that a magus's black blade is a spirit contained within the metal?

    Because I'm thinking tiefling magus (bladebound)/Warder (zwihander sentinel) would be a really fun build

    Career bodyguard and minor mystic. Valizia un ramma was adopted, raised by an old noble warrior who found her as an infant at the centerpiece of some fiendish ritual of unknown purpose (potential plot hook if some of these cultists are still around). The warrior was already starting to feel his age limiting his ability to continue hisat this time and decided to adopt the infant as his own, teaching her nobility and the way of the blade. How and why to protect the week and innocent. Meanwhile the sword he gifted her with when she was strong enough to wield it taught her magic and the lore of spirits.

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