Order of the Gate (Inactive)

Game Master SOLDIER-1st

Enforce tyranny! Save the world! Probably die!

Map of Crowhollow


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Saashaa wrote:
Has there been a sniper submission yet?

Not a focused one, no.


Urashu Full Backstory:

Urashu was in academy because his parents wanted him to be. They both had magical abilities, but had never had formal training. They knew Urashu had the potential, so they started him with it right away, hoping he could outstrip their own ability with proper training. On Day 1 he realized he didn't want to train in the arcane arts, and by day 10 he had confirmed it. But his parents has taught him obedience and loyalty from an early age, and so he stayed with it. He was good at it too, and could keep up with the class without putting too much effort in.

He was lucky to get the blacksmith's apprenticeship. He had been looking for an apprenticeship to do outside of his classes and was the first to see a notice posted that the blacksmith was seeking a new apprentice. He pulled down the notice, hurried over the smithy, and asked to be taken on. The blacksmith was behind on orders now that his other apprentice had moved on, and he just told Urashu that if he could make a dagger he could get the apprenticeship.

Urashu tried, but his dagger blade caught on the rope that it was supposed to cut, and it broke when the blacksmith hit it against the anvil. The blacksmith was impressed by the way Urashu had used magic on the basic tasks around the forge, and thought quite a few of them could be helpful. HIs parents were craftsmens, and did this spells all the time, so they had come naturally to Urashu during the tasks.

---

"You're working as a blacksmith's apprentice! You're weak, you can't even swing a hammer." He could, but he knew not to interrupt someone when they were talking. His father was angry, though he wasn't shouting. Well, he wasn't shouting too loudly. "Are you still going to the academy? You better have not stopped taking your classes to do this. We're paying for those classes!" His father did want an answer this time.
"Yes, I am still taking my classes. I'm able to do both."
"Why a blacksmith then?"
Urashu shrugged. "It's something to try. And, there's an order to it, a a set of rules you have to follow but that can result in something better than the sum of it's part."
"I can't stop you from the apprenticeship now, but if you start falling behind at the academy I will make sure your apprenticeship comes to an end. Understood?"
"Yes, Sir."

---

"This is really delicate work; I insist you handle it yourself, or let me use your forge to do the work." Urashu looked up from where he was carving a design into a sword handle. The man had come in and show an odd weapon or contraption to the blacksmith. He had tried to hand it over, but the blacksmith had refused to touch it.
"You will not be touching my forge! And I will not be touching that weapon; it is unnatural, and is not a weapon I will contribute to. If you want the work done, you can have it done by the apprentice, if he doesn't object to the weapon that is." Urashu perked up at the line, and put down the handle. The man looks ready to say something but decides against it. He walks over to Urashu, placing the weapon forcefully on the work table.
"This is a pistol. I ran into a rather desperate situation, and had to use it even when it was already broken. It's in really bad shape now. I could fix it, but," he grimaced, "well, you heard the discussion."
"I understand, sir." The honorific might have not been needed, but it couldn't hurt. He carefully picked up the pistol and looked it over. "How does it work?"
The man took the pistol back and pulled the stopper off a container. "It's all because of this." He poured out a substance onto the table and then put the stopper back on. He scooped up the substance, and tossed some into the fire. A forceful wind and then a sound erupted form the fire. Urashu jerked back. His master had remained still. The man smiled, he hadn't flinched either. "If you harness that power inside of a small area-"
"You could propel something with great force. Yeah. Woah!"
The master spoke up then, "Urashu, I know that your father would not want to hear you had interrupted someone."
"It's of no matter, he's just excited. Yes, it is an awesome and terrifying weapon. So here's what you need to do..."

---

Urashu sketched the last curve and pulled back, looking at his diagram of a pistol. He had needed to draw it from memory, the gunslinger had left as soon as the pistol was fixed, but it looked like his memory was a strong as usual. He glanced at the black powder and bullets sitting next to the sketch. He has asked for some as part of the payment for fixing the pistol. After all, he would need them to test his own pistol.
The master allowed him to work after hours as long as the material usage was tracked accurately. Urashu was careful to not say what he was working on, and his master didn't ask. It took him two weeks to get the first pistol finished. He had been around a forge enough to know to be careful with fire, so he wasn't hurt when the first pistol exploded on the first firing attempt. From twenty feet away behind a stone wall, Urashu jumped as the explosion happened. Even though he knew it was coming it was louder and more powerful than he had expected.
He salvaged the pieces he could, there weren't many, and made the second pistol in just one week. This one didn't explode the first time, but it didn't fire well either. He cleared the power and bullet and looked it over. He thought he saw where the issue was, so he brought it back to the forge for corrections. His next shot worked, as did several after that. He was confident enough now to trying shooting the pistol in his hand, instead of through a fuse. His aim was way off, but it fired.

---

Urashu was cautious about letting else know he had the weapon, so most of his practice took place in the forest away from others. He mostly practiced loading the gun, and then unloading it, and drawing the gun smoothly into a shooting position. He was practicing drawing the gun unloaded when a noise in the forest startled him. He cast magic missile at the noise, but instead of casting it from his hand, the missile shot from the gun. It was just a deer, and the missile's had handled it easily enough, but Urashu wasn't focused on that.
He steadied the gun again and cast color spray through the gun. It worked, and it even seemed more vibrant than it usually was. He smiled, and dug out his spell book to see what other spells he could shoot.

---

Urashu was headed back home from a practice session in the forest when he heard a cry up ahead. A man was running towards him, and another well behind him was yelling to stop the thief. The thief was past Urashu quickly but the elf drew his gun and fired color spray through it after the thief. The thief fell, unconscious. The victim caught up, and patted Urashu on the back. "Oh, Urashu, thank you so much for that. He had most of my savings, I would have been in real trouble if he had gotten away." The man walked over the the unconscious thief and picked up the backpack from the ground. Town guards had arrived and now headed over to tie up the man and take him away.
Urashu smiled. The feeling after helping someone like that was incredible. With his pistol he could make a difference doing work like that. He turned, and the smile left his face. The blacksmith was staring at him, grimly. Urashu walked over to him hesitantly. "That's the project you've been working on?" Urashu nodded. "Well, you know how I feel about those. If you're going to keep that I don't want you working in my smith anymore."
The blacksmith turned to leave, but stopped to say one more thing. "If it helps, I'll sign the papers showing you completed your apprenticeship. I figure if you can make one of those you can find your way on your own."
Urashu watched him go, and felt strongly that it was his own comfortable life he was watching fade away into the darkness. He didn't have anywhere to go, though he had enough money from working to make a moderately long journey. The thought of stopping crime came to his mind again, and quickly after it another thought. Perhaps the famed Hell Knights, the greatest crime deterrent anywhere in Golarion, would let him join.

Two weeks later, before Urashu had departed Jelmarey for Cheliax, the blacksmith called upon him at his residence. He was carrying a set of armor. Urashu welcomed him in. "I made this as a reward for the completion of your apprenticeship. I know you tend to stay away from armor, but I think this will still be helpful to you soon." The armor was incredibly crafted, in a style Urashu hadn't seen before.
The blacksmith noticed his confusion. "It's called kikko style armor. A trader at the port show me a set, and even had plans for the crafting. It's light enough for the protection it affords, so you can still keep your elusiveness while staying protected."
Urashu nodded, and put the armor on. It felt wrong, and heavy, but he could understand the positive elements of the design. "Thank you, master. I am sorry it end like this."
The blacksmith nodded, shrugged, and then left.

---

Urashu had just departed the victor's area, saying quick goodbye to the other victors, when a Hell Knight in full plate underneath a cloak walked over to him. "Armiger Trasalor, Congratulations on your victory." Urashu nodded in thanks. "I am Paralictor Enderan, though I am not of the order of the gate, I believe I can help." The Paralictor pulled a pistol from beneath his coat. "After all, you won, but your shooting was dreadful. I believe I can help refine your form. And you should have only light duty for the next few days, so we'll have plenty of time to work at it. What do you say?"
Urashu nodded quickly, eager for the opportunity. "Yes, Paralictor. Thank you, sir."


@Soldier-1st: For an unchained monk character, with the free MW armor that everyone is given at the beginning, would you allow for a free bracers of armor +1 or have a suit of mock armor to be substituted in the MW armor's place instead?


1 person marked this as a favorite.

Yes, bracers of armor is fine.


RECRUITMENT ENDS AT MIDNIGHT TONIGHT (EASTERN TIME, APPROX. 14 HOURS FROM NOW). REPEAT: RECRUITMENT ENDS MIDNIGHT TONIGHT.


SOLDIER-1st wrote:
Yes, bracers of armor is fine.

Sounds good to me and thank you. :)

Without any further ado, here's another prospective armiger- Pellius

Pellius, 5th Level Unchained Monk:

Pellius 'Saringallows' Pavokrupt
Level 5 Male Ganzi Unchained Monk (Scaled Fist, Invested Regent)
LN Medium outsider (native)
Init +2
Senses darkvision 60 ft.
Perception +5

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Defense
--------------------

AC 18 (+2 Dex +4 Cha +1 Armor +1 Natural Armor)
Touch 12 (+2 Dex)
Flat-footed 16 (+4 Cha +1 Armor +1 Natural Armor)

Resist acid 5, electricity 5, and sonic 5

HP: 70 (5d10+15) [+5 HP favored class bonus]

Fort +7 (4 base +3 con)
Refx +6 (4 base +2 dex)
Will +2 (1 base +1 wis)

+1 to any save or +3 if using any investiture points as a swift action
+2 racial bonus on saving throws against spells of the polymorph subschool.

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Offense
--------------------

Speed 40 ft.

Melee
+9 (+9/+9 flurry) MW Alchm. Silver Sansetsukon (2h, 1d10+5 B/19-20,x2, block/disarm/monk)
+8 (+8/+8 flurry) Unarmed (magic) (1d8+3 B/20,x2)
+9 MW mithral dagger (1d4+3 P,S/19-20,x2)
+9 (+9/+9 flurry) MW Silversheen Kama, double-chained (1d6/1d6+4 S/20,×2, double/monk/reach/trip)

Ranged
+8 (+8/+8 flurry) MW cold iron rope dart (1d4+3? P/20,2 20'r, block/distract/monk)
+7 (+7/+7 flurry) 10 Wushu darts (1d3+3 p 20/2 10' r)

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Statistics
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Str 16 (+3), 15 Base + 1 4th Level bonus
Dex 14 (+2), 14 Base
Con 16 (+3), 14 Base + 2 racial bonus
Int 8 (-1), 10 Base - 2 racial bonus
Wis 13 (+1), 13 Base
Cha 16 (+3), 14 Base + 2 racial bonus

BAB +5
CMB +8 (+5 BAB +3 Str)
CMD 24 (10 +5 BAB +3 Str +2 Dex +4 Cha AC bonus)

Feats
1st: Cornugon Stun
3rd: Hellknight/Order Obedience: Gate
5th: Barroom Brawler
Class: Improved Unarmed Strike
Class: Stunning Fist

Traits
Pugnacious (Campaign)
Monk Weapon Skill (Combat): Sansetsukon
Cloistered Upbringing (Region)

Drawback
Warded Against Nature

Skill (4+Int): 15 skill pts + 10 background skill pts, Ganzi have a +2 racial bonus on Sense Motive and Survival checks.

Class Skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Class Skill Ranks: 3 ranks know:planes=+2, 3 ranks Heal=+5, 3 ranks Acrobatics=+8, 1 rank Climb=+7, 1 rank Esc Art=+6, 1 rank Percep=+5, 1 rank SMotiv=+7, 1 rank Stealth=+6, 1 rank Swim=+7, 0 rank Survival=+3

Background Class Skills: Craft (Int), Knowledge (history) (Int), Perform (Cha), and Profession (Wis)

Background Class Skill Ranks: 5 ranks HAnml=+9, 1 rank Appraise=+0, 1 rank Lore:Isger=+0, 1 rank SltofHand=+3, 1 rank know:hist=+3, 1 rank perform:dance=+7

Languages: Common

Weapon and Armor Prof.: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

--------------------
Special Abilities
--------------------

Type: Ganzi are outsiders with the native subtype.

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

Base Speed: Ganzi have a base speed of 30 feet.

Darkvision (60 feet): You can see in the dark (black and white only).

Energy Resistance: You have the specified Energy Resistance against acid resistance 5, electricity resistance 5, and sonic resistance 5

Maelstrom Resistance: +2 racial bonus on saving throws against spells of the polymorph subschool.

Racial Modifiers: +2 Constitution, +2 Charisma, –2 Intelligence.

Quibble (DC 15 Will): Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 30 feet, forcing it to reroll a single d20 on a roll it has just made. The target must take the second result, even if it is worse. A ganzi may use this ability after the target has rolled, but must use it before the GM declares if the roll was a success or failure. Unwilling creatures may resist a ganzi’s influence with a successful Will save (15 DC = 10 + 1/2 the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect.

Skilled: Ganzi have a +2 racial bonus on Sense Motive and Survival checks.

Monk Bonus Feats: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. A scaled fist adds Dragon Style and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 6th level, A scaled fist adds adds Dazzling Display and Dragon Ferocity. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. At 10th level, A scaled fist adds Disheartening Display, Dragon Roar and Shatter Defenses.

Flurry of Blows (+8/+8 bonus attack): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Stunning Fist (5/day, DC 15 Fort: Stun/Fatgiue): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued.

Stunning Fist (Combat)
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis/cha modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level5, plus one more time per day for every four levels he has in classes other than monk.

Unarmed Strike (1d8): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion: At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Ki Pool (Su, 5/day) and Ki Strike (Magic): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom/cha modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki
pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Fast Movement (+10 ft. mvt.): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex) (1/round; Foot Stomp): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.

Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.

AC Bonus +1 (+4 total AC): When unarmored and unencumbered, the monk adds his Wisdom/cha bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Draconic Might: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

Investiture (Su, 5/day): An invested regent gains a pool of investiture points, supernatural energy he can use to call upon amazing abilities and divine protection. The number of points in the invested regent’s investiture pool is equal to 1/2 his monk level + his Charisma modifier. As long as he has at least 1 point in his investiture pool, the invested regent can select one of his saving throws as a swift action and gain a +1 sacred bonus on saving throws of that type for 1 round. If he spends 1 point from his investiture pool during this swift action, he instead gains a sacred bonus equal to his Charisma modifier on the saving throw selected. A character with this feature and the ki pool class feature tracks investiture points and ki points separately. This ability replaces the bonus feat gained at 1st level.

Draconic Fury (Su): The scaled fist has gained some control over the draconic energies she studies. She must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level. For the unchained monk,
draconic fury is the elemental fury ki power, and is gained in place of the ki power normally gained at 4th level.

Elemental Fury (Su, Electricity): A monk who selects this ki power must select one type of energy: electricity. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level (2 rounds).

Draconic Mettle (Su): A scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects. For the unchained monk, this ability is gained at 4th level.

Vested Power (Ex or Sp): At 2nd level and every 4 monk levels thereafter, an invested regent can select a vested power for which he qualifies in place of selecting a monk bonus feat. The invested regent need not do so and can instead take the bonus feat, but once the decision to take a bonus feat or a vested power is made, he can’t change it. This replaces the bonus feat the invested regent gives up for the vested power. Vested powers are abilities that draw on an invested regent’s investiture pool. Vested powers are divided into two categories: feats and spells. All vested powers have a minimum level requirement to select them. An invested regent who hasn’t reached the required monk level cannot select that vested power.

Activation: Most vested powers require the invested regent to spend investiture points; the exact amount is listed after the vested power. Vested powers that cost 0 investiture points don’t require the invested regent to have any investiture points in his investiture pool to use the ability. The saving throw against an invested regent’s vested power, if any, is equal to 10 + 1/2 the invested regent’s monk level + his Charisma bonus (15).

Feats: These vested powers duplicate the effects of specific feats. An invested regent doesn’t need to qualify for a feat to select it as a vested power. For example, an invested regent can select Spring Attack as a vested power even if he doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these vested powers is a free action on the invested regent’s turn; until the start of his next turn, the invested regent is treated as if he had that feat. Feats marked with an asterisk (*) can also be activated as an immediate action when it isn’t the invested regent’s turn.

Spells: These vested powers duplicate the effects of a spell and are spell-like abilities. An invested regent’s monk level is the caster level for these spell-like abilities, and he uses Charisma to determine his concentration check bonus. Activating one of these vested powers is a standard action.

2nd-Level Vested Power: Divine favor (1 investiture point)

Monk Weapon Skill (Combat): Select one monk weapon with which you are proficient (unarmed attacks do not qualify for this purpose). Benefit(s): You gain a +1 trait bonus on damage rolls with this weapon.

Warded Against Nature: Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

Pugnacious: You gain a +1 trait bonus on attack rolls when threatened by two or more enemies. In addition, once per day you can gain one of the following effects as an immediate action: You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your weapon as one size category larger than it actually is for purposes of determining damage for 1 round.

Cloistered Upbringing: Growing up among acolytes or monks, you were exposed to their supernatural power. You gain a +1 trait bonus on saving throws against the supernatural effects of channeled energy or abilities powered by ki, and regain 1 additional hit point when healed by supernatural effects.

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Equipment
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free Bracers of Defence +1 1lb
free MW Alchem. Silver Sansetsukon (Three-Section Staff) 3lb
free MW Mithral Dagger .5lb
free Monk Outfit 2lb
Blood-chilling Pill:75gp
Potion=Blessed Fist:50gp
MW Backpack:50gp 4lb
Aegis of Recovery: 1500gp
Troll Styptic:100gp
Dust Knuckle with 4 diamond dust vials: 125gp .5lb
Bandolier 5sp
Weapon Cord 1sp (attached to Sansetsukon)
(4sp)=1gp
Barbed Vest 10gp 4lb
MW Cold Iron Rope Dart 302 gp
10 Wushu Darts 2gp
Holy Weapon Balm 30gp .5
Silvercloud Oil 60gp .5
MW Silversheen Kama, double-chained 758gp 4 lbs.
Potion=Mage Armor:50gp
Everburning Torch 110gp 1lb
Flaming ftn. Firework 100gp
Mock Armor 90gp 10lb
Amulet of Natural Armor +1 2000gp
Belt Pouch 1gp .5 lb
Potion=Cure Light Wounds:50gp
[36gp left of 5500gp]

Remaining Coins: 36 gp, 4sp

Current Equipment Weight: 31.5 lbs. (Light)

Carrying Capacity: 17 Str (86/173/260)

--------------------
Background
--------------------

Hailing from the town of Saringallow in Isger, Pellius was among those unfortunate enough to spend much of their formative years under the "care" of the local members of the “devil nuns” at one of the many Asmodean orphanages/monasteries that dot the Isgeri countryside.

While Pellius does have an actual surmame... for the majority of his upbringing, he had been given the substitute surname of "Saringallows", after the village he was discovered at, by those very same "devil nuns". It had been something of an adjustment for Pellius since the Hellknights started referring to his actual surname- something he still has to get used to.

Now it just so happened that many of Pellius' early overseers weren't quite sure what to make of the Ganzi orphan (being that ganzis are relatively unknown in the Inner Sea region). Even so, he was the only one among his age of peers who was obviously a native outsider heritage with his prominent scaled patches on his hairless smooth skin (even into his adult age), his glowing green eyes with naught even an eyeball to be seen within, and his iridescent silver hair that had this oily, rainbowish reflection/refraction; in the areas where normal pubic hair should be, dusky grey miniature feathers grew.

Trouble was, no one then was really sure if he was of either Aasimar or Tiefling stock, although some suspected him of having some elemental blood in him; perhaps even geniekin ancestry or was partly draconic in nature- something neither of his deceased birth parents were or had anything of, as far as it was known.

Due to his unnatural nature, normal animals will not normally approach him and he really had to work real hard to be able to get them to even venture near him with the suitable amount of prompting. Still, Pellius underwent much in the way of harsh monastic training, as did his peers, but he was set apart from and isolated from them due to his abnormal appearance. Much of his Ganzi inclinations and temperament was subdued and warped by his past training as well.

When he came of age, Pellius was pushed towards joining the Hellknights by those "devil nuns" who urged him upon to that path- so he would become the Hellknights' problem instead of theirs; and even he were to fail in his armiger training, that was of little worry to them- after all orphans are in plentiful supply at Isger.

The Order of the Gate were the ones who ultimately took Pellius in for armiger training; that he was trained as a monk who would join up with an order of Hellknights that were notoriously known for their extensive use of their distinctive armor was of very little concern to the Order. Consequently, he was very much something of a curiosity within the order, being the only identified Ganzi by those in the know and it was always the possibility that the researchers of the Order of the Gate wouldn't mind having an opportunity to study him further.

Since being raised in a harsh controlling enviroment is nothing new to Pellius (that isn't to say that he didn't get along with a few of his more open-minded instructors, past or present, however!) and the Hellknights are really all that he has left now at present, which is why he still remained as an armiger in the order instead of going off on his own.


Heh, ended up having to make some adjustments to Pellius.

Allow me to present the new and improved version...

Pellius, 5th Level Unchained Monk, 2nd take:

Pellius 'Saringallows' Pavokrupt
Level 5 Male Ganzi Unchained Monk (Scaled Fist, Invested Regent)
LN Medium outsider (native)
Init +2
Senses darkvision 60 ft.
Perception +5

--------------------
Defense
--------------------

AC 18 (+2 Dex +4 Cha +1 Bracers +1 Ring)
Touch 16 (+2 Dex +4 Cha)
Flat-footed 16 (+4 Cha +1 Bracers +1 Ring)

Resist acid 5, electricity 5, and sonic 5

HP: 70 (5d10+15) [+5 HP favored class bonus]

Fort +7 (4 base +3 con)
Refx +6 (4 base +2 dex)
Will +2 (1 base +1 wis)

+1 to any save or +3 if using any investiture points as a swift action
+2 racial bonus on saving throws against spells of the polymorph subschool.

--------------------
Offense
--------------------

Speed 40 ft.

Melee
+9 (+9/+9 flurry) MW Alchm. Silver Sansetsukon (2h, 1d10+5 B/19-20,x2, block/disarm/monk)
+8 (+8/+8 flurry) Unarmed (magic) (1d8+3 B/20,x2)
+9 MW mithral dagger (1d4+3 P,S/19-20,x2)
+9 (+9/+9 flurry) MW Silversheen Kama, double-chained (1d6/1d6+4 S/20,×2, double/monk/reach/trip)

Ranged
+8 (+8/+8 flurry) MW cold iron rope dart (1d4+3? P/20,2 20'r, block/distract/monk)
+7 (+7/+7 flurry) 10 Wushu darts (1d3+3 p 20/2 10' r)

--------------------
Statistics
--------------------

Str 16 (+3), 15 Base + 1 4th Level bonus
Dex 14 (+2), 14 Base
Con 16 (+3), 14 Base + 2 racial bonus
Int 8 (-1), 10 Base - 2 racial bonus
Wis 13 (+1), 13 Base
Cha 16 (+3), 14 Base + 2 racial bonus

BAB +5
CMB +8 (+5 BAB +3 Str)
CMD 25 (10 +5 BAB +3 Str +2 Dex +4 Cha AC bonus +1 Ring) [extra +1 or +3 investiture points, swift action]

Feats
1st: Cornugon Stun
3rd: Hellknight/Order Obedience: Gate
5th: Barroom Brawler
Class: Improved Unarmed Strike
Class: Stunning Fist

Traits
Pugnacious (Campaign, Strange Aeons)
Monk Weapon Skill (Combat): Sansetsukon
Cloistered Upbringing (Region)

Drawback
Warded Against Nature

Skill (4+Int): 15 skill pts + 10 background skill pts, Ganzi have a +2 racial bonus on Sense Motive and Survival checks.

Class Skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Class Skill Ranks: 3 ranks Know:Planes=+2, 3 ranks Heal=+5, 3 ranks Acrobatics=+8, 1 rank Climb=+7, 1 rank Esc Art=+6, 1 rank Percep=+5, 1 rank SMotiv=+7, 1 rank Stealth=+6, 1 rank Swim=+7, 0 rank Survival=+3

Background Class Skills: Craft (Int), Knowledge (history) (Int), Perform (Cha), and Profession (Wis)

Background Class Skill Ranks: 5 ranks HAnml=+9, 1 rank Appraise=+0, 1 rank Lore:Isger=+0, 1 rank SltofHand=+3, 1 rank Know:Hist=+3, 1 rank Perform:Dance=+7

Languages: Common

Weapon and Armor Prof.: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

--------------------
Special Abilities
--------------------

Type: Ganzi are outsiders with the native subtype.

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

Base Speed: Ganzi have a base speed of 30 feet.

Darkvision (60 feet): You can see in the dark (black and white only).

Energy Resistance: You have the specified Energy Resistance against acid resistance 5, electricity resistance 5, and sonic resistance 5

Maelstrom Resistance: +2 racial bonus on saving throws against spells of the polymorph subschool.

Racial Modifiers: +2 Constitution, +2 Charisma, –2 Intelligence.

Quibble (DC 15 Will): Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 30 feet, forcing it to reroll a single d20 on a roll it has just made. The target must take the second result, even if it is worse. A ganzi may use this ability after the target has rolled, but must use it before the GM declares if the roll was a success or failure. Unwilling creatures may resist a ganzi’s influence with a successful Will save (15 DC = 10 + 1/2 the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect.

Skilled: Ganzi have a +2 racial bonus on Sense Motive and Survival checks.

Monk Bonus Feats: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. A scaled fist adds Dragon Style and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 6th level, A scaled fist adds adds Dazzling Display and Dragon Ferocity. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. At 10th level, A scaled fist adds Disheartening Display, Dragon Roar and Shatter Defenses.

Flurry of Blows (+8/+8 bonus attack): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for
using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Stunning Fist (5/day, DC 15 Fort: Stun/Fatgiue): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued.

Unarmed Strike (1d8): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion: At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Ki Pool (Su, 5/day) and Ki Strike (Magic): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom/cha modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Fast Movement (+10 ft. mvt.): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex) (1/round; Foot Stomp): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.

Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.

AC Bonus +1 (+4 total AC): When unarmored and unencumbered, the monk adds his Wisdom/cha bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Draconic Might: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

Investiture (Su, 5/day): An invested regent gains a pool of investiture points, supernatural energy he can use to call upon amazing abilities and divine protection. The number of points in the invested regent’s investiture pool is equal to 1/2 his monk level + his Charisma modifier. As long as he has at least 1 point in his investiture pool, the invested regent can select one of his saving throws as a swift action and gain a +1 sacred bonus on saving throws of that type for 1 round. If he spends 1 point from his investiture pool during this swift action, he instead gains a sacred bonus equal to his Charisma modifier on the saving throw selected. A character with this feature and the ki pool class feature tracks investiture points and ki points separately. This ability replaces the bonus feat gained at 1st level.

Draconic Fury (Su): The scaled fist has gained some control over the draconic energies she studies. She must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level. For the unchained monk,
draconic fury is the elemental fury ki power, and is gained in place of the ki power normally gained at 4th level.

Elemental Fury (Su, Electricity): A monk who selects this ki power must select one type of energy: electricity. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level (2 rounds).

Draconic Mettle (Su): A scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects. For the unchained monk, this ability is gained at 4th level.

Vested Power (Ex or Sp): At 2nd level and every 4 monk levels thereafter, an invested regent can select a vested power for which he qualifies in place of selecting a monk bonus feat. The invested regent need not do so and can instead take the bonus feat, but once the decision to take a bonus feat or a vested power is made, he can’t change it. This replaces the bonus feat the invested regent gives up for the vested power. Vested powers are abilities that draw on an invested regent’s investiture pool. Vested powers are divided into two categories: feats and spells. All vested powers have a minimum level requirement to select them. An invested regent who hasn’t reached the required monk level cannot select that vested power.

Activation: Most vested powers require the invested regent to spend investiture points; the exact amount is listed after the vested power. Vested powers that cost 0 investiture points don’t require the invested regent to have any investiture points in his investiture pool to use the ability. The saving throw against an invested regent’s vested power, if any, is equal to 10 + 1/2 the invested regent’s monk level + his Charisma bonus (15).

Spells: These vested powers duplicate the effects of a spell and are spell-like abilities. An invested regent’s monk level is the caster level for these spell-like abilities, and he uses Charisma to determine his concentration check bonus. Activating one of these vested powers is a standard action.

2nd-Level Vested Power: Divine favor (1 investiture point)

Monk Weapon Skill (Combat): Select one monk weapon with which you are proficient (unarmed attacks do not qualify for this purpose). Benefit(s): You gain a +1 trait bonus on damage rolls with this weapon.

Warded Against Nature: Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

Pugnacious: You gain a +1 trait bonus on attack rolls when threatened by two or more enemies. In addition, once per day you can gain one of the following effects as an immediate action: You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your weapon as one size category larger than it actually is for purposes of determining damage for 1 round.

Cloistered Upbringing: Growing up among acolytes or monks, you were exposed to their supernatural power. You gain a +1 trait bonus on saving throws against the supernatural effects of channeled energy or abilities powered by ki, and regain 1 additional hit point when healed by supernatural effects.

--------------------
Equipment
--------------------

free Bracers of Armor +1 1lb
free MW Alchem. Silver Sansetsukon (Three-Section Staff) 3lb
free MW Mithral Dagger .5lb
free Monk Outfit 2lb
Blood-chilling Pill:75gp
Potion=Blessed Fist:50gp
MW Backpack:50gp 4lb
Aegis of Recovery: 1500gp
Troll Styptic:100gp
Dust Knuckle with 4 diamond dust vials: 125gp .5lb
Bandolier 5sp
Weapon Cord 1sp (attached to Sansetsukon)
(4sp)=1gp
Barbed Vest 10gp 4lb
MW Cold Iron Rope Dart 302 gp
10 Wushu Darts 2gp
Holy Weapon Balm 30gp .5
Silvercloud Oil 60gp .5
MW Silversheen Kama, double-chained 758gp 4 lbs.
Potion=Mage Armor:50gp
Everburning Torch 110gp 1lb
Flaming Ftn. Firework 100gp
Mock Armor 90gp 10lb
Ring of Protection +1 2000 gp
Belt Pouch 1gp .5 lb
Potion=Cure Light Wounds:50gp
[36gp left of 5500gp]

Remaining Coins: 36 gp, 4sp

Current Equipment Weight: 31.5 lbs. (Light)

Carrying Capacity: 17 Str (86/173/260)

--------------------
Background
--------------------

Hailing from the town of Saringallow in Isger, Pellius was among those unfortunate enough to spend much of their formative years under the "care" of the local members of the “devil nuns” at one of the many Asmodean orphanages/monasteries that dot the Isgeri countryside.

While Pellius does have an actual surname... for the majority of his upbringing, he had been given the substitute surname of "Saringallows", after the village he was discovered at, by those very same "devil nuns". It had been something of an adjustment for Pellius since the Hellknights started referring to his actual surname- something he still has to get used to.

Now it just so happened that many of Pellius' early overseers weren't quite sure what to make of the Ganzi orphan (being that ganzis are relatively unknown in the Inner Sea region). Even so, he was the only one among his age of peers who was obviously a native outsider heritage with his prominent scaled patches on his hairless smooth skin (even into his adult age), his glowing green eyes with naught even an eyeball to be seen within, and his iridescent silver hair that had this oily, rainbowish reflection/refraction; in the areas where normal pubic hair should be, dusky grey miniature feathers grew.

Trouble was, no one then was really sure if he was of either Aasimar or Tiefling stock, although some suspected him of having some elemental blood in him; perhaps even geniekin ancestry or was partly draconic in nature- something neither of his deceased birth parents were or had anything of, as far as it was known.

Due to his unnatural nature, normal animals will not normally approach him and he really had to work real hard to be able to get them to even venture near him with the suitable amount of prompting. Still, Pellius underwent much in the way of harsh monastic training, as did his peers, but he was set apart from and isolated from them due to his abnormal appearance. Much of his Ganzi inclinations and temperament was subdued and warped by his past training as well.

When he came of age, Pellius was pushed towards joining the Hellknights by those "devil nuns" who urged him upon to that path- so he would become the Hellknights' problem instead of theirs; and even he were to fail in his armiger training, that was of little worry to them- after all orphans are in plentiful supply at Isger.

The Order of the Gate were the ones who ultimately took Pellius in for armiger training; that he was trained as a monk who would join up with an order of Hellknights that were notoriously known for their extensive use of their distinctive armor was of very little concern to the Order. Consequently, he was very much something of a curiosity within the order, being the only identified Ganzi by those in the know and it was always the possibility that the researchers of the Order of the Gate wouldn't mind having an opportunity to study him further.

Since being raised in a harsh controlling enviroment is nothing new to Pellius (that isn't to say that he didn't get along with a few of his more open-minded instructors, past or present, however!) and the Hellknights are really all that he has left now at present, which is why he still remained as an armiger in the order instead of going off on his own.


Ah, sorry, i apparently forgot to use the jathal alias for that post.


1 person marked this as a favorite.

Alrighty peeps. Recruitment is closed. I'll finish up whatever fights are left and then will begin my decision making process.


1 person marked this as a favorite.
Here4daFreeSwag wrote:

Heh, ended up having to make some adjustments to Pellius.

Allow me to present the new and improved version...

** spoiler omitted **...

Please don't use campaign traits.


SOLDIER-1st wrote:
Please don't use campaign traits.

That shouldn't be of any issue; how about if I went with the Unscathed (Magic) trait instead? ;)


1 person marked this as a favorite.
Pellius Pavokrupt wrote:
SOLDIER-1st wrote:
Please don't use campaign traits.
That shouldn't be of any issue; how about if I went with the Unscathed (Magic) trait instead? ;)

That works. Confirm you're ready and we'll get you started.

I really want to get you and Chej done by tomorrow so I can deliberate over the weekend.


Sure thing then, Pellius is ready as he'll ever be; he'll definitely use his Quibble ability if a Devil does a crit though. :)


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ALRIGHT LADIES AND GENTS! The Test is over. Way to go, you're a Hellknight! Feel free to rp as you are led, and I will announce the final group sometime within the next 48 hours. Thanks for trying out! I appreciate all of you.


2 people marked this as a favorite.

Time to hit refresh furiously. Good luck everyone.


1 person marked this as a favorite.

Ey, good luck all you guys.


1 person marked this as a favorite.

Hey guys. I apologize for the delay. I've had some moderately severe medical issues come up, and I was pretty much out of commission the past two days. During which time I also managed to lose my phone. I'm still not back to 100%, and focusing is pretty hard.

However, I will attempt to post player selection today, and begin gameplay tomorrow. Again, sorry for the delay.


Take it easy and take care! We'll be here whenever it's convenient!


1 person marked this as a favorite.

Ok. Roll call.

Urashu
Kallant
Morvan
Thurio
Bron

Congrats guys. You made it. I'll get the gameplay thread set up shortly. You will have a week of light duty (essentially you only work for 4 hours a day instead of 8, so you have 12 hours of free time) to craft, profession, or rp as you wish. I will officially start the game tomorrow morning.

If you want to be put on the backlist in case somebody dies or I need an NPC, let me know. I appreciate you all trying out. Remember, even if you're not playing, you're still a Hellknight!


Congrats to all who were chosen. Thanks for the opportunity. Feel free to keep me on the backlist. :)


Good luck staving off the hordes of chaos to everyone who was chosen, and Vespartius remains available if he is needed.


Congrats to all of the chosen Hellknights and a warm thank you to Soldier-1st for the opportunity to take the Hellknight test. :)

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