Legends of the Fifth Crusade, A Wrath of the Righteous Gestalt Campaign

Game Master Divinitus


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Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Gm Master of the Abyss

Do you happen to have any archs fitting a ratfolk alchemist?

I see there is plague bearer but I don't know if that would be a good selection.

However Grenadier looks really promising, lose brew potion but being able to choose who does/doesn't get hit by bombs is excellent. :)


I am going to rework kayle a bit for Sacred servant archetype. I think that would fit her backstory fairly well


Character Sheet

Primal Host

Righteous Sentinel

Primal Host:

Indulgence (Ex): The defining feature of the relationship between a primal host and his urge is indulgence, making the urge happy by indulging it’s vice of choice. At the time of bonding the host discovers the personality quirk of the urge who has bonded to him. Each quirk has actions associated with it that could earn the host favor with his partner, and examples of how the urge would act while in control of the host’s body. The partnership between the primal host and his urge can lead to varying levels of self-control. While the urge is happy, the host enjoys full, sometimes even better than full, control of his body. In exchange, if the urge is restless or unhappy the host’s control of his own body can suffer. As a free action, the host can indulge his partner by letting him take full control of his body for 3 rounds. Doing so earns him 1 favor token and adds 1 to the relationship score of the primal host and his urge. At the start of a turn in which the primal host allowed the urge to control his form he gains 1 favor token. While the urge controls the host body it gains +1 bonus to attack rolls, with an additional +1 bonus at for every five primal host levels he possesses, the urge does not however gain the benefits of the relationship score results. In times of stress, particularly under circumstances which go against what the primal urge wants, the primal urge can attempt to wrest control away from the primal host. In these situations the host may allow the urge to take over for 3 rounds, as per normal, or he may attempt a charisma check DC 10 + the primal hosts’ Charisma modifier to maintain control of his body. Succeeding on the check allows him to maintain his control, but he loses 1 from his relationship score. If he fails the urge controls his body and he does not gain 1 relationship from the symbiote’s control. In extreme circumstances or when failing a charisma check with a relationship of 0, the GM may assume control of the primal host.
A primal host can store a number of favor tokens equal to his Charisma modifier. He can spend favor tokens on morph special abilities, and certain symbiosis results.

Vengeful: The vengeful urges do not suffer insult or injury. When attacked by a creature you will maintain your relationship if you at least reciprocate the amount of damage dealt, if you kill the creature you may increase your relationship. When in control the vengeful urge will attack the first creature to attack him until he has killed it. Taking a full round action to coup de grace if possible. Not attacking a creature who attacked you, or suffering an insult quietly may cause the vengeful urge to take over.

Horror-Bound:
Class Skills: Knowledge (dungeoneering) (Int), Knowledge (planes) (Int)
Fear of the Dark: The primal host’s symbiote is a thing accustomed to stalking the dark places of the world. At 1st level, the primal host gains either the depth stalker or eyes of the beast morph.

Natural Armor (Ex): The primal host’s urge forms plates, scales, or some sort of armor with which to protect its bearer. When unarmored and unencumbered, the primal host adds his Charisma bonus (if any) to his AC and his CMD. The bonus to AC is a natural armor bonus. In addition, a primal host gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four primal host levels thereafter, up to a maximum of +5 at 20th level.

Primal Weapons (Ex): Starting at 1st level the primal host may manipulate his urge in order to form weapons from his flesh. He may choose one of a bite attack, two claw attacks, a gore attack, a slam attack, or a tail-whip. At 5th level and every 5 levels thereafter the primal host may manifest a new natural weapon. Hey may alternatively select one of his natural weapons a second time, doing so makes him count as he were 1 size category larger for the purposes of the damage the natural weapon deals. This does not stack with the Improved Natural Weapon feat. A symbiote with the gluttonous quirk must select a bite attack as his first primal weapon. A primal host’s natural weapons need not be constantly visible; they may be readied with a free action.

Depth Stalker: The primal host gains a swim speed of 60 feet and can breathe underwater as easily as in the air. Additionally, the primal host takes no penalties for fighting underwater.
Favor Bonus (Squid Strike): The primal host may spend a favor token while underwater in order to move up to 240 feet in a straight line as a full–round action. Additionally the primal host may make a bullrush attempt against any creature whose square he would travel through. This bullrush attempt does not provoke attacks of opportunity. Alternatively the primal host may make 1 attack against a creature in his range at any point during his movement.

Righteous Sentinel:

Code of Conduct: A righteous sentinel must adhere to his own alignment as a strict moral code, while additional restrictions on the righteous sentinel’s conduct are derived from his divine covenant. He loses all class features except proficiencies if he ever willingly breaks this code.

Avenging Smite (Su): At 1st level, the righteous sentinel gains the paladin’s smite evil ability, except that it functions only against creatures described in the righteous sentinel’s divine covenant. This ability replaces favored enemy.

Detect Evil (Sp): At 1st level, a righteous sentinel gains the paladin’s detect evil ability. This ability replaces wild empathy.

Divine Covenant (Su): At 1st level, a righteous sentinel must devote himself to a singular cause. A divine covenant grants the righteous sentinel a number of new spells and special abilities. He is also expected to follow a code of conduct, in addition to strict adherence to his alignment. Should the righteous sentinel ever violate his covenant or his code of conduct, he loses the benefits of his covenant until he atones. The violation of a covenant or code of conduct is subject to GM interpretation. A righteous sentinel cannot change his covenant without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits granted by his old covenant. He must then follow the decree of his new covenant for one entire level without gaining any benefits from that covenant. Once accomplished, he gains all of the benefits from his new covenant. Note that the names of these divine covenants might vary depending upon the campaign setting or GM’s preference. This ability replaces combat style feats gained at 2nd, 10th, 14th, and 18th level, and master hunter.

Covenant Against Fiends:
A righteous sentinel who makes a covenant against demons, devils, daemons, and other evil outsiders is constantly on the hunt for malevolent fiendish incursions into the world. Should fiends gain entrance into the Material plane, the righteous sentinel has vowed to hunt them down and either banish them to their plane of origin, or destroy them utterly.

Skills: The righteous sentinel with the covenant against fiends adds Knowledge (planes) (Int) to his list of class skills. In addition, whenever a righteous sentinel with a covenant against fiends uses Knowledge (planes) to identify or gain information about fiends, he receives a bonus on the check equal to 1/2 his righteous sentinel level (minimum +1).

Feats, Traits, & Drawbacks:

Intense Artist (Shelyn): Your devotion to Shelyn has caused you to delve more deeply into your art. Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.

Repel Sin (Tiefling): You have an instinctive revulsion for the sins that led to the rise of demons and subsequent downfall of qlippoth. Benefit You gain a +2 trait bonus on saving throws made against spells and effects with the [evil] descriptor.

Exposed to Awfulness: When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

Unlearned: You have always had difficulty learning and retaining information, and know very little about the world beyond the obvious and what pertains to your profession. Effect: Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

Racial:

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Skilled: The Motherless gain a +2 racial bonus on Escape Artist and Survival checks.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Spell-like ability: The Motherless can use blur once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Appearance:

Heavily inspired by this picture.

A lithe creature darts about with heavy priest's robes covering her. Underneath the robes lies a mockery of Angelic and Qlippoth flesh. A long spined chitinous tail dots her back and spine, the same dark chitin completely covers and envelops her arms and legs. The corrupted armor flesh has only started to invade her stomach area, which looks grossly malnourished compared to the rest of her body. Dark hard ribs are can be seen showing through the skin, the point where the flesh ends and the unfeeling chitin begins blurs. Dorsal spines sprout out of her back and twitch about here and there, as if reacting to the node's actions and feelings. Luminescent fibers seem to extend of the largest of the two coming from her shoulder blades, perhaps in a profane attempt to emulate wings that may have once been there. Her left eye is a complete black with an iris of gray that is almost impossible to make out from any distance greater than being adjacent to her. Her right eye retains a bit of normalcy, a deep icy blue on white with only bits of black starting to invade. Her long speak and inky black hair almost seems to move about on it's own when looking out of the corner of your eye, and almost obscures the the brightly colored songbird pendant she wears about her neck.

Backstory:

Ruedi was once a happy place to live in the wild woodland nation of Sarkoris, home to the druids and Godcallers and all manner of magical beast and stranger creatures that called it home. The people there lived humble lives, never asking or wanting for much. And so it would seem to go on and on, until shortly before the nation's final days. An Angelic child had been born to an older couple previously thought barren, and for awhile this brought much joy to the couple as well as the rest of the town. Beautiful, and kind, and hale the Aasimar was also blessed with the gift of song, which she used to alleviate the town's wear and woe whenever it came about. It was an enviable existence. Until the Sundering.
Without warning or heeded knowledge one day when everyone was going about their lives same as they ever was a loud thundering sound broke out and even overtook the girls singing. This was a sound that no mortal nor beast nor creature of the loftier planes could ever hope to emulate. This was the sound of Golarion itself being torn in twain, as it gave forth a blasphemous birth to not only the Abyss itself but also all the Demons that lurked within, ready to ravage the wounded planet now within their grasp. It is unknown whether it was the sundering itself or an invading demon that laid the town low but what is known is that something else escaped from the Abyss along with the demonic horde.
The spirit of a Qlippoth had been fleeing from pursuers when the two planes of the Abyss and the Material were slammed together, tossing the wounded spirit into a strange and unfamiliar land. It was here that it found the destroyed town and the broken body of the singer, and a kindred feeling. Slowly flowing forth from the girl's body was the all too familiar feeling of hate and a need for vengeance against whoever had done this. In a split second the girl had slipped from this world holding onto emotions she had never even known of till this day. It was this shared feeling of Hatred of Demonkind, even if the girl had no idea what they were or were in fact behind this, that drew the primeval spirit of the Abyss towards her, a feeling so mutual and exact that they overlapped, and in this same frequency of hate and spite two dying souls became one. One that lived.
In the following days those who came looking for survivors found the girl, addled but alive and alone among the wreckage of her town. Hurrying her away the group fled the demon infested lands now known as the Worldwound with a child they thought normal, but the farther they went from the Worldwouind the more the child's body seemed to reject the motion, an eruption of corrupting Abyssal flesh and tissue soon began enveloping the girl's body. In fear the group thought to put the girl out of her misery, for she was constantly wracked with pain and her mind addled, barely comprehending her surroundings. Instead they soon came upon a temple of Shelyn and, when the Priests and Priestess could not find any way to heal or cure the girl's condition the group decided it was best if they left her in the temple's care as they strove back into the corrupting lands to look for more survivors.
In the years that followed while the girl, who they named Lune, after the founding priest, never seemed to mentally recover from her ordeal her physical condition, although bizarre if not outright horrific to look at, thrived and flourished. She would spend time going about like a normal person, looking at art and attempting to read and learn, interspaced with bouts of extreme morose and rage at any slights she or anyone else around her, namely the clergy, suffered.
When she came of age, or what they thought was her maturing for it was hard to tell when she grew, if she even did so at all, for the original clergy members that had took her in and had grown old and passed, leaving the temple in the care of their children and grandchildren. So instead of coming of age it would be better to say when the last original member of the family that took her in had passed away she decided she was an outsider to these other members who grew much faster than she did. And so in the dead of night she set forth for the blasted lands that had birthed her, and over the adjourning years while she never participated in any of the Crusades she did everything she could to help the Crusaders and demonslayers from the shadows. Until today...

Pretty much just got to pick a feat, the story feat, and equipment and we're good :3


GM, would you allow adding archetypes to the ACG classes once the book is out? I'm asking because the archetypes listed in the preview as well as the possible archetype linked to the picture look to be very intriguing.

My idea so far is to go for Arcanist on the second track which represents my character's goal to bring balance to the world outside as well. The part would focus on control and both limiting and reversing damage done by other casters.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Chi Story Feat Archetype update:

Vengeful Banisher

Though this really fit the Redemption idea in WotR. :)

Alchemist Arch

Grenadier

@ Gm Master of the Abyss

If I lose brew potion, due to the archetype above, can I take it as a feat later or will I be unable to? Because brew potion is kinda of a nice thing to have for making healing items and such.

Lune Just saw your picture and your character is scary lol. xD Reminds me of a human alien hybrid~


Corerue wrote:

** spoiler omitted **

Lune Just saw your picture and your character is scary lol. xD Reminds me of a human alien hybrid~

Thankies, and that's exactly what the picture is :3


Dotting for a Ranger(BattleScout and maybe Skirmisher)/Rogue. Will look at it again in a couple hours when I get home.


Updated list:

Finished

Arrathion: Kassina (Fighter/Rogue)
Camris: Mario Nedraid (Rogue/Swashbuckler)
Corerue: Chi (Alchemist/Gunslinger)
*CrystalStorm: Talrissia (Magus/Ranger)
*Edward: Abigail Merosa (Bard/Cleric)
Javell: Morgrym Ironfist (Barbarian/Fighter)
JuanAdriel: Jordi (Fighter/Paladin)
*Lufien: Merick Renarin (Cleric/Fighter)
*MagusJanus: Therana Silmor (Gunslinger/Paladin)
*Mcridill: Kayle Lightbringer (Magus/Paladin)
*Rednal: Korina (Oracle/Summoner) or Harumi (Oracle/Sorcerer)
*RPBlue: Jingo Jango? (Witch/Wizard)
*Rysky: Lune Shikari (Primal Host/Righteous Sentinel)
*Simmons: Tryggve (Barbarian/Soulknife)
Slyness: Strife Dawson (Fighter/Sorcerer)
*Trawets71: Zatzarzee (Cleric/Wizard) or Alexander Davies (Fighter/Rogue)

Pending

*Cuan: Khenbish (???/???)
Dark Netwerk: ??? (Inquisitor/Rogue?)
*Gambit: ??? (Psion/Warder?)
*Gobo Horde: ??? (???/???)
Helikon: ??? (Inquisitor/Investigator?)
Maglor: ??? (Ranger/Rogue)
*Tsiron: Skeleton-Man (???/???)

* - Players who also applied to the RotRL campaign. I'm pretty sure I got everyone...


I actually posted my character yesterday: Tragen Blackmourne. I just need to get the profile pic changed and add a Story feat.

EDIT: And now I'm having ideas for a different character. Are we allowed more than one app (although if this closes soon it won't matter)?


Okay, finishing up the rest.

Mythic Path:
Trickster

Background:
Therana was born in Kenabres, the daughter of a blacksmith and a tavern keeper. Her parents both proudly served the crusaders, providing equipment and drinks as orders came in. They were overjoyed when their daughter was born.

Therana proved to be a handful as a child; she would often slip out of the city and explore, despite repeated warnings not to. She had heard the stories of the demons, and even seen the wounds of the soldiers... but surely that couldn't happen to her! So, she explored with abandon, not thinking anything bad could happen to her, often not coming back until one or both of her parents came out to get her.

Then she was out one time, not even thinking about it, when she noticed both of her parents approaching with a group of crusaders with them. They told her that scouts had spotted an incoming demon attack and they needed her back in the city quickly. Not believing it could result in harm, but also unnerved at the unusual amount of soldiers, the little girl accompanied them.

Somehow, along the way, they got lost. The crusaders blamed foul demonic magics, saying spells were altering their perceptions and driving them closer to demonic lines. Then it when the demons attacked; the group had no chance, and soon every adult was dead. Therana, dying from her wounds, was buried beneath her parents' bodies and left for dead by the demonic horde. At one point, she lost consciousness and may have even died; she doesn't know.

Therana awoke to find a woman sitting near her, magic flowing into her body and her wounds closing before her eyes. The woman said not one word and kept herself covered by a cloak, with an amulet of Desna proudly displayed. Then the woman led her back to town, moving stealthily and helping her slip past the demons. Once back at town the woman wordlessly left the young girl with the crusaders, who raised her and trained her as one of their own. Eventually, Therana would find the calling of Sarenae, devoting herself to the goddess.

But the trouble of the demons who slew her parents still weighs heavily on her heart...

Plot Hooks:
1) The demons who slew Therana's parents.

2) The woman who rescued her.

3) Getting in touch with Sarenae; Therana secretly wishes to hear the words of her goddess or a herald.

4) Redemption: Therana secretly wants to make up for the loss of her family by saving someone else's.

Edit: Composite character sheet found in profile.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Plot hooks:

1. Chi wants to repay the woman who saved her, which means she will need to enter the Worldwound again to find her.

2. She wants to discover a way to weaken or remove the demon resistances to her guns and bombs.

3. Find a way to heal her burns since they havent fully healed naturally. (Taking a note out of 3.5, Vile damage doesn't heal normally and there were feats that allowed you to convert part of a spells)

4. Ties into 2. Above. -Use parts and pieces of demonic remains to enhance her alchemical mixtures. Perhaps it holds a key to their weaknesses.

5. Free any survivors held by the demons, especially her own kinfolk.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

How do you handle multi-classing with Gestalt?

Could I take 2 levels of Monk/Inquisitor, then 1-2 level of Magus/Inquisitor, then go Fighter/Inquisitor from there out?


caps wrote:

How do you handle multi-classing with Gestalt?

Could I take 2 levels of Monk/Inquisitor, then 1-2 level of Magus/Inquisitor, then go Fighter/Inquisitor from there out?

Yes you can. :)


SORRY FOLKS, I THINK I MENTIONED IT BEFORE, BUT EVERY THURSDAY NIGHT IS MY GAME NIGHT! I WILL LIKELY NOT POST, EXCEPT FOR A LITTLE BIT NEAR MIDNIGHT!

Corerue, not specifically, but I have some that would fit you well. I think I may have one Ratfolk-specific Alchemist Archetype (Don't know why I capitalize those... probably because they always are on character sheets. Funny how being drunk makes you realize these things lol!) in the Wicked Fantasy books, which I have because I love dark, Lord of the Rings or Dragon Age takes on the traditional fantasy races. Jeez, I own too many books! My video game library has suffered a lot for it, but meh, TTRPG's are better! Should probably stop rambling now lol! ;P Oh, and does Chi use one or two handed firearms? Just asking, because I noticed some stuff in an old Ravenloft book. And I, of course, beklieve in altering some loot to better fit PCs (Who uses some of the treasure in APs? Some of it doesn't fit the crazier character concepts, which are admittedly my favorites!). And I assume the Vile Damage is straaight cosmetic for your character, right? I have both the BoVD and BoED for 3.X lol. I actually scanned the BoED for my own personal use and put it in PDF format. I bought the book, so I feel making myself a PDF out of convenience isn't a biggie.

Cuan, yes. So I take it you are not interested in the other classes now? And yes, the ACG class archetypes will probably be awesome. Want to see one for Celestial Bloodragers (Angel of Wrath, anyone?), Investigators (BATMAN! NEE-NEE-NEE, BATMAN!), and Slayers (Super assassin extraordinaire, barcode at the base of skull optional! ;)!

Dark Netwerk, you may submit multiple characters, but I will not select multiple characters for the same submitter. Make sense? I'm not anal-retentive about 'one-application-per-player-per-game'. I will say no more than 3 submissions though, because even though I like PCs to have lots of cool ideas and such, I don't want there to be 1 person with like 100 possible characters. See my reasoning?

Cap, yes!

After one last person I had spoken to about WotR checks in, recruitment will be closed, but I will still allow everyone a few more days to complete concepts or, if you desire, change your character concept or propose up to 3 (Including your current one, obviously!). Sound reasonable?


I think I'm pretty much set on Korina as a primary submission and Harumi as a backup. XD I'll keep my other character ideas as reserves in case I need to roll up a new one.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

GM Master of the Abyss

As much as I would love to submit two more I think Chi is my only submittal for now as well. :)

Two handed firearm I chose Musket as her weapon, with sharp claws she is able to switch to her natural weapons for a decent melee option (despite being small).

Vile damage Purely cosmetic, dealt with it once before in a homebrew game. I had a particularly skilled cleric who was able to remove vile damage with Really high heal checks it was a pain lol but fun. But in Chi's case it seemed fitting, demon decides to one up the bomb tossing little gunslinger and leaves her permanently scarred by their vile touch. I don't mind deducting 1 hp to reflect the vile damage as it would be fitting. :)

Which leads to a small change! Changing out her story feat from Vengeful Banisher (which was really cool!) to Nemesis maybe have a Brimorak or some sort of low range fire demon type she really hates it would fit with her plot hooks on why she seeks to lessen a demons defenses as well.

It also has a great benefit from pre and post completeion! Which works really well with Gestalt~ :)


Corerue, interesting... the item I was looking at in particular was an arquebus. Do you know what that is?


GM Master of the Abyss wrote:
Corerue, interesting... the item I was looking at in particular was an arquebus. Do you know what that is?

A bus that drives in Antarctica?


ARQUEBUS!


And Corerue, that vile damage could be even MORE difficult to remove, but it could be an extra Drawback, if you are willing to take a 1-2 point hit to your HP. That's a pretty steep price, so I feel that it should be cosmetic.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Oh thats a neat firearm. :)

I thought Arquebuses weren't available in pathfinder?

Would they count as a musket? :3

True Vile damage in pathfinder would be very nasty to remove. I will stick with the cosmetic game plot possible deal for now. :)


RPBlue has one more submission as his backup:

Karu the Kobold Strider who is based loosely off of my favorite character in PFS, Karu the Bold Strider.

He is a kobold who will be delving into the Champion of Irori prestige class. I really like the class but won't double dip the benefits, aka Monk 10/Paladin 5/Champion of Irori 5 won't have an effective Monk level of 15 for things like unarmed damage or ki pool.

Who cares about -4 to Strength and -2 to Constitution for a melee fighter? It's all about the kobolds!!!


I'm still interested in the Taoist, if mostly as a source of inspiration. The Magpie less so I guess, on second thought I'd like to try to keep the mental imbalance at bay.

As for story feat, I'm probably going with Prophet, though Apotheosis would also be interesting. In the latter case he'd probably end up as a physical form of the Monad.


Putting together a second app as an Oracle of Life/Paladin.

Sczarni

It's always amazing how many characters threads like these seem to build up...


"It's got a wonderful defense mechanism. You don't dare kill it."

Guess which Symbiote Feat I'm taking :3


question though, am I the only one that can make a character without third party/3.x/homemade material?

I feel so under powered in comparison.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

I made a character without 3pp?

She isn't super optimized but has a decent build. Ratfolk is also a paizo race so I must be misunderstanding your statement. >.>;

Her only downside is the only decent picture I found for a ratfolk was Ink-Eyes from MTG. =/


Corerue, I'd have to compare a musket and arquebus, truth be told. The weapon I'm thinking of is super cool. Basically, you can load chunks of a certain type of metal into it, which transmutes into different types of mystical ammunition. Those who know what I'm talking about, SHHHHHH! :)

Karu, don't worry about double-dipping, because you're at a slight disadvantage with your ability scores anyway. And, if my calculations are correct, you would only count as a 10th level monk for purposes of monk abilities.

Cuan and Dark Netwerk, ok!

Tryggve, especially if you make a gestalt campaign that embraces 3PP stuff and crazy character designs. But frankly, I prefer gestalt because it gives PCs more options which are kept in check by action economy. And, of course, I prefer crazier character ideas. I've seen so many iterations of classic fantasy tropes that I much prefer characters that are more 'out there'.

Lune Shikari, I'm guessing the one with acid blood lol? Demons have Acid Resistance 10, so it's not going to be a big help in combat against them but it's cool for RP, plus you can use it for 'other' things too (Remember what Ripley did with it on Alien Resurrection lol?)!


I am still finalizing my Gunslinger (GG, MM)/Alchemist (Granedier) but she is going to be fun! :)

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Sounds good Gm Master of the Abyss! :) Let me know as I tried to find an Arquebus but it my online serch-fu failed me...

Chi-Chi is coming along nicely. :)


Abigail, you're not underpowered in comparison, trust me. The 3PP material simply offers more diverse options for characters!

Corerue, you don't have to optimize things. I personally don't care whether PCs optimize or not, so long as they can roleplay effectively. Which is to say, a barbarian with 7 charisma better have something off-putting about him and a low-INT rogue better not try to be Mr.Genius roleplaying. Get what I'm saying lol? I have a friend who made a half-elf barbarian and dumped all his mental scores to 07 and tried to act smart, charming, and eloquent and I was like 'bud, that's not what your stats and skills speak of you'. He also made an optimized caster cleric, dumped STR, and drew the character looking like The Hulk and I was thinking to myself 'Ummm... 07 STR looks like THAT? 0_0' lol.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Gm

Oh I am with you there lol! You can't have a 7 int and not expect people to consider you Thog hehe...

Love Order of the Stick!

Abigail

As much as Bard cleric is interesting if you believe your under powered then look to what else can synergize with your class selection.

Personally I could see Cleric Summoner. Abigail being touched by the divine as she is has a personal angel who protects her. That thought is seriously BA. Bard/Cleric is still good, don't get me wrong!

But I can also see Paladin/Oracle fitting Abigail as well. It doesn't help you picked a great picture!

Thats why I love Aasimar and Tiefling they have a lot of neat combos you can use race, favored class, alternate racial traits and FEATS! Without any 3pp. :)

The options are endless!

Granted I like 3pp stuff, played Dragonrider, created my own better working version of the dragonrider and now a Lapith Cavalier (Order of the Flame)/Magus (Kensai, Bladebound) is now stuck in my creative mind but I digress.....

Because honestly it took me sometime to figure out Chi, and I am actually really pleased with the outcome.

Nate Lange describes it the best...

Gunslinger/Alchemist - A clever, eccentric, and dangerous warrior who crafts bombs, gunpowder, and alchemical cartridges to aid him in combat.


Gestalt is very good at allowing you to make interesting characters. XD I admit that I do enjoy 3PP material, but mostly for the additional spells that sources like Deep Magic provide. That and Mythic Mania (when it's released). XD


I'm working on a second submission, an Aasimar Ranger/Cleric of Pharasma. Should be finished this afternoon.

Here's a bit of info on Myria.

Incomplete Crunch:
Female Aasimar(Angelkin) Ranger 1/Cleric 1
CN Medium Outsider(Native)
Init +1 Senses Darkvision 60ft.; Perception +8

Str 12, Dex 12, Con 18, Int 12, Wis 18, Cha 20
HP 14
Fort +6, Reflex +3, Will +6

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Speed 30 ft.

Channel Positive Energy 8/day 1d6 DC 17

Domains: Knowledge, Repose
Domain Sp Abilities:
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Traits & Feats:
Channel Smite: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
Fearless Zeal (Story): Benefit: Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied. If you have 10 or more levels or hit dice, this bonus increases to +4 .

Goal: Die in pursuit of your faith's goals and be brought back to life. If you die in circumstances that don't involve your faith, you gain no benefit. If your GM permits, you can instead remain dead and create a new PC inspired by your heroic sacrifice.

Completion Benefit: If you died and came back, you become a living symbol of faith. Once per day as a standard action, you can inspire those who share your faith to great effort, granting them a +2 morale bonus on attack rolls and saving throws for 1 minute. This is a mind-affecting, language-dependent effect. If you create a new character inspired by your previous character, the new PC receives a +2 bonus to a single ability score. This ability score can't be one that already has a racial bonus. The new PC can later take this feat if he meets the prerequisite.
Chosen Child: Your starting money inceases by 900gp.
Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Mythic Path: Dual Path Archmage/Guardian

Character Sheet (No equipment yet):

Fluff and the rest of the crunch soon to come. Also, DM if you could let me know if those traits are ok or not, I can switch those out if necessary.

appearance:


I'm currently looking into a sorcerer/bard. Just so I can have someone who sings and dances while flinging fireballs!

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

True a Lapith Cavalier who can transform into his own mount is awesome. :D

And Now I think I will make them and see how it crunches... >.>;


Carroun, reporting in. All information is on the profile page. Let me know if I'm missing anything or if you have any questions!


Slight Alteration.

Tragen Blackmourne is my Aasimar Oracle/Paladin submission. (I preferred the name for the paladin)

Ellismus Rayne is my Fetchling Inquisitor Rogue submission.

Both complete with information in their profile.


just a bad experience from a past game. I know not really under powered. I look more on ability to contribute. not just combat.

anyway as far as 3rd party stuff, I don't really research all those different things (not enough time) so i kind of stick with what i know instead.

I guess most of the time I base comments on past bad experiences as a player mostly but also as a DM.

My 3.x and beyond experience was with people that thought the purpose of the game was to beat the DM and they all wanted to have a game that was centered on them with the rest of the party as support for them. yeah crappy pool of immature people.

finally getting past all of that but it does crop up every once in a while.

I think these boards have done alot to prove there are decent players out there.


*Raises hand* I want to provide support to everyone else. ^^ I've found that I tend to enjoy those roles the most, while my actual build lets me mix in the kind of fluff and flavor I enjoy.

At its core, I see Pathfinder as a cooperative roleplaying game - I wouldn't be here if I didn't plan to work together with others.


The character I'm building actually also has a big support part, that and controlling the battlefield while preventing the control from the opposing party.

I'm going to be a tad slow on my posts here for a bit as my own PC has more or less died on me so I'm without most of my material at the moment.


Silver Prince: Xentik here, here's my submission.

She's a Paladin/Oracle who will go Dragon Disciple (Silver) (via Racial Heritage (Kobold)/Scaled Disciple) later on. She'll be taking the Heirophant Mythic Path, and has a focus on healing/melee combat.

Appearance/Personality:

Appearance
Seeming like a traveller from the celestial realms having just arrived on Golarion, Serra has an unearthly serenity to her. Her short, neatly cropped gold hair frames a pale face that some might describe as angelic. Her eyes betray her unique heritage, appearing as tumultuous pools silver lacking irises.

She wears a simple white silk robes which flow freely about her, the bottom of the robe sporting various shades of brown and grey from the dirt and dust of her journeys among the less fortunate. Apart from her robes, and the simple silver pendant bearing the form of a dragon's claw about her neck she carries little else on her person. At her side is a gnarled but sturdy walking stick engraved with draconic runes, and a small pouch and wineskin hang from her belt. Her feet are bare and well worn, covered in dirt and dried mud.

Personality
Quiet and contemplative, Serra tends not to speak unless there's a pressing issue. She instead contents herself in caring for the less fortunate in Kenabres and the surrounding regions. She cares little for worldly goods, and tends to give things to those who need them more than she does. While her demeanor is normally placid, she shows great concern when others are infirm or wounded and finds it difficult to focus on things other than their care in such situations. Similarly, those who would cause harm to the powerless draw her ire, and in those rare cases she is known to be quite a terror with her staff, showing her foes no mercy.

Serra is considered something of a sage among within the areas she frequents, seeming to have a depth of knowledge more fitting an ancient soul than a mere mortal. She takes joy in sharing her knowledge, and does so whenever it can be of use to someone. For those who would benefit financially from the knowledge she asks for alms that others might benefit as well, otherwise she asks for nothing in return.

Beneath the tranquil exterior though lies a conflicted soul. While Asil's fragment is part of her, the strain of containing even a sliver of such an ancient soul is overwhelming. Were it not for the bit of divine spark she inherited from her father, it's unlikely she would have survived childbirth. The burden caused her to be born blind, and it was not until her second decade that she developed the sight-beyond-sight that allows her to make her way about the world. Furthermore, her own memories mingle with hazy memories of the dragon's final days, tormenting her with the evil deeds he wrought after his fall. These memories of the great wrongs cweigh heavily upon her, as does the knowledge that her father out there continues to commit such acts, and their combined weight drive her devotion to helping others.


Background Story:

Serra was born to a slave kept within one of the cultists holds out in the Worldwound. Her mother, Marissa, was a poor varisian who had been captured in a raid by cultists on a caravan bound to Kenabres. She spent many years in the hold as a servant, and eventually gave up all hope of escaping. Eventually a fallen Aasimar Paladin was brought to the hold by the cultists. Marissa heard tales among the slaves that he was to be the focus of some terrible ritual. One night the cultists all disappeared, and when they returned the Aasimar was changed. His golden hair had turned white, and his eyes had turned to pools of silver. His skin was bound with markings in some terrible script which the sight of made her skin crawl. Rumors circulated among the other slaves that the cultist had succeeded in binding the spirit of a corrupted Silver dragon, Asil'fanitalpitrax the Fallen, within him. The Aasimar, thereafter known as Asil Twice-Damned, was, became the head of the cultists and took Marissa as his own.

After several years Marissa gave birth to a girl, sired by Asil himself. When she was born Marissa feared for her life, knowing the cultists were likely to take her for a sacrifice to their foul masters. In a fit of desperation she pleaded to Asil to spare Serra's life. When he finished listening to the crying woman he paused in thought. For whatever reason, Asil's heart wavered for a moment and he granted mercy to his daughter and her mother. Sneaking them out of the cultists' stronghold, he smuggled them far enough into the wilderness that they would not be found by patrols and left Marissa enough supplies for the two of them to make it to Kenabres.

Marissa didn't risk Asil changing his mind and hurried as quickly as she could to the city, stopping only to let Serra rest and feed her. The years that followed in Kenabres were hard, and Serra grew up in relative poverty. However, if she suffered between it and her blindness she didn't show it. Serra did what she could to help out, and showed herself to be quite clever and resourceful despite her handicap. When she turned twenty she began to manifest magical powers, and developed some abiilty to see. While her mother was terrified at first, thinking it to be the legacy of Serra's father, she was relieved to find that, apart from becoming more independent, Serra was outwardly unaffected by it.

Along with her first glimpses into the dragon's past and her various powers, Serra gained the ability to use magic to heal others. It was at this time she began aiding others in exchange for donations of food and necessities for herself and her mother. She quickly gained a reputation among the poor, and while the income was meager, it was enough to ensure they were both fed and clothed. As she continued to age, her mother's health began to decline in her old age. Serra, who had since ceased to age due to her Aasimar blood, spent the final year close by her mother's side, caring for her. It was during this time that Marissa told her of her father and his deeds, and of the cults that festered within the worldwound. When her mother finally passed away, Serra dedicated herself wholly to helping others. She gave away or sold all that had belonged to her mother and began wandering Kenabres and the surrounding villages, taking solace in the aid she was able to give others.

Plot Hook:

Unbeknownst to Asil at the time, a portion of his own power had been gifted to his daughter when she was born. Some say that the last remenants of the light within the fallen paladin and Asil the Fallen fled into the new life. Others say that Apsu, determined to see Asil'fanitalpitrax recieve judgement sent the fragment into Serra to set things in motion. Whatever the reason, Asil was diminished by the birth and his new weakness has put his plans at risk. Since that time he has hunted for his daughter, determined to take back the power that was stolen from him.

The Fall of Asil'fanitalpitrax:

There have always been stories of metallic dragons who fell into evil—known collectively as The Tarnished—many of which were told by parents to their children to teach them the pitfalls of pride, arrogance and greed. Despite all the tales though, seldom have there been any who could claim to have seen the reign of terror caused by one of these beasts. The Worldwound, however, is not such a place. Along the boundaries of the Worldwound lived an ancient silver dragon known as Asil'fanitalpitrax the Blessed. Asil was known throughout the land as a tireless foe of all that lurked in the shadows, a champion and defender of the weak, and veteran of the crusades.

Two hundred years ago Asil failed to return from one of his sorties into the tainted land, and was believed to have been slain. Unfortunately this was not the case, and over a hundred years later he reappeared at the head of a host of undead and demons, his gleaming silver scales reduced to an ashen grey. Kenabres rallied its knights in defense of the city, throwing their forces into battle against the dragon's army. Though the losses were heavy for those defending their homes, their valor saw them through and they broke Asil’s army and mortally wounded the dragon during the final battle.

The dying wyrm fled into the mountains, eventually coming upon his former home there. Lying in his cave, slowly bleeding to death, he cursed his former comrades. Willing to sacrifice anything for a second chance at vengeance, his cries were answered by a man in a hooded robe. The deep voice which issued from beneath the hood promised Asil a new life and vengeance. In exchange, the dragon would devote himself to the destruction of the city and to seeing the hooded man's plans to fruition. Eagerly pledging his soul, the dragon was certainly surprised when the man stepped forward drawing a wicked blade. As the blade sliced across the helpless wyrm’s throat, the man pulled out a small amphora in which to collect the blood spilling out. “Today you shall not have life, but know that your pledge will not go unrewarded,” were the last words Asil heard as he finally met his end.

Statistics:

Female Aasimar Paladin|Oracle (Lore) 1
LG Medium Outsider (native) Humanoid (human, kobold)

Init +0; Senses darkvision 30 ft.; Perception +4

Defense
AC 16, Touch 15, Flat-footed 11 [1 armor + 5 cha]
HP 14/14
Fort +6, Ref +5, Will +2
Resist acid 5, cold 5, electricity 5;

Offense
Speed 30 ft.

Melee Quarterstaff

Melee (Rage) MW Quarterstaff +6 (1d6 + 6, 20/x2)

Special Attacks Smite Evil
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 1):
at-will--detect evil, halo
1/day--daylight, longstrider

Spells Known
1st (5/day) - cure light wounds, protection from evil, dream feast
0th (at will) - guidance, detect magic, read magic, create water

Statistics
Str 18, Dex 10, Con 18, Int 16, Wis 10, Cha 20
Base Atk +1; CMB +4; CMD 14

Feats Racial Heritage (Kobold)
Race Traits Scion of Humanity, Halo, Skilled (Diplomacy/Perception), Celestial Resistance
Traits Inspired, Blood of Dragons (Perception), Touched by Divinity (Apsu, Travel)
Drawback Overprotective
Skills Appraise +5, Bluff +5, Diplomacy +11, Know(History) +7, Know(Planes) +7, Know(Religion) +7, Know(Arcana) +7, Perception +4, Spellcraft +7
Languages Common, Draconic, Celestial, Sylvan
SQ
Limited Use

Combat Gear Quarterstaff, Haramaki
Other Gear Holy Symbol of Apsu (Silver), Scholar's Outfit, Belt Pouch
Treasure None

Special Abilities (Race)
Halo (Sp): (at will, std act) As light. +2 circumstance to intimidate vs evil creatures and on saving throws vs dazzled or blinded while active.

Special Abilities (Paladin)
Aura (Ex): The power of a paladin's aura of good (see detect good spell) is equal to her paladin level.
Detect Evil (Sp): (at will, std act.) detect evil as spell. (at will, mv. act.) Concentrate on single individual and learn details as if studying for 3 rounds with detect evil.
Smite Evil (Su): (1/day, swift act.) +5 to hit, +1 damage (double on first hit vs evil outsider/dragon/undead), +5 deflection vs evil target. Lasts until target dies or paladin rests.

Special Abilities (Oracle/Lore)
Oracle's Curse: Clouded Vision (Ex): You cannot see anything beyond 30 ft., but you see as if you had darkvision.
Revelation: Sidestep Secret (Su): Add your charisma modifier instead of dexterity to your armor class and reflex save. Armor's max dex applies to cha instead of dex.

Gear Abilities

[bigger][b]Mythic (Tier 0 Heirophant)


I'm loving all the Paladins. It would be fun to have an all-Paladin party, particularly for this AP!


Carroun wrote:
I'm loving all the Paladins. It would be fun to have an all-Paladin party, particularly for this AP!

that does not always work out well.

I applied to a game, I was the only divine caster that applied except for 2 paladins.

the Dm took the 2 paladins and I didn't get in. within the first 100 posts, the party was begging the DM for an NPC healer.

won't go into the story of the fiasco that happened after that.


This is a gestalt game. Several of the Paladins that have applied so far are Oracles. There is also a Ranger/Cleric that would fit nicely with a group of Paladins. Overall, I am not concerned. There are always Wands and potions of Cure.


If we need a lot of healing, someone can always go cleric/druid...


If ever there were an AP for an all paladin party, this'd be it! Especially since gestalt and mythic paths further help to differentiate between them.


Crunch:

Tiefling Ranger (Battle Scout)/ Rogue 1/1 gestalt
NG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +7, Will +3
Defensive Abilities Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee starknife +3 (1d4+2/×3)
Ranged masterwork sling +7 (1d4+2)
Special Attacks favored enemy (evil outsiders +2), sneak attack +1d6
Tiefling Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—darkness
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 12, Int 16, Wis 14, Cha 14
Base Atk +1; CMB +3; CMD 18
Feats Point-Blank Shot, Unforgotten
Traits anticipate evil, chance encounter
Skills Acrobatics +6, Bluff +8, Climb +3, Disable Device +5, Escape Artist +6, Knowledge (local) +7, Perception +6, Sense Motive +6, Sleight of Hand +6, Stealth +8, Survival +6, Use Magic Device +6; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Infernal
SQ prehensile tail, track +1, trapfinding +1, wild empathy +3
Combat Gear groaning bullets (10); Other Gear studded leather, masterwork sling, sling bullets (20), starknife, rogue's kit, 13 gp, 8 sp
--------------------
Special Abilities
--------------------
Anticipate Evil You can read subtle clues in the body language of fiends, allowing you to react just a bit faster than normal when dealing with such beings. You gain a +1 trait bonus on opposed Dexterity-based skill checks against outsiders with the evil subtype. In
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unforgotten Reduce any nonlethal damage you take by 1 point, to a minimum of 1 point.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

The crunch so far, still working on improving the fluff.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

I agree that it would be the AP to go all paladin party but I'd rather be a Gunner/Alchemist and besides I get discovery healing bombs. lol

Grenadier means I get to pick who does and doesn't get healed and I still get some options to be a fun Gunner/Alchemist. :)

Best of luck to everyone, really like the character concepts coming out. :)

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