Recruitment: Icons of the Gods (Short Term, Core, Gestalt, Mythic)


Recruitment

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Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

This is the recruitment thread for Icons of the Gods

The Celestial Hosts sing the praises of the Gods! The Millennial Contest of Divine Icons is once more upon us! Pray, witness the prowess and bravery of the Gods’ Chosen as they enter the Mindscape of the Dreaming Dark and do battle with the Mythical Guardians. All who enter have been chosen to represent the mortal followers of their Deity as an Icon. The Gods have poured their blessings upon these mortals, but yet mortal they remain. Find out who survives and whose souls will pass on to the Boneyard for judgement.

Icons of the Gods is a dungeon-crawly, short-term campaign designed to last 3-4 months of play by post.
I am looking for up to 6 brave representatives of the Gods to test themselves- body, mind, and spirit- against the perils of the Mindscape of the Dreaming Dark.

PCs must be constructed with the following rules/guidelines:
Only the Core Rule Book]/b] and [b]Mythic Adventures as sourcebooks*(*Exception: each Character gains the Divine Herald Mythic Path Ability (From Divine Origins) for free, and must venerate the Deity granting it. The PCs, as Icons, have chosen their God and been Chosen in return.)
Gestalt, Level 9
Mythic Tier 3
Straight 15s before Racial Adjustments
Max HPs 1st lvl, 3/4 after that (d10s are 7.5, 7 at 2nd, 8 at 3rd, etc.)
75,000 gp

Crafting Feats provide 5000 gp (retail value) in crafted goods, for example, if you take craft wands, you get 5000 gp that may only be spent on wands (you could have over 5000 gp worth of wands by spending some of your other starting wealth.) They Mythic Path Ability which grants the ability to craft any magic items as if you had the proper Feats gives you 10000 gp worth of anything. An Upgradable Legendary Item may have its plus increased from +1 (up to +5) or be improved from a lesser version to a greater version for the base cost plus half the cost of the upgrade. Additional improvements of Legendary Items beyond these two specific cases are done at full price. If you go this route, you’ll need to show your math.
You may take a Prestige Class as half of the gestalt, BAB and saves still take the better of the two options (if the Prestige Class increases the character's BAB or Saving Throw and the other side does not, you get the increase.) However, I'm changing a few Prestige Requirements.
Arcane Trickster Spells must be able to cast mage hand and at least one arcane spell of 3rd level or higher
Mystic Theurge Spells must be able to cast 3rd level divine spells and 3rd level arcane spells.
No Traits

Characters should have a background which includes how they came by their faith and a few of the deeds that brought them to the attention of their sponsoring Deity.
Characters should also have a physical and social description.
And to borrow from Deadlands, you should list one thing your character is afraid of. Nothing to worry about, right?

Recruitment will go through March 15th, and the Chosen will be announced by St Patty’s Day.


dotting.

I assume you mean the mortal herald path ability from mythic origins?

Liberty's Edge

Working on my submission.


Still working on it.


Dotting

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

I know that you said core only, but this does seem very relevant to the campaign concept.

Might the things found in the inner sea gods book under one's specific diety be available, like items or spells and stuff? Maybe even the Deific Obedience feat? I just ran across this for flavor purposes when researching dieties.

Edit: What dieties are available?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Vrog Skyreaver wrote:

dotting.

I assume you mean the mortal herald path ability from mythic origins?

Yes, that's the one.


If another game I've applied to doesn't want me, or if it doesn't get off the ground (which seems possible) by the 15th of March, I'll apply with a bard // paladin of Shelyn.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Saashaa wrote:

I know that you said core only, but this does seem very relevant to the campaign concept.

Might the things found in the inner sea gods book under one's specific diety be available, like items or spells and stuff? Maybe even the Deific Obedience feat? I just ran across this for flavor purposes when researching dieties.

Edit: What dieties are available?

I'll consider this and get back to you. My initial thought was to stick to the Core Rule Book only, including Deity selection.


Crafting Mastery effectively gives all the crafting feats. Does this follow the rules given above? Edit: Silly me, you already answered that.

Also, does the Perfect Preparation give you access to all the spells on the wizard list, or just the ones you once had in your spellbooks?

Do we use the FAQ erreta to Wild Arcana?


Okay, Here is my submission:

Tor Stonespeaker
Neutral Good Dwarven Barbarian 9 | Rogue 6/Shadowdancer 3
Champion 3

Combat Info:

STR 16/18 (22)
DEX 16/18 (22)
Con 16/18 (22)
Int 8
Wis 14/16
Cha 5

HP 144 (162)
AC 25 (23) (10 base +4 dexterity +8 armor +2 deflection +1 dodge) Touch 17 (15) Flat-footed 20
BAB 9
Initiative +9

Fort 13 (15)
Ref 13
Will 9 (11)

Conditional Modifiers: +2 to save vs. spells, spell-likes, and poison. (+4 to save vs. spells, spell-likes, and supernatural abilities)

Speed 70'

Greataxe: Normal - +17/17 (19/19) to hit; 1d12+9 (12) damage; 20/x3 crit
Power Attack - 14/14 (16/16) to hit; 1d12+18 (21) damage

Skills:

Acrobatics +16 (+37 Jump)
Climb +12 (14)
Disable Device +18
Intimidate +9
Perception +15
Perform Dance +2
Stealth +16
Swim +12 (14)

Feats:

Combat Reflexes
Dodge
Mobility
Power Attack
Toughness
Weapon Focus (Greataxe)

Class Features:

Barbarian: DR 1/-, Fast Movement, Improved Uncanny Dodge, Rage (24 rounds/day), Rage Powers (Superstition, Quick Reflexes, Raging Climber, Improved Damage Reduction), Trap Sense +3

Rogue: Evasion, Rogue Talents (Fast Stealth, Stand Up, Weapon Training), Sneak Attack +3d6, Trapfinding

Shadowdancer: Darkvision +30', Hide in Plain Sight, Rogue Talent (Bleeding Attack), Summon Shadow

Equipment:

+3 Adamantine Greataxe
+2 Ring of Protection
+3 Cloak of Resistannce
Necklace of Adaptation
Boots of Striding and Springing
+2 Belt of Physical Perfection
+2 Headband of Wisdom
Masterwork Thieve's Tools
+1 Longbow
20 arrows

Fendor Stonespeaker:

NG Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
Defense
AC , touch , flat-footed (+ deflection, + Dex, + dodge)
hp 72 (81)
Fort +8, Ref +8, Will +7 (+4 to save vs. Positive Energy)
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits, being turned or commanded
Offense
Speed fly 40 ft. (good)
Melee incorporeal touch +11 (1d6 Strength damage)
Special Attacks create spawn
Statistics
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +9; CMB +11; CMD

Feats Dodge, Weapon Finesse

Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)

Special Abilities
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Mythic Abilities:

Path: Champion
Champion Strike: Sudden Attack
Basic Mythic Abilities: Hard to Kill, Mythic Power (9/day), Surge Die 1d6, Amazing Initiative, Recuperation

Mythic Feats: Dual Path (Trickster), Mythic Paragon

Path Abilities: Impossible Speed, Mortal Herald (Gorum; War), Path Dabbling (Enduring Armor), Precision

History:

Born the 9th son of the head of the Stonecleaver clan, Tor did his duty and after reaching adulthood was given a Dwarfsteel (Adamantine) greataxe and sent into the world to wage war on the enemies of his people. While most such sons turn to crafting or mercenary work to get them through, Tor believed that it was his duty to wage war; and wage it he did. Starting with the local Orc tribe that his clan had been waging war with for generations, he started by observing their comings and goings and then attacked them when their guards were at their weakest by sneaking into their camp and killing the stronger warriors in their sleep. By the time he had been discovered, it did not matter, as there were not enough Orcs left to stand against him effectively.

The chieftain of the Orcs challenged him to a duel, knowing that he could rely on his magic to save him. Tor accepted, and cut his head from his shoulders before he could utter a single spell. Turning on the remaining Orcs, they promptly fled from his wrath.

As he was looking for valuables to sell, he noticed a holy symbol made of steel that was around the Orc chieftain's neck. Taking it, he saw that it was of Dwarven make and that it bore the mark of his clan. Without a thought, he put it around his neck. When he did, he realized that there was someone watching him, who he could only glimpse out of the corner of his eye. He followed this image, attempting to determine what it was, until he eventually stumbled (quite literally) into a disused shrine of Gorum. He righted it and make an offering of the holy symbol, which caused the altar to flare to life and a ghostly apparition of a Dwarf clad in armor and wielding a greataxe to appear.

The Dwarf explained to Tor that he was his ancestor, Fendor Stonespeaker, who had left Gorum's side to stand with his descendant in battle, and that if he were to continue to give ablutions to the lord of war, he would be called to be Gorum's champion.

Tor only nodded to signify that he accepted Gorum's mission and then he turned and began his journey across Golarion. Where there was war, he was there, fighting on the side of Dwarves where able, or Good barring that.


Le dot!

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Vrog Skyreaver wrote:

Okay, Here is my submission:

Tor Stonespeaker
Neutral Good Dwarven Barbarian 9 | Rogue 6/Shadowdancer 3
Champion 3

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Vrog,

I think you may have mistaken "straight 15s" for a 15 point buy. Your stats should all be 15s before racial and other adjustments.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Ierox wrote:

Crafting Mastery effectively gives all the crafting feats. Does this follow the rules given above? Edit: Silly me, you already answered that.

Also, does the Perfect Preparation give you access to all the spells on the wizard list, or just the ones you once had in your spellbooks?

Do we use the FAQ erreta to Wild Arcana?

I'd say you still have to know a spell before you can prepare it. So start with the spells you know for free and then spend the proper amount of gold to borrow someone's spellbook to learn the others you want to know without paying the cost for scribing into your own book.

Yes,the FAQ errata is in play.


I'm thinking about my background. Probably something about being a cursed follower of Cayden Calean. Now you might asked how he's cursed if he's gestalt and mythic, and thus favored by his god? Well he did something to tick off Cayden (I'll figure that out), and he cursed him with the pure body mythic path ability so he's immune to alcohol.

crunch:

Unnamed Hero
Human cleric of Cayden Cailean 9/fighter 9/gestalt 9/Guardian 3
CG Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 34, touch 16, flat-footed 30 (+11 armor, +1 deflection, +2 Dex, +2 dodge, +1 insight, +1 natural, +6 shield)
hp 91 (9d10+33)
Fort +11, Ref +10, Will +14 (+2 vs. fear)
Defensive Abilities hard to kill; Immune inhaled poison, disease, poison
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 adamantine rapier +18/+13 (1d6+10/15-20/×3)
Special Attacks channel positive energy 5/day (DC 16, 5d6), might of the gods (+9, 9 rounds/day), mythic power (9/day, surge +1d6), weapon trainings (light blades +2, bows +1)
Domain Spell-Like Abilities (CL 9th; concentration +14)
. . At will—dimensional hop (90 feet/day)
. . 8/day—strength surge (+4)
Cleric Spells Prepared (CL 9th; concentration +14)
. . 5th—break enchantment, breath of life[M] (DC 20), teleport[D]
. . 4th—dimension door[D], extended magic vestment (2), greater magic weapon
. . 3rd—fly[D], invisibility purge, magic vestment, remove blindness/deafness, remove blindness/deafness
. . 2nd—bull's strength[D], remove paralysis, resist energy (3), lesser restoration
. . 1st—bless (2), endure elements, longstrider[D], obscuring mist, protection from evil (2)
. . 0 (at will)—create water, detect magic, light, stabilize
. . D Domain spell; Domains Strength, Travel
. . M mythic spell
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 15, Int 15, Wis 20, Cha 15
Base Atk +9; CMB +14; CMD 30
Feats Combat Casting, Dodge[M], Extend Spell, Greater Shield Focus, Improved Critical[M], Lightning Reflexes, Power Attack, Shield Focus, Step Up, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Acrobatics -2 (+2 to jump), Climb +12, Diplomacy +14, Intimidate +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +13, Knowledge (religion) +14, Ride +2, Sense Motive +9, Survival +9, Swim +12
Languages Abyssal, Common, Infernal
SQ agile feet (8/day), amazing initiative, armor training 2, mythic spellcasting[MA], mythic sustenance[MA], pure body[MA], recuperation, sudden block[MA]
Other Gear +1 ghost touch full plate, +1 ghost touch heavy steel shield, +1 adamantine rapier, amulet of natural armor +1, cloak of resistance +3, dusty rose prism ioun stone, headband of inspired wisdom +4, ring of protection +1, 2,160 gp
--------------------
Special Abilities
--------------------
Agile Feet (8/day) (Su) For 1 rd, you ignore difficult terrain.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Cleric Channel Positive Energy 5d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dimensional Hop (18 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Immunity to Non-Mythic Disease You are immune to non-mythic diseases.
Immunity to Non-Mythic Poison You are immune to non-mythic poison.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Strength Surge (8/day) (Sp) Grant +4 to a melee attack or strength check.
Sudden Block (Su) As an imm action, use 1 power to add +3 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Weapon Training (Blades, Light) +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows


Reckless wrote:
Ierox wrote:

Crafting Mastery effectively gives all the crafting feats. Does this follow the rules given above? Edit: Silly me, you already answered that.

Also, does the Perfect Preparation give you access to all the spells on the wizard list, or just the ones you once had in your spellbooks?

Do we use the FAQ erreta to Wild Arcana?

I'd say you still have to know a spell before you can prepare it. So start with the spells you know for free and then spend the proper amount of gold to borrow someone's spellbook to learn the others you want to know without paying the cost for scribing into your own book.

Yes,the FAQ errata is in play.

Thanks a bunch!


I did mistake one for the other. Let me adjust:

Tor Stonespeaker
Neutral Good Dwarven Barbarian 9 | Rogue 6/Shadowdancer 3
Champion 3

Combat Info:

STR 17/19 (23)
DEX 18/20
Con 17/19 (23)
Int 15
Wis 17/19
Cha 13

HP 144 (162)
AC 26 (24) (10 base +5 dexterity +8 armor +2 deflection +1 dodge) Touch 18 (16) Flat-footed 20
BAB 9
Initiative +10
Fort 13 (15)
Ref 14
Will 10 (12)

Conditional Modifiers: +2 to save vs. spells, spell-likes, and poison. (+4 to save vs. spells, spell-likes, and supernatural abilities)

Speed 70'
Greataxe: Normal - +17/17 (19/19) to hit; 1d12+9 (12) damage; 20/x3 crit
Power Attack - 14/14 (16/16) to hit; 1d12+18 (21) damage

Skills:

Acrobatics +17 (+ Jump)
Climb +12 (14)
Disable Device +19
Intimidate +14
Perception +16
Perform (Dance) +7
Stealth +17
Swim 12+ (14)

Feats:

Combat Reflexes
Dodge
Mobility
Power Attack
Toughness
Weapon Focus (Greataxe)

Class Features:

Barbarian: DR 1/-, Fast Movement, Improved Uncanny Dodge, Rage (24 rounds/day), Rage Powers (Superstition, Quick Reflexes, Raging Climber, Improved Damage Reduction), Trap Sense +3

Rogue: Evasion, Rogue Talents (Fast Stealth, Stand Up, Weapon Training), Sneak Attack +3d6, Trapfinding
Shadowdancer: Darkvision +30', Hide in Plain Sight, Rogue Talent (Bleeding Attack), Summon Shadow

Equipment:

+3 Adamantine Greataxe
+2 Ring of Protection
+3 Cloak of Resistannce
Necklace of Adaptation
Boots of Striding and Springing
+2 Belt of Physical Perfection
+2 Headband of Wisdom
Masterwork Thieve's Tools
+1 Longbow
20 arrows

Fendor Stonespeaker:

NG Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
Defense
AC , touch , flat-footed (+ deflection, + Dex, + dodge)
hp 72 (81)
Fort +8, Ref +8, Will +7 (+4 to save vs. Positive Energy)
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits, being turned or commanded
Offense
Speed fly 40 ft. (good)
Melee incorporeal touch +11 (1d6 Strength damage)
Special Attacks create spawn
Statistics
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +9; CMB +11; CMD

Feats Dodge, Weapon Finesse
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)
Special Abilities
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Mythic Abilities:

Path: Champion
Champion Strike: Sudden Attack
Basic Mythic Abilities: Hard to Kill, Mythic Power (9/day), Surge Die 1d6, Amazing Initiative, Recuperation

Mythic Feats: Dual Path (Trickster), Mythic Paragon
Path Abilities: Impossible Speed, Mortal Herald (Gorum; War), Path Dabbling (Enduring Armor), Precision

History:

Born the 9th son of the head of the Stonecleaver clan, Tor did his duty and after reaching adulthood was given a Dwarfsteel (Adamantine) greataxe and sent into the world to wage war on the enemies of his people. While most such sons turn to crafting or mercenary work to get them through, Tor believed that it was his duty to wage war; and wage it he did. Starting with the local Orc tribe that his clan had been waging war with for generations, he started by observing their comings and goings and then attacked them when their guards were at their weakest by sneaking into their camp and killing the stronger warriors in their sleep. By the time he had been discovered, it did not matter, as there were not enough Orcs left to stand against him effectively.

The chieftain of the Orcs challenged him to a duel, knowing that he could rely on his magic to save him. Tor accepted, and cut his head from his shoulders before he could utter a single spell. Turning on the remaining Orcs, they promptly fled from his wrath.
As he was looking for valuables to sell, he noticed a holy symbol made of steel that was around the Orc chieftain's neck. Taking it, he saw that it was of Dwarven make and that it bore the mark of his clan. Without a thought, he put it around his neck. When he did, he realized that there was someone watching him, who he could only glimpse out of the corner of his eye. He followed this image, attempting to determine what it was, until he eventually stumbled (quite literally) into a disused shrine of Gorum. He righted it and make an offering of the holy symbol, which caused the altar to flare to life and a ghostly apparition of a Dwarf clad in armor and wielding a greataxe to appear.
The Dwarf explained to Tor that he was his ancestor, Fendor Stonespeaker, who had left Gorum's side to stand with his descendant in battle, and that if he were to continue to give ablutions to the lord of war, he would be called to be Gorum's champion.
Tor only nodded to signify that he accepted Gorum's mission and then he turned and began his journey across Golarion. Where there was war, he was there, fighting on the side of Dwarves where able, or Good barring that.


Hi GM! For druids, where can I get my animal wild shapes from? Just the core and mythic don't give me much at all :)

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Tentative Build: Wizard / Cleric , Nethys' chosen

EDIT: Are Icons of evil dieties open? Obviously not to pvp or anything, just looking at my options.

Edit 2: Forget my previous questions. This would be made much more interesting without all of that added in methinks. However, It t'would be fun if I could be an icon for an evil diety, for the sake of variety. (Disclaimer repeated, my character would not be aimed at pvp or any game ruining thing.)

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
The Chess wrote:
Hi GM! For druids, where can I get my animal wild shapes from? Just the core and mythic don't give me much at all :)

Too true. I'd say your wild shape choices can be made from Bestiary 1-5 for animals and plants, and from Bestiary 1 for elementals

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Saashaa wrote:

Tentative Build: Wizard / Cleric , Nethys' chosen

EDIT: Are Icons of evil dieties open? Obviously not to pvp or anything, just looking at my options.

Edit 2: Forget my previous questions. This would be made much more interesting without all of that added in methinks. However, It t'would be fun if I could be an icon for an evil diety, for the sake of variety. (Disclaimer repeated, my character would not be aimed at pvp or any game ruining thing.)

I'd say only Icons of Asmodeus, Zon-Kuthon, and Norgorber among the evil gods would even stand a chance of being accepted somehow by enough of the other gods to be included for this campaign, and only with a good solid reason with how that would happen in the background.

Which brings me to the response to the previous question of including material from Inner Sea Gods. I have decided to stick with the original plan of not adding things beyond the CRB and MA. There are tons of things Paizo has put out that would be thematically appropriate, but I'm trying to limit the scope due to the already overwhelming power level of Gestalt and Mythic.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Sweet! Thanks for answering the questions.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Sorry for all of the posts, but this is exciting. I am changing my main submission from Nethys' icon to Norgorber's icon. Details to come.


It's clearly not in the guidelines, but would you possibly consider anything occult with the Transcendentalist Path from the Four Horsemen?

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Just finished with the build, working on finishing the backstory.

build:
Silent Blade
Human Rogue 6 / Fighter 5 / Shadowdancer 4 / Duelist 3
NE
Init +12; Senses Darkvision 60ft; Perception +14

DEFENSE
AC 30; Touch 23; Flat-Footed 20
HP 86;
Fort +9 ; Ref +15 ; Will +6

OFFENSE
Speed 30ft;
Melee +16 +1 Shortsword (1d6+18, 17-20/x2); P; Keen, Ghost Touch
Melee +16 +1 Shortsword (1d6+18, 19-20/x2); P;

STATISTICS
Str 15, Dex 24, Con 15, Int 16, Wis 15, Cha 15
Base Atk +9/+4; CMB +11

Feats
Dodge, Mobility, Spring Attack, Power Attack, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (shortsword), Combat Expertise, Whirlwind Attack, Lunge, Combat Reflexes, Two-Weapon Fighting, Mythic, Mythic

Skills
Acrobatics +19, Appraise +7, Bluff +10, Climb +6, Diplomacy +10, Disable Device +21, Disguise +6, Escape Artist +11, Handle Animal +6, Intimidate +13, Knowledge Arcana +4, Knowledge Dungeoneering +7, Knowledge Engineering +7, Knowledge Geography +4, Knowledge History +4, Knowledge Local +7, Knowledge Nature +4, Knowledge Nobility +4, Knowledge Planes +4, Knowledge Religion +4, Linguistics +11, Perception +14, Perform: Dance +7, Ride +11, Sense Motive +14, Sleight Of Hand +15, Stealth +24, Survival +6, Swim +6, Use Magic Device +14

Languages
Common, Elven, Dwarves, Halfling

SQ
Sneak Attack +3d6, Trapfinding, Evasion, Finesse Rogue (Rogue Talent), Weapon Training (Rogue Talent), Combat Trick (Rogue Talent), Trap Sense +2, Uncanny Dodge, Bravery +1, Armor Training 1, Weapon Training 1 (Light Blades), Hide in Plain Sight, Improved Uncanny Dodge, Darkvision 60ft, Canny Defense, Precise Strike, Shadow Illusion, Summon Shadow, Improved Reaction +2, Parry, Shadow Call, Shadow Jump (40ft), Enhanced Mobility, Fast Stealth (Rogue Talent), Stand Up (Rogue Talent),

Mythic (Hard To Kill), Mythic (Surge), Mythic (Amazing Initiative), Mythic (Recuperation), Mythic (Surprise Strike), Mythic (Tier 3) (Menacing Whisper), Mythic (Tier 1) (No One of Consequence), Mythic (Tier 1) (Supreme Stealth [Blindsight]), Mythic (Mortal Herald [Norgorber] Charm)

Gear
+3 Glamoured Ghost Touch Mitral Chain Shirt, Belt of Dex +4 , Cloak of Elvenkind , Amulet of Nat Armor +1, Ring of Feather Falling, Ring of Protection +1 , Potion of Fly (x3), Potion of Invisibility , Potion of Greater Invisibility (x2) , MW Thieves Tools;

Money 4600 gp


Will we have the chance to level up class or mythic tier in game?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Brother Fen wrote:
It's clearly not in the guidelines, but would you possibly consider anything occult with the Transcendentalist Path from the Four Horsemen?

Ah, no, I'm sticking pretty hard to CRB+MA, sorry.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Jereru wrote:
Will we have the chance to level up class or mythic tier in game?

Likely I will have one or the other occur late in the game before the grand finale.


I would like to join in on the fray in this game as a Sorcerer Dragon Disciple mixture. I have a ready-made character sheet for you, I just need to fix in the flavor but everything else should be up there for ya.

https://www.myth-weavers.com/sheet.html#id=1137639


OK, background:

Nils the roamer:

Nils grew up in Kalsgard, son of a tavern owner. He wasn't overly smart, but generally had a goodly bit of common sense which kept him out of trouble. He would work around the tavern cleaning up and doing some serving. He didn't really aspire to anything much beyond taking over the tavern once his father retired from the business. He did serve in the local militia, since the border with Irrisen was always a cause for concern. As he did work in a tavern, he was nowhere near a teetotaler, though not really the town drunk either.

One evening a roving priest of Cayden Calean stopped by the tavern and wove a hell of a tale of the exploits the god and the work of his roving priests and other followers. The tales of derring do, and heroics on behalf of the oppressed and enslaved fired up Lars' imagination. He was hooked and immediately sought out a temple of the new god and offered himself up for training. His large size and strength led them to train him towards a more martial bent (not to mention not being mentally gifted). After some time spent training, he struck out as a crusader in service to his god.

However he got a bit more into the cups in service to the drunken god, and his crusades have never managed to coordinate well with any large formal efforts. Thus he has meandered all over the Inner Sea region righting wrongs, freeing slaves, and carrying out the good works of his god. Of course he was also rather potted most of the time, so it was heavy on the meandering.

Eventually he dipped too hard into the cups (after losing too many close comrades in his crusades), and become more of a drunken sot than a crusader.

Cayden actually took notice of this, since by now Nils had become one of his more prominent followers, and something of an icon of the church. While the church of Cayden does like its drink, drunken excess is not really tolerated, and a pillar of the church cannot be left passed out face down in the gutter.

Cayden showed his displeasure, and sense of humor, by making Nils his mortal herald. He imparted some of his divine power into the mortal, elevating he well beyond his peers. However at the same time, he granted him imperviousness to poison. While that may sound good, technically alcohol is a poison, so it no longer worked on Nils. He could drink his body weight in brandy, and not feel a thing.

Nils took this with reasonably good humor, picked himself out of the gutter and resumed his crusading abilities, an even more shining beacon of the faith, though he wasn't quite as jolly as he once had been.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
xDeathxDroidx wrote:

I would like to join in on the fray in this game as a Sorcerer Dragon Disciple mixture. I have a ready-made character sheet for you, I just need to fix in the flavor but everything else should be up there for ya.

https://www.myth-weavers.com/sheet.html#id=1137639

You do have to meet the prerequisites for any prestige class before you take levels in it.

EDIT: Also, Lamashtu is evil and not one of the three Gods I listed above when asked about evil gods.


.


Pathfinder Rulebook Subscriber
Reckless wrote:
xDeathxDroidx wrote:

I would like to join in on the fray in this game as a Sorcerer Dragon Disciple mixture. I have a ready-made character sheet for you, I just need to fix in the flavor but everything else should be up there for ya.

https://www.myth-weavers.com/sheet.html#id=1137639

You do have to meet the prerequisites for any prestige class before you take levels in it.

EDIT: Also, Lamashtu is evil and not one of the three Gods I listed above when asked about evil gods.

So just to make sure I understand the gestalt rules with prestige classes:

For my first 6 levels, I go 6 Sorcerer/6 Druid.

Now for the next 3 levels if I went Mystic Theurge/Dragon Disciple (assuming I get the other requirements of course), how would the level stacking work?

DD gives +2 Caster to Sorc, and Mystic gives 3 to both.

Would I end up casting as an 11th level sorc/9th druid? Or does it kind of work like saves:
Level 1 Theurge gives +1 to divine, +1 to arcane, DD gives +0 to arcane
Advance both by 1
Level 2 Theurge gives +1 to divine, +1 to arcane, DD gives +1 to arcane
Advance both by 1 (Theurge's bonus is ignored because I already got it from DD)


Oh, forgot my desciption.

Nils is a large and fairly imposing northman. He wears full plate and wields a rapier, weapon of his patrol. He has dark hair and a full beard. His nose is rather on the ruddy side from his former occupation as a wino.

In temperament, he's an agreeable sort, but rather rash. He's always willing to jump up to help those in need and considers deliberation delay.

Oh, and he's afraid of ghosts.


"I ain't afraid of no ghost" :P


Hey reckless! It's Chess here with my character: Donnen Phelps, fighting for Gozreh :)


I'm working on my entry, a Dragon-blood Sorcerer-Monk, Icon of Apsu, frankly never realized just how powerful some of this stuff out of Mythic is. Mythic Power Attack, and Mythic Fireball, yikes, and by yikes I mean this is amazing.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber
TheSilverDreamer wrote:
I'm working on my entry, a Dragon-blood Sorcerer-Monk, Icon of Apsu, frankly never realized just how powerful some of this stuff out of Mythic is. Mythic Power Attack, and Mythic Fireball, yikes, and by yikes I mean this is amazing.

I believe it is core dieties only


Markus Jäger is Jereru's submission. Alias has the crunch, the fluff I'm writing in a .doc because I trust zero the paizo forums when it comes to eat long texts. When it is done, I'll add it to the alias.

Basically, Markus is a Rogue/Paladin of Iomedae following the Champion Mythic Path, able to dish nice damage if Sneak Attack and/or a scimitar crit kick in, good AC, good saves, not bad skills and a bit of healing.


Reckless wrote:
xDeathxDroidx wrote:

I would like to join in on the fray in this game as a Sorcerer Dragon Disciple mixture. I have a ready-made character sheet for you, I just need to fix in the flavor but everything else should be up there for ya.

https://www.myth-weavers.com/sheet.html#id=1137639

You do have to meet the prerequisites for any prestige class before you take levels in it.

EDIT: Also, Lamashtu is evil and not one of the three Gods I listed above when asked about evil gods.

Alright I fixed it. The character sheet should be updated below

https://www.myth-weavers.com/sheet.html#id=1137639

Also, I have changed the deity to Nethys if that's okay with you.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
rhesus_pieces wrote:
Reckless wrote:
xDeathxDroidx wrote:

I would like to join in on the fray in this game as a Sorcerer Dragon Disciple mixture. I have a ready-made character sheet for you, I just need to fix in the flavor but everything else should be up there for ya.

https://www.myth-weavers.com/sheet.html#id=1137639

You do have to meet the prerequisites for any prestige class before you take levels in it.

EDIT: Also, Lamashtu is evil and not one of the three Gods I listed above when asked about evil gods.

So just to make sure I understand the gestalt rules with prestige classes:

For my first 6 levels, I go 6 Sorcerer/6 Druid.

Now for the next 3 levels if I went Mystic Theurge/Dragon Disciple (assuming I get the other requirements of course), how would the level stacking work?

DD gives +2 Caster to Sorc, and Mystic gives 3 to both.

Would I end up casting as an 11th level sorc/9th druid? Or does it kind of work like saves:
Level 1 Theurge gives +1 to divine, +1 to arcane, DD gives +0 to arcane
Advance both by 1
Level 2 Theurge gives +1 to divine, +1 to arcane, DD gives +1 to arcane
Advance both by 1 (Theurge's bonus is ignored because I already got it from DD)

It works ("like saves") as you posted there.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Saashaa wrote:
TheSilverDreamer wrote:
I'm working on my entry, a Dragon-blood Sorcerer-Monk, Icon of Apsu, frankly never realized just how powerful some of this stuff out of Mythic is. Mythic Power Attack, and Mythic Fireball, yikes, and by yikes I mean this is amazing.
I believe it is core dieties only

Saashaa is correct here, CRB Deities only (keeping everyone on the same, simple page.)

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

List for reference:

Vrog Skyreaver: Tor Stonespeaker Dwarf Brb9/Rog6-Shad3 Champion 3 of Gorum
Jerero: Markus Jager Human Pal9/Rog9 Champion 3 of Iomedae
The Chess: Donnen Phelps Human Drd9/Fgt9 Guardian 3 of Gozreh
drbuzzard: Nils the Roamer Human Clr9/Fgt9 Guardian of Cayden Cailean
xDeathxDroidx: Drax Flameheart Human Sor9/Brb5-DrDs4 Archemage of Nethys

Dots
Corsario
Saashaa
Avr
Ierox
Brother Fen
Devious Devious
rhesus_pieces
The Silver Dancer

Shadow Lodge

also dotting
human
thinking monk/druid


Hi Reckless, this is Corsario's submission, and I hope you like it.
A Half-Orc Cleric/Ranger, Gorum's weapon on Golarion.
The crunch is the alias.
----
Since the day he fought to escape his mother, Thokk's life has been a life of struggle, antagonism and combat. A world where power reigns unchallenged. Where might makes right, and the way to win an argument is taking your opponent down, permanently if possible. Because which better driver for greatness, for improvement, for survival, is unleashed POWER? What is better than find yourself in the middle of the battlefield, hurt but alive, surrounded by all your slain enemies?
Thokk grew facing the attacks and insults of those bigger than himself. And he learned to get close, and hit them in the places where it hurt the most. And he learned to keep punching until they fall. He became big and strong, looking for conflict and war, learning to WIN, always. He ignored life's "pleasures" besides the hot spray of blood from the wounds of those he fought, the smell of death and the satisfying feeling of beign the last creature standing after a battle.
He became so immersed by battle that the good Gorum looked at him and smiled. He came down from his mountain and faced the small half-orc, punching and hurting him with a shining blade and a bloody smile. And Thokk tried to fight back, unsuccessfully, until he fell to his kness and drop his sword, ready to die, as he had lived, by the blade.
And for the first time in his life, Thokk laugh. He has happy, content, fulfilled.
And Gorum laugh too, and his last swing was not to kill Thokk, but to anoint him as his herald, as his creature in the world of mortals, as his weapon in Golarion.


avr wrote:
If another game I've applied to doesn't want me, or if it doesn't get off the ground (which seems possible) by the 15th of March, I'll apply with a bard // paladin of Shelyn.

It looks like this will happen, so I'm withdrawing my interest.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

***** originated in Vyre, Cheliax. He idolized Norgorber and took up the role of one of the Masks of Blades. Himself and other Norgerber worshippers were content with idolizing and worshipping, never imagining to raise any higher. Norgorber, however, saw an opportunity in the talent of *****. For Norgorber, the ever scheming, knew that the time of the Millennial Contest of Divine Icons was coming and he intended to put forth a contestant for........reasons. So he began to test *****. To say that ***** went through hell doesn't even come close. Though ***** was strong in both mind and body, and overly fervent for Norgorber, his diety boke him completely. 110% completely. Only then, after being broken and becoming a tool of Norgorber was ***** truly ready. Only then did ***** become Norgorber's Silent Blade. Now, wearing concealing dark clothes and cloak, covering face with a Norgorber mask, and having nothing in mind but Norgorber's will, Silent Blade awaits the beginning of the Millennial Contest.


Here is my submission: Tayanalla Sorcerer9/Paladin9/Archmage3 - mortal herald of Iomedae.

Background:
Tayanalla – Angel of Iomedae

Tayanalla was orphaned at the age of two but was taken in and raised by warrior-nuns at the convent of the Order of Her Holy Light.

She is descended from a bloodline touched by the Celestials at some point in the distant past and the Sisters found arcane tutors to train her in sorcery while they taught her martial skills.

It seemed as if her legend wound end before it even started as she was struck down by an ogres club while defending the gates at the siege of Carrenhall, but the Light of the Sword directly intervened and she was spontaneaously ressurected upon the field of battle. She rallied the forces of good and led the charge that broke the evil invaders morale. (first Mythic trial and received the mantle of Iomedae's mortal herald).

Years later, she led the forces that clashed with evil at the battle of Tarnhold. The tiefling warlord Arkus had marched on Tarnhold, pledging to tear down the Iomedae's cathedral and despoil the holy relics held within. Outside the town walls she faced down against Arkus and her golden sword wreathed in flames she dueled with the corrupted bandit leader until she struck him down. Meanwhile, her soldiers fended off the bandit warlord's minions and prevented the destruction of Iomedae's relics. (second mythic trial)

Her interference has attracted the attention of dark powers who seek to tear down the Lady's mortal herald. Last year, the demon Kannarchus, a vrock assassin ambushed Tayanalla and sought to strike her down to gain the favor of the lords of the abyss. Taya weathered the demon's initial assault and rose to battle the demon in the skies. Wreathed in flames and bearing a gleaming sword imbued with the goddess's holy might, Tayanalla exchanged blows with the demon until she smote him down and banished him back to the abyss. (third mythic trial)

Description:
A tall blonde human woman of striking presence. Taya wearing gleaming white vestments over the light coat of golden chainmail that protects her from harm. A golden swordhilt rides in a scabbard at her waist and black leather quiver covered in silver runes rides over her right shoulder.
In battle, a majestic pair of feathered eagle wings sprout from her back to carry her into the sky.

Crunch:
Tayanalla – Angel of Iomedae
Human paladin 9/sorcerer 9/gestalt 9/Archmage 3
LG Medium humanoid (human)
Init +5; Senses Perception +10
Aura courage (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 24 (+9 armor, +2 deflection, +2 Dex, +1 dodge, +1 insight, +2 natural)
hp 115 (9d10+45)
Fort +16, Ref +12, Will +15
Defensive Abilities hard to kill; Immune charm, disease, fear; Resist acid 10, cold 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . +1 keen longsword +14/+9 (1d8+7/17-20) or
. . dagger +13/+8 (1d4+4/19-20) or
. . gauntlet (from armor) +13/+8 (1d3+4) or
. . longsword +13/+8 (1d8+4/19-20) or
. . unarmed strike +13/+8 (1d3+4 nonlethal)
Ranged +1 composite longbow +12/+7 (1d8+5/×3) or
. . longbow +11/+6 (1d8/×3)
Special Attacks channel positive energy 4/day (DC 19, 5d6), mythic power (9/day, surge +1d6), smite evil 3/day (+5 attack and AC, +9 damage)
Bloodline Spell-Like Abilities (CL 9th; concentration +14)
. . 8/day—heavenly fire (1d4+4 divine energy)
Paladin Spell-Like Abilities (CL 9th; concentration +14)
. . At will—detect evil
Sorcerer Spells Known (CL 9th; concentration +14)
. . 4th (5/day)—fire shield, remove curse, stoneskin[M]
. . 3rd (7/day)—dispel magic, haste[M], heroism[M], magic circle against evil
. . 2nd (7/day)—false life, glitterdust (DC 17), mirror image, resist energy, scorching ray
. . 1st (8/day)—bless, expeditious retreat, feather fall, mage armor, magic missile, shield
. . 0 (at will)—detect magic, light, mage hand, mending, message, prestidigitation, read magic, resistance
. . Bloodline Celestial
Paladin Spells Prepared (CL 6th; concentration +11)
. . 2nd—bull's strength, resist energy
. . 1st—bless weapon, divine favor (2), lesser restoration
. . M mythic spell
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 17, Int 15, Wis 15, Cha 20
Base Atk +9; CMB +13; CMD 29
Feats Arcane Armor Training[M], Arcane Strike, Dodge, Eschew Materials, Flyby Attack, Mobility, Power Attack[M], Vital Strike[M]
Skills Diplomacy +9, Fly +12, Handle Animal +9, Heal +10, Intimidate +9, Knowledge (arcana) +9, Knowledge (local) +3, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +10, Ride +4, Sense Motive +8, Spellcraft +6, Use Magic Device +12
Languages Celestial, Common, Elven
SQ amazing initiative, arcane surge[MA], bloodline arcana (summoned creatures gain DR 4/evil), divine bond (weapon +2, 2/day), extra mythic feat[MA], lay on hands 9/day (4d6), mercies (diseased, poisoned, staggered), mortal herald, mythic spellcasting[MA], recuperation, wings of heaven (9 minutes/day)

Combat Gear
pearl of power (1st level) (2)
wand of cure light wounds (50 charges)
wand of cure light wounds (50 charges)
Other Gear
celestial armor
+1 composite longbow (+4 Str)
+1 keen longsword
amulet of natural armor +2
belt of mighty constitution +2
cloak of resistance +2
dusty rose prism ioun stone
efficient quiver
headband of alluring charisma +2
ring of protection +2
silver holy symbol of Iomedae,arrows (60), dagger, longbow, longsword, 65 gp
granite and diamond dust (worth 250 gp) (x12)
--------------------
Special Abilities
--------------------

Mythic:
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Mortal Herald (Iomedae, Glory) (Sp) Spend 1 power to cast spell from domain lower than your tier as spell-like ability.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

Feats:
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flyby Attack You can take a standard action during your move action while flying.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.

Paladin:
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Heavenly Fire (1d4+4 divine energy, 8/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Paladin Channel Positive Energy 5d6 (4/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (3/day) (Su) +5 to hit, +9 to damage, +5 deflection bonus to AC when used.

Sorcerer:
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 4/evil (doesn't stack with other DR).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Wings of Heaven (9 minutes/day) (Su) Can sprout wings and gain a 60' Fly speed with good maneuverability.


Here's my WIP submission, Tam. Story forthcoming.
Tam Devlin. Fighter9/Sorc9. Nethys


I guess I can expand on Thokk's appearance and social description.
Appearance.
It is a mountain for iron and spikes. Only a pair of red eyes emerges from the 7' spiked armor creature, his mithral armor showing signs that function, and not appearance, is what matters for his owner, as you can see also from his Greatsword.
Social description.
Power, competition, and survival. Thokk only respects power, always looks for competition (and not only the martial kind), and he values survival as something very important (he is not suicidal).
He values freedom highly, and won't like society constraints, like law, manners or customs, even if he is not really a bad person, not a sociopath.
In fact, after a couple of beers and a pulse match, he can be as good companion as anyone.

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