Gestalt Wrath of the Righteous (Inactive)

Game Master Dasgovernator


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servant6 wrote:


Grumbaki - Unchained Monk / Sorcerer
Eldric Lightbringer - Sacred Fist Warpriest/Wild Hunter Ranger
The Silver Dreamer - Barbarian / Kineticist
The Chess - Bloodrager / Kineticist
Edward Sobel - Paladin / ?
Gramork - Warpriest / ?
Ierox - Paladin / Sorcerer
Ash.. - Spirit Guide Oracle / Paladin
Teiidae - Angel (Not quite sure, sounds cool, though)
Ouachitonian - Tanglebriar Demonslayer Ranger / ?
Raltus - Magus / Brawler
Brentol Snow - Gunslinger / Wizard

Please don't forget to include me :/

TheBobJones - Paladin (Divine Hunter)/Other Archer class (Possibly Monk (Zen Archer) or Marksman or Inquisitor (Sanctified Slayer/Preacher) of Milani


Sorry, TheBobJones.

Applicant List:

Grumbaki - Unchained Monk / Sorcerer
Eldric Lightbringer - Sacred Fist Warpriest/Wild Hunter Ranger
The Silver Dreamer - Barbarian / Kineticist
The Chess - Bloodrager / Kineticist
Edward Sobel - Paladin / ?
Gramork - Warpriest / ?
Ierox - Paladin / Sorcerer
Ash.. - Spirit Guide Oracle / Paladin
Teiidae - Angel (Not quite sure, sounds cool, though)
Ouachitonian - Tanglebriar Demonslayer Ranger / ?
Raltus - Magus / Brawler
Brentol Snow - Gunslinger / Wizard
TheBobJones - Paladin (Divine Hunter) / Other Archer class (Possibly Monk (Zen Archer) or Marksman or Inquisitor (Sanctified Slayer/Preacher) of Milani


Seeing as how we have divine more than covered, and we have lots of melee I've changed my character to cover the only things that we are missing: traps and ranged.

Level 1
Qinggong Zen Archer Monk
* Trap Finder Feat
- Lets me find and disable magical traps.
- All the shooting feats that I'll ever need
- Keeps the 'wrath of the righteous feel' going

Level 6
Gestalt to Demonslayer Ranger
- High wisdom gives some spellcasting (gravity bow)
- Even more shooting feats
- Nice flavor for getting favored enemy against the evil outsiders of the world wound.

---

As is, at lvl 1 what I bring to the table is some decent shooting (2x shots, each doing 1d8+2 damage), disable device (+10), perception (+8) Stealth (+7). Background skills gives him the ability to try and make more arrows incase he runs out and to do some basic survival checks.


Still working on the fluff, but I think I'm happy with the crunch for my submission, Zhou De. Rogue (Unchained, Knife Master, Scout) eventually going / Occultist.


GM, do we need to have the eventual second class figured out to submit? I'm pretty sure I'm going to go with a Ranger (Tanglebriar Demonslayer) for my main class, but have several options I'm still mulling over for my second. Might be better just to wait and see how the party develops and what's needed.


GM Sam

First - thanks for throwing your hat in the ring for PbP gaming. IMHO it is fantastic.

Second - what are you looking for in an applicant? Posting rate? Crunch? Role Play? Random roll to determine who is in, who is out?

Just curious so I know what elements to include in my character applicant.

Silver Crusade

wow looks like my submission was missed was well as my question.

question: is Path of war an option? (asked a while ago)

Submission (this time in the post since it was missed before)

Sabrina:

Sabrina De'Foe
Female angel-blooded aasimar (angelkin) paladin (oath against fiends, oath of vengeance) 1
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +4; -2 vs. distraction ability of swarms, and mind-affecting effects
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee
. . claíomh solais (MW longsword) +6 (1d8+3/19-20)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—alter self
Paladin Spell-Like Abilities (CL 1st; concentration +2)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 10, Wis 14, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Weapon Focus (longsword)
Traits armor expert, child of the crusades, chosen of iomedae
Skills Acrobatics -4 (-8 to jump), Heal +6, Knowledge (nobility) +4, Knowledge (planes) +1 (+3 to identify evil outsiders or items or effects created by evil outsiders), Knowledge (religion) +4, Linguistics +1
Languages Celestial, Common
SQ celestial crusader[ARG], haunting regret, scion of humanity[ARG]
Other Gear four-mirror[UC], buckler, claíomh solais, bedroll, belt pouch, flint and steel, holy text (Iomedae)[UE], masterwork backpack[APG], masterwork crusader's cross, silver holy symbol of Iomedae, soap, trail rations (5), waterskin, 44 gp, 1 sp
--------------------
Special Abilities
--------------------
Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or their items/effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Haunting Regret -2 vs. swarm distraction, mind-affecting effects, and on concentration checks.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
--------------------

backstory stuff is in the alias.


I got you in my list previously, Sabrina.

EDIT

Applicants:

Grumbaki - Unchained Monk / Sorcerer
Eldric Lightbringer - Zen Archer Monk / Demonslayer Ranger
The Silver Dreamer - Barbarian / Kineticist
The Chess - Bloodrager / Kineticist
Edward Sobel - Paladin / Warlord(?)
Gramork - Warpriest / ?
Ierox - Paladin / Sorcerer
Ash.. - Spirit Guide Oracle / Paladin
Teiidae - Angelic Paragon(?) / (EDIT) Cleric
Ouachitonian - Tanglebriar Demonslayer Ranger / ?
Raltus - Magus / Brawler
Brentol Snow - Gunslinger / Wizard
TheBobJones - Paladin (Divine Hunter) / Other Archer class (Possibly Monk (Zen Archer) or Marksman or Inquisitor (Sanctified Slayer/Preacher) of Milani

Silver Crusade

ok thanks, I missed that....

would like to gestalt to Warlord from Path of war if it is available


My other class would be cleric as of right now, there is a lack of it and the extra healing and firepower would be nice.


Checking for approval, one Priest/Unchained Summoner, since what would be better to follow a priest around but an Angel?


OK, here's the background.

Dennis the Tainted:

Dennis was born to members of the Mendavian Crusade. From an early ages he was drilled on the physical as well as mental skills he would need to oppose incursions from the World Wound. His parents, both Paladins, had the highest expectations of him, raising him in the church of Iomedae and preparing him for a life of sacrifice and virtue.

Then something went horribly wrong. He was kidnapped by demonic cultists who subjected him to vile rituals in an attempt to corrupt him. Eventually his parents and some fellow crusaders tracked down the cultists and put them to the sword. Luckily the rituals did not take and he was not corrupted. He was, however a bit tainted. Once on a path of moral purity, he went astray. As he entered his teen years he took up carousing, wenching, and developed quite a taste for the sauce. His parents tried to put him back on the straight and narrow, but to no avail. Eventually he gave up the church of Iomedae and took up worship of Cayden Callean. This was the final straw for his parents, and he was disowned.

Finding himself on his own, he decided to use his high level of martial training, and level of expertise in otherworldly threats, he joined a mercenary company based in Kenabres, the Rampant Gryphons. The mercenary life fighting demons has suited him well, even if he remains a relative neophyte.

I'll get the crunch done tomorrow. A 1st level fighter is quite quick. I'll probably also submit a 10th level version with the included gestalt to see if he's got enough oomph.


3PP material upon approval..what about godling classes?


OK, crunch done.

Just did a 1st level fighter to start.

crunch:

Dennis
Male human fighter 1
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee scimitar +5 (1d6+4/18-20)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 18
Feats Cosmopolitan[APG], Dodge, Power Attack
Traits exposed to awfulness, seeker
Skills Acrobatics -4 (-8 to jump), Climb +2, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (planes) +6, Perception +5, Survival +4
Languages Abyssal, Celestial, Common
Combat Gear caltrops, vicious; Other Gear scale mail, heavy steel shield, scimitar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 31 gp
--------------------
Special Abilities
--------------------
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.


TheBobJones wrote:

GM Sam

First - thanks for throwing your hat in the ring for PbP gaming. IMHO it is fantastic.

Second - what are you looking for in an applicant? Posting rate? Crunch? Role Play? Random roll to determine who is in, who is out?

Just curious so I know what elements to include in my character applicant.

I will be selecting primarily based off of backstory. Crunch is less important, and I don't really care too much about posting rate.

EDIT: I would like people to try to post about once a day, but I won't be mad if something gets in the way, just try to give prior notice if you are going somewhere.


Sabrina De'Foe wrote:

wow looks like my submission was missed was well as my question.

question: is Path of war an option? (asked a while ago)

Submission (this time in the post since it was missed before)

** spoiler omitted **...

Your fluff is excellent. You did not need to write the story part, but it was well written and I enjoyed reading it. I especially like the connection with Yaniel; that will be fun to roleplay.

I don't have time to look over the Warlord class right now, but I will later today. In the meantime, assume it is allowed unless there is something unbalanced or just plain stupid, like Quivering Palm.


Me'mori wrote:
Checking for approval, one Priest/Unchained Summoner, since what would be better to follow a priest around but an Angel?

Can you find a way to send me that PDF? I need to know what this class does. If that is too much hassle, the Ecclesitheurge cleric archetype has a similar feel.


probably this
priest


Two questions:

1) When you say "normal starting wealth", what exactly do you mean? Average for class?

2) Do we start with the normal 2 traits? If so, does one need to be a campaign trait? The WotR campaign traits seem to be pretty closely tied to the Mythic paths, so if we're not going mythic it seems like there's less reason to take a campaign trait.


I think I'm finished with Zhou De's fluff.

How about another list since I'm posting anyways?

Applicants:

Grumbaki - Unchained Monk / Sorcerer
Eldric Lightbringer - Zen Archer Monk / Demonslayer Ranger
The Silver Dreamer - Barbarian / Kineticist
The Chess - Bloodrager / Kineticist
Edward Sobel - Paladin / Warlord(?)
Gramork - Warpriest / ?
Ierox - Paladin / Sorcerer
Ash.. - Spirit Guide Oracle / Paladin
Teiidae - Angelic Paragon(?) / Cleric
Ouachitonian - Tanglebriar Demonslayer Ranger / ?
Raltus - Magus / Brawler
Brentol Snow - Gunslinger / Wizard
TheBobJones - Paladin (Divine Hunter) / Other Archer class (Possibly Monk (Zen Archer) or Marksman or Inquisitor (Sanctified Slayer/Preacher) of Milani
drbuzzard - Fighter / Paladin maybe Magus
Me'mori - Priest(?) / Unchained Summoner


Actually, I'll probably end up a fighter/not paladin since there's plenty of paladins. I'm actually looking closely at fighter/magus right now. I'm playing with builds in Herolab at 11th level so I have an idea of where I will be.


Ouachitonian wrote:

Two questions:

1) When you say "normal starting wealth", what exactly do you mean? Average for class?

2) Do we start with the normal 2 traits? If so, does one need to be a campaign trait? The WotR campaign traits seem to be pretty closely tied to the Mythic paths, so if we're not going mythic it seems like there's less reason to take a campaign trait.

1) I did mean average for class.

2) You get two traits. I would encourage campaign traits, since they are good for roleplaying, but they are no means necessary and whether or not you use them will not affect if you get picked.

Grand Lodge

The Magus and Brawler are hard to jive together, mind you I tried with the Blackblade so maybe just a normal magus would work with a brawler.

Grand Lodge

I think I am going to go Gunslinger/Bard instead.

I will have a build up tonight.


I should have my character all done and ready for tomorrow night.


Hi GM Sam! Chess here, with my character. I gave up on the idea of the bloodrager and whatnot, because I feel in love with the idea of creating a charming Ifrit Unchained Rogue. Here's the profile! :)


GM Sam wrote:
Me'mori wrote:
Checking for approval, one Priest/Unchained Summoner, since what would be better to follow a priest around but an Angel?
Can you find a way to send me that PDF? I need to know what this class does. If that is too much hassle, the Ecclesitheurge cleric archetype has a similar feel.

Let's see.. there's THIS link, but that's not KP's entry. The differences from that entry are as follows:

LOST
• Fort Save changed to "Poor" from "Good" progression.
• Channel Energy down to d6 from d8.
• One spell per level.

GAINED
• "Divine Gift" 1/day, +1 every 3 levels (essentially a Cleric spell rider, with the restriction of "self" or "one ally/enemy", with the exception of the "Smiting Burst" option. "Only cleric
spells can be enhanced by a divine gift. A spell can
only benefit from the effects of a single divine gift
when cast".)
• Sacred Bond (Holy Symbol or deity-relevant magic item)
• One more domain (3 total)

Grand Lodge

Vernan:

Vernan Balth
Human (Garundi) gunslinger (pistolero) 1 ( Pathfinder RPG Ultimate Combat 9, 51)
CN Medium humanoid (human)
Init +4; Senses Perception +4
—————
Defense
—————
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +0
—————
Offense
—————
Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
handaxe +1 (1d6/×3)
Ranged pistol +5 (1d8/×4)
Special Attacks deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), grit (1)
—————
Statistics
—————
Str 10, Dex 18, Con 13, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Additional Traits, Gunsmithing UC, Point-Blank Shot
Traits child of the crusades, friend in every town, never stop shooting, nimble fingers, keen mind
Skills Acrobatics +7, Climb +3, Craft (alchemy) +5, Diplomacy +8, Disable Device +8, Knowledge (local)
+6, Perception +4, Perform (string instruments) +4, Survival +4
Languages Common, Dwarven, Osiriani
SQ gunsmith
Other Gear studded leather, black powder UC (25), bullet UC (25), dagger, flare cartridge UC (2), handaxe,
paper cartridge UC (5), pistol UC, backpack, bandolier UE, bedroll, belt pouch, flint and steel, gunsmith's kit UC,
hemp rope (50 ft.), mess kit UE, pot, powder horn UC, thieves' tools, torch (10), trail rations (5), waterskin,
83 gp
—————
Special Abilities
—————
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss,
musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other
creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Grand Lodge

I will get soem fluff up later, he will be getting his bard levels at 6th


Calanthe Belra wrote:
Ouachitonian wrote:

Two questions:

1) When you say "normal starting wealth", what exactly do you mean? Average for class?

2) Do we start with the normal 2 traits? If so, does one need to be a campaign trait? The WotR campaign traits seem to be pretty closely tied to the Mythic paths, so if we're not going mythic it seems like there's less reason to take a campaign trait.

1) I did mean average for class.

2) You get two traits. I would encourage campaign traits, since they are good for roleplaying, but they are no means necessary and whether or not you use them will not affect if you get picked.

Gaaah! I need to change my default alias.


Me'mori wrote:
GM Sam wrote:
Me'mori wrote:
Checking for approval, one Priest/Unchained Summoner, since what would be better to follow a priest around but an Angel?
Can you find a way to send me that PDF? I need to know what this class does. If that is too much hassle, the Ecclesitheurge cleric archetype has a similar feel.

Let's see.. there's THIS link, but that's not KP's entry. The differences from that entry are as follows:

LOST
• Fort Save changed to "Poor" from "Good" progression.
• Channel Energy down to d6 from d8.
• One spell per level.

GAINED
• "Divine Gift" 1/day, +1 every 3 levels (essentially a Cleric spell rider, with the restriction of "self" or "one ally/enemy", with the exception of the "Smiting Burst" option. "Only cleric
spells can be enhanced by a divine gift. A spell can
only benefit from the effects of a single divine gift
when cast".)
• Sacred Bond (Holy Symbol or deity-relevant magic item)
• One more domain (3 total)

This is alright, I guess.


Previously, I had not set an end date for recruitment. How much time does everyone need to finish up?


I'm almost done, but I'd say just to be safe, by saturday?
just to give everyone enough time for backstories and etc.

Btw, how are you doing health after lvl 1?


Saturday sounds good. I'm close to done. Might finish tonight, but I'm not sure.

Silver Crusade

I think I am done.

any thoughts about the [u]warlord class?[/u]

If not, then Hunter would work as well, its just that I like the warlord as a martial type character better

Grand Lodge

Vernan:

Hailing from the Mana Wastes, Vernan and his parents lived in Alkenstar the jewel city. This was mostly due to the fact that his father had fled the Army of Mendev and the best place for people to flee to was the Mana Wastes. Vernan took up with the watch and learned how to use a pistol.

Vernan eventually grew bored of shooting Gnolls and Mana Waste Mutants, he bugged his dad nightly to tell him stories of Mendev and the worldwound. To tell him stories of his grandparents who fought along the border in Kenabres. Once he had saved up enough money to leave Alkenstar Vernan booked passage from the city to Last Wall and then north from there to Kenabres, taking his trusty guitar with him to help keep himself busy.


In a similar vein to sabrina's request for the Warlord, would you allow the Warder? Same subsystem, different class. Specifically I'd like to use the Ordained Defender archetype, because it goes really well with Cleric.


Let's see where this takes me:

Determination:
Race Core/Featured/Uncommon: 1d3 ⇒ 1 Core.
Type: 1d7 ⇒ 3 Gnome.

Tamiphi Caestra:

Description: With hair the color of a golden hydrangea in the sun, this gnome's smile is wide, without being manic. There's an air of patience in her expression, her small hands idly fiddling with some trinket as she thinks. She wears robes adorned with Sarenrae's symbol, the handiwork on their make a cut above what could normally be purchased, though the colors of the robe do not quite match the tone of her hair.
Quirks: Prone to fiddling with things, Annoyed by muttering.

Background:Tamiphi had long been a devotee of Sarenrae. Even before she knew of the goddess, she had always been up with the first rays of the sun, often before, just to greet it. She always thought there to be something profound in that moment when the light returned to the land. It had to be something divine. There was no other explanation that she could grasp for it, and how else could she explain the peace she felt when she witnessed the phenomena?

So she pursued the idea.

It was a few decades before she joined the church of Sarenrae, having let her life pull her where it may, and she had a grand time. Still, she was always up to meet the dawn every day she could. When she joined, she displayed none of the tendencies of the other clerics, spending much of her time in pursuit of understanding. This led to her not being as martially capable as some, but her pursuit of the dawn made other things available to her. Her abilities were something that the elders had not seen, or had not heard of for a long time, and their value was prominent. It was requested that she go to the Worldwound and lend what aid she could, perhaps there was something more to be discovered on the very border where the light tried to hold back the dark.

The danger was not something that she was unaware of, but duty drove her to accept the request, and she set out to see what she could make of her abilities in such a place.

Crunch:
NG Female Gnome Priest of Sarenrae 1
Init +1, Perception +5 (Low-light), Spd: 20ft.

HP: 8
AC: 11 T: 11, FF: 10
Saves: +2/+1/+4

BAB: +0
CMB/CMD: -1/10

STR: 10 DEX: 12 CON: 14 INT: 15 WIS: 15 CHA: 16
Favored Class: Priest
Traits: Touched by Divinity
Feat: Improved Channel
RQ: Small, Slow Speed, Low-Light Vision, (A)Gift of Tongues, (A)Magical Linguist, Keen Senses, Obsessive, Weapon Familiarity
SQ: Aura, Divine Gift 1/day, Domains, Orisons, Sacred Bond (Holy Symbol)
SLA: (1/day) arcane mark, comprehend languages, message, read magic
Languages: Common, Gnome, Sylvan, Draconic, Elven, Celesital, Infernal

Domains:
Glory- 5/day Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll.
Healing- 5/day Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points.
Light- 5/day Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1).

Skills: (A + R + C)
Diplomacy +8 =(3 + 1 + 3)
Heal +8 =(2 + 1 + 3)
K.(Planes) +8 =(3 + 1 + 4)
K.(Religion) +8 =(3 + 1 + 4)
Linguistics +7 =(3 + 1 + 4)
Perception +5 =(2 + 1 + 2)
Profession(Tailor) +7 =(3 + 1 + 4)

Appraise, Craft, K.(arcana), K.(history), K.(nobility), Sense Motive, Spellcraft

SPD: -/2
Prepared: 4/1+1


I'm more or less finished. Just adding a bit of fluff here and there, fixing some errors,etc.

If anyone wants to have connecting backstories let me know, I'm open to idea.
Caisramriel/Griffith Leodian

*edit* once we reach level 6, his gestalted class will be a cleric ( devilbane priest).


This is Ouachitonian, submitting Guillaume. Guillaume is a Ranger, come from Kyonin to battle demons alongside lesser races in the hopes of learning more about demons to take home and use against Treerazer and his foul brood. He'll be an archery ranger. I'm still not 100% certain what he'll gestalt into but I'm leaning Monk (or Sacred Fist Warpriest). The idea will be to be a switch hitter, specializing in Archery on the Ranger side, and picking up something melee (like a Monk's unarmed strike) on the other side. Alchemist has also crossed my mind as a possibility. They want to close in? Feral Mutagen it is!

At any rate, he's also skilled and knowledgeable in all things nature, as well as religion and the planes. But he's also a bit of an ass, having both low CHA and the Condescending drawback. You poor, short-lived mayflies. Perhaps he'll learn to appreciate the talents of the lesser races. In time. He's got plenty, after all.


With such an emphasis on Paladin's and Archery, I have decided to alter my previously intended character concept.

So here is my official submission for Guiscard the Scribe, Bard (Archivist) 1

Guiscard the Scribe Level 1:
* Editor’s Note Re Lore Master Ability: The designer of this archetype has clarified that the entry is intended as a modification to the normal lore master bard ability, not a replacement for it. The intent of the ability is that the Archivist retains all other aspects of the lore master ability. This is not yet official errata, but GMs are encouraged to use the ability as it was intended by the designer.

Guiscard
Human bard (archivist) 1 (Pathfinder RPG Advanced Player's Guide 80)
N Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee light mace +2 (1d6+2) or
longspear +2 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 14], naturalist)
Bard (Archivist) Spells Known (CL 1st; concentration +5)
1st (2/day)—grease, silent image (DC 15)
0 (at will)—detect magic, light, message, read magic
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 15, Wis 10, Cha 18
Base Atk +0; CMB +2; CMD 13
Feats Arcane Strike
Traits touched by divinity, vagabond child (urban)
Skills Disable Device +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +3, Knowledge (planes) +7, Knowledge (religion) +7, Perform (dance) +8, Use Magic Device +8
Languages Common, Dwarven, Elven
SQ bardic knowledge +1
Other Gear studded leather, light mace, longspear, backpack, thieves' tools, wrist sheath, spring loaded (2), 28 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.

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Guiscard the Scribe - Background:

Fire. Smoke. Screams.
Then a voice, soft, tender, sad. A kiss. The wetness of a tear.
Nothing. Silence.

As Guiscard rose from the plush bed throwing the covers to the side, he quickly crossed the room to the basin where he washed the sleep from his face. Always the same. Always just a taste. These were his earliest memories, all sensations rather than visualizations, dreams, visions of the past.

He turned from the washbasin and quickly pulled back his well-constructed chair, only deepening the rivulets in the plush carpet. Dipping his sharpened quill, he opened the weather worn journal. Flipping through the earliest entries, scrawled in the hand of youth, he reread the familiar pages and fought to remember the events from long ago as clear and precise as when he had when he lived him. He had lived too long, become too jaded to perceive events as he once did.

The earliest pages detailed that fleeting journey from Galt his parents had undertaken. He was barely old enough to string two words together, and now as a man grown he fought to stay the memory decay of events from long ago. He remembered a vague impression of his parents standing over him, broken and sad. The terror in his parents' faces, the sounds of barking dogs approaching, screams of pain. With the dream fresh in his mind, he could not fight the melancholy that covered him like a warm, familiar blanket. Another revolution in that broken nation, and for what? What petty lord gained power, and which lost their life that fateful day will always remain a mystery to him. Though the certainty of his parents death, whomever they were, served as another drop in the ocean of that backward nation's role call to death.

For days after he wandered the forests alone, burnt, starving, hungry, crying. A wonder he did not succumb to the predators of the forest. Then salvation. The rescue by the Grey Gardeners was as unreal as his abandonment by his parents. Large men, harsh words, and a quick pace on the back of some man that smell worse than a pig pen. He was quickly deposited with another large mass of humanity as they fled that war torn land.

He remembered multiple women, each taking turns feeding the small pod of toddlers he sat in the cart with. Hours rolled into days, and weeks before finally being deposited with a family in Yanmass. There he served his new family with devotion and pride. The family quickly grew to care for him, almost as one of their own and he had the opportunity to study with other children: lore, weapon forms, galas. Alas his late start proved too insurmountable to master the varied forms of the training grounds. But book study he took to like a bird to flight. It was there that the family discovered his uncanny ability to document events with incredible detail.

He was sent to the Temple of Milani for study. The temple acolytes worked with him to understand the holy texts, to read the histories, to learn from their mistakes in order to not repeat them. This mantra help reinforce his already copious note taking, hoping to gain some unearthed knowledge.

His foster family expanded the horizons of their protegee, and by default, Guiscard. Blessed with monetary wealth and influence, each season they would travel to a different locale to inundate themselves in a different culture. From the monkey temples of the Mwangi Expanse, to the pyramids of Osirion, to the cold holds of the Land of the Linnorm Kings. But as he knew all too well, all good things must come to an end.

He flipped to the day he left Yanmass as a youth freed from servitude. So began his quest to find what he had lost, to replace it with something, something he had yet to find. Since then few pages were filled with more than a fleeting sentence or two.

Now in Kenebras, he hoped to find answers to questions he had only begun to ask himself.

He ran a hand over his clean-shaven palate. Maybe today. Maybe tomorrow. Maybe never. But that changes nothing. The history of Guiscard the Scribe had yet to be written.

As a word on Gestalt and an AP via PbP to Book 2. It takes a long, long time to get to book 2. Most likely over a year. With that being said, I am creating my character with two different gestalt paths. One will accentuate a more social game, the other will accentuate a Tier 2 combatant path. My goal is to remain flexible to the group of players, and what works well.

Since gestalt blends the character so much, are we able to rebuild a bit before gestalting (I know, not a word)?

Gestalt Option #1, Bard/Mesmerist - tons of great social skills, great SAD synergy, Lots of Debuff to go with my bard Buff

Gestalt Option #2, Bard/Oracle (Lore) - more melee focused, perfect SAD synergy, Tier 2 combatant

Why should you pick me:
Well because I am cool and fun to hang with. At least that is what my mom says about me :).

Honestly, I have been gaming since the D&D Red Box, played numerous iterations of it since then, Pathfinder for 3+ years, mostly PbP, GMed a lot, and I have applied to get into a WoR game 3 times unsuccessfully. (do you feel bad for me yet?).

I am a consistent, reliable poster with decent role-playing abilities. Regardless, thank you for the time and effort you already put into the game, and should you choose me or not, I wish you success.


Sarah

Fluff:
The dream started again. Black sky, red rain, smoke and fire, the sounds of crashing timber and angry men echoed through the village. Sarai shivered. She knew this was a dream, her dream, but it never got easier. She burst from the house at the top of the hill, running down the back path her mother took to the river. The men, dressed in white sheets and antlers never saw her, but sometimes she didn't move fast enough. Better to be fast. The house would burn no matter what she did. She'd figured that out long ago. This way she was gone, into the woods and the stream. It was cold, but it wasn't going to get any warmer no matter how long she waited. Better the cold than the fire. Better the fire than remembering the screams. Better any of it than to meet a rider in this dream. She ran, and ran, and ran. From the fire, or herself, or memory she wasn't sure. Eventually, the stream gave out and she was at the old shrine at the Lanten's place. It was overgrown in the dream, of course. Noone to tend it here. She absently cleared the vines away from the bushes, waiting. Hoping. The cat poked it's head out, then rubbed against her ankles. She collapsed to the ground, petting her. "Won't be long now, sunrise is almost here." said the cat, and Sarai smiled. "I don't suppose you remembered to dream some fish into the river this time? Ah well." The cat settled in to wait, her long tail swishing along the stones, her head comfortably against Sarai's leg. "You could just, ah, nevermind. Keep petting little one." Sarai did, her eyes fixed on the small house beyond the shrine. The sun rose, and the woman walked out of the house. She came, as she always did, to Sarai. Smiled as she always did. Hugged the young girl, and carried her and the cat, inside. Her father was waiting, bags packed, his iron glove in plain sight. He relaxed when he saw her. Dreams were dangerous. She smiled, and forced herself to wake.

Sarah woke, stared at the ceiling holding tight to the memory. She had her father's smile. The clockwork spread of glass and wood hanging above her comforted her, thorns and flowers, and she noted the time. Touching the pendant of the lady at her neck and saying a silent prayer of gratitude, she felt around on the bed, but Ellit was already gone. Nothing left but her spot on the bed warm with remembered sleepy cat. She looked around the small space, her tools set out on the table beneath their straps, the boarded window triple latched, her pack beside the door with every pocket just so. The heavier pack of goods to sell. It was going to be a busy day, she could feel it. The dream. She chased the ghosts from her mind, they wouldn't intrude further if she just kept busy. "Just another day in paradise, eh Ellit?" she called, hopeful for some morning purrs to shake her from the bed. None were forthcoming, and she pulled herself to her feet. Her braid thumped against her back, stinging a moment, and she thought of cutting it, as she always did in the morning. The water was where she expected, and Ellit's food was full. She did her morning business, then headed back to her small room, moving the sandbag to the second chain on her way by. Old Ran was nearly blind, and slept like the dead, but she'd notice if the bag wasn't moved. The chains jangled a moment as she walked on, but Sarah knew they were just creaking with the shifted weight.

The clothes were on the chair, as expected, and she started to get dressed. "Ellit, do you know where my hat is?" Ellit wouldn't answer, she only talked in Sarah's dreams. She placed the nightgown on the bed, then pulled her underclothes on quickly, and was in the process of pulling on the merchant's colors over her tunic when the crash came from the closet. She sighed, then pulled the fine shirt back over her head and placed it on the bed. Carefully she poked her head in. "Ellit, was that you or.." her breath caught as she saw the armor. "No, I'm not wearing that. Just no. I'll be so hot." she whined. She looked longingly at the bed. The soft, comfortable shirt. The sensible pants. Ellit nudged the armor again. Sarah sighed, and began looking for the doublet amidst the pile of knocked over clothes. "If you were going to ask me to wear this, you didn't have to make a mess as well." She straightened the rod, and began hanging her clothes. There, at the bottom, was the doublet. Surprisingly clean. She sniffed it, old smells of leather and iron still there beneath the rose soap, the hint of her father's care, and beneath all of that she could almost feel her mother's weaving. The sound of the loom was a memory so strong, for a moment it echoed in the room. Silly she knew. She'd resized it several times over the years, keeping that bit of her parents legacy. Her father would call her brave, and foolish, she knew. He'd also tell her to focus on her glass and leave the demons and the fighting to the crusade. Her father was probably right. She looked at the shirt again. It would be so comfortable.

Ellit rubbed against her leg, and she started pulling off her tunic. She carried the tunic to the bed, lay it beside the others. Then she began to put on the thick cotton instead. "You realize we're going to be late for this, right?" she asked, her head poking through the tight neck. Ellit purred, and Sarah smoothed her braid down her back beneath the doublet. The pendant of the lady Shelyn she let fall down the front against her chest. "Lady protect me from superstition and vanity and let this simply be the whim of a hungry cat." She prayed, sincerely, but she kept putting the armor on anyways. Ellit's nudges were sometimes more than simple fancy, and Sarah trusted them. After all, she'd dreamed that morning. Never a good sign, that dream. Ellit curled up in the pack, her eyes watchful as her mistress dressed for the day. "Don't get too comfortable, Ellit. I'm going to have to carry both packs, Lillianna won't appreciate it if we leave her work in our workshop." Sarah grabbed the second pack, then hesitating, went back for her bow. "Better to be ready to hunt than to need to and have left it at home, and Lily won't mock me too badly. Ok Ellit, let's go be brave in the market. Another day in Kenebras, may Shelyn save us from fools and demons." On the way out, she set Ran's tea on the tray. Safely outside, she called back into the house. "Good morning mistress Ran, I'm off to the market." then dutifully slammed the door behind her. Ellit kneeded her back through the pack and she moved out into the street. Behind her, the clock began it's morning bells.

Crunch coming in the next post once I get formatting fixed. I'm going to present Oracle 1 and Paladin 1, since I'm ok playing either but it might make the GM's job easier to get a balanced party. Eventually the plan is Oracle//Paladin after all. I've had fun building her. We are definitely not a hero.


Sarah

Here's the crunch I hope.

Oracle:

Sarah (Oracle)
Female half-elf oracle (spirit guide) 1 (Pathfinder Player Companion: Familiar Folio 6, 10, Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +0; +2 vs. enchantments, +2 vs. death
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron cestus +2 (1d4+2/19-20) or
dagger +2 (1d4+2/19-20) or
longsword +2 (1d8+2/19-20)
Ranged shortbow +4 (1d6/×3)
Spell-Like Abilities (CL 1st; concentration +5)
1/day—create water, cure light wounds, read magic, spark[APG] (DC 14)
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +5)
1st (4/day)—cure light wounds, obscuring mist, remove sickness[UM] (DC 15)
0 (at will)—create water, ghost sound (DC 14), light, mage hand, mending, stabilize
Mystery Wood
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 7, Cha 18
Base Atk +0.75; CMB +2; CMD 15
Feats Fey Foundling[ISWG]
Traits touched by divinity, trap finder
Skills Acrobatics -2 (-6 to jump), Craft (clockwork) +5, Craft (glass) +5 (+7 on checks made to repair damaged items), Disable Device +3, Heal +2, Perception +2, Profession (merchant) +2, Spellcraft +5, Use Magic Device +8
Languages Common, Elven, Sylvan
SQ divine guidance, elf blood, fey magic, oracle's curse (haunted), revelation (wood bond[UM])
Combat Gear cold iron arrows (50); Other Gear scale mail, buckler, cold iron cestus[APG], dagger, longsword, shortbow, bedroll, belt pouch, fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, masterwork backpack[APG], masterwork glassblowing tools, mending kit, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), silver holy symbol of Shelyn, string or twine[APG], thieves' tools, thread (50 ft.), trail rations (7), waterskin, whetstone, cat
--------------------
Special Abilities
--------------------
Divine Guidance (Sp) An emissary can cast guidance at will.
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.
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Underground]) Gain spell-like abilities in selected terrain.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Wood Bond +1 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bo

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

Ellit
Cat (Pathfinder RPG Bestiary 131)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +4 (1d3-4), 2 claws +4 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +0.75; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse[B]
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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

Paladin:

Sarah (Paladin)
Female half-elf paladin (chosen one) 1 (Pathfinder Player Companion: Familiar Folio 6, 10, Pathfinder RPG Advanced Class Guide 106)
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception -2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +0; +2 vs. enchantments, +2 vs. death
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron cestus +3 (1d4+2/19-20) or
dagger +3 (1d4+2/19-20) or
longsword +3 (1d8+2/19-20)
Ranged shortbow +4 (1d6/×3)
Spell-Like Abilities (CL 1st; concentration +5)
1/day—create water, cure light wounds, read magic, spark[APG] (DC 14)
Paladin Spell-Like Abilities (CL 1st; concentration +5)
At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 7, Cha 18
Base Atk +1; CMB +3; CMD 16
Feats Fey Foundling[ISWG]
Traits touched by divinity, trap finder
Skills Acrobatics -2 (-6 to jump), Craft (clockwork) +5, Craft (glass) +5 (+7 on checks made to repair damaged items), Disable Device +3, Heal +2, Profession (merchant) +2, Stealth +1, Use Magic Device +8
Languages Common, Elven, Sylvan
SQ divine guidance, elf blood, fey magic, share will
Combat Gear cold iron arrows (50); Other Gear scale mail, buckler, cold iron cestus[APG], dagger, longsword, shortbow, bedroll, belt pouch, fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, masterwork backpack[APG], masterwork glassblowing tools, mending kit, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), silver holy symbol of Shelyn, string or twine[APG], thieves' tools, thread (50 ft.), trail rations (7), waterskin, whetstone
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Guidance (Sp) An emissary can cast guidance at will.
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.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Underground]) Gain spell-like abilities in selected terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

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

Ellit
Cat (Pathfinder RPG Bestiary 131)
LG Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d8-1)
Fort +1, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d3-4), 2 claws +5 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse[B]
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Climb +6, Disable Device +1, Heal +5, Knowledge (religion) +2, Perception +5, Stealth +14, Use Magic Device -1; Racial Modifiers +4 Climb, +4 Stealth
SQ hunting, improved evasion, share will
--------------------
Special Abilities
--------------------
Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Hunting [Trick] The animal has been trained for hunting.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

[u]Summary:[/u]


    The oracle side start has more healing, the paladin has better attacks/defense
    GM Agency is equal, oracle has haunted, paladin has familiar.
    Skills are equal: Oracle 4+3, Paladin 2+3+2 (familiar)

I spent more time on the fluff than the crunch, so I have a pretty strong attachment to who she is, but I'm ok playing her as either an oracle (spirit guide) or paladin (chosen one) until she gestalts into the other side.

Silver Crusade

hope that this does pan out. I have been after a WotR game for a while.


Sabrina De'Foe wrote:
hope that this does pan out. I have been after a WotR game for a while.

I imagine we're all pressing f5.


Is this still open?

PLEASE...PLEASE Still be open!
=)


I think Sam is agonizing over party choices, not easy.


Gm has been silent for 8 days now. Starting to think this is done.


Edward Sobel wrote:
Gm has been silent for 8 days now. Starting to think this is done.

It is not done, but I have been out of town for a while. I finally found time to post. I can definitively say that things will be back to normal for me one week from today. Please do not lose interest while I am gone.


not loosing interest just was starting to get a little worried thats all.

been in many requirements that just suddenly went silent and never came back.

most were Wrath of Righteous games as well.

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