Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Felldales Dragon

Choant's page

Pathfinder Adventure Path, Roleplaying Game Subscriber. Pathfinder Society Member. 465 posts (1,535 including aliases). No reviews. No lists. No wishlists. 4 Pathfinder Society characters. 14 aliases.


RSS

1 to 50 of 465 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path, Roleplaying Game Subscriber

What are your feelings on the path of war classes? They are on the srd.


Pathfinder Adventure Path, Roleplaying Game Subscriber

I like the gestalt idea also, works well for this type of game also.


Pathfinder Adventure Path, Roleplaying Game Subscriber

interested for sure.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Interested!


Pathfinder Adventure Path, Roleplaying Game Subscriber

Red Hand of Doom, Shattered Star, Curse of the Crimson Throne, from the available choices, in that order.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Also Dotting


Pathfinder Adventure Path, Roleplaying Game Subscriber

Let me think something up.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Very interested!


Pathfinder Adventure Path, Roleplaying Game Subscriber

Hah! Let's throw something together for this also...


Pathfinder Adventure Path, Roleplaying Game Subscriber

Interested for sure!


Pathfinder Adventure Path, Roleplaying Game Subscriber

I would be very interested!


Pathfinder Adventure Path, Roleplaying Game Subscriber

I may lean more towards Machinesmith for the steampunky feel I am getting.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Interested also! Gunslinger? I have been wanting to try one.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Gonna withdraw, I dont have any inspirations coming together at this point.


Pathfinder Adventure Path, Roleplaying Game Subscriber

If it is the old school eidolon yes, I want to make a stalker from PoW, build up shortly(sort of rogue cc esque)


Pathfinder Adventure Path, Roleplaying Game Subscriber

The 3 classes are here. It's dreamscarred press so nothing unbalancing.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Goblin swashbuckler for me, unless you allow path of war classes, pirate theme song a go!


Pathfinder Adventure Path, Roleplaying Game Subscriber

Totally want in on this!


Pathfinder Adventure Path, Roleplaying Game Subscriber
Slyness wrote:

Two more questions:

Can Lizardfolk up their bite attack by spending an extra RP in Bite?

Is there a chance you could be talked into allowing Wyvaran to buy Natural Armor (and thereby Improved Natural Armor)? They are of the dragon type but have no natural armor even though both kobolds and wyvern have it. It's cool if not, just figured I'd ask.

Thanks again!

I think it said in the original post that natural armor is fine for all, and the lizardman specifically says it can upgrade its bite.


Pathfinder Adventure Path, Roleplaying Game Subscriber

I believe this is a completed submission, let me know if I am missing something blatant.

Yvaarik Svark:

Yvaarik Svark
Lizardfolk
Sorcerer (crossblooded Orc and Gold Draconic) 1
Dervish Dancer Warder 1
Wizard(Shapechange) 1
Medium 5' Space 5' Reach
Hero Points 1
Init +12; Senses darkvision 60 ft.; Low-Light Vision; Perception +8
--------------------
Defense
--------------------
AC 23, touch 19, flat-footed 19 (+4 Dex)
hp 20 (1d12+4+3+1)
Fort +6, Ref +4, Will +4
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft. land 30 ft. swim
Melee Bite +7 (1d4+7) or
. . Claws +7 (1d4+7) x2
. . Tailslap +7(1d8+7)
. . Gore +8(1d6+8)
Melee Power Attack Bite +6 (1d4+9) or
. . Claws +6 (1d4+9) x2
. . Tailslap +6(1d8+9)
. . Gore +7(1d6+10)
Special Attacks battleshaping (2, 1d4, 8 rounds/day)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—shield
. . 0 (at will)—detect magic, ghost sound (DC 15), prestidigitation
. . Bloodline Draconic, Orc
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 16), enlarge person (DC 16), enlarge person (DC 16), mage armor
. . 0 (at will)—dancing lights, mage hand, message
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 17+1, Int 20, Wis 14, Cha 20
Base Atk +1; CMB +7; CMD 21
Skills Bluff +9, Intimidate +9, Knowledge Arcana +9, Knowledge Nature +9, Knowledge Religion +9, Knowledge Martial +9, Linguistics +9, Perception +6, Survival +6, Use Magic Device +9
Feats Eschew Materials, Scribe Scroll, Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Two-Weapon Fighting, Combat Reflexes (Int), (5) Spell Focus(Evocation), Varisian Tattoo (Evocation), Power Attack, Weapon Group Adaptation (Natural), Improved Initiative
Languages Common, Lizardfolk, Celestial, Abyssal, Demonic, Draconic
SQ arcane bond (swoop, rhamphorhynchus), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points, physical enhancement (+1)
Other Gear Amulet
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Battleshaping +0 (8/day) (Su) Temporarily gain natural attacks
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (8 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Shapechange Associated School: Transmutation
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
1 Encouraging Roar (Readied, 1/Encounter Boost) (Ex) All allies within 30' get +2 morale bonus to attack and damage for 1 round.
1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy.
1 Pommel Bash (Not Readied, 1/Encounter) (Ex) Make an unarmed attack versus an opponents flat-footed AC and deal an extra +1d6 damage
1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels
1 Shards of Iron Strike (Not Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round
1 Swift Claws (Readied, 1/Encounter)(Ex) Make one attack roll and make two attacks
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Two-Weapon Defense Add Intelligence to AC when wearing Light or no armor and wielding weapons in both hands

Spent points for Svark:

Lizardman 9
Advanced Charisma 4rp
Advanced Intelligence 4rp
Advanced Strength 4rp
Natural Attack Tail 1rp
Slapping Tail 3rp
Improved Bite 1rp
Improved Natural Armor +2 3rp
Low-Light Vision 1rp
=30pts

Familiar:

--------------------
Swoop
Rhamphorhynchus
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3-2)
Space 2½ ft.; Reach 2.5 ft.
Special Attacks sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6
Languages Common (can't speak)
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed 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.
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Backstory:

Yvaarik was born to the swamps that are common to his people. Showing initially aptitude in sorcerer arts he was trained as a battle shaman of his tribe. He never had the physique of many of the warriors, many would consider him weak for his people. Training was long and difficult at times, mastering the force of personality to control spell and channel his emotions into spells. He learned to protect his self during battle with spells and would use his natural weapons in combat, hoping to learn more destructive spells in the future to become a more effective member of his tribe. He was often picked on by other larger lizardmen during raids for his lack of evocation magic. Yvaarik while slim was about as tall as a lizardman became coming in at around seven feet tall, but was quite thin, little did he know that would change.

One day out on a long raid from their main village Yvaarik was out with six other warriors, the usual harassment was taking place for not having real combat ability, when they stumbled upon a base for ogres. Obviously a village of ogres were out of the range of seven lizardmen, so they decided to stealthily take some items and leave without a trace. The sneaky individuals of the group went into the camp looking for useful or valuable items when they we quickly flushed out by the ogres, everyone in the group scrambled and it was everyone for themselves. Running for his life, because lets face it one blow from an ogre club would quickly end his career, Yvaarik found himself encircled in a bright sunlight ring. He then found himself being lifted off the ground uncontrollably, higher and higher, then everything went white.

Waking up in a white chamber Yvaarik found himself face to face with a divine being. Being from a primitive tribe Yvaarik immediately began groveling at the feat of the being, which he took great amusement in, telling Yvaarik to return to his feat and to not worship him. He told Yvaarik his name was Gombrian Goodwin and that he was going to train him to be the best possible version of himself, to which Yvaarik quickly agreed. Archmage Goodwin told him that he was one of the first subjects for such an experiment and it began with receiving an amulet that would one day bring power. Long days of studying arcane arts and perfecting his natural weapon use lead him to become enormous and very intelligent for a lizardman, it probably had something to do with some magical tampering from the Archmage as well. One day waking up for his training Jovar, who was the Archmages Homunculous, was waiting for him to tell him that master Goodwin was taken and that he was being charged to help find him with some of the other subjects.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Heck yeah stick all 3 of us together, we joined in succession anyway :)


Pathfinder Adventure Path, Roleplaying Game Subscriber

Sorry forgot to include this, it will be all compiled on final submission just getting everything down on 'paper' at this point.

Spent points for Svark:

Lizardman 9
Advanced Charisma 4rp
Advanced Intelligence 4rp
Advanced Strength 4rp
Natural Attack Tail 1rp
Slapping Tail 3rp
Improved Bite 1rp
Improved Natural Armor +2 3rp
Low-Light Vision 1rp
=30pts


Pathfinder Adventure Path, Roleplaying Game Subscriber

This is the crunch, still working on the background, let me know if you have any questions. Theme is a shape changer natural attacking specialist.

Yvaarik Svark:

Yvaarik Svark
Lizardfolk
Sorcerer (crossblooded Orc and Gold Draconic) 1
Dervish Dancer Warder 1
Wizard(Shapechange) 1
Medium 5' Space 5' Reach
Hero Points 1
Init +12; Senses darkvision 60 ft.; Low-Light Vision; Perception +8
--------------------
Defense
--------------------
AC 23, touch 19, flat-footed 19 (+4 Dex)
hp 20 (1d12+4+3+1)
Fort +6, Ref +4, Will +4
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft. land 30 ft. swim
Melee Bite +7 (1d4+7) or
. . Claws +7 (1d4+7) x2
. . Tailslap +7(1d8+7)
. . Gore +8(1d6+8)
Melee Power Attack Bite +6 (1d4+9) or
. . Claws +6 (1d4+9) x2
. . Tailslap +6(1d8+9)
. . Gore +7(1d6+10)
Special Attacks battleshaping (2, 1d4, 8 rounds/day)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—shield
. . 0 (at will)—detect magic, ghost sound (DC 15), prestidigitation
. . Bloodline Draconic, Orc
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 16), enlarge person (DC 16), enlarge person (DC 16), mage armor
. . 0 (at will)—dancing lights, mage hand, message
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 17+1, Int 20, Wis 14, Cha 20
Base Atk +1; CMB +7; CMD 21
Feats Eschew Materials, Scribe Scroll, Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Two-Weapon Fighting, Combat Reflexes (Int), (5) Spell Focus(Evocation), Varisian Tattoo (Evocation), Power Attack, Weapon Group Adaptation (Natural), Improved Initiative
Languages Common, Lizardfolk, Celestial, Abyssal, Demonic, Draconic
SQ arcane bond (swoop, rhamphorhynchus), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points, physical enhancement (+1)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Battleshaping +0 (8/day) (Su) Temporarily gain natural attacks
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (8 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Shapechange Associated School: Transmutation
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
1 Encouraging Roar (Readied, 1/Encounter Boost) (Ex) All allies within 30' get +2 morale bonus to attack and damage for 1 round.
1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy.
1 Pommel Bash (Not Readied, 1/Encounter) (Ex) Make an unarmed attack versus an opponents flat-footed AC and deal an extra +1d6 damage
1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels
1 Shards of Iron Strike (Not Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round
1 Swift Claws (Readied, 1/Encounter)(Ex) Make one attack roll and make two attacks
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Two-Weapon Defense Add Intelligence to AC when wearing Light or no armor and wielding weapons in both hands

Familiar:

--------------------
Swoop
Rhamphorhynchus
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3-2)
Space 2½ ft.; Reach 2.5 ft.
Special Attacks sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6
Languages Common (can't speak)
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed 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.
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Not going to lie, this is probably the hardest character I have ever made!


Pathfinder Adventure Path, Roleplaying Game Subscriber

5d6 ⇒ (2, 3, 1, 1, 2) = 9 7
5d6 ⇒ (6, 2, 4, 4, 5) = 21 15
5d6 ⇒ (5, 1, 4, 3, 6) = 19 15
5d6 ⇒ (6, 6, 4, 2, 6) = 24 18
5d6 ⇒ (6, 2, 5, 6, 5) = 24 17
5d6 ⇒ (3, 6, 2, 3, 1) = 15 12
5d6 ⇒ (1, 5, 2, 3, 6) = 17 14

15,15,18,17,12,14


Pathfinder Adventure Path, Roleplaying Game Subscriber

Crazy awesomesauce! I need to look more into this!


Pathfinder Adventure Path, Roleplaying Game Subscriber

Well he posted yesterday....


Pathfinder Adventure Path, Roleplaying Game Subscriber

What do you think of the Path of War stalker class?

Path of War


Pathfinder Adventure Path, Roleplaying Game Subscriber

Zipnot
Gunslinger Pistolero, kinda skill monkeyish rogue.


Pathfinder Adventure Path, Roleplaying Game Subscriber

What are your feelings on dual wielding pistols and also dual barrel pistols? Also how about claws for a mutation, like a 1d3?


Pathfinder Adventure Path, Roleplaying Game Subscriber

Any creation guidelines?


Pathfinder Adventure Path, Roleplaying Game Subscriber

I am backing out, not feeling a character at this time, too bad with those stats!


Pathfinder Adventure Path, Roleplaying Game Subscriber

Backing out, can't come up with a concept I like.


Pathfinder Adventure Path, Roleplaying Game Subscriber

I'm so down for this! Gunslinger or some type of gun toting character.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Is this pbp or like a roll20 meet type thing? Pbp and I would be interested to play.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Do you allow alternate aasimar and teifling traits? If so how would you like us to select them, pick or roll?


Pathfinder Adventure Path, Roleplaying Game Subscriber

And then?


Pathfinder Adventure Path, Roleplaying Game Subscriber

If you need players I would be interested.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Interested, let me think something up!


Pathfinder Adventure Path, Roleplaying Game Subscriber

Way in!


Pathfinder Adventure Path, Roleplaying Game Subscriber

I would also be interested in such a game.


Pathfinder Adventure Path, Roleplaying Game Subscriber

What classes do you already have?


Pathfinder Adventure Path, Roleplaying Game Subscriber

You forgot Jasper Quinn under skilled also, Human Stalker [PoW]


Pathfinder Adventure Path, Roleplaying Game Subscriber

4d6 ⇒ (5, 6, 4, 3) = 18 15
4d6 ⇒ (1, 5, 3, 6) = 15 14
4d6 ⇒ (2, 4, 5, 6) = 17 15
4d6 ⇒ (6, 5, 5, 4) = 20 16
4d6 ⇒ (3, 6, 6, 5) = 20 17
4d6 ⇒ (6, 6, 5, 2) = 19 17

Sweet baby Ray!

Maybe a sorcerer for me, maybe a half-elf, I am away from books right now, with my exceptional stats would you suggest something else?


Pathfinder Adventure Path, Roleplaying Game Subscriber

Yes I am looking to play a Warder, also a DSP class, not psionic but Path of War.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Umm... I chuckled rather hard at this...


Pathfinder Adventure Path, Roleplaying Game Subscriber

Jasper Quinn's Background

Background:

Jasper grew up hearing stories from all the old men from the city of Greyhawk, stories of dragonslaying, evil wizards, brilliant capers, and honorable fighting, the stories of the sneaky thieves always attracted him the most. Acting out his fantasies and becoming sneaky were his goals, from learning to pick locks to the town bakery to pilfer a pastry to sneaking into peoples homes and just watching them without them knowing he was there. Growing older Jasper would start worshiping Olidammara, saved his money to purchase some fighting knives, and began to self train on home made targets, practicing acrobatics and continuing stealth training.

One day in the little mining town of Diamond Lake, a group of travelers came to the town, Jasper became extremely excited and began to tail the travelers. He would stake out the inn they were staying in and hoped he would be able to stow away with them on some great adventure.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Awesome, made some changes, I research the places I use for my backgrounds on various wiki pages and I assumed it was bigger then it was, was my reference to the AP guide sufficient or would you like me to work in more goodies?


Pathfinder Adventure Path, Roleplaying Game Subscriber

Dwomduri Thundercrag
A simple background is within, Gold Dwarf Tempest cleric.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Hrut Ingvarson

Background:
Hrut Ingvarson hails from the Lands of the Linnorm Kings, from a fortress known as Blackraven Hall. The Hall is a trading hub along the river in which it sits and for goods coming into the Lands from Irrisen. Hrut's father Ingvar was a trusted merchant to the leader, Freyr Darkwine, and often conducted caravns from the Lands, into Irrisen, and even to the Worldwound or farther if there was coin to be had. Ingvar trained his eldest son Hrut in simple combat and negotiations, as is the custom he would take over the merchant business when Ingvar passed. When Hrut was fourteen he was allowed to accompany his father on a caravan, as a guardsman, deep inland to a city known as Gundrum in the Worldwound. Hrut was still young but learned from the older guards as they traveled, such as the ways of their peoples fighting in unison with swords and shields, protecting others, as is the way of Torag, and various obscure languages some of the guards knew.

After many months of travel the caravan finally arrives in Gundrun, within the Worldwound. The caravan stays in the city for several days before beginning the long trek home. Just outside of the town the demons struck from out of nowhere, vicious in their assault. The demons kill everyone except Hrut in the attack, saving him for a possession ritual, since he is the youngest of them all. The demons took Hrut deeper into the Worldwound for this dark ceremony, awakening him only to torment him and scare him with visions of his father and friends dying over and over, much to the pleasure of the followers of Minagho . Two nights pass and the ceremony began, it is a full moon, the chanting of the demons and demonologists is loud and rhythmic, then the battle broke out. Knights in heavy armor came out of everywhere it seems and began slaying the demons and the priests with martial weapons and channeled divinity. When the battle is finished the holy warriors checked on Hrut, checking him for wounds and worse, possession. The ritual they explained is used to put a demon inside, as is the favored tactic of Minagho, and that it was only half completed, they needed to take him to their enclave to reverse what was done before the demon gains too much of a hold.

Swiftly the warriors traveled, taking him to a grande city by the name NeroSayan, once there he was whisked to the Cruciform Cathedral to preform the exorcism. The clergymen worked for many days to battle the evil that was growing, in the end the only way to fully rid the demon from the host was to infuse divinity into him, changing him forever. The order that found Hrut was known as the Empyreal Guardians, and after minimal persuading they allowed him to join their ranks as an initiate. The training took place deep within the Cathedral many levels below the floor level, down there training involved learning to channel my divine powers and faith into martial strikes and various maneuvers. The knights reinforced the Ulfen fighting techniques, improving the use of shield and sword fighting, shield bashes, and protecting others, especially weaker allies.

As the years go by Hrut grew to an tremendous size for a human, finally filling out to become a man, after several years of training the knights deemed Hrut worthy to take the holy oath of their order and become a brother. He is a stoic man after the event in the Worldwound, always the first one up and the last one asleep even among the other Guardians, always trying to be a protector others. Hrut, the other initiates, and the senior members of the order set off for Kenabres to take the oaths to Al'asadriel in the Cathedral of Saint Clydwell. It is an uneventful pilgrimage to Kenabres, the Guardians and the initiates come to Kenabres in preparation of the festival of Armasse, where every year the new Guardians are presented. The elders of the order informed the initiates that they are being initiated the day before Armasse and will be presented at the opening ceremony of the festival. The first night in the city the initiates were taken to Old Kenabres, to the cathedral to pray before their gods throughout the night. The next morning the vows are taken, "In my own name, unsullied and bound to my virtue, and in the name of Al'asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day I die or Al'asadriel returns to release me." After the vows are taken Hrut and his new brothers are allowed to rest after the long wake and exhausting oath. The festival of Armasse is in the next morning and the new initiates are at the cathedral ready to be presented as new brothers of the Empyreal Guardians.

Hrut is preparing to be introduced as a Guardian today, his huge frame filling his armor, blonde almost white hair long and braided in the back, his beard and mustache also in braids as is his peoples tradition. The metal plates of his armor shine newly polished for today, massive metal shield with the crossed swords and crane upon it, signifying his status as a Guardian, steel grey eyes stare out from the helm with a stern gaze that always seems to be measuring whatever they set upon. Hrut believes that laws can be corrupted and twisted, and vigilantism is also not the answer, but in doing the right thing at the right moment and being benevolent.


Questions should be answered in the background, I would any tips should you have any, guardian is the path once again, plan on dual path with something else.

1 to 50 of 465 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.