Clebsch GM Wrath of the Righteous Adventure Path (Inactive)

Game Master Clebsch73

The Sword of Valor relic reclaimed and the demonic forces on the defensive, Queen Galfrey orders six heroes of Drezen to explore the Worldwound near the citadel for pockets of resistance and information on what the demons may be planning.

Greengates Map

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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Standart wealth for level 10


alright we’ll try this again

HP 2: 2d12 ⇒ (2, 1) = 3 reroll
HP 3: 2d12 ⇒ (3, 12) = 15 12
HP 4: 2d12 ⇒ (4, 3) = 7 reroll
HP 5: 2d12 ⇒ (6, 2) = 8 6
HP 6: 2d12 ⇒ (12, 2) = 14 12
HP 7: 2d12 ⇒ (11, 12) = 23 12
HP 8: 2d12 ⇒ (10, 4) = 14 10
HP 9: 2d12 ⇒ (4, 7) = 11 7
HP 10: 2d12 ⇒ (1, 1) = 2 reroll

Reroll 1: 2d12 ⇒ (11, 11) = 22 11
Reroll 2: 2d12 ⇒ (4, 6) = 10 6
Reroll 3: 2d12 ⇒ (11, 6) = 17 11

so that’s 87 plus Con and FCB


Are background skills up, and when do you hope to close recruitment by, again?

Dark Archive

Violant wrote:
Are background skills up, and when do you hope to close recruitment by, again?

They are. All current characters have background skills on their sheets.


Alright. That should be the crunch on this disaster done. Will add fluff later, the urge to reuse the Iblydan was too high since it involves mythic shenanigans. Mechanically she's built to avoid things like Chaos hammer and Unholy Blight without the need for spells, as well as to be a healbot using Divine Source without the need to worship a god with the Healing Domain. She can also offensively channel away against demons.

Fluff-wise, I'd imagine only the first mythic tier would be related to Iblydos at all, myth-speaking and all that. The other tiers would presumably be through the Desna-method you described earlier on in the thread. She'd probably be voluntold to help with the Worldwound as well.

Hope a weird method of ascension is okay, ha.

Grand Lodge

level 1: 2d8 ⇒ (6, 4) = 106
level 2: 2d8 ⇒ (8, 7) = 158
level 3: 2d8 ⇒ (6, 3) = 96
level 4: 2d8 ⇒ (1, 8) = 98
level 5: 2d8 ⇒ (7, 8) = 158
level 6: 2d8 ⇒ (7, 6) = 137
level 7: 2d8 ⇒ (8, 6) = 148
level 8: 2d8 ⇒ (6, 4) = 106
level 9: 2d8 ⇒ (6, 5) = 116
level 10: 2d8 ⇒ (1, 4) = 54

Dark Archive

Xotikeidēs "Xoti" wrote:

Alright. That should be the crunch on this disaster done. Will add fluff later, the urge to reuse the Iblydan was too high since it involves mythic shenanigans. Mechanically she's built to avoid things like Chaos hammer and Unholy Blight without the need for spells, as well as to be a healbot using Divine Source without the need to worship a god with the Healing Domain. She can also offensively channel away against demons.

Fluff-wise, I'd imagine only the first mythic tier would be related to Iblydos at all, myth-speaking and all that. The other tiers would presumably be through the Desna-method you described earlier on in the thread. She'd probably be voluntold to help with the Worldwound as well.

Hope a weird method of ascension is okay, ha.

If you'd allow a suggestion...

Suggestion:
I believe you could downgrade your amulet of natural armor to +1 (saving you 6,000gp) and instead take a +2 buckler (costs 4,155gp). This will save you gold and net you +2 to AC. If worried about carried weight, drop the crossbow as 1d8 at this point will not even pierce DR on a high roll.


Sir Longears wrote:
Xotikeidēs "Xoti" wrote:

Alright. That should be the crunch on this disaster done. Will add fluff later, the urge to reuse the Iblydan was too high since it involves mythic shenanigans. Mechanically she's built to avoid things like Chaos hammer and Unholy Blight without the need for spells, as well as to be a healbot using Divine Source without the need to worship a god with the Healing Domain. She can also offensively channel away against demons.

Fluff-wise, I'd imagine only the first mythic tier would be related to Iblydos at all, myth-speaking and all that. The other tiers would presumably be through the Desna-method you described earlier on in the thread. She'd probably be voluntold to help with the Worldwound as well.

Hope a weird method of ascension is okay, ha.

If you'd allow a suggestion...

** spoiler omitted **

I was initially on the fence about this suggestion, but then I remembered due to offensive channeling being something she can do: this is worth it, even for the -1 to AC when it's lowerd after spells with Somatic components. I'll adjust that shortly, and work on the fluff tomorrow. (I have a Pact Witch with a mithral buckler, and it's weird having to keep track of whether a spell uses somatic or not!)


Alright, character sheet updated to include the buckler... though that does mean I have to keep track of 4 AC values (whether or not she's wearing the backpack, and whether or not she has the buckler raised).


I'd initially rolled d8s for a Magus, but I'm leaning toward unMonk now, so I need to reroll HPs.

HP:

2 2d10 ⇒ (1, 9) = 10 9
3 2d10 ⇒ (8, 10) = 18 10
4 2d10 ⇒ (4, 5) = 9
5 2d10 ⇒ (8, 3) = 11 8
6 2d10 ⇒ (10, 1) = 11 10
7 2d10 ⇒ (4, 4) = 8
8 2d10 ⇒ (3, 7) = 10 7
9 2d10 ⇒ (2, 5) = 7
10 2d10 ⇒ (7, 10) = 17 10

rerolls
3d10 ⇒ (4, 7, 10) = 21 7, 10
re-reroll
1d10 ⇒ 1
re-reroll
1d10 ⇒ 8 8


Statistic Roll #1: 4d6 ⇒ (4, 2, 2, 5) = 13 - 11
Statistic Roll #2: 4d6 ⇒ (4, 5, 5, 3) = 17 - 14
Statistic Roll #3: 4d6 ⇒ (6, 5, 5, 6) = 22 - 17
Statistic Roll #4: 4d6 ⇒ (2, 6, 1, 3) = 12 - 11
Statistic Roll #5: 4d6 ⇒ (6, 5, 6, 5) = 22 - 17
Statistic Roll #6: 4d6 ⇒ (4, 6, 4, 5) = 19 - 15

Either the character creation rules are a bit scattered all over or I'm missing a summary post. I think the general nature is:

* level 10, mythic 4 (with some disarmaments)
* +2 skills for classes with base 2 skills & not int-based
* elephant in the room & background skills

Is there anything I'm missing?

Dark Archive

That is it. Normal wealth by level and for HP you roll two of the appropriate dice, pick the highest, and if both are under the average you roll again.


You got it. Happy creating!


I am both generous, and dont hesitiat to throw CR18 demons at a level 10 party :)

Grand Lodge

Im working on my crunch but Rat King and Ace will be ready and hopefully fun to play


Should get Illo's sheet done by today. As for the campaign traits do they have to be tied in with what mythic tier you take (i.e. Chance Encounter is what I would pick but the associated tier is Trickster, not Champion)


They dont!


Thank you.

I said it might get done today but I think I overestimated that. Still trying to wrap my head around the mythic system, and idk when you’ll close recruitment but if I can’t finish by then, then I’ll gladly step out.


You have definitly until the end of tomorow :).


I'm currently finishing up equipment and will be completely done sometime today.


Will try to get some fluff done by tomorrow.

EDIT: Going to work on it today, most likely, given some of your messages.


Alright. Added some amount of fluff. I misread the lore on myth-speaking, it only grants access to a few mythic abilities. It doesn't actually grant you a mythic tier. So, all 4 tiers will have to be through the Desnan method. Either way, have the nerve-wracked Greek healer.

Left most of the actual mythic stuff blank, since I hope to go with the Chosen of Desna route for what actually got her to Mythic Tier 4. Was fun making a character for this!


Okay, crunch is done. Hopefully. Gonna get me something to eat then type up her backstory and appearance.

What I'm going for is a true berserker-someone who can run in, hit devastatingly hard, and eat as much damage as she can take.

EDIT: Background is done! Will probably need to edit to include how she got into the mythic tiers, but it will definitely have something to do with Desna.


This is Ouachitonian's submission. He's built for mobility more than anything. Ridiculous speed, Fleet Warrior allows him to pounce at will, Abundant step means that even a canyon or lake between him and the target won't stop him. I'm working on the Dimensional feats to go with that. AC and unarmed strike damage aren't exceptional, but they're pretty good. Also, between being an elf, Breadth of Experience, and the Perfect Scholar archetype, he knows a ton of stuff. Lots of skill points in general, but especially knowledges (his lowest is +14). I took the Nahyndrian crystal background, which also explains Dual Path: Archmage. He can't cast any spells, but he's begun to develop SLAs (like abundant step), which he's confused about. He has a Legendary Item AoMF that will grant more and more SLAs over time, and which speaks to him in the voice of one of his long-dead masters (he has no idea if the man's soul is somehow trapped inside, if he's hallucinating, or what). All in all, he's perhaps a bit of a Jack-of-all-trades, not as damage- or HP-focused as most martials, but with lots of utility.


HP Rolls:

HP: 2d8 ⇒ (4, 3) = 7
HP1: 2d8 - 5 ⇒ (5, 5) - 5 = 5
HP2: 2d8 - 5 ⇒ (5, 7) - 5 = 7
HP3: 2d8 - 4 ⇒ (4, 7) - 4 = 7
HP4: 2d8 - 5 ⇒ (7, 5) - 5 = 7
HP5: 2d8 - 5 ⇒ (5, 6) - 5 = 6
HP6: 2d8 - 2 ⇒ (7, 2) - 2 = 7
HP7: 2d8 - 3 ⇒ (3, 8) - 3 = 8
HP8: 2d8 - 2 ⇒ (7, 2) - 2 = 7
HP: 2d8 ⇒ (1, 4) = 5
HP9: 2d8 - 3 ⇒ (3, 7) - 3 = 7


Here is my submission Kevin. He is a paladin that is using crits and power attack for damage.

HP Rolls::

2: 2d10 ⇒ (8, 8) = 16 8
3: 2d10 ⇒ (8, 9) = 17 9
4: 2d10 ⇒ (6, 8) = 14 8
5: 2d10 ⇒ (1, 8) = 9 8
6: 2d10 ⇒ (1, 3) = 4 Re-roll 9
7: 2d10 ⇒ (8, 8) = 16 8
8: 2d10 ⇒ (7, 1) = 8 7
9: 2d10 ⇒ (1, 1) = 2 Re-roll 9
10: 2d10 ⇒ (3, 3) = 6 Re-roll 6

Re 6: 2d10 ⇒ (4, 3) = 7 Re-roll
Re 9: 2d10 ⇒ (9, 6) = 15 9
Re10: 2d10 ⇒ (4, 4) = 8 Re-roll

Re 6: 2d10 ⇒ (4, 9) = 139
Re10: 2d10 ⇒ (6, 6) = 126

Grand Lodge

Should be done with in the next 4 hours if I am lucky


Preliminary outline


It sounds like I may be short on time for fine polishing, but I think I have things mostly pulled together.

Tessaviri Cervallin is an elven divine hunter of Iomedae following the champion mythic path and has a wolf animal companion. I have some starting gold left over, as I'd want to confirm some things with the GM if chosen.

Backstory:
Tessaviri was still a young child when the Worldwound opened, living in the borders of a forest in Sarkoris. She managed to flee while her father, brother and sisters lost their lives in the ensuing battles. Harried by demons as she fled, Tessaviri was rescued by a Kellid ranger named Krangu.

She has lived several human lives since then, always on the borders of the war with the Worldwound. When Krangu died, she was taken in by the Church of Iomedae for a time, then later went to serve the noble family of Cervallin. When Queen Galfrey called for a new crusade following the attack on Kenabres, Tessaviri was old enough to join and took up her sword. While travelling to the front lines, she called out to the wilds for assistance and was joined by a wolf she named Karogo.

I'm short on time to write it out, but the Nahyndrian Elixirs explanation for Tessaviri's mythic tiers would work well.

Stats:
Statistics: Strength 17, Dexterity 22, Constitution 14, Intelligence 14, Wisdom 17, Charisma 11
Original Roll Assignments: Str 15, Dex 17 +2 racial, Constitution 14 -2 racial, Intelligence 11 +2 racial, Wisdom 17, Charisma 11
Post-Creation Bonuses: Strength +2 +2 mythic 4, Dexterity +1 level 4 +2 mythic 2, Constitution: +2 enhanced ability, Intelligence +1 level 8

Level 10 Divine Hunter (Archon Domain)
Tier 4 Champion

Hit Points: +71 hunter +20 constitution +20 mythic +2 favored class bonus = 113
Saving Throws: Fortitude +11, Reflex: +13, Will: +8 (mythic reroll)
Armor Class: +10 base +6 dexterity +6 armor = 22 ac, 16 touch, 16 flat-footed, 26 cmd

Equipment:
+1 Adaptive Evil Outsider Bane Composite Longbow (9400)
+2 mithral chain shirt (5100)
cloak of resistance +3 (9000)
+1 cold iron longsword (5315)

Feats:
Level 1: Iron Will
Hunter 2: Precise Shot
Level 3: Great Fortitude
Level 5: Weapon Focus (Composite Longbow)
Level 7: Rapid Shot
Level 9: Extend Spell
Mythic 1: Mythic Rapid Shot
Mythic 3: Mythic Iron Will

Mythic Path Abilities:
Tier 1 (Champion): Armor Master (Light)
Tier 2 (Universal): Mythic Spellcasting
Tier 3 (Champion): Precision
Tier 4 (Universal): Enhanced Ability (Constitution)

Spells Known (5/5/4/2 plus domain & summon nature's ally)
Level 1: Blend, Cure Light Wounds, Delay Poison, Faerie Fire, Resist Energy plus Divine Favor & Summon Nature's Ally I
Level 2: Barkskin, Lesser Restoration, Reduce Animal, Owl's Wisdom, Spider Climb plus Align Weapon (good) & Summon Nature's Ally II
Level 3: Daylight, Greater Magic Fang, Life Bubble, Named Bullet plus Prayer & Summon Nature's Ally III
Level 4: Air Walk, Animal Growth & Summon Nature's Ally IV

Mythic Spells:
Tier 1: Divine Favor
Tier 2: Barkskin
Tier 3: Greater Magic Fang
Tier 4: Prayer

Favored Class Bonuses:
Levels 1-8: Elven Hunter bonus (+4 critical confirmation with longbows)
Levels 9-10: hit points

Animal Companion Statistics:
Statistics: Strength 24, Dexterity 16, Constition 20, Intelligence 3, Wisdom 12, Charisma 6
Starting Statistics: Strength 13, Dexterity 15, Constititon 15, Intelligence 2, Wisdom 12, Charisma 6
After Size Increase: Strength 21, Dexterity 13, Constition 19, Intelligence 2, Wisdom 12, Charisma 6
After Druid Table Bonuses: Strength 24, Dexterity 16, Constitution 19, Intelligence 2, Wisdom 12, Charisma 6
Level Bonuses: +1 Intelligence (Level 4), +1 Constition (Level 8)

Celestial Wolf (from the Divine Hunter archetype) with 9 HD

* statistics below do not include animal focus
Hit Points: +61 animal +45 constitution +9 toughness = 115
Saving Throws: Fortitude +11, Reflex +9, Will +6
Attack: +13/+8 bite (1d8+10 & trip)
Armor Class: +10 base +1 dodge +6 armor +10 natural armor -1 size = AC 29, touch 13, flat-footed 25, 28 cmd

Equipment:
+2 large mithral chain shirt barding (8100)

Feats:
Level 1: Dodge
Level 3: Weapon Focus (Bite)
Level 5: Toughness
Level 7: Spring Attack
Level 9: Iron Will

HP Rolls:
Planning a Hunter. I'll roll HP for the animal companion the same way just in case that's how we want it to work.

HP Rolls:
Hunter level 2: 2d8 ⇒ (2, 6) = 8 - 6
Hunter level 3: 2d8 ⇒ (8, 5) = 13 - 8
Hunter level 4: 2d8 ⇒ (1, 1) = 2 - reroll
Hunter level 5: 2d8 ⇒ (2, 7) = 9 - 7
Hunter level 6: 2d8 ⇒ (2, 8) = 10 - 8
Hunter level 7: 2d8 ⇒ (1, 7) = 8 - 7
Hunter level 8: 2d8 ⇒ (5, 7) = 12 - 7
Hunter level 9: 2d8 ⇒ (7, 4) = 11 - 7
Hunter level 10: 2d8 ⇒ (7, 1) = 8 - 7

Companion HD 2: 2d8 ⇒ (2, 6) = 8 - 6
Companion HD 3: 2d8 ⇒ (1, 3) = 4 - reroll
Companion HD 4: 2d8 ⇒ (7, 4) = 11 - 7
Companion HD 5: 2d8 ⇒ (6, 8) = 14 - 8
Companion HD 6: 2d8 ⇒ (4, 1) = 5 - 4
Companion HD 7: 2d8 ⇒ (8, 6) = 14 - 8
Companion HD 8: 2d8 ⇒ (7, 4) = 11 - 7
Companion HD 9: 2d8 ⇒ (8, 6) = 14 - 8

Hunter 4 Reroll: 2d8 ⇒ (4, 6) = 10 - 6
Companion 3 Reroll: 2d8 ⇒ (5, 5) = 10 - 5

Hunter has base 71 hp
Animal Companion has base 61 hp


I usually take HP to make my casters less squishy, but looking at the Alt FCB for Tiefling Clerics... it might be worth it for this campaign. Might change a few things around as well, possibly replacing As Foretold with a Hierophant Ability related to healing since I seem to have overlooked that.


Regardless... hope it's okay for Touch of Divinity to either not be actual divinity, or a god the character worships but spellcasting isn't granted from. I'll probably put more in there about her worship of Desna, but I don't know the full details of the Strange Aeons events to actually... grasp the Chosen of Desna mythic material you posted.


Hum... is there a specific date when this recruitment ends?


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Have your things finalized this sunday

Dark Archive

Ok, so here is my rolls for HPs

Rolls:

Level 2: 2d10 ⇒ (5, 6) = 11 6
Level 3: 2d10 ⇒ (2, 6) = 8 6
Level 4: 2d10 ⇒ (9, 2) = 11 9
Level 5: 2d10 ⇒ (4, 3) = 7 Reroll
Level 6: 2d10 ⇒ (3, 7) = 10 7
Level 7: 2d10 ⇒ (9, 2) = 11 9
Level 8: 2d10 ⇒ (1, 8) = 9 8
Level 9: 2d10 ⇒ (1, 5) = 6 5
Level 10: 2d10 ⇒ (10, 8) = 18 10

Level 5 Reroll: 2d10 ⇒ (5, 5) = 10 5

So with d10 Hit Dice I have 6, 6, 9, 5, 7, 9, 8, 5, 10 for a total of 75 before static bonuses.

Stats Block:
Name: Malinor
-------------------
Male Human Abyssal Bloodrager (Primalist) 10/ Mythic Guardian 4
CG Medium humanoid (Human)
Init -3 ; Senses Perception +
--------------------
Defense
--------------------
AC 18, touch 8, flat-footed 17 (+10 armor, -3 Dex, +1 Dodge)
hp: 135 (10d10 + 40 Con +10 FC +10 Toughness) Rolls= 6, 6, 9, 5, 7, 9, 8, 5, 10
Fort +14, Ref +3, Will +7 (+2 while Bloodraging)
Defensive Abilities: DR 2/- (DR 4/- while Raging), Fast Healing, Affliction Resistance, Absorb Blow
--------------------
Offense
--------------------
Speed: 30 (40) Ft
Melee: +1 Holy Evil Outsider Bane Falchion +16/11 (2d4+7; 15+ x2)
Or Bloodraging attacks: +1 Holy Evil Outsider Bane Falchion +18/13 (2d4+10; 15+ x2) and
Gore +12 (d8+2; x2) and Bite +12 (d4+2; x2)
Ranged: MW Composite longbow (+5 str) +8 / +3 (d8+4; x3)
Special Attacks: Rage 25/25, Claws, Bloodrage, Gore, Bite
Spells (CL 10; Concentration +12)
Level 1 (3/3): [5] Endure Elements, Feather Fall, Protection from Evil, Ray of Enfeeblement (B), Shield, Spiked Armor
Level 2 (2/2): [4] Bull’s Strength (B), False Life, Glitterdust, Mirror Image, See Invisibility,
Level 3 (1/1): [3] Fly, Heroism, Vampiric Touch
--------------------
Statistics
--------------------
Str 18 (20), Dex 4, Con 16 (18) (15 +1 lvl 4), Int 9, Wis 10, Cha 14 (11 +1 Lvl 8, +2 Human)
Base Atk +10 ; CMB +15; CMD 22
Racial Abilities:
Skilled: +1 skill per level
Class Abilities:

Bloodline (Abyssal): Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces. The list of bloodline mutations can be found here. Source: PZO9468
At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements.
This ability alters the bloodline class feature.
Bloodline Power:
-Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
-Lesser Fiend Totem : Benefit: While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack).
-Animal Fury: Benefit: While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian’s full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian’s Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
-Increased Damage Reduction x2: Benefit: The barbarian’s damage reduction increases by 1/—. This increase is always active while the barbarian is raging.
Special: A barbarian can select this rage power up to three times. Its effects stack.
Bloodrage: The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Uncanny Dodge: At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Blood Sanctuary: At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Blood Casting: At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Improved Uncanny Dodge: At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
Bloodline Spell:
Damage Reduction 2/-: At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.

Traits
Child of the Crusades: Benefit Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Indomitable Faith: +1 to Will Saves

Mythic Abilities:
Absorb Blow: As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Armored Might: You treat the armor bonus from your armor as 50% higher than normal, to maximum increase of half your tier (minimum 1). For example, if you are 4th tier and wearing +2 breastplate, you treat the armor’s +6 armor bonus as +8 (50% of +6 is +3, limited to +2 by half your tier).
Fast Healing: As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.
Affliction Resistance: Your body is honed to fight off even the most virulent illnesses. Whenever you succeed at a saving a throw against a disease or poison, you become immune to that disease or poison for a number of hours equal to half your tier. If you are affected by the disease or poison and succeed at a saving throw to cure it, you automatically cure yourself of the affliction (even if it would normally require more than one saving throw to cure), and you become immune to it for a number of hours equal to half your tier.

Feats:
Eschew Materials:
Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Weapon Focus (Falchion):
Dodge: +1 AC
Toughness: +1 HP per level
Cleave: Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Great Cleave:Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Improved Critical (Falchion):

Skills: Acrobatics +10 [10], Climb +12 [5], Knowledge: Arcana +9 [5], Linguistics +5 [1], Perception +13 [10], Spellcraft +9 [5], Survival+7 [4]

Languages: Common, Abyssal

Combat Gear: +1 Holy Evil Outsider Bane Falchion (32,375), Spiked Gauntlet (5 gp), MW Composite Longbow (+5 str) (800 gp), +2 Agile Breastplate (4550) , Eyes of the Eagle (2500 gp), Belt of Physical Mighty [Str/Dex] +2 (10,000 gp), Handy Haversack (2000 gp), +3 Cloak of Protection (9000 gp), 60 Durable Arrows (60 gp)
Gold: 690 Silver: 4 Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp

Total Weight lbs lbs light or less/ medium / heavy

Backstory:

Malinor is a Child of the Crusades. His parents and their parents before them had all joined in to defend the world from the Abyssal forces that lurked just over the horizon. Malinor was training to join the crusade as well when the attack came. Malinor was injured in the destruction of the city and awoke to find himself imprisoned by the alchemist Mustafen who had captured him or purchased him from the Abyssal forces while he was unable to defend himself. Mustafen began experimenting on him and found that Malinor had latent magical abilities. Malinor often heard him musing through the pain about whether his families fights against the Abyss had caused the power of the Abyss to seep into the pure human bloodline or if there was in fact Abyssal blood somewhere far enough back in Malinor’s family history. Mustafen discovered that if he caused pain to the point that Malinor would grow angry and begin thrashing that the human would begin to grow a demonic appearance and magical abilities.

With the discovery that rage would fuel a demonic change in Malinor, the foul alchemist began adding new experiments with the Nahyndrian Elixers. The pain of the elixirs almost burned the very essence of Malinor’s soul but as the pain hit him he refused to bend beneath it and in a surge of power he ripped through space and found himself in the shattered remains of his family's old home. Malinor stumbled out of the home and swore to find and avenge himself on Mustafen and the cruel man’s ally Lilitu Minagho.


Have Most of the crunch and Ill whip up a nice background.

But My Ratfolk rogue is more a sniper/Scout with a well trained Rat Familiar who can disable devices just as well as he can.

As for damage, he doesnt do alot of it unless he gets sneak attack


Selections are ongoing, finish what you can!

Grand Lodge

King's Background:
King grew up far underground. His Clan the Burroughers were heartily plumbimg long forgotten Dwarven ruins, feeding off subterrean fish and fungus. Around 5 years his people mived Drow slavers came running off the clan. For fice years his clan made it to the surface. Unfortunately it was into the demonic held lands of the Worldwound.

King at the time was seperated from his immediate family,but was rescued by a different group. This group calling themselves the Redfoots (due to bloody feet from jagged earth) moved into the lands of Mendev along the border of Numeria. The Redfoot started a hearty business of trade between Numeria and Mendev.

On ome of these trips King learned to train rats. One such rat was Ace. King trained Ace how to do tricks to the point they somehow forged a bond beyond mere pet and master. They pair would entertain everyone, working the crowds with stories, dances, and obstacles.

At 14 Though the Redfoots had to run from Bandits and found themselves in the World Wound. King hated this place as the memories of the strange woman from the Red foot clan leading him past the demonic cultists and how close he was to death.

This time though vrock found them. Half the caravan was killed. King was kidnapped with four others. For two years King was tortured, with injections, surgeries and special visits by demons. All to further improve the demonic hordes. Sometime during these experiments he withered away bound.

The side effect of these horrenious endeavors was a spark. Something within him fortified him. All the other ratfolk perished.He remained. He was unique, he was different. In fact Ace along woth other rats slithered in and finally freed him after two years.

Also around this time some crusaders came in. King with Ace his general lead rats in the place meeting the crusaders. Thankfully King managed to talk to these soldiers, and he then lead them back through the areas he had avoided and cleaned out this lab.

King returned to Memdev with the crusaders. He changed his name to King and toom up being an entertainer. Despite it all he managed to build up his strength with magic and training.

Though not a typical Crusader King will join groups as a scout. His rapport with rats and his unnatural abilities in stelath have earned him the Moniker of Emperor of Rats as well as the Rat King.

King when not out aiding crusaders or entertaining the masses for coins, he avoids the powers at be who wish to exaime him. He does not want to be tortured or experimented again. Whatever process made him unlock the strange unnatural abilites, he wishes to jot relive those abhorrent years of captivity again.

Grand Lodge

I think aside from simple equipment its ready

I just have to put on all his clothing.

But King and his trust Rat Ace are ready to slay Demons and free the captives!!!


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I brushed up my earlier submission for Tessaviri Cervallin, and the character can more properly be found here as Tessaviri Cervallin.

I've played just a little bit of this AP in PbP before, far short of where this campaign is. I've also played the Owlcats computer game version most of the way through.


So ujust uncase King and Ace was finished yesterday.


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Overview of submissions:

King and Ace: Utility; Skill monkey, glass cannon

Tessaviri: Ranged martial; has a pet that can tank a bit

Malinor: Melee martial, glass cannon

Sorak: Melee martial, not a glass cannon

Xoti: Cleric Channel specialist, a bit hard to make the background work

Kevin: Frontline Paladin. Issue is we already got one.

Shealtiels: Sneaky front liner, hits reasonably hard, has a useful suite of defensive abilities

Ilo: Martial frontliner, hits reasonable hard, not as glass cannony

Wyniess: Ranged DPR, background is pretty good.

So: Sorak and Wynies, please report to discussion, everyone else, thanks for the submissions

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