Freedom Reign

Game Master Wivvy

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Hello everyone, I've been itching for some more Pathfinder recently and I'm sure there are plenty of people that feel the same way. So, here it is:

I want to run a short, fast paced game loaded down with monsters, weapons and explosions. One with minimal railroading, and maximum action. In this campaign you will be able to do literally whatever you want! Be careful though, it will be a very challenging campaign with no punches pulled. Unless my party unanimously wants to do mythic, I'm going to say no-go on that.

Have an idea for a non-combative character, but it doesn't fit this campaign? IT DOES! There will be plenty of opportunities for characters to buff themselves to epic proportions. Say you have a Charisma based character the would have a very slim chance at taking on a dragon. Well if that bard happens to make friends with a commanding officer of an army, he will stand a much better chance of winning.

You want to be evil? AWESOME! You want to be good? AWESOME! You want to be Neutral? STILL AWESOME! Any alignment you choose is fine because you don't have to like- or even stick with your party members. But if you decide to kill the weakling bard, and that bard just so happened to become best buddies of a commander of an army, good luck. If you decide to go out on your own then I won't stop you, but I certainly won't guarantee your safety either. Remember, I won't pull punches.

ALSO! If you die then you CAN resubmit a new character, but it will be thrown back into the pot with the rest of the applicants and I will choose again.

ON THAT NOTE! Recruitment for this campaign will close...never! As long as this campaign is active, the recruitment will be also. After I pick my first group, there is no guarantee that anyone else will get in, but there is still a pretty good chance.

Now for the fun stuff:

Character Building:
Starting at level 18, will go to 20.
20 pt. Buy one-for-one (I told you it was high powered.

Any Paizo for classes, races, and anything else. As a general rule, I say no third party, but feel free to run it by me unless it involves a completely different rule system such as Psionics. Also, no Synthesist summoners, and no Immortal Spark.

700,000 gp 1 cp(just because)

Gestalt

2 extra skill points per level

2 extra feat to start with

Max HP

2 traits. 3 if drawback.

Alignment: Any

Backstory:
Your backstory can be whatever you want, but it must be epic. If you're evil, then you were pulled from the deepest darkest pit of hell that you could imagine. If you are good, then you are Batman, Superman, and Spider-man all mixed together and multiplied by two. The only stipulation is that you are knocked out in some way and the last thing you see is the inside of your eyelids. You don't see who knocked you out.

This is to be set in Varisia.

If I missed anything, feel free to ask!

Dark Archive

Dot.

I want to do something I wouldn't normally do... hmmm. I'll definitely put some thinking into it.


I'd definitely like to put something together, I just need to think of what to do!
Edit: I have a few ideas, and my favorite involves a divine/arcane caster, the Gestalt rules seem to kind of leave prestige classes up to the determination of the DM, so is the Mystic Theurge class banned?


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Because I just LOVE playing Melee characters that Eschew magic use, I shall present Edward Kenway, or some similar, The Swashbuckler/Rogue that spins through the battlefield with his twin Sawtooth Sabers.


You? Swashbuckler? I never would've guessed! ;P

ALSO if anyone would rather pick an archetype of their class as a Gestalt class they may do so.

-Posted with Wayfinder


As long as they're Paizo and you meet the prerequisites I don't have a problem with prestige classes.

-Posted with Wayfinder


I want to play a lvl18 anti paladin with his minion

Oh boy :)

Anti paladin (lord of darkness) / summoner

Dark Archive

I'm actually thinking Eldritch Scion Magus / Sacred Servant/Oath of Vengeance Paladin of Kurgess. Either Human or Angelkin Aasimar (leaning towards the latter).

I've never gotten a chance to build or play a high level Magus, where all my problems with the class are long since overcome, so I think it'd be a lot of fun. :)

Silver Crusade

dot dot ot!

two ideas atm, paladin/fighter, or gunslinger/inquisitor


Working on name:

Unnamed Hero
Male moroi-born dhampir (svetocher) antipaladin (lord of darkness) 18 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Advanced Race Guide 96)
LE Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +25
Aura aura of obedience (DC 29)
--------------------
Defense
--------------------
AC 32, touch 13, flat-footed 29 (+14 armor, +3 Dex, +5 natural)
hp 252 (18d10+72)
Fort +29, Ref +24, Will +29; -1 vs positive energy damage, +2 bonus vs. disease and mind-affecting
Defensive Abilities fortification 75%, negative energy affinity; DR 5/good; Immune aura of depravity, disease; Resist undead resistance
Weaknesses weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +5 vorpal adamantine greatsword +27/+22/+17/+12 (2d6+32/17-20)
Special Attacks aura of sin, channel negative energy 9/day (DC 29, 9d6), domination, smite good
Antipaladin Spell-Like Abilities (CL 15th; concentration +25)
. . At will—detect good
Antipaladin (Lord of Darkness) Spells Prepared (CL 15th; concentration +25)
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 16, Int 18, Wis 16, Cha 30
Base Atk +18; CMB +21; CMD 39
Feats Augment Summoning, Blinding Critical, Critical Focus, Evolved Summoned Monster[ACG] x2, Improved Critical (greatsword), Power Attack, Spell Focus (conjuration), Weapon Focus (greatsword)
Traits anatomist, seeker
Skills Acrobatics +0 (-4 to jump), Bluff +31 (+41 to lie and any lie you tell cannot be detected via detect lies, zone of truth, or similar spells.), Disguise +17, Handle Animal +17, Intimidate +31 (+35 on Intimidate checks made against living creatures within 10 feet. Beat DC by 10 or more and issue a command as the spell), Knowledge (religion) +16, Perception +25, Sense Motive +24, Spellcraft +8, Stealth +21
Languages Abyssal, Celestial, Common, Daemonic, Infernal
SQ aura of despair, aura of evil, channel negative energy, cruelties (cruelty [blinded], cruelty [charmed], cruelty [commanded], cruelty [cursed], cruelty [nauseated], cruelty [sickened]), fiendish boon (fiendish boon [fiendish servant]), resist level drain, tongue of lies, touch of corruption, unholy resilience, vampiric empathy
Combat Gear ring of invisibility; Other Gear +5 fortification (heavy) mithral full plate, +5 vorpal adamantine greatsword, amulet of natural armor +5, belt of physical perfection +6, cloak of resistance +5, headband of mental superiority +6, hireling, 3,450 gp, 1 cp
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Antipaladin Channel Negative Energy 9d6 (9/day, DC 29) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura of Depravity (Su) You gain DR 5/good. Enemies within 10' suffer a -4 penalty to saves vs. compulsion effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Obedience (1/day, DC 29) (Su) Demoralize living creature within 10 feet
Aura of Sin (Su) Your weapons, and attacks against enemies within 10' of you are considered evil-aligned for the purpose of overcoming damage reduction.
Blinding Critical (DC 28) Critical hit blinds or dazzles target.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Critical Focus +4 to confirm critical hits.
Cruelty (Blinded, DC 29) (18 rds, DC 29) (Su) When you use your Touch of Corruption ability, you may also make your target blind for 1 rd per Antipaladin level.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Charmed, DC 29) (6 rds, DC 29) (Su) Charm target as per the charm monster spell.
Cruelty (Commanded, DC 29) (Su) Command target as per the command spell.
Cruelty (Cursed, DC 29) (Su) When you use your touch of corruption ability, the target is cursed, as if you had cast bestow curse, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of touch of corruption, chosen w
Cruelty (Nauseated, DC 29) (6 rds, DC 29) (Su) When you use your Touch of Corruption ability, you may also make your target nauseated for 1 rd/3 Antipaladin levels.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Sickened, DC 29) (18 rds, DC 29) (Su) When you use your Touch of Corruption ability, you may also make your target sickened for 1r/Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Domination (DC 29) (Su) Create thrall of a living humanoid creature within 30'
Evolved Summoned Monster Apply a 1-point evolution to a creature you summon.
Fiendish Boon (Fiendish Servant IX, Advanced, SR 29, 5/day) (Sp) You can summon your Fiendish Servant to your side.
Fortification 75% You have a chance to negate critical hits on attacks.
Immunity to Disease You are immune to diseases.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Smite Good (6/day) (Su) +10 to hit, +18 to damage, +10 deflection bonus to AC when used.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Tongue of Lies (Ex) +10 competence bonus on any Bluff skill check made to lie.
Touch of Corruption (9d6, 19/day) (Su) You can inflict 9d6 damage, 19/day
Undead Resistance +2 save vs. disease, mind affecting effects.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

--------------------

Hireling
Advanced glabrezu demon (Pathfinder RPG Bestiary, 61)
CE Gargantuan outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +28
--------------------
Defense
--------------------
AC 29, touch 7, flat-footed 28 (+1 Dex, +22 natural, -4 size)
hp 234 (12d10+168)
Fort +22, Ref +5, Will +13
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +19 (2d6+23), 2 claws +19 (1d8+23), 2 pincers +19 (2d10+23/19-20)
Space 20 ft.; Reach 20 ft.
Special Attacks rend (2 claws, 2d10+22)
Spell-Like Abilities (CL 14th; concentration +21)
. . Constant—true seeing
. . At will—chaos hammer (DC 21), confusion (DC 20), dispel magic, greater teleport (self plus 50 lbs. of objects only), mirror image, reverse gravity, unholy blight (DC 21), veil (self only) (DC 23)
. . 1/day—power word stun, summon
. . 1/month—wish (granted to a mortal humanoid only)
--------------------
Statistics
--------------------
Str 41, Dex 13, Con 39, Int 20, Wis 20, Cha 24
Base Atk +12; CMB +27; CMD 42
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike
Skills Acrobatics +1 (+5 to jump), Bluff +30, Diplomacy +23, Intimidate +23, Knowledge (history) +20, Knowledge (local) +20, Perception +28, Sense Motive +20, Stealth +4, Use Magic Device +19; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (24) You have Spell Resistance.
Summon Monster (level 4, 1 glabrezu 20% or 1d2 vrocks 50%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.

Hope this works so long, just the anti paladin, will add the gestalt in a bit


Hmm. Hmmmm. HMMMMM!
I could pull up The Burning Intelect and build him up for this game, combine it with something, gunslinger maybe. (hes a goblin mindchemist. Permenantly on fire, loves books and scrolls)
I could bring Rockjaw Runefinger and bring him from his humble beginings to the height of his power... (dwarf armored hulk barbarian/something)
Haave a few other ideas, will have to think...

Shadow Lodge

I have a demolitions specialist knocking around in my head,
either TN or NE Gunslinger (mechanist)/alchemist(grenadier)
Takes wild talent to gain access to the psionic deads never mind just read the part about "completely new rule systems, poohie, ah well still pretty decent.
Has a pair of revolvers and a pepperbox rifle.
He's an all around badass, he's got a bit of a blood knight personality and he goes around acting as a mercinary fighting for just about whoever pays the most, but to the real slime balls if it'd be easier to kill you and take the money that way that's what he does.
He believes that the explosions are the truest form of art, and views himself as a visionary artist sharing his art with the world
In addition to the ovbious damage otput of this guy he can also disarm traps and do minor healing

Or I could go LN or NG spelless ranger/Druid with a monk dip classic protector of nature bumped up to eleven.

Or LN kensi magus/arcanist warrior Mage, master of magic, specializing in anti caster techniques. Thematically he was raised by monks after he was abandoned on the monk's collective doorsteps, and they trained him to fight but recognized him as a chosen child of nethus (I don't really know any other non evil magic gods) and so on his 15th birthday they revealed this to him and sent him off to train in the ways of magic.

Or trapper ranger18 /grenadier alchemist 7 sorcerer 1/arcane archer 10 or maybe swapping the ranger and alchemist levels
Super spy, master urban tracking and surviving in the wild
Cunning, charismatic and death with a bow,

Basically hawkeye loads of different tricks possible with his arrows, from poison, to
What's your policy on templates and monster levels?

Because I have an LG quickling monk/machinesmith that's basically the flash, and it's awesome (though I'd prefer he be medium size so I'd even spend a level on giant to get it)
Maybe CG if I go martial artist or monk of the four winds

Or I could go as raiden with celestially blessed suli warlock/monk (four winds)
He'd have the demensional agility chain, and I have an awesome backstory already written for him.

Gaaah too many ideas


Dot


I im in,

Q1 Templates can we have them of so what CR level?
Q2 Race Builder if so what RP level?
Q3 Guns, level costs?
Q4 Can we come from other planes?
Q5 Leadership can we have the feat?
Q6 HERO Points? are you using them?
Q7 Crafting can we made pre-game?
Q8 Mythic will we?

And you know who I will be playing at level 18 like this
Rosa Luminass, some of you know her, Rosa is the kind of PC made for this game.

I would like to use the clever-godling or warlock

If you will allow templates I would like to use half Devil


Eeeyesss, very interested indeed.

I had a 20/20 Gestalt Alchemist/Wizard Mythic 10 guy made for shapehifting made up for a different game, so I might tweak him and re-present it, since the GM shut it down after everyone got characters made.

Or I might go with something far less exhausting to create. That one only really truly shines with the Mythic abilities giving me all sorts of 24 hour buffs anyway.

Perhaps an Alchemist/Monk so I can knock people into next century. Or Alchemist/Investigator so I can get my Alchemy on with twice the fun.

Whatever it is, it's gonna involve Alchemist, I believe.

Unless I decide to make that Grand Marshal (Gunslinger 5/Inquisitor 20/Grand Marshal 10/Whatever 5) I've been wanting to make. What kind of guns are available?


I'm interested. Probably as a caster/warrior of sorts.

Oh, and this prc looks like it'd be fun and provide a cool visual. Can I use it?

By the way, if we have craft feats, do we get discount on pre-game items?


I might be interested. Never played much high-power, though.


Rosa is a Cleric on the others side of the Gestalt


GM would you allow the 3PP draconic-exemplar class?


I'll be submitting a character. Is there a deadline for recruitment?


If you're not looking for Immortal Spark, what about the Imperious Bloodline?

I'm thinking of grabbing a sorcerer/arcanist or a swashbuckler/slayer.

Alternatively, how do you feel about guns? Feeling on a sniper kick.


One question, I assume you mean a 1 for 1 20 point buy means:
start at 10 for each stat, and every point above that is 1 point.

Otherwise it wouldn't really work so well.

I think a Paladin/Fighter gestalt thrower could be interesting. It will be based on a current PFS character with some obvious ramping up of power.

Grand Lodge

D to the O to the T


Dot. Orc-blooded female sorcerer/slayer? Taste the pain!


Also would you aloow Living-monolith GM??


Lady Rosalyn Lumnass

This is her ALT and she is being worked on.

Sex: Female Race: Aasimars Garuda-Blooded (Plumekith) Class: Cleric (The Empyreal lords) (Archetype - ) [Retired Pathfinder] level 18
Medium [Large] Outsider (Native, Aasimar)
NOTE the race may Change of the GM allows TEMPLATES :)

Silver Crusade

ok, as much as I think a gun slinging inquisitor would be freaking awesome, gonna go with my first love. Paladin/Fighter.

Angel-kin aasimar Male,

GM, would you allow me a Pegasus as a bonded companion for the paladin ability?


Hey Rynjin, just to let you know, the burning Inteligence is a mindchemist alchemist that is probably going to go investigator, once i figure a few things out, and that it is the character i am currently leaning heavilly to.
Not that i am asking you change your idea (would never do that!), rather just letting you know of the overlap :)


I have an idea but the epic back story may be rather lengthy and detailed (if that is alright) By lengthy I mean.

two books (word documents)

Book 1: approx 90 pages (will need to edit out some stuff)
Book 2: approx 154 pages (again will have to edit out some stuff)

(book 2 has about 10 pages of epilogue and character sheets that reflect progression through the story)

Basically it is the narrative as the character was played all the way up in level through the old 3.0 modules beginning with forge of fury (missed the sunless citadel) up too I believe Bastion of Broken Souls but Its been a long time so I don't recall fully

Scarab Sages RPG Superstar 2013

I want to be selected for this game. I'll have a concept and rough idea for a build today. If you like it, I'll finish out the build in time to start.

I will actually probably submit two ideas, depending on the others, so I can fill a niche or keep an alignment compatible with the party.

Back soon!


Cam James wrote:

Hey Rynjin, just to let you know, the burning Inteligence is a mindchemist alchemist that is probably going to go investigator, once i figure a few things out, and that it is the character i am currently leaning heavilly to.

Not that i am asking you change your idea (would never do that!), rather just letting you know of the overlap :)

Coolio. I think both are versatile enough (especially with you going Mindchemist) that it could be good, though. If I decide to go with that.


does anyone here use Hero Lab?

If so have you used the gestalt add-on?

I want to know if it works and if it messes things up, like can I still make non-gestalted characters. can I de-select getstalt so I can still have the standard hero-lab?


I do all my character sheets by hand, so i dont know.
I figure by doing it that way i get more familiar with the char and his rules. Shrug.

Scarab Sages RPG Superstar 2013

It's a gestalt game, right? You're expecting full progression of two class builds.

I have four conceptsto ask you to choose from. I have no favorites..I just want to be in line with the rest of the party. Having said that, I'm not afraid of rivalry or conflict, I just don't want to end up the only good guy in a party of evil PCs or vice versa. So...if one of the following tickles you and sounds like a good match:

Decthacion Alhasinin (NG male high elf black blade magus/fighter) Decthacion is the quintessential high elf bladesinger. He is a little condescending towards lesser-lived races, seeing the role of his ancient noble family as the aggressive protectors of the mortal realm.

Pierre Covand (NE male human bard/oracle) Pierre has left his Galtan estates in search of more ancient secrets that explore the nature of evil, hate, and sin. He indulges in every pleasure but is also a patient architect. He's great for a plots within plots game, but he is wicked dark.

Rijaldo Laliz (CG male human swashbuckler/rogue) Self-dubbed "Rijaldo the Rescuer", the fighter spent long years in search of an artifact called "the Finest Blade". He enjoys danger, bores easily, and flirts with any woman he finds attractive.

Lord Galden Vex (CE male half-fiend/grave guardian human antipaladin/oracle) Lord Vex took his new name when he gave his soul to the Four Horsemen in exchange for incredible power. He uses this power to make war, plague, famine, and murder against the hated nation of his homeland.

I'd be happy to play any of these. Rijaldo is the best candidate for heroism and humor. Decthacion is a leader and versatile combatant. Pierre is a leader and great for down time plans. Vex is a supervillain with nothing but the worst of intentions.

Hope one of these tickles you, boss!


First choice:

Klor Kragsson (dwarven fighter/rogue) -- Klor is a self-styled "dwarven defender," in open rebellion against the rules and regimen of his clan, exiled into the dark tunnels to protect them on his own terms. Klor very much adheres to the notion that the ends justify the means; and although his goals are usually good-- at least as far as he understands the term-- his approach leaves much to be desired.


Edward Sobel wrote:

does anyone here use Hero Lab?

If so have you used the gestalt add-on?

I want to know if it works and if it messes things up, like can I still make non-gestalted characters. can I de-select getstalt so I can still have the standard hero-lab?

Gestalt is a particular character class in the add on. You can still make non-gestalt characters if you choose. I have my character built up in it. It's a bit weird how it works, but it does work.

Of course I have to get that character posted.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Are you allowing the Occult Adventure playtest classes?


Dotting!

Would custom races be considered?


Here's Dudley.

Dudley is a long serving Pathfinder Society member. Formerly with the Andoran faction, he converted to Silver Crusade during the recent shifting of factions.

A devotee of Erastil, but a bit off since he generally relies upon a chackram rather than a bow. Erastil has made allowances for him because he has proven effective.

Dudley is a touch dim, but is devoted to his god and the greater good. He is also one who always accepts that redemption is possible. He is not at all the bloodthirsty paladin that so many seem to be. He believes that mercy is always the greater path if circumstances permit. Of course if the law decides otherwise, he will accede.

He has traveled over much of Golarion in service to the Decemvirate, but always staying true to his principles. He has fought Demons, Jiskan Liches, minions of the Rune Lords and other great threats to the world, and has always done his duty.

He will still take on important missions if he deems the motives of the Decemvirate to be correct, Mostly he just travels about seeking to right wrongs. He has found much of his time eaten up around the World Wound of late as it never seems to stop supplying challenges worthy of his attention.

Stats:

Dudley Benfare
Angel-blooded aasimar (angelkin) fighter 18/paladin (oath of vengeance) 18/gestalt 18 (Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +29
Aura courage (10 ft.), faith (10 ft.), resolve (10 ft.), righteousness (10 ft.)
--------------------
Defense
--------------------
AC 53, touch 25, flat-footed 47 (+14 armor, +5 deflection, +5 Dex, +1 dodge, +1 insight, +2 luck, +5 natural, +9 shield, +1 trait)
hp 252 (18d10+72)
Fort +29, Ref +25, Will +25 (+5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. death
Defensive Abilities evasion; DR 5/evil; Immune charm, compulsion, disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 impervious seeking speed adamantine chakram +37/+37/+32/+27/+22 (1d8+22)
Ranged +5 impervious seeking speed adamantine chakram +36/+36/+31/+26/+21 (1d8+22)
+1 adaptive seeking composite longbow +27/+22/+17/+12 (1d8+11/×3)
Special Attacks smite evil 6/day (+6 attack and AC, +18 damage), weapon trainings (thrown +6, close +5, heavy blades +4, bows +3)
Spell-Like Abilities (CL 18th; concentration +24)
. . 1/day—alter self
Paladin Spell-Like Abilities (CL 15th; concentration +21)
. . At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 15th; concentration +21)
. . 4th—death ward, eaglesoul, restoration
. . 3rd—blessing of fervor[APG] (2), litany of sight[UC]
. . 2nd—bestow grace[APG] (2, DC 18), litany of defense[UC], resist energy (2)
. . 1st—challenge evil[APG] (DC 17), divine favor (2), lesser restoration (2), veil of heaven[ARG] (DC 17)
--------------------
Statistics
--------------------
Str 24, Dex 20, Con 18, Int 8, Wis 10, Cha 22
Base Atk +18; CMB +25; CMD 51 (55 vs. disarm, 55 vs. sunder)
Feats Additional Traits, Close-quarters Thrower[UC], Clustered Shots[UC], Combat Reflexes, Deadly Aim, Dodge, Fey Foundling[ISWG], Greater Shield Focus, Greater Snap Shot[UC], Greater Weapon Focus (chakram), Greater Weapon Specialization (chakram), Improved Precise Shot, Improved Snap Shot[UC], Point-blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shield Focus, Snap Shot[UC], Weapon Focus (chakram), Weapon Specialization (chakram)
Traits defender of the society, fate's favored, force for good, seeker
Skills Acrobatics +6, Appraise +1, Bluff +8, Climb +12, Diplomacy +29, Disguise +8, Escape Artist +6, Fly +6, Handle Animal +12, Heal +4, Intimidate +12, Knowledge (dungeoneering) +5, Knowledge (nobility) +5, Knowledge (religion) +14, Perception +29, Ride +10, Sense Motive +6, Stealth +6, Survival +23 (+25 to avoid becoming lost), Swim +12; Racial Modifiers +2 Heal
Languages Celestial, Common
SQ armor training 4, channel wrath, divine bond (weapon +5, 4/day), lay on hands 15/day (9d6), mercies (blinded, nauseated, paralyzed, poisoned, sickened, staggered), powerful justice
Combat Gear bracelet of second chances, dust of appearance, jingasa of the fortunate soldier, unfettered shirt; Other Gear +5 comfort ghost touch glamered impervious mithral full plate, +5 impervious adamantine heavy steel shield, +1 adaptive seeking composite longbow, +5 impervious seeking speed adamantine chakram, clear spindle ioun stone, deep red sphere ioun stone, dusty rose prism ioun stone, iridescent spindle ioun stone, onyx rhomboid ioun stone, onyx rhomboid ioun stone, pale blue rhomboid ioun stone, amulet of natural armor +5, blinkback belt, chime of opening, cloak of resistance +5, cracked pale green prism ioun stone (saves), eyes of the eagle, gloves of dueling, gloves of reconnaissance, handy haversack, headband of alluring charisma +6, insistent doorknocker, ring of evasion, ring of protection +5, stone of good luck (luckstone), wayfinder, winged boots, 2,829 gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks by allies in range bypass DR as good-aligned.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Blinkback belt (empty) Light/1-handed melee weapons drawn and thrown within 1 rd teleport back to belt.
Bracelet of second chances (7 uses) As an immediate action, reduce critical/sneak att to normal hit.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Close-Quarters Thrower (Chakram) Attacks with selected weapons do not provoke attacks of opportunity
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +5, 18 mins, 4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fate's Favored Increase luck bonuses by 1.
Fey Foundling Magical healing works better on you
Force for Good +1 CL for [good] spells.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Greater Snap Shot Gain bonus on damage and critical confirmation when using ranged weapons
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Snap Shot You threaten an additional 10 feet with Snap Shot
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lay on Hands (9d6 hit points, 15/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Nauseated) (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Shield Focus +1 Shield AC
Smite Evil (6/day) (Su) +6 to hit, +18 to damage, +6 deflection bonus to AC when used.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +5 (Ex) +5 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Thrown) +6 (Ex) +6 Attack, Damage, CMB, CMD with Thrown weapons
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.

Scarab Sages RPG Superstar 2013

I'd also like to know about custom races.


Waiting on GM about Templates :)
Will build her as is, Have working Alt here, I want to try something new with this build, how about this.
If the GM says no to warlock and Godling then I would really like to try

Cleric/Monk For Rosalyn.

I would like her to go Mythic if the other players are up for it.


Mythic is very fun, but a pretty big power booster (especially for casters).

It depends on how high powered the GM wants this to be, really. Different challenges are required for Mythic characters much like different challenges are required for high level characters in general.

"Damage sponge" enemies simply don't work any more, for example. High HP is pretty much meaningless, when DPR can be measured in the high hundreds easily (I have a level 19 Mythic 9 character who can whip out somewhere in the ballpark of 500-700 damage a round with two Mythic Vital Strikes, and he's optimized for Grappling, not damage).

Enemies would need non-standard defenses. Very high DR (higher than the usual max of 15), of the DR/- variety (all other DR, including Epic, are far too easy to overcome for high level characters of any stripe), miss chances, mirror images, etc.

In addition, quantity is better than Quality (to an extent). Due to the previous, most single targets will be destroyed by most Mythic characters in a single round. Ideally the odds would be at least 2 to 1 of roughly CR appropriate enemies.

For example, if we were a party of 4, level 18, Mythic 9, we'd want somewhere between 8 and 20 enemies of CR 16 and above, with some Mythic ranks.


@Rosalyn:

Everyone Should Read This.:
Q1 Templates can we have them of so what CR level?
Hmm. I've never seen templates in use before. What did you have in mind?

Q2 Race Builder if so what RP level?
I'm fairly picky about this, but yes. Nothing above 12 rp. and it can't be obviously specialized. (You can't make a character that would only work for a stealth class by giving it buffs like +4 Dex, +4 stealth, and small but would be useless for any other class. It has to be at least somewhat versatile.

Q3 Guns, level costs?
I'm not a big fan of guns (old school that way) but I will allow early guns, but ammo might be scarce.

Q4 Can we come from other planes?
Yup.

Q5 Leadership can we have the feat?
Yup.

Q6 HERO Points? are you using them?
No, not for a campaign this short.

Q7 Crafting can we made pre-game?
Yup.

Q8 Mythic will we?
Probably not.


@Joshua: Sorry, no Occult.

@GM Pandorica: All Paizo prestige classes are fine.

@Steven: I gotta say, Decthacion Alhasinin is my favorite of the bunch.

@Edward: Maybe a short version will do (not really short, but less than 20 pages for sure) ;). That being said, you're welcome to give the long version along with it.

@aceDiamond: It looks fine to me, as long as you don't cheat the bonuses of old age like Immortal Spark allows, then you're fine.

I think that's it for the questions. If I missed you let me know. Also, I'll be taking 6 for my original group, but 2 are reserved for my brothers. Ace is one. Loving the submissions guys, keep 'em coming.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Yeah, Mythic brings an entirely different world of gameplay to the table. There is nothing like having immortality and the ability to make a touch attack for over half a million damage minimum every other round or so.

With gestalt, I would go ahead and throw an almost infinite source of wealth as well.

This is considering level 20 gameplay.

Silver Crusade

Wivvy, do you allow the paladins divine bond Mount to be a Pegasus?


I knew I would forget something! Yes Pegasus is fine.

-Posted with Wayfinder

Dark Archive

I forgot to ask: how long are you going to keep recruitment open for? I always forget exactly how much effort building a high level gestalt character can be, so it might be a few days before I can get even just my crunch done.


My picks will be in a little over a week. Probably 10 days. I'll give everyone an early warning when it gets close.

-Posted with Wayfinder


My submission for this will be James Bonfire Ranger/Bard. Have to fully build him but here is is backstory.

Backstory:

Stay late enough in one of the taverns in the right part of the larger cities of the inner sea, and when the bards have had enough to drink and are feeling safe you may hear them tell a tale too strange to believe of one of their own. It goes something like this:

Nocticula found a baby aasimar in the Midnight Isles. Being a very chaotic sort of demon she put out a personal request for someone to raise this child. The competition was fierce and deadly and won by, of all things a fire giant.

This fire giant raised the child in the ways of balance and the wilderness and on they day he matured she disappeared without collecting her reward from Nocticula.

This aasimar spent many years in the Midnight Isles experiencing all it had to offer and picked up some bardic talent as well. It is said he was in the wilds of the Isles one day when he followed a rabbit down a hole and ended up in Feronia's realm. He liked it there as he was sick of some of the worst of the debauchery in the Midnight Isles. He stayed there a long time and chose her as his goddess.

But soon the wanderlust gripped him and he decided to spend time on Golorian in the inner seas. The tales of him spread as he moved around. It is rumored that he has been banned from the Temples of Calistria as his purse always came out heavier than when he went in and all of the priestess ended up pregnant giving birth to red headed children nine months later. There are other rumors that any town he spends time in sees a rash of red headed children born nine months later.

He is known to work with the druids to expand and population of wildlife getting dangerously low. After saving a rare rabbit population in the forest, was spending time celebrating with the local citizens when his was knocked out in the arms of a beautiful woman.

The idea was originally for a half celestial cambion, so I'm making some changes there too. Hope to have crunch done in a few days.


a little more about Klor:

Personal Information:
Klor Kragsson is the middle of three sons of Krag Bladebeard, the current patriarch of a long line of Hearthguard, the champions and protectors of the dwarven strongholds. Unfortunately for his family, Klor's fiery temper and lack of discipline did not mesh well with the demands of his clan's profession.

Despite a terrible falling out with his father and clan, Klor was yet filled with a sense of responsibility for his kin. His self-imposed exile from his stronghold sent him deep into the tunnels of his mountain home, into the goblin warrens that criss-crossed the dwarven delving’s. Klor spent many years stalking those warrens alone, protecting his clan in his own way, on his own terms. It was a brutal and lonely existence, hardening him physically and mentally.

Those who have met Klor find him difficult to bear. Even by dwarven standards he is considered rough and crude. His years alone have left him with a tendency to speak his thoughts aloud, with brutal honesty. His best hope for tactful conversation is simply to say nothing at all!

Those who know him slightly better realize that honesty is only one of his many double-edged virtues. Though he is fearless, a useful trait in an ally, it often comes across as arrogant bravado. His hatred of evil is unswerving, although he is completely without mercy and his methods often give pause to more civilized company. Klor adheres to no code of conduct but his own, for he believes that authority ends at the point of the sword. He will do what he believes he can get away with, and though he fears no man, he respects those who can enforce their will. Were it not that his goals were in line with the common good, he might very well find himself on the wrong end of the law...

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