OMG Ebon Destroyers (Inactive)

Game Master Reckless

Occult Mythic Gestalt Ebon Destroyers


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Roonfizzle Garnackle wrote:
Butterfly's Sting has Desna as a requirement. Would it be possible to reflavor it as Wasp's Sting, with ties to Callistria? While either Diety would fit, I think Callistria fits a tiny bit more, on her vengeance aspect.

Huh. I didn't know that butterfly's sting had a deity requirement. I assume that it had something to do with infringing on copyright and was removed from the d20 website, or something :)

Reckless wrote:
Pages 84-85 of Occult Adventures has FCB by race for the core races

Cool :) could you tell me what the Halfling bonus for the psychic is? (Not that it will probably matter, I'll probably take the HP bonus anyways)

Diego Rossi wrote:
1) I am bit sad about the Ezren effect as I will take the Longevity mythic power the same. Probably useless is the length of the adventure is similar to the typical AP, but it is part of the character concept.

Cool. I was thinking of taking the path ability as well :)

My concept is that of a spiritual monk who has been around for a long time and the idea of him being effectively immortal (as in, does not die naturally but can be killed) is appealing to me, even if it is mechanically useless :)

As for my idea, this will be Friar Fatling, a Halfling Aegis/Psychic (Aberrant/Mutation Mind, Faith Discipline) who is a devout worshiper of Irori, especially her virtues of self-perfection and purity.
Except for one problem. Irori has gifted him with the gifts of excessive mutation and the Friar cannot understand how his god of purity would grant him such an everchanging form, or as he sees it, a corrupted body.
As such he wears a very loose fitting and voluminous brown robe to hide any changes his body might undergo.
He looks like a short and very fat Halfling with brown robes and a cul-de-sac hair of grey. He wields a very large staff as his primary Weapon.


Now I will attempt to consolidate my thoughts and plans for the Friar and put them to metaphorical paper :)

Core crunch:

Halfling Aegis (Aberrant)/Psychic (Mutation Mind, Faith Discipline) 6
Mythic Guardian 2
FCB +6 HP.
Stats: 16/16/16/14/14/12
Str: 16(18) (16 base, -2 racial, +2(4) enhancement)
Dex: 16 (14 base, +2 racial)
Con: 21 (16 base, +2 enhancement, +1 Lvl, +2 mythic)
Int: 16 (16 base, maybe +2 enhancement) (maybe 18)
Wis: 14 (14 base)
Cha: 14 (12 base, +2 racial)
HP: 106/106 (52.5 (6d10), +30 (con), +6 FCB, +6 (psionic body, 3 feats), +3 (psionic form), +6 (obese))
AC: 20 (10 base, +3 dex, +1 size, +2 NA, +4? armor)
DR: 4 (3 aegis, +1 obese)
CMB: 8 (+6 BAB, +3 str, -1 size)
CMD: 21 (10 base, +6 BAB, +3 str, +3 dex, -1 size)

Feats: (4) extra customization, extra reconfiguration, power attack, psionic body
Traits: Focused Mind (+2 concentration), +1
Customizations: (10) brawn, darkvision and hardened strikes (free), obese and Power Stone Repository (always), 7 points worth of Mutations.
Phrenic Amplifications/Bodily Mutations: (1) intense focus, or undercast surge, or slimy? Edit: Going with Intense Focus
Mythic Abilities/Feats: (3) Fast Healing, Lesson Learned, Mythic Power Attack.
Guardians Call: Absorb Blow
Spells known:
0: (7)
1: (5)
2: (3)
3: (2)
Spells per day:
1: (7)
2: (6)
3: (4)

Resources:
Augment Suit 1/1
Customizations: 7/10
Mythic Power: 7/7
Phrenic Pool 5/5
Physical Mutation 6/6 minutes
Power Points 18/18
Reconfigure 3/3
Surge 1d6


Mythic Options:

Now with my mythic powers I had a few options. I am going to take the Fast Healing and Lesson learned abilities, and then I had planned on using my Mythic Feat to take one of the below (using the Extra path Ability feat as necessary). Instead I have chosen to just take Mythic Power Attack.
1: Mythic Power Attack I have plenty of ways of becoming essentially unkillable so using my feat for some extra damage may be a good idea.
2: Mythic Diehard One idea I have is to swap my feats around a bit and get Diehard, then get the mythic diehard feat so that I can truly become unkillable. However, having something like -60ish hps on top of my 100ish hitpoints may be massively overkill, so I probably will not.
3: Pure Body or Longevity Both of these have little in game effect (not dying to old age or immunity to poisons/disease) but both of them fit with his concept of purity, as well as the general resilience of his mutating body. either it never gets old or it adapts to poison and disease so easily that he is effectively immune.
However Pure Body requires 3rd tier mythic ability, so i would have to ask if thats ok with you first.
4: Legendary Item one idea I had that I thought would be really cool is if he had this very potent item, a legendary staff. Since it has a permanent Decrepit Disguise cast on it, as far as anyone can tell it looks like a broken and old staff, but in reality it is this powerful and legendary staff gifted to him from Irori herself, or something :)

Edit: Apparently the Extra Path Ability Feat requires a Mythic Tier of 3, so I cant even take it :/
Guess that limits my feat down to basically Mythic power attack :)


Overlap:

The Aegis class and the Psychic class have a lot of overlap and things that dont stack. I believe I can get around most of it, but I figured that I would list the things here anyways.
Physical Mutation grants an enhancement bonus to strength, so does the brawn customization (which I get automatically) and so does the belt of Giant Strength.
This means that I cant really boost my strength and damage very easily and I will only get +2 Str all the time, and +2 more when I use my physical Mutation (at the cost of -2 Int as well!)
The bodily Mutations that the psychic grants me as well have massive overlap with anything else I would want to get :/
Bulging eyes: I already get Darkvision for free.
Claws: I already get Imp Unarmed strike for free and I am two-handing a staff anyways.
Energy Resistance: I can easily get up to 4 times the resistance through customizations, but I guess I could just have a flat 5 cold resistance because of my fat? (but only for 6 minutes per day...)
Enlarged Torso: Transformed Body gives me the same Natural Armor for free.
Rubbery: I also already get even more DR from aegis.

So for my 1 Phrenic Amplification/Body Modification I will probably take the Intense focus ^-^
That and take a belt of mighty constitution.


General Mutations:

A big aspect of this character is his ability to mutate as the day goes on. He can quite easily adapt to whatever happens to be going on during that day, and while it may seem entirely random to the character himself, OOC I will direct them as either necessity or humor dictates.
Of the ways he can mutate, I have listed them below.
1: Spells. Any spells that he casts on himself I am going to flavor as mutations from Irori.
2: Physical Mutation (Psychic). I get +2 Str and -2 Int for up to 6 minutes.
3: Lesson Learned, Absorb Blow (Mythic). Minor Physical changes as I react to incoming damage.
Customizations (Aegis). The big one. I can change the customizations I have by spending 8 hours in concentration instead of sleeping. I can also leave some of them open and spend them later in the day by spending 1 minute concentrating (it is then locked) kind of like a cleric does with his spells.
I can also use the 2 following abilities to change it further.
4: Reconfigure. I can change 3-4 points as a standard action 3/day.
5: Augment Suit. I can spend 1 PP as a standard action to give me 1 bonus customization point for 3-4 rounds, 1/day.

I guess the important part is that I want to say that I will make sure that I am doing the changes correctly, that I will have impeccable bookkeeping in the changes and that I will make sure that I take the necessary time/resources when I do make changes. That way the amount of work on your end is greatly reduced :)
I also want to ask if you are ok with me playing a character that has this much versatility?

TLDR Questions for the DM
1: Are you alright with me playing a very versatile character who can change a lot of his abilities really often? I promise to have impeccable bookkeeping and that I will have a spoiler at the bottom that details any changes that are happening for ease of reference.
I fear that it may be: confusing for you/extra work/harder to balance things around, or something of the sort. I will do everything I can to make it easier for you :)
2: Would it be alright if I used the Pure Body Mythic ability? It needs mythic tier 3 but all it does is make me immune to poisons and disease (so not very powerful, but very flavorful). Actually this might not matter much anyways :)


This is Diego proposal.
The character is complete, but adding all the stuff in the character page take time and the basic is already covered I what I have added.
If you want it I have the Herolab file and the PDF files, I can send then to you.

Crafted items:
Handy haversack (2,000 gp)
Headband of aerial agility (Int +2, fly skill) (4,500 gp)
Ioun stone (dusty rose prism) (5,000 gp)
Harrow deck, +2 to Profession (fortuneteller) skill (400 gp)

Total 11,900 gp

Dual talented human, so -1 feat and -1 skill level, +2 int and constitution

- * -

A question:
Herolab say Telekinetic Blast Crit: N/A.
I don't see any reason why it shouldn't get a critical on a 20 like all the other ranged attacks, but I am not an expert of the Occult rules.
There is a rule saying that?

Dark Archive

Well, here's my shot-in-the-dark LE necromancer character. Everything's in the alias, including how and why she might be interested in doing some selfish good in the nation of Jalmeray.


Ok, I've decided to go with a Hobgoblin Paladin//Kineticist. I'm still working on gear and background, but here is the first draft for initial review.

Hobgoblin telekineticist (kinetic chirurgeon) 6/paladin (divine defender, warrior of the holy light, sacred shield) 6//Guardian 2
LG Medium humanoid (goblinoid)

Crunch:

Init +4; Senses darkvision 60 ft.; Perception +12
Aura courage (10 ft.), power of light, shared defense (1 ft.)
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 24 (+9 armor, +2 Dex, +5 shield)
hp 84 (6d10+34)
Fort +13, Ref +11, Will +12; +2 trait bonus vs. charm, compulsion, and emotion effects
Defensive Abilities hard to kill; Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 silversheen bastard sword +9/+4 (1d10+3/19-20) or
dagger +8/+3 (1d4+2/19-20)
Special Attacks kinetic blast, mythic power (7/day, surge +1d6)
Paladin Spell-Like Abilities (CL 6th; concentration +10)
At will—detect evil
Kineticist Wild Talents Known
Defense—force ward
Blasts—telekinetic blast (3d6+7)
Utility—basic telekinesis, kinetic cover, kinetic healer, self telekinesis, telekinetic haul
--------------------
Statistics
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Str 14, Dex 14, Con 18, Int 14, Wis 17, Cha 18
Base Atk +6; CMB +8; CMD 21
Feats Exotic Weapon Proficiency (bastard sword), Saving Shield[M], Shield Focus
Traits dedicated defender, principled
Skills Acrobatics -4 (-8 to jump), Bluff +2, Diplomacy +13, Heal +12, Intimidate +13, Knowledge (dungeoneering) +4, Knowledge (engineering) +6, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (religion) +8, Linguistics +3, Perception +12, Sense Motive +12
Languages Celestial, Common, Dwarven, Goblin, Infernal
SQ amazing initiative, bastion of good, burn (2 points/round, max 7), divine bond, elemental overflow +2, gather power, holy shield, internal buffer 2, kinetic chirurgery, lay on hands 8/day (3d6), legendary power, legendary surge, metahealer, mythic bond, unyielding
Other Gear +1 o-yoroi[UC], +2 guarding Legendary adamantine heavy steel shield, +1 silversheen bastard sword, dagger, 9,343 gp
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Tracked Resources
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Amazing Initiative (1/round) (Ex) - 0/1
Bastion of Good (10 ft, 2/day) (Su) - 0/2
Burn 2/round (6 nonlethal/burn, 7/day) - 0/7
Dagger - 0/1
Lay on Hands (3d6 hit points, 8/day) (Su) - 0/8
Legendary Power (2/day) - 0/2
Mythic Power (7/day, Surge +1d6) - 0/7
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Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bastion of Good (10 ft, 2/day) (Su) One foe does ½ dam to allies in aura, full to self, +5 deflect to AC.
Burn 2/round (6 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dedicated Defender +1 to attack and checks vs. SR while adjacent to a dying/disabled ally.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond +1 (6 minutes) (Su) Add bonus or properties to shield.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Shield (Adjacent) (Su) Allies in range gain shield bonus to AC equal to the sacred shield's own.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Chirurgery (Su) You can apply mercies when using kinetic healer.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Healer (Sp) Heal others equal to your blast damage
Lay on Hands (3d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Metahealer (+1d6) (Su) You can accept a point of burn to enhance the kinetic healer wild talent.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Power of Light (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Relentless Healing (Su) Spend 1 power to apply a healing spell or ability to a creature that has died within 1 round.
Saving Shield [Mythic] When Saving shield negates an attack, make AoO vs. attacker if they are in reach.
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Shared Defense (+1 AC, 10', auto-stabilize, 6 rds) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
Shield Focus +1 Shield AC
Sudden Block (Su) As an imm action, use 1 power to add +2 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telekinetic Blast (Sp) Level 3; Burn 0
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.

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Hi,

I'd like to submit Sir Yander Royce, a half-elf gendarme cavalier 6 / battle host occultist 6 /Marshal 2.

He's a tanky warrior with a haunted/possessed suit of antique platemail who stands at the front to defend his comrades.

Sir Yander Royce – Background:

Yander is a tall half-elf at almost six feet with sandy blonde hair, blue eyes, and slightly pointed ears. The blood of his human father runs strong in his veins. His father was a knight in the service of a midling-ranked Duke in Taldor and his mother was an elf sorceress who spent a decade in service at the Duke's court.

The most distinctive thing about Yander's appearance is the ancient suit of full plate he wears. Generations out of date and looking hopelessly antiquidated, this family heirloom draws scoffs and scorn from rich, well-born knights who can afford the latest fashions and best equipment. The armor is perfectly serviceable and the runes laid down upon it in the past by smiths and wizards still function today. The armor's enchantments or its age aren't its most unique quality, because Yander's armor isn't just magic, it's haunted.

The spirit of Yander's third great grandfather, who died bravely in the defense of Taldor, still inhabits the armor. This spirit and Yander's gifts work to transform the suit into a mighty weapon of war. The spirit is something of a human traditionalist and occasionally when called forth will make acerbic comments regarding Yander's father's choice of an elf as a consort.

Three months ago, Yander was chosen to accompany the escort of his liege's youngest daughter, Tabitha on a journey to visit the temple's of Niswan on the island of Jalmarey. Yander had always fancied the girl, though she was above his station, and leapt at the chance to accompany her honor guard across Qadira and then on to Jalmarey.

During the journey, the party was beset by a young blue dragon seeking to carry off the virginal maiden. While other men fled or were slain, Yander interposed himself between the beast and the girl and did battle. While sheathed in lightning from the dragon's breath and grievously wounded by its claws, Yander landed a mighty blow that severed its neck and saved the girl.

Yander collapsed from his wounds and was feverish recovering for the remainder of the trip. It took a month in a hospice in Jalmarey before he recovered. When he regained his wits and strength he found that Tabitha had become enthralled by and engaged to a local noble, giving no more thought to her rescuer.

The girl's major-domo had arranged for his healing and left a reward of a thousand gold for saving her, but now it was up to Yander to either return to Taldor or occupy himself in Jalmarey

Sir Yander Royce Statblock:

Sir Yander Royce - lvl6 Ges CavOcc
Male half-elf cavalier (gendarme) 6/occultist (battle host) 6/gestalt 6/Marshal 2 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Occult Adventures 46, 100, Pathfinder RPG Ultimate Combat 37)
LN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural)
hp 80 (6d10+32)
Fort +8, Ref +4, Will +6; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee
+1 greatsword +13/+8 (2d6+10/19-20) or
. . dagger +12/+7 (1d4+6/19-20) or
. . mwk lance +13/+8 (1d8+9/×3)
Special Attacks banner +2, cavalier's charge, challenge 2/day (+6 damage, allies gain +2 to hit), mythic power (7/day, surge +1d6)
Occultist Spell-Like Abilities (CL 6th; concentration +11)
. . 1/day—spirit warrior
Implement Schools (12 generic focus)
. . Abjuration (Armor, 0 points) Resonant—warding talisman; Focus—mind barrier
. . Transmutation (Armor, 0 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist (Battle Host) Spells Known (CL 6th; concentration +11)
. . 2nd (4/day)—darkvision, resist energy
. . 1st (5/day)—lead blades, shield
. . 0 (at will)—mage hand, resistance
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 16, Int 17, Wis 12, Cha 14
Base Atk +6; CMB +12; CMD 24
Feats Bodyguard[APG], Combat Reflexes[M], Furious Focus[APG], In Harm's Way, Mounted Combat, Power Attack, Skill Focus (Perception), Toughness
Traits focused mind, reactionary
Skills Appraise +7, Diplomacy +6, Disable Device -1, Intimidate +6, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +7, Perception +15, Ride +6 (+8 to stay in the saddle), Sense Motive +5, Spellcraft +10, Survival +5 (+8 to provide food and water for allies or to protect allies from harsh weather), Swim +7, Use Magic Device +11 (+14 with weapons, armor, and shields); Racial Modifiers +2 Perception, dragon's skills
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling
SQ aid allies, amazing initiative, battle reading, battle skill, elf blood, expert trainer +3, heroic splendor, implements 4, mental focus (12/day), mount (horse named Junebug), order of the dragon, panoply bond
Combat Gear wand of cure light wounds; Other Gear +2 full plate, +1 greatsword, dagger, mwk lance, amulet of natural armor +1, belt of giant strength +2, boots of striding and springing, handy haversack, backpack, bedroll, belt pouch, bit and bridle, feed (per day) (5), flint and steel, hemp rope (50 ft.), mess kit[UE], military saddle, pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin, 1,045 gp
--------------------
Special Abilities

Cavalier:
Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Dragon's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Dragon's Skills +3 (Ex) +3 to Survival checks for allies.
Expert Trainer +3 (Ex) +3 to train mounts, reduced training time option.

Occultist:
Abjuration (Armor) Abjuration implements are objects associated with protection and wards.
Aegis +2 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.
Battle Reading (Su) Use object reading only on weapons, armor, and shields.
Battle Skill +3 Add half level on Use Magical Device checks with armor, weapons, and shields.
Heroic Splendor (1/day) (Su) Give yourself +4 insight bonus to physical stat for 1 minute.
Mental Focus (12/day) (Su) You have a pool of points that activate your focus powers.
Panoply Bond (Su) You bond with a specific weapon, suit or armor, or shield.
Quickness (6 rounds) (Sp) 1 focus: target gains supernatural quickenss, as haste, but +2 AC/Reflex saves.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Spirit Warrior (1/day) (Sp) Summon spirit of dead warrior to fight with you, as spiritual ally.
Transmutation (Armor) Transmutation implements can alter the properties of both objects and creatures.

Mythic:
Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heroic Block (Ex) When melee attack targets ally, spend 1 power to move up to double speed and aid AC.
Mounted Marshal (Ex) You and mount are treated as flanking any opponent you both threaten.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

Feats:
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Half-Elf Race:
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Traits:
Focused Mind +2 to Concentration checks

Cavalier's Mount – Junebug - statblock:

Junebug
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
--------------------
AC 25, touch 10, flat-footed 24 (+7 armor, +1 Dex, +8 natural, -1 size)
hp 60 (6d8+30)
Fort +10, Ref +8, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 55 ft. (40 ft. in armor)
Melee bite +8 (1d4+5), 2 hooves +3 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
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Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 22 (26 vs. trip)
Feats Heavy Armor Proficiency, Medium Armor Proficiency, Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Stay, Watch
Skills Acrobatics -4 (+0 to jump), Climb +4, Perception +6, Swim +4
SQ attack any target, combat riding, devotion, stay, watch
Other Gear banded mail, cloak of resistance +1
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Watch [Trick] Stands watch over designated area.


Another question:
The magus (mindblade)count as an occult class for the requirement of the campaign?
If yes, I would swap some level of it for other things.
If not, it is not a problem.


@Gobo Horde.

I finally found the FCB's, as they aren't on the d20SRD yet, over here

Thank you for pointing out that Extra Path Ability is Tier 3 required, as I don't really like any of the feats I qualify for and was planning on taking it. Ah well, back to the mythic drawing board!

I have 6 or 7 path abilities that are intriguing, and I suspect I'll be taking one less than optimal one for fluff reasons... I think the most reasonable remaining choice is dual path.

For the record, the fluff is 98% done, and the crunch is 75% decided, and 30% up into the alias(The basic combat stats are up, barring mythic changes). I'm going to make a push to finish off posting and deciding today.

As for gear, I will NOT be crafting anything, and will start with a large quantity of Psionic scrolls, if that's OK.


The fcb are on d20pfsrd under the individual races, just not on the class pages.

DM Question: how do you want to do hit points for animal companions? My cavalier side comes with a horse, and even though I don't know how useful she'll be (not knowing anything about the adventure) I'd like to have her statted up correctly.


after lots of reading I think this would be real fun,


Reckless wrote:


...
RE: Kinetic Blast Weapon Group
Blasts that have not been modified by form infusions and ray spells/spell-like abilities are now part of a Weapon Group we'll call "Blasts and Rays".
...

any chance the Extended Range infusion is an exception to the rule? it would be nice to be able to hit something further than 30 ft away.


I'm very very interested. I'm traveling for work, but I'll try to post at least the basics by EOD tomorrow.

I've got so many ideas. Currently thinking Sylph air elementalist storm Druid. Though perhaps something with blasting ability other than electricity. Let me mull it over.


Oh! My severely lazy gnome caster (probably wizard) who rides around on his earth elemental improved familiar like a hover-round. I'll need to refresh my memory for a good counter occult class. I'm mostly familiar with kineticists. Perhaps I'll go telekineticist just so he never has to get out if his confirm able "chair."


I'm thinking a Tiefling Psion (Nomad) / Mesmerist / Archmage/mind


Statblock:
Jacob Mallory
Male CG Human Swashbuckler/Mesmerist, Level 6 (2M), Init 12, HP 62/62, Speed 60ft
AC 24, Touch 17, Flat-footed 17, CMD 25, Fort 4, Ref 11, Will 6, CMB +9, Base Attack Bonus 6
+1 Answering Rapier +14/+14 (1d6+10+6 Precision, 15-20/x2)
+2 Darkleaf Leaf Armor, +1 Buckler (+5 Armor, +2 Shield, +6 Dex)
Abilities Str 16, Dex 23, Con 14, Int 14, Wis 12, Cha 16
Condition None
Appearance:
At a modest height of 5'4", Jacob Mallory does not stand out in a crowd, partly by design. Dressing in sedate blue and black garb, he can generally blend in wherever he wants to. The clothing is loose-fitting, concealing the deceptively hard training he's put himself through as a Pathfinder. The wayfinder on his belt, engraved with his initials, serves as his badge of office, and a very well-made compass. His hair, a deep jet black, hangs down a good five inches past his shoulders in the back, but he keeps it cut out of his face, so as not to obscure his sight. Court occasions have seen him tie that long hair behind his head in a braid.

Born in the City at the Center of the World, Absalom, Jacob Mallory was the fourth child in a family of merchants, who made their living selling odds and ends to the various civilians and travelers that passed through Absalom. As one of the best places to get things like torches, rope, tents, and oil, Jacob grew up with a lot of exposure to the Pathfinder Society. Honestly, his joining at the age of 15 wasn't quite the surprise it might've been; he looked up to those adventurers, and his entire family worshipped Desna; helping travelers with affordable gear was both divine work and a way to support themselves.

The Pathfinders trained him hard, but they trained him well. He learned to capitalize on the natural agility he possessed, as well as picking up a few tricks from a Tien psychic who was often in or around the Grand Lodge. After a few years, he was assigned his Confirmation; track down the Sanctum of the Sages, in Osirian, and open it for a team led by the Master of Scrolls to examine. He was assigned to work with an existing team of Pathfinders, and it was well that he was not alone.

Suffice it to say that the journey to the Sanctum of the Sages was more eventful than Jacob, or anyone, had thought it would be. The research was difficult, and they ended up racing against the Aspis Consortium to claim the site first. Creatures from out of myth guarded the Sanctum's halls, and it was only providence that kept the five intrepid Pathfinders from becoming myth-chow.

That providence took the form of a set of five bracelets, made of gold and inlaid with lapis lazuli scarabs. At first, they each simply carried their bracelet, but when the group was ambushed by a Behir, they went all in, placing the bracelets upon their wrists under the assumption that the things couldn't really make the situation any worse.

As it happened, each of the scarab bracelets possessed a fraction of mythic power, more than enough for the final push into the Sanctum of the Sages and the disarming of all the traps. But while most of the other Pathfinders' mythic powers faded with the removal of the bracelet, Jacob's attached themselves to his soul. Possibly, there was a flaw in his bracelet. Equally possible is the idea that maybe his was the only one that worked correctly. Either way, the bangle was devoid of mythic power when he turned it over to the Venture Captain.

Jacob's travels continued, this time to the island of Jalmeray. Jacob's goal was to seek out a local Aspis Consortium cell and discover their goals, without tipping them off to his presence. Their plans happened to be rather boring, as it happened; it seemed that Niswan's Aspis branch was one of the small number of Aspis cells that was actually just a trading company and waystation for passing agents. He was instructed to take some leave and get a better handle on, to quote Venture Captain Drandle Dreng, "those blasted Osirian scarab-powers that keep sneaking up on you". So, he decided to take some time off and witness Niswan's famous Festival of Colors.

After that, who knew what adventure would find him next?


GM panic here, reused and old Alt, and added in some nice stuff.

The idea behind her is she is very old with mental powers to reflect that. Her power some's form her mind, and she is powerful. She also has Kn skills and a very high level. +40 with PP/Mythic spend on top of a high int. She is brains on legs. I have skills and some small things to do, but its 90% there.

IMAGE HERE

Background:

The past

It seemed that she was destined to be wed off to some halfwit noble’s son. Meetings where held but each time the boy involved would blurt out so reason he could not marry Calista, a few times to great comic affect. Her mother started to suspect that Calista had a hand in this. Her suspicions where raised when she noted how Calista always seemed to know how others felt around her, it was more than hard to keep secrets from her in fact, Calista was needed to be talked to.

This suspicion lead to a fate full meeting, with a hooded man looking for the talented. One day he meet her in the garden, she felt him moving around her head and bit back with her mind.

He winced and smiled, taking off his hood, his skin glowed it was as if power was with in its very flesh. "Elan" she thought and that gained another smile

"You ha

ve gifts child, there is a war on and we need ones such as you, would you like to show you how to grow your minds."

Its took no time at all to think, she smiled, thinking her reply.

"Go pack and get ready this will change your life in ways you can not even start to understand."

They took her to a place and she was remade. awaking in a great underground hall. The Elan counsel kept her keen mind but remade her body. She was trained, she leaned.

Today

That was 100s of years ago, back then the world was not has it was now. Those that had made her had long ago disappeared from common sight, she had not been contacted by them in decades. Her noble title comes from herself, once given by a long dead king. Now she holds no elegance to any state or ruler. She is an agent for hire, paid to undertake tasks that need some level of tact and patience, and that she has, often working for years to get the result she is being paid for. If you have the coin and you can find her, you may hire her.[/ooc]

Why in Absalom?:

story - sticky little fingers

Nurob was happy; he had just fenced some more gear and was heading down to see Maka to do a nice set of war plans to sell. Make him some real cash. He slipped in to Old Beekys Inn and grill and make his way to the booths at the back. Maka used one as his office to keep the army and laws eyes away. Nurob popped the door open and backed in checking he was not seen. Once he had the door closed he turned around says.

"Maka have I got I got the attack plans..."

He stopped, where Maka normally sat there was now a white haired Elfmaid. She only look just out of her teens, 100, 120 may be, could be one of Maka's girls.

"Err where Maka girly?"

She took a moment to look him up and down with her odd glowing blue eyes , she then said in a clear voice.

"Mr Makadreen decided to give up his life of crime and espionage and has gone the local commander to confess all."

It took a moment, then he burst out laughing after a while he stopped.

"Joker, funny but no really where's he gone?"

She looked him hard in the eyes.

"As I said, so now Mr Nurob Alfeen Gib please take a seat, I would like some words with you."

Now he looked shocked, the law? another gang? who in black balls was this woman with odd eyes? All this ran through his mind, she even knew is real full name, She has got to be gang, ye they wanted him, must be, yer now he was going to be in the big time. Deal with her then off to bigger things. He sat and looked at her, She poured him a drink of lemon tea she had in front of her. He did not take it, but she had a sip of hers. As she did he felt his leg under the table for his poison tipped dagger.

"Now Mr Gib you have come to my attention in regards to some documents your sticky little fingers took a few days ago from the Boyle Grand Hotel, from room 10 to be precise, the ones that you’re now thinking about in your top breast pocket."

He looked at her shocked,

Mind reader!

Some held that as a crime here about's,
So she's not local, not a local gang or the law, who is she working arr the noble man, yer, that fact trader pig, so girly now they would talk money girly!.

What he had in his pocket was an attack outline worth 10,000s.

"You come alone?

He asked her.

"Yes"

Shot back her reply.

"4,000 in cut gems, that's the price, and the papers are all yours. Any funny stuff and ill kill ya."

She sipped her tea again studding him.

::"But Mr Gib, your my friend, why not hand them over to me now, to show me how much you like me."::

She held her hand out and before he knew it he had done just that, taken them out and handed them to her. He had really wanted to, really!!. She popped them into a small case she had with her.

"Err what just happened"

He said, shaking his head, then much louder

"WHAT THE...!!"

He went for his dagger pulling it out and then froze. he could not move his hand out with the blade in it just inches from her head. She had not moved but still sat sipping her tea.

"Thank you Mr Gib, now you have tried to hurt me with poison no less, I don't feel bad about what I have to do, you’re an evil man and evil things are going to happen to you."

He was frozen as she stood and walked round the table to his side. There was something very worrying about this woman her skin was wrong like it!, Then it hit him, she had just talked to his mind, MIND MAGE!. He could only move his eyes, so looking to the side he could see come close , she came close very close to his ear and pulled the dagger form his hand. Spinning it around she cut his arm with it. Still he could not move.

::"That will be painful very soon, when the poison you put on it will be starts to take affect."::

She put the dagger back in his leg sheath slowly. She stepped, Then he was free of her, but so weak, he fell to the floor shivering.

::"Mr Gib you made a number of mistakes, you should have checked your mark, you should have fully read the papers I now have and you should never have thought about selling trade secrets."::

She looked down at him.

::"So with your mistakes I am sorry to say I have been ordered to set and example of you. Your do understand, this is not at all personal it’s just business. You see they hire me when they need things done out of sight arr..."::

O O^#&& *#^#&*!! O my god!!, The @&@&!

::"Yes I can see it in your mind, you just worked it out, now please try not to..."::

To late he had pee'ed himself.

::"O well, it will wash out, now then, as I was saying, the Nobles of this city need to as an example. You know for others of your kind who may be thinking of doing something like you. So a short distance from here is witch keep."::

Now he was whimpering as fear had taken him.

::"Your time is short, soon your lungs will stop working, the gas they give you blood will stop being supplied and your brain will then start to die, you will see a bright light and then the next life. I think the hells my be where you soul is headed, given the things I have seen in your mind. But who knows, but 1st I need to know if any one was working with you, I am sorry but this is going to hurt.. a lot."::

Then she ripped him mind apart, there was a lot of pain and crying.

When she was done she walked out the both and up to the street, if she was lucky she could make the theatre in time for the show she had tickets for, her client should be there by now.

Crunch:

Full Name Lady Calista Lisia ir'Romano
Race Elan
Classes/Levels [Gestalt] Psion (Telepath) L6 / Psychic (Enlightenment) L6 / Mythic ArchMind M2

Size 6'1
Age N/A
Alignment TN
Strength 12
Dexterity 18
Constitution 14
Intelligence 22
Wisdom 19
Charisma 16

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Will we be obtaining any additional Mythic tiers throughout the game? I am curious to this as it will likely affect which feats I plan to take right now.
Also, random question about Jalmeray... I don't know that it is mentioned anyway, but I'm going to look through my Inner Sea Guide when I get home, does Jalmeray have any form of slavery? (Indentured Servitude, traditionally slavery, etc?) This would be relevant to why my character would be in Jalmeray.
I have not yet decided if you'll get additional Mythic Tiers during this game, but it is likely there will be at least 1 level up and/or mythic tier gained.

Cool :) could you tell me what the Halfling bonus for the psychic is? (Not that it will probably matter, I'll probably take the HP bonus anyways)

1: Are you alright with me playing a very versatile character who can change a lot of his abilities really often? I promise to have impeccable bookkeeping and that I will have a spoiler at the bottom that details any changes that are happening for ease of reference.
I fear that it may be: confusing for you/extra work/harder to balance things around, or something of the sort. I will do everything I can to make it easier for you :)
2: Would it be alright if I used the Pure Body Mythic ability? It needs mythic tier 3 but all it does is make me immune to poisons and disease (so not very powerful, but very flavorful). Actually this might not matter much anyways :)

In case you didn't already find it in the links the others provided, a Halfling Psychic can choose to treat her Cha bonus as 1/3 point higher for determining the number and uses or rounds per day of her discipline powers.
1)I am ok with this. 2)Nope, maybe if you get to MT 3. Because, spoilers.

Herolab say Telekinetic Blast Crit: N/A.
I don't see any reason why it shouldn't get a critical on a 20 like all the other ranged attacks, but I am not an expert of the Occult rules.
There is a rule saying that?

Not as far as I can determine, which to me means they count like any other unidentified attack requiring a roll (20/x2)

Another question:
The magus (mindblade)count as an occult class for the requirement of the campaign?
If yes, I would swap some level of it for other things.
If not, it is not a problem.

No, sorry, by "Occult Class" I mean the Occult Adventures book classes and their archetypes.

DM Question: how do you want to do hit points for animal companions? My cavalier side comes with a horse, and even though I don't know how useful she'll be (not knowing anything about the adventure) I'd like to have her statted up correctly.

Do her HP same as your PCs

any chance the Extended Range infusion is an exception to the rule? it would be nice to be able to hit something further than 30 ft away.

That seems like a reasonable request, sure.

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

As to the length of this adventure, it is a 32 page adventure. So, not as long as an Adventure Path, nor the newer expanded modules line. I can't say for sure how long it will take to play through, but my best guess is months, not years. In-game time is likely to be weeks, maybe months, definitely not years.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

**Reminder: deadline for submissions is tomorrow (you'll have all of today and tomorrow to wrap up.)***

If you're running out of time but have already expressed interest, and decided on what you're running, and can at least get me your basic framework of crunch and what I've asked for fluff, pm me and I may consider your submission as well.

I will be spending some quality time with all submissions over the weekend and announcing early next week.


GM Question:

Will you be using

Psionics–Magic Transparency::

Combining Psionic and Magical Effects

The default rule for the interaction of psionics and magic is simple: powers interact with spells and spells interact with powers in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability. This is known as psionics–magic transparency.

Psionics–Magic Transparency: Though not explicitly called out in the spell descriptions or magic item descriptions, spells, spell-like abilities, and magic items that could potentially affect psionics do affect psionics. When the rule about psionics–magic transparency is in effect, it has the following ramifications.

Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means.)

All spells that dispel magic have equal effect against powers of the same level using the same mechanics, and vice versa.

The spell detect magic detects powers, their number, and their strength and location within 3 rounds (though a Spellcraft check is necessary to identify the discipline of the psionic aura), while detect psionics detects spells, their number, and their strength and location within 3 rounds (though a Spellcraft check is necessary to identify the school of magic).

Dead magic areas are also dead psionics areas.

Unless specifically mentioned in a power’s description, a power cannot be counterspelled when it is being manifested, nor can powers be used to counterspell a spell as it is being cast. Unless specifically stated otherwise, feats such as metamagic feats that specifically affect spells do not affect powers, and feats such as metapsionic feats that specifically affect powers do not affect spells.

Powers or psionic effects usually work as described no matter how many other powers, psionic effects, spells, or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a power does not affect the way another power or spell operates. Whenever a power has a specific effect on other powers or spells, the power description explains the effect (and vice versa for spells that affect powers). Several other general rules apply when powers, spells, magical effects, or psionic effects operate in the same place. powers that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different powers, or one from a power and one from a spell. You use whichever bonus gives you the better result.

Different Bonus Types: The bonuses or penalties from two different powers, or a power and a spell, stack if the effects are of different types. A bonus that isn’t named (just a “+2 bonus” rather than a “+2 insight bonus”) stacks with any bonus.

Same Effect More than Once in Different Strengths: In cases when two or more similar or identical effects are operating in the same area or on the same target, but at different strengths, only the best one applies. If one power or spell is dispelled or its duration runs out, the other power or spell remains in effect (assuming its duration has not yet expired).

Same Effect with Differing Results: The same power or spell can sometimes produce varying effects if applied to the same recipient more than once. The last effect in a series trumps the others. None of the previous spells or powers are actually removed or dispelled, but their effects become irrelevant while the final spell or power in the series lasts.

One Effect Makes Another Irrelevant: Sometimes, a power can render another power irrelevant.

Multiple Mental Control Effects: Sometimes psionic or magical effects that establish mental control render one another irrelevant. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with one another, though one may modify another. If a creature is under the control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

Powers and spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some powers and spells negate or counter each other. This is a special effect that is noted in a power’s or spell’s description.

Instantaneous Effects: Two or more magical or psionic effects with instantaneous durations work cumulatively when they affect the same object, place, or creature.

If so that helps with a mythic for Psion/magic/mythic PC like this.
I found a simple way to fix that, by linking tranptake a magic mythic path and just adapting it, here's the start, GM let me know if you like it and its ok to use.

Adapted Psionic based Mythic Path -> Archmage as
Psionics–Magic Transparency [Mythic Archmind]

Archmind:

For most Manifestos of the psionic powers, learning powers requires a great deal of study and practice. Even for those who draw powers from their Emotions, the effort can be taxing.

Not so for the archmind. This master of the psionic power pulls them from the very fabric of reality itself, learning to focus their mind easily and naturally.

The archmind is the master of psionic powers, and many of the abilities of this path enhance your ability to Manifestos such powers or greatly increase their potency. In addition, may of the options in this path increase your knowledge of psionics and of those who wield it. At the highest tiers, you can begin to break down the walls between the different types of powers and alter the very fabric of reality itself.

Role: As an archmind, you use your abilities to add a great deal of power to your manifestation, enabling them to blast through defenses and cripple foes. Your mastery over the psionics and your vast knowledge are of great benefit to the rest of your group, and your talent at getting the most out of psionic items can prove invaluable. Although you gain little in the way of defenses, your overwhelming offensive capabilities more than make up for it—though you should still avoid being engaged in melee.

Classes: The archmind is the most common path selection for characters capable of manifesting psionic powers, particularly Psions and Aegis
Cryptic, Dread, Marksman, Psychic Warrior, Soulknife, Tactician
Vitalist will find that this path has a great deal to offer, though some other paths might also prove useful to them.

Bonus Hit Points: Whenever you gain an archmind tier, you gain 3 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.

Tier Path Features
1st Archmind Psionics, path ability
2nd Path ability
3rd Path ability
4th Path ability
5th Path ability
6th Path ability
7th Path ability
8th Path ability
9th Path ability
10th Path ability, true archmind

As you gain new tiers, you gain the following abilities.

ArchMind Psionics

Select one of the following abilities. Once chosen, it can't be changed.

Power Surge (Su)
As a swift action, you can expend one use of mythic power to cast any one power without expending the present power Points. This power must be one of your Powers known. If the power requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.

If you must attempt a Manifester level check for the power to overcome a creature's power resistance, you can roll your Manifester level check twice (adding your tier to each) and take the higher result. You can't add a metapsionic feat to a power you cast using this ability.

Psionic Strike (Su)
As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you Manifest one power [With power point used to do so] you gain a bonus on the attack roll equal to double the powers level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the power Manifest. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.

Wild Arcana (Su)
As a swift action, you can expend one use of mythic power to Manifest any one power without expending power points. The Power must be on one of your Manifesters Class power lists and must be of a level that you can Manifest with that Manifester class.

You don't need to have power on your list of powers known. When Manifesting a power in this way, you treat your Manifester level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metapsioc feats you know to this power, but its total adjusted level can't be greater than that of the highest-level power you can Manifest from that Manifester class.

And so on, the rest is just shifted to Psionic, its not that heard just have to match up magic to powers V transparency rules.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Yes, and that seems like a good way to go about it.


Cool GM then I will use the simple MetaMind convention, v Psionics–Magic Transparency.

:)


Good to know, Reckless, thanks for the info. I do have one last question to ask before I put the finishing touches on my character.

Would having the Pass For Human and Childlike feat provide any type of benefit to this adventure? Or would I be wasting two feats?


DSP released a fully supported path, called the Overmind. It's in Their Mythic Psionics Book. It's got some really useful path abilities and stuff that you don't get from the conversion version.

edit:
example:
Naturally Focused (Su): You do not lose your psionic focus when you sleep, lose consciousness, or enter a meditative trance, and you are always treated as having your focus for effects that require maintaining psionic focus. In addition, you can expend one use of mythic power as a free action when you expend your psionic focus to automatically regain psionic focus. This does not allow you to use two effects that require expending psionic focus on a single action.


Reckless wrote:


DM Question: how do you want to do hit points for animal companions? My cavalier side comes with a horse, and even though I don't know how useful she'll be (not knowing anything about the adventure) I'd like to have her statted up correctly.

Do her HP same as your PCs

Thanks for the update.

I'll fix her hp tonight and probably tinker some more on my character as well.

I'm thinking about adding mythic endurance to him.

While using a mythic feat on endurance feels like a waste, the ability to sleep in/not be separated from the suit of armor that is the cornerstone of most of my characters abilities seems important too.

I might let things stand and accept that there will be times when he's just a naked, power-attacking cavalier.


DeviousDevious wrote:

DSP released a fully supported path, called the Overmind. It's in Their Mythic Psionics Book. It's got some really useful path abilities and stuff that you don't get from the conversion version.

yep its a great book but the GM asked for an online link, like d20pfsrd, splat books are nice, but I think the GM wants to see the rules your using for his/her use.


Ok. I've got my submission finalized.

Drauling Taikul
Male hobgoblin telekineticist (kinetic chirurgeon) 6//paladin (divine defender, warrior of the holy light, sacred shield) of Ragathiel 6//Guardian 2

Crunch:

LG Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +12
Aura courage (10 ft.), power of light, shared defense (1 ft.)

Defense
AC 26, touch 12, flat-footed 24 (+9 armor, +2 Dex, +5 shield)
HP 84 (6d10+34)
Fort +15, Ref +12, Will +13; +2 trait bonus vs. charm, compulsion, and emotion effects
Defensive Abilities hard to kill; Immune disease, fear

Offense
Speed 30 ft. (20 ft. in armor)
Melee +1 silversheen bastard sword +9/+4 (1d10+3/19-20) or
dagger +8/+3 (1d4+2/19-20)
Special Attacks kinetic blast, mythic power (7/day, surge +1d6)
Paladin Spell-Like Abilities (CL 6th; concentration +10)
At will—detect evil
Kineticist Wild Talents Known
Defense—force ward
Blasts—telekinetic blast (3d6+7)
Utility—basic telekinesis, kinetic cover, kinetic healer, self telekinesis, telekinetic haul

Statistics
Str 14, Dex 14, Con 18, Int 14, Wis 17, Cha 18
BAB +6; CMB +8; CMD 21
Feats Exotic Weapon Proficiency (bastard sword), Saving Shield, Shield Focus
Traits dedicated defender, principled
SQ +1 skill point, amazing initiative, bastion of good, battle-hardened, burn (2 points/round, max 7), divine bond, elemental overflow +2, gather power, holy shield, internal buffer 2, kinetic chirurgery, lay on hands 8/day (3d6), legendary fortification, legendary power, legendary surge, metahealer, mythic bond, unyielding

Skills
Acrobatics -4 (-8 to jump); (Untrained, +0 class, +2 Dex, -6 ACP (Armor)) (-4 Slower than 30ft.)
Appraise +2; (Untrained, +2 Int)
Bluff +2; (Untrained, +4 Cha, -2 trait (principled))
Climb -4; (Untrained, +2 Str, -6 ACP (Armor))
Diplomacy +13; (Ranks:6, +3 class, +4 Cha)
Disguise +4; (Untrained, +4 Cha)
Escape Artist -4; (Untrained, +2 Dex, -6 ACP (Armor))
Fly -4; (Untrained, +2 Dex, -6 ACP (Armor))
Heal +14 (+15 circumstance to treat wounds or deadly wounds); (Ranks:6, +3 class, +3 Wis, +2 healers kit) (+1 surgery kit)
Intimidate +12; (Ranks:5, +3 class, +4 Cha)
Knowledge (dungeoneering) +4; (Ranks:2, +2 Int)
Knowledge (engineering) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (local) +6; (Ranks:4, +2 Int)
Knowledge (nobility) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (religion) +8; (Ranks:3, +3 class, +2 Int)
Linguistics +4; (Ranks:2, +2 Int)
Perception +12; (Ranks:6, +3 class, +3 Wis)
Ride -4; (Untrained, +0 class, +2 Dex, -6 ACP (Armor))
Sense Motive +12; (Ranks:6, +3 class, +3 Wis)
Stealth -4; (Untrained, +0 class, +2 Dex, -6 ACP (Armor))
Survival +3; (Untrained, +3 Wis)
Swim -4; (Untrained, +2 Str, -6 ACP (Armor))
Languages Celestial, Common, Dwarven, Goblin, Infernal, Tien

Equipment and Encumberence
Weapons and Ammo +1 silversheen bastard sword, dagger
Armor and Defense +1 o-yoroi, +2 guarding Legendary adamantine heavy steel shield
Combat Gear potion of cure light wounds (10), potion of cure moderate wounds (9), acid (5), alchemist's fire (5), healer's kit, holy water (10), oil (5)
Other Gear handy haversack (bedroll, blanket, candle (5), cleric's vestments, coffee pot, grappling hook, ), heavyload belt, pauldrons of unflinching fortitude +1/+2, belt pouch, belt pouch, belt pouch, chalk (5), explorer's outfit, fishhook, flint and steel, holy text, ink, inkpen, journal, mess kit, mirror, piton (10), pot, powder (5), scroll box, shovel (folding), silk rope (100 ft.), silver holy symbol of Ragathiel, soap, surgeon's tools, trail rations (10), twine (50'), waterproof bag, waterskin, Whetstone
Coins 35 gp, 1 cp
Carrying Capacity
With belt, L / M / H - 174 / 348 / 525 lbs.
Without belt, L / M / H - 58 / 116 / 175 lbs.
Encumberence
Light load, 88 lbs.

Tracked Resources
Acid - 0/5
Alchemist's fire - 0/5
Amazing Initiative (1/round) (Ex) - 0/1
Bastion of Good (10 ft, 2/day) (Su) - 0/2
Burn 2/round (6 nonlethal/burn, 7/day) - 0/7
Dagger - 0/1
Healer's kit - 0/10
Holy water - 0/10
Lay on Hands (3d6 hit points, 8/day) (Su) - 0/8
Legendary Power (2/day) - 0/2
Mythic Power (7/day, Surge +1d6) - 0/7
Potion of cure light wounds - 0/10
Potion of cure moderate wounds - 0/9
Trail rations - 0/10

Special Abilities
+1 Skill Point FCB (6) +1 Skill Point
Aether Telekineticists
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bastion of Good (10 ft, 2/day) (Su) One foe does ½ dam to allies in aura, full to self, +5 deflect to AC.
Battle-Hardened +1 to CMD.
Burn 2/round (6 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dedicated Defender +1 to attack and checks vs. SR while adjacent to a dying/disabled ally.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond +1 (6 minutes) (Su) Add bonus or properties to shield.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Exotic Weapon Proficiency (Bastard sword) You make attack rolls with the weapon normally.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavyload belt The belt’s wearer is affected as though subject to a permanent ant haul spell.
Holy Shield (Adjacent) (Su) Allies in range gain shield bonus to AC equal to the sacred shield's own.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Chirurgery (Su) You can apply mercies when using kinetic healer.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Healer (Sp) Heal others equal to your blast damage
Lay on Hands (3d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Item (Ex) Gain a legendary item, or increase the power of your exisiting item.
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Metahealer (+1d6) (Su) You can accept a point of burn to enhance the kinetic healer wild talent.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Pauldrons of unflinching fortitude +1/+2 Spend 1 power as immediate action to reroll failed Fortitude save.
Power of Light (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells.
Principled You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a -2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.
Relentless Healing (Su) Spend 1 power to apply a healing spell or ability to a creature that has died within 1 round.
Saving Shield [Mythic] When Saving shield negates an attack, make AoO vs. attacker if they are in reach.
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Shared Defense (+1 AC, 10', auto-stabilize, 6 rds) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
Shield Focus +1 Shield AC
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sudden Block (Su) As an imm action, use 1 power to add +2 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telekinetic Blast (Sp) Level 3; Burn 0
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.

Ragathiel's Legendary Aegis(+2 guarding legendary adamantine heavy steel shield)
Legendary Fortification When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage. Only armor, shields, an
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power.
Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.

Fluff:

Description and Background
Drauling Taikul keeps his face hidden by the monstrous mask of his flame lacquered o-yoroi. He wears a gleaming bastard sword and a large metal shield with Ragathiel's sigil embossed and lacquered upon it. He stands about five feet tall and weighs in at about 200 pounds. His hairless face is surprisingly kind for a goblinoid.

Taikul is originally from Kaoling. The war there always felt a little off to him. But he was fighting for the greater good of his race and while some of his fellow soldiers were less than savory folk, he defended those who were not evil. He kept his religion secret for years until he could no longer hide just how different he was. He started being able to move things with his thoughts.

The shamans and clerics told him that this skill wasn't the gods doing, and with the hobgoblin armies hatred of all things arcane, he had no choice but to be banished. He began wandering the world in search of his destiny. Throughout his journey he used his gifts to defend the innocent, and heal the injured and sick.

He discovered that his abilities are not arcane. A fact that he is glad of. There are some who speak of people who have similar mental abilities or even the ability to control elemental forces. However noone has been able share the source of these skills.

A few years ago, he passed through Magnimar and met with the cult of Ragathiel there. He had a vision there where he spouting his patron. In his vision, Ragathiel presented him with his shield, and with it further power to protect the world from harm. With his new Aegis and Mythic abilities, he continued his search for answers about his telekinesis.

Recently he followed a rumor that Irori may have some knowledge of similar abilities. He traveled to Jalmerey and Niswan. He traveled to the High-Holy district and the Rahthanam Shrine. He traveled to the three Houses of Perfection. He traveled to the library in the Grand Chronicler's Circle.

Unfortunately, all he was able to find was the standard abilities of the elemental races. Yet again, he has failed to learn anything about the his telekinesis. Disappointed he us waiting for passage back to Avistan, although he has not yet decided where he is going.


Updated Yander and his horse.


Reckless wrote:

**Reminder: deadline for submissions is tomorrow (you'll have all of today and tomorrow to wrap up.)***

If you're running out of time but have already expressed interest, and decided on what you're running, and can at least get me your basic framework of crunch and what I've asked for fluff, pm me and I may consider your submission as well.

I will be spending some quality time with all submissions over the weekend and announcing early next week.

Gwaa!! I better get finished up then!

This is Gobo Horde here with most of the crunch done minus gear.
I'll try and get more done right away and maybe I'll be done on time :)
FYI, I am a Melee focused character with lots of adaptability and some psionic caster support :)


Rahdeem, checking in.
Kineticist/Marksman.


I have been having a rough time with the Paizo site today... not sure why, but I will post this now while I actually have access. Faelyn here with my Kineticist/Unchained Rogue.

Background:
Gage was born into servitude, his mother and father both slaves to a Chelish family. He learned early how to hide and lie his way out of trouble; he also learned how to get out of harm's way before it could get to him. He's not quite sure where it came from or how he acquired his strange abilities, but one day he suddenly discovered that he could manipulate his surroundings with but a thought. Gage quickly learned to enjoy disrupting his masters' lives while maintaining a facade of innocence...

For years he had them believing their home had been invaded by some sort of malicious ghost or spirit and despite how much gold they spent on exorcisms or specialists, it could never quite fix the problem. He kept up the charade until one day he could no longer accept the injustice; he slipped out of the manor and out of the city before anyone realized. On the streets he learned of the Bellflower Network, he learned the art of disguises, and eventually the skills of the Tillers. He worked with the Network to smuggle halfling slaves out of Cheliax; however, he did not content himself with only such works.

Gage plied his skills of thievery all over the Inner Sea Region while not smuggling slaves and quickly made a name for himself amidst the underworld. He even worked with the Pathfinder Society occasionally as a freelance operative, but he never joined the Society officially. It was during one excursion into the Mwangi Expanse with the Society that would turn Gage's life upside-down. The expedition led deep into the jungle to the strange ruins which contained the mythical Doorway to the Red Star. Something about the stones drew him to them and while none of his companions seemed to be affected by the alien contraption... Gage reached out with his mind and something happened. A power that the halfling could not quite comprehend rushed into his very soul and infused it with some of the alien power from the artifact. He suddenly saw a vision of a different world and of strange beings that seemed to watch him through the humming rings, and then he saw no more.

He woke several days later much to the joy of his companions. He did not tell what he had seen, nor the strange new power he felt coursing through his little body... Gage had learned to use his mind to draw upon the power of the aether, but now... Now he could wrap himself in the substance and disappear. He moved faster than before. He even noticed something exceedingly strange; his trusty magical belt seemed to have been infused with some of this mythical power as well. He found that while wrapped in the aether, he was completely undetectable... as if he were a ghost.

Despite the possibilities that his new abilities unlocked, something about it felt strange and alien. He researched what he could to learn more about the Doorway and his new powers, but no matter how deeply he searched, he always came up short. He began offering his skills to the rich and powerful, to test the limits of their security in exchange for access to any secret knowledge they may have about the occult or the Doorway... One day he was directed towards the mysterious island of Jalmeray and the Vudrani. Perhaps there he could finally locate the answers to the questions that plagued him and turn out a tidy profit while at it...

Physical Descriptor:
Gage is as tall as any halfling and slender, but solidly built. He does not have muscle, however, he is not weak. Despite his small size, Gage can take a solid beating. His chestnut colored hair is long and wavy, his eyes are a strange purplish hue until he draws upon his mythical powers. During the times when he is drawing upon his mythical powers, his eyes change into pools of a silver which seem to ooze a wispy, white mist.

Personality:
Gage loves to enjoy life. Whether its sipping from an exotic wine or ale, or savoring a delicious meal, or simply soaking in a hot bath, Gage enjoys every moment of it. He seems to feel that the harshness of his early life enhanced the normal cheerfulness found in halflings, but whatever the case... Gage has decided to savor each and every moment that he can grasp with his small hands.

Gage learned early on the power of misdirection and anonymity. A well placed disguise can allow you into places that one could not normally access, even with magic. Those who underestimate you, do not get a second opportunity to do so again.


Ok GM she is 99% there just checking numbers, but her background and description is there. I hope you like her, Her roll is flexible as she has a number of skills and powers/spells. Some real hard hitting PCs on offer so I did not want to go over the combat area that seems well covered. But she can hit hard if needed.


Roonie was done, but looks like Paizo accidentally ate a few of the last round of updates. (That I've SEEN as missing: Rogue's Edge(Disable Device), Mythic Fear (Dual Path Trickster/Archmage, with Wild Arcana), and a couple Mythic entries for reference. I'll go over it again, and make sure that everything ends up included.


I forgot to mention... All of Gage's crunch is in the profile. I can easily repost it all here in a spoiler as well if you'd prefer.


I just found this game and I am very interested. If I can still throw a character into the pot I will have a psychic/alchemist written up by later this afternoon. I hope that works.

Dark Archive

Hum... bowing out of the recruitment... good luck with this game!


Complete character sheet is in the character page.
Here is the background:

Background:
Shayla Grey, the Eternal Dilettante

Shayla Grey is a Varisian woman. She was born at midnight the Nigth of the Pale (31 Kuthona[31 December]) of in Magnimar. As she was born while the day was traveling from a year into another her family did see that as an omen that she would live is life travelling from a location to another, an auspicious fate for a Varisian.
When she was four, while she was visiting the Fane of Desna in the Echo woods with her family she uttered the phrase: “I will visit all this world and all the worlds in the sky!” His family did take that as a child amusing outburst, but Desna was listening and she decided to give the small child a chance to realize his vow. Growing up she maintained it and after visiting all of Varisia and the nearby lands with her family, at the age of fourteen she left to travel to more distant lands. In her wanderings she follow her readings of the family Harrow deck, a deck that she has enchanted to make it more durable. Each card now bear her arcane mark to allow her to find it more easily if it ever lost.
During her early years of traveling she visited the all land of northern Avistan, included a brief foray in Sarkoris, then moved south. 30 years after leaving her family Shayla has visited all the nation around the Inner Sea and she is now moving south and east .
The time she spend in each location is very variable, sometime she stay only a few days, sometime she linger for a few years. but she always move onward after a time. In each location in which she pass she try to learn something of the land traditions, culture and knowledge. She has often been praised by its teachers for her ability to quickly learn something and as often scolded for her impatience and fickleness as she left after learning something but before truly mastering it.
While she prefer to resolve disputes with her tongue more than with her weapons she has often helped travelers and common people and is seen as a minor saint of Desna by some of the deity followers. Shayla has never done something extremely noteworthy as an adventurer but she has done numerous act of kindness, saving lives, opening new trails or reopening old ones that were made impassable by brigands or monsters.
While she had received some good windfall from his adventuring, her disposal income come from Harrow readings, selling some of the paints she make of the location she visit, small time healing and other odd jobs. She isn’t a master painter, but her vistas of the lands she has visited have a small following of aficionados.
Desna blessing has stopped her aging and her apparent age is that of a woman in her late teens or early twenty.

Why Shayla is in Jalmeray?:

Why Shayla is in Jalmeray?
Beside her lifetime goal of visiting all the lands, the immediate goal was to learn new painting techniques from the Vudra artists. She has just spent 2 months Niswan learning the basis of the vudran stile, but now she feel the urge to visit all the corners of the island.

RPG Superstar 2012 Top 32

I'm going to bow out too... My week has been crazy and I haven't had time to really work on a build at all. I thought about trying to rush to PM you the bare minimums but, honestly, I'm not really a fan of the 3pp psionic stuff (especially once you start tacking on 3pp mythic stuff), so the amount of interest in that kind of discouraged me from putting in that much work.

Good luck to all those who do submit!


I have a few things to go over, but I'm ready enough for a look over.


Hi GM Reckless, is recruit now closed?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

yes


Hey Reckless, any idea on when we might hear back on selections?

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I am working until 5 tomorrow. Hopefully I can make a decision and post it after work. These are wonderful and complex characters.


just to check GM

HP is
Hit Points 3/4 max after 1st level (round up).

so for my pc con 14 this would be

HP= 6class +[5x(6hp class)x3/4] +6x(2hp con bonus) +2x(3hp mythic)
= [6hp+22.5hp+12hp+6hp]
= round up to = [47hp]


Reckless wrote:
I am working until 5 tomorrow. Hopefully I can make a decision and post it after work. These are wonderful and complex characters.

Thanks for the quick reply, Reckless! I was just curious, this is one of the quietest Recruitment threads I've seen in quite a while after Recruitment had closed. Made me nervous that something had died lol. Looking forward to seeing the selections, best of luck to everyone!


For a gestalt game this is the quietest threads I have seen. Only 95 posts.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I think that has something to do with the fact recruitment was only 9 days. I knew I would have plenty of submissions to pour through in even that short amount of time, and by the gods I was right. XD


I think ill be very lucky to get a place, with such great players offering such great looking pcs. But here's hoping :)


Also, Reckless, I realized my math for Gage's HP was off... It should be only base of 82 HP with an increase to 88 while his Elemental Overflow is active. I was a little tired whole calculating and added them as a 12 HD instead of just 6 HD... So that has been changed to reflect the correct number in my sheet.

Calista, I think your PC is very interesting! Don't ever discount yourself.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Thanks to everyone for making this choice very hard. I have selected the following characters for this adventure. Tomorrow after work, I will be running a finer-toothed comb through these characters, after which I'll put up any questions I have in the discussion thread and if people have any last-minute changes to equipment or other things they can let me know there as well. I plan on officially kicking off the pbp on Thursday.

Without further ado, our characters are:

Lady Calista Lisia ir'Romano
Rahdeem of Breeze
Raziya Hawary
Roonfizzle "Many Arms" Garnackle, Trapmaster
Sir Yander Royce

Again, I want to thank everyone who submitted. If this campaign goes well and I want to do it again, I will very likely be tapping many of the PM boxes of those I didn't select with an offer to run it for them. If I thought I could handle the workload of running concurrent campaigns, I would be doing that because I easily have enough great submissions here for another. But I know my limits. Good luck to everyone in your other games, and thank you again for your interest.


Thanks for running the game. Hopefully we'll hear from you in the future.

Please keep us in mind if you need replacements.

Congratulations and good luck to those selected.

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