SECTION 4: INTO THE CITADEL
After arriving in Drezen, the heroes lead their army against the demons and cultists arrayed in the city, ultimately laying siege to Citadel Drezen.
->Kyra's Killer Loot Tracker<- STRATEGIC MAP OVERVIEW OF DREZEN]RUINS OF DREZEN--ENEMY POSITIONS PHASE 5[/URL]
COMBAT MAP
Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)
Arthas also remains invisible ready to strike and sunder the chain if things go south.
He called out before chanting the words to a spell. A bright flash of holy light burst upon the demonic auroch south of him. He hoped that Alorah's summoned elemental would be able to finish it off.
Holy Smite WIll save DC 17:3d8 ⇒ (8, 8, 2) = 18 If evil, also blinded for 1 round unless the will save is made
or
Holy Smite Will save DC 17:7d6 ⇒ (3, 5, 3, 5, 1, 5, 5) = 27 If evil outsider, also blinded for 1 round unless the will save is made
The demons shrieks a warning before jumping down right near Thrall.
Kelden cast a spell and a holy light burst over the SW Demonic Auroch, causing it to shriek as it is blinded and staggering about.
You can see other demon's heads pop out of embrasures, trying to see what the commotion is about.
Sapphira and Taedric are able to see several demons come out onto the bridge, turning around and around looking to see who's attacking, but not threatening yet.
Taedric quickly starts rushing toward the bridge, readying to run down the demons on the bridge, while drawing on his own innate abilities to create the image of a silver-scaled dragon circling above.
Using innate magic for silent image to make a dragon circling 200 feet up (the range is long, so I can keep the illusion going within 680 feet - which should make for a reasonable circle distance)
AC 21 (T 11, FF 20) | CMB +13, CMD 25 | Init +1 | Speed 50ft | F +13 R +6, W +12 | Perc +11, SM +8, Low-Light Vision
HP 41/84 | SW 6/8 | SA 8/8 | Fervor 6/7 | Channel 0/2 | MP 4/7
With a mere step forward, Thrall gets into range of his big sword. They won't need stealthy tactics anymore, but at least he'll take advantage on his first blow.
Lifting the weapon up high, he puts all his muscle in striking the demon's head, trying to end it quick so as to be able to shatter the chain.
Sorry Grey, Kelden doesnt speak Abyssal and I dont recall if there was mention of trying to bluff through it before hand >.<,
He moves torwards the northen Auroch trusting Alorah and her elemental to handle the southern one. He takes his borrowed lance and sets to hold off the charge of the Auroch... hoping it takes the bait and does so.
Taedric quickly starts rushing toward the bridge, readying to run down the demons on the bridge, while drawing on his own innate abilities to create the image of a silver-scaled dragon circling above.
A silver dragon appears above the bridge, making for a very imposing sight.
With a mere step forward, Thrall gets into range of his big sword. Lifting the weapon up high, he puts all his muscle in striking the demon's head, and he completely severs the demon’s head, which goes rolling to the Aurochs hooves.
As matters spiral out of his hands, Grey draws his kukri as he scrambles towards the nearest of the abbysal beasts. He slips in right next to the beast, which somehow knows you’re coming and turns to face you.
Kelden moves torwards the northen Auroch trusting Alorah and her elemental to handle the southern one. He takes his borrowed lance and sets to hold off the charge of the Auroch... hoping it takes the bait and does so.
(npc) Alorah holds.
Alorah’s large aether elemental swirled around invisibly as it swallowed the aurochs into it’s body. Everyone else can see the Auroch’s slowly lifting off the ground (almost at it’s telekinetic weight limit) as it is punched and gouged by something invisible.
(npc) Arthas holds.
(npc) Sapphira holds.
Alorah’s Auroch, lifting into the air by the aether elemental, bellowed and thrashed about, but is unable to change his situation.
A Nabasu demon jumped down onto the riverbed and walked up to Alorah’s Auroch, wondering what the hell is going on. Then it reached out to the chain and grasped it like he was holding a balloon.
Arthas’ Auroch, seeing Kelden, bellowed a challenge; but then turned and charged up the river away from Kelden! The chain clattered behind it as it took up slack… [Arthas and Kelden may take a reaction at this point, Kelden may use his braced spear against the Nabasu demon]
A Nabasu demon, seeing Kelden, jumps down from the bridge and runs to attack him. (double move)
Thrall’s Aurochs, seeing Thrall cut a demon down, turns to face him, bellowing a challenge.
Grey’s Aurochs, seeing his small stature, decides he’s going to stomp Grey, bellows a challenge and attacks!
Trample vs Grey.
Grey takes 2d8 + 19 ⇒ (6, 1) + 19 = 26 crush damage, RefDC17/half
Trample:
Trample
As a Full-Round Action, a Creature with the trample ability can attempt to Overrun any Creature that is at least one size category smaller than itself. This works just like the Overrun Combat Maneuver, but the trampling Creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of Damage equal to the trampling creature's slam Damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 Penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling Creature and receive a Reflex save to take half Damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling Creature can only deal trampling Damage to each target once per round, no matter how many times its Movement takes it over a target Creature.
The Nabasu demon looking out over Grey’s Aurochs leaned out of the embrasure, trying to see what is happening.
The Nabasu demons on the bridge look up and gawp in horror at the silver Dragon in the sky overhead.
Focusing her divinely enhanced magical power, Alorah calls forth a powerful resonance, filling the air with a loud, ringing noise that hammers away on the length of chain attached to the bridge.
Archmage Arcana: Wild Arcana cast Shatter on link of chain near connection to bridge.
From Shatter spell description: "Alternatively, you can target shatter against a single solid non-magical object, regardless of composition, weighing up to 10 pounds per caster level."
Unless chains are magic in nature the chain links near the bridge should be fully shatterd. Should not break invisibility since no opponent has been targeted
AC 21 (T 11, FF 20) | CMB +13, CMD 25 | Init +1 | Speed 50ft | F +13 R +6, W +12 | Perc +11, SM +8, Low-Light Vision
HP 41/84 | SW 6/8 | SA 8/8 | Fervor 6/7 | Channel 0/2 | MP 4/7
Thrall has seen many similar beasts trample a strong man to death, so he decides he better closes the distance himself instead of letting the auroch gain momentum.
Intelligence:1d20 + 0 ⇒ (6) + 0 = 6(If it matters, the SLA is charisma based?)
Taedric lowers his lance and begins rushing down the bridge, Let's hope this doesn't get pulled down while I'm on it.., releasing the strange power singing in his blood as he closes.... and then burning some of his other, deeper power as the lance strikes.
So, Spirited Charge doubles, Mythic Point to trigger Mounted Marshall doubles, and a lance is double on a charge. That's 3 doubles, so it's x4 damage -- and then +d6 for angelic attacks since he's an evil outsider -- and no penalty to AC from charging
Using the Fiendish Beast's own momentum against it, Grey slips between the the trampling hooves before flipping up & over the broad back, landing kukri first.
Ref save vs Trample damage:1d20 + 11 ⇒ (5) + 11 = 16, Sonova! Wait! I expend a Mythic power for...
Mythic Surge!:1d6 ⇒ 2, for a new total on the Reflex save of 18
Acrobatics to scramble atop the Aurochs:1d20 + 19 ⇒ (20) + 19 = 39, basically, I was going for a standing High Jump, looks like I got about 9' up. Don't know if that gets me up there, but going to assume it does until you tell me different.
So...
Kukri Sneak Attack!:1d20 + 13 ⇒ (2) + 13 = 15, Aurochs is considered flat-footed due to Titan's Bane. With that roll, not sure if it will help...
If that does hit...
Cold Iron Kukri Sneak attack damage:1d3 + 6 + 4d6 ⇒ (1) + 6 + (4, 1, 6, 4) = 22 Slashing/Sneak attack damage.
If the attack does go through, the Aurochs is considered Hampered, all movement speeds halved & incapable of 5' steps until Grey's next turn.
If the Auroch ran the other way and the demon charged at him he would indeed use the lance against the demon if he was able... would the already rolled attack and damage work for you?
They had to stop the Aurochs... that was the only thing that mattered. He dropped the lance and drew out his scimitar He half spun and turned for the Auroch slashing at its side.
Focusing her divinely enhanced magical power, Alorah calls forth a powerful resonance, filling the air with a loud, ringing noise that hammers away on the length of chain attached to the bridge.
The SW chain is explosively shattered at a single link near the bridge support column.
Thrall has seen many similar beasts trample a strong man to death, so he decides he better closes the distance himself instead of letting the auroch gain momentum.
Too fast to see, Thrall is suddenly extracting his sword from the Demonic Aurochs before completely cutting it in half with a roundhouse sweep.
Taedric lowers his lance and begins rushing down the bridge, releasing the strange power singing in his blood as he closes.... and then burning some of his other, deeper power as the lance strikes.
Coming up behind the demon looking up at the dragon in the sky, Taedric runs it completely through in a shower of black blood.
Using the Fiendish Beast's own momentum against it, Grey slips between the the trampling hooves before flipping up & over the broad back, landing kukri first.
The blade sinks deep, and the Aurochs is Hampered, all movement speeds halved & incapable of 5' steps until Grey's next turn.
When the Nabasu demon came up to Kelden, he ran onto Kelden’s braced weapon, taking a moderate amount of damage.
He dropped the lance and drew out his scimitar He half spun and turned for the Auroch slashing at its side, just missing.
The Nabasu lashed out at Kelden’s movement, but slipped in the mud and fell prone in a comical manner.
[npc] Arthas, seeing the demonic Aurochs stampede away and Kelden missing, used a mythic surge to make a sudden attack against a link of the chain as it rapidly clattered behind it.
He dealt 1d10 + 6 + 4 + 1d10 + 6 + 4 + 1 ⇒ (8) + 6 + 4 + (3) + 6 + 4 + 1 = 32 (no dr) damage. He hacked right through a link, severing the chain.
[npc] Sapphira waits, just in case healing is needed.
Kelden and Arthas watched their Auroch's stampede upstream of the riverbed, the severed chain clattering behind it.
Alorah watched her Aurochs die in her Aether Elemental clutches and drop to the ground limply.
Thrall's Aurochs thumps to the ground in two pieces.
Grey's Aurochs gave a screaming 'Mooo!', turned and stumbled it's way downstream until the chain pulled up tight behind it.
ST check:1d20 + 6 ⇒ (4) + 6 = 10
The bridge gave a 'creeek' behind you, but the column holds. This time.
The demons frown as they watch the dragon overhead; perhaps the strange behavior of the dragon (no roaring, just sailing about with fixed wings like a zeppilin) leading them to think it might be an illusion. They start looking around for who might have cast it, and the ones on the bridge realize Taedric is an intruder!
The NE nabasu demon leapt down from the bridge and moved over next to Grey to attack next round.
The NW nabasu moved up behind Kelden to attack!
Claw attack vs Kelden:1d20 + 15 ⇒ (11) + 15 = 26 for a possible 1d6 + 6 ⇒ (2) + 6 = 8 slashing damage.
He grit his teeth and glared at the Nabusu and he shifted to his left as he swung his scimitar high. He was hoping to keep it somewhat focused on him... after all he knew Arthas was going to be able to slip behind it at any moment. He had no doubt the paladin with radiance would make short work of the monster.
AC 21 (T 11, FF 20) | CMB +13, CMD 25 | Init +1 | Speed 50ft | F +13 R +6, W +12 | Perc +11, SM +8, Low-Light Vision
HP 41/84 | SW 6/8 | SA 8/8 | Fervor 6/7 | Channel 0/2 | MP 4/7
Thrall notices one of the aurochs has pulled the chain, and though the bridge has held, this is something that must be addressed urgently. Thanks to his supernatural speed, he rushes forth, sword in both hands and held high, letting it fall upon the mighty beast. He hopes that's enough to, at least, draw its attention so that Grey can finish it.
Taedric looks forward to the next demon, and rushes forward once again, readying his lance. "Let's get 'em, partner" he says to the large wolf beneath him.
Kelden Sunblade grit his teeth and glared at the Nabusu and he shifted to his left as he swung his scimitar high. His slash came down just right to inflict modest damage.
As the Abyssal Beast lumbers to undermine the bridge, Grey redoubles his efforts, striking once more in hope of a killing blow. The kukri hacked right through the base of the Auroch’s skull and the top of the spinal cord, dropping the creature like a puppet with his strings cut.
Thrall rushes forth, sword in both hands and held high, letting it fall upon the mighty beast. Unfortunately his great blow, is too late, as the creature is already dead. Swiftly retargeting, he slashes a deep wound into the curious Nabasu demon.
Taedric looks forward to the next demon, and rushes forward once again, readying his lance
The lance punched into the Nabasu demon, dealing serious damage, and Knave managed to savage a leg and trip him as well. But he is still alive.
(npc) Alorah’s Aether Elemental tears the Nabasu demon into gobbets of bloody rain, spattering to the earth all around her.
(npc) Arthas darted forward and swept the Nabasu demon’s head from his shoulders; it drops where it stands as his head bounded down the riverbed to the East.
(npc) Sapphira watched over the others, acting as a reserve if needed, but otherwise passing.
Nabasu red stood up (drawing AoOs from Taedric and Knave) and lashed out.
Claw attack vs Taedric:1d20 + 15 ⇒ (14) + 15 = 29 for a possible 1d6 + 6 ⇒ (3) + 6 = 9 slashing damage.
Claw attack vs Knave:1d20 + 15 ⇒ (13) + 15 = 28 for a possible 1d6 + 6 ⇒ (4) + 6 = 10 slashing damage.
Nabasu blue stepped forward and leveled its Death Stealing Gaze at Taedric and Knave. DC18 Fort save or gain a negative level.
Nabasu green also stepped forward and leveled its Death Stealing Gaze at Taedric and Knave. DC18 Fort save or gain a negative level.
AC 21 (T 11, FF 20) | CMB +13, CMD 25 | Init +1 | Speed 50ft | F +13 R +6, W +12 | Perc +11, SM +8, Low-Light Vision
HP 41/84 | SW 6/8 | SA 8/8 | Fervor 6/7 | Channel 0/2 | MP 4/7
Thrall nods to Grey, both congratulating him for the kill and assuring they work together against the Nabasu. He steps to one side to create a diversion for Grey, and launches a slash with double intentions - the demon must either take it, or Dodge it and now bite the bait.
Taedric spins and winces as he notes that the demons are closing in, but then smiles, But not quite enough, that one, and sends the wolf rushing to the Northwest, driving his lance into the demon, but continuing the line of charge to keep away from the other demon.
Ok, I got to move exactly 10' before the charge *whew* - and using ride-by to keep going - though I'm hoping to run this one through... so I'll spend a mythic point to 'double' the damage (to x4 from x3)
With the death of the last demonic Aurochs, you have already achieved a strategic victory.
With Taedric playing hit and run between the remaining Nabasu demons on the bridge, Arthas and Thrall coming in from the north end of the bridge, Alorah, her elemental and Kelden air dropping onto the bridge, and Sapphira coming onto the bridge from the south, the outcome is no longer in doubt; you dispatch the remaining Nabasu demons with overpowering force.
As soon as you have cleared the bridge, two companies of paladins charge across the bridge and crash into the demon raised jumble of a barrier (replacing the gates destroyed a century ago) blocking the way into the Drezen citadel itself.
While the armies clashed there, you are summoned to the command tent to give your report to General Irabeth.
After hearing your reports, General Irabeth nodded.
"Well done! With the bridge captured, we have launched an attack against the gate barricade. Once we capture it, we will be able to enter the inner grounds of the fortress, threatening Drezen itself.
The enemy will have to come out and contend with us or face a siege unfavorable to them. Our queen has pulled the bulk of the enemy forces south where she will hold them as long as she can, and the enemy leadership will not be eager to show their failure by requesting reinforcements.
"Your next task," She said, pulling out another map. "Is to infiltrate the fortress on the Northeast side, here, where there is a break in the fortress walls that is under repair. While we battle the enemy at the gates and on the inner courtyard, you will slip in and destroy the enemy leadership."
Here she paused, looking into the distance.
"Mind you, I would love to lay hands on that dwarf who betrayed the citadel in the first place, Staunton Vhane, but I will understand if he makes it impossible."
She smiled at you.
"In short, well done! We need this done quickly, but I feel you probably need to rest first. If you would like to clean up first, Lord Sir Sosiel has a spell which should reduce the amount of sleep needed to two hours. Rest well!" She said, before settling her helm on her head and striding out to lead the engagement.
Do you accept the sleep aid offered by Lord Sir Sosiel?
With a smile, Lord Sir Sosiel gestured a blessing of Shelyn, ushered you to a cluster of bunks arranged head to head in a spiral, and cast an exotic spell you probably never heard of before.
With the gentle tinkling of his ringed glaive, you fall into a sleep of wonderful dreams.
When you awake, you are refreshed entirely. Your armor and clothing have been laundered and a hot meal arranged.
You do your usual morning activities, eat, dress, pray/memorize spells, and then start to gather supplies for your secret foray into Drezen itself, when suddenly...
A three-toned roar thundered out overhead, and the entire army of paladins around you cowered under the psychic force of it. Horses screamed and galloped away wildly; ex-slaves fainted dead away. Not that any of that saved them.
Scrambling out of your tents, you see it.
A chimera! And not just any chimera; a beast the size of one of the army officers pavillions; the body of a dragon, the heads of a snow leopard, a white dragon, and a mountain goat. Flying by, their combined breath weapons disintegrated several wagons, guards and an entire food supply dump. Paladins who recover from the mythic fear aura and charge it when it gets low enough are sent flying helplessly.
I would have already cast Mage Armor upon beginning my morning ritual
Eyes going wide at the titanic beast tearing into their forces, Alorah quickly calls upon Irez for protection, as momentary wisps of ethereal scrolls float through the air, wrapping around and binding to her companions before fading into nothing.
Cast Mythic Bless: 50ft radius. Duration 7 mins. (The +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. Once during the spell’s duration, an affected creature can roll an attack roll or saving throw twice and take the higher result. The target must decide to use this ability before the first roll is attempted.)
"IF we can't bring that thing down to our level this is going to be either a very long or a very short fight." Grey mutters as he readies his trusty blade.
"& I don't mean in a good way..." he adds.
Hold action pending ideas from others. Flight spells also accepted.
He of course asked after Kyra first before he accepted any aid from Sosiel. He slept soundly, and dreamless which was good. When he awoke he focused his mind on the magics he thought he might need for the day... and that day started faster than he woudl have wanted.
He strode forward with his companions and took a look at the carnage. Light he hoped Kyra wasnt among that destroyed area. He strode forward and paused near Thrall.
"Shall we see if we can't bring him down then?"
He asked the warpriest as he took a hold of his holy symbol and held it aloft. When the creature pulled range he fired a blast of searing light at it.
Casting searing light, when the creature gets in about 150 feet range
Taedric whistles, calling Knave to him, asking, "Anyone have a way to bring him down? Or make Knave fly?", even as he leaps into the saddle and pulls the bow from his back.
Arthas Sword of Ragathiel
Male Human (Taldan) Paladin 7/Mythic Tier 1 Guardian
Kelden Sunblade
Male Human (Keleshite) Cleric 7/Mythic Tier 1 Heirophant
So we will be looking for 2-3 more (including a roguish type).
The story point is halfway through part 2, Sword of Valor.
The characters are currently leading an army of Paladins to recapture the old dwarven city of Drezen deep in the Worldwound.
They are about to assault the source of the undead troopers power/eternal shade/free regeneration at its heart deep in the city boneyard.
Build is the twenty point buy, two traits, one of them campaign.
Character Level Seven/Mythic Tier One
Roll for hitpoints past first level, but reroll if you get less than halfhitdie+1.
16000 gp to outfit yourself (no more than 4000 on any one item).
No evil alignments. Neutral alignments will not be helpful to you, but not banned.
Unchained classes are available, Regular Summoner is banned.
Expect a whole lot of demons and undead as enemies.
Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected.
I'm looking for a fast turnaround, so decision by Monday (hopefully).
First thoughts on my part would be a bard, archer inquisitor or dex slayer (with access to thief skills). Is either the paladin or cleric already bringing inspire courage due to archetypes? I'd rather not build up a character only to find his niche already filled by someone else.
Do they need a knowledge skill character or an archer next to someone with thief skills?
You've got Arcane, Divine and Guardian. Are you looking for people to take the other three campaign traits ideally or is some overlap (As long as its not too overlap) allowed?
Is stuff from Occult Adventures and Chronicles of Legends allowed? I'm a fan of the psychic classes and the Chronicles included some mythic stuff that worked well for them.
The character is a Dwarf cave druid. Different than most druids, he's not as much of being within jungles or forests, rather being a recluse, underground type. His family was shamed decades ago and he moved to hide, almost becoming a sort of hermit; the events on the Worldwound got him out of his old shelter, and recapturing Drezen serves as extra motivation - as he sees in it a chance to regain the glory of old and clean his family name. I'm thinking neutral good, probably worshiping Pharasma, with a particular grudge against undead, but not a lot of knowledge on outsiders.
I'm thinking going for Champion, eventually Dual Path with Hierophant. I might throw a level or two of ranger in the mix as well, but the focus of the character is shapeshifting. In terms of role, out of combat, he serves as a nature and underground guide of sorts. Not great in skills, but probably working the survival route. In combat he's more of a melee damage dealer with some defense, and escalating damage as he progresses. He favors fighting undead and aberrations, but might be fairly capable against the other AP enemies as well. My colleagues here at the forums can probably optimize a lot more, but I'm going more for something flavorful yet efficient enough to be useful.
In terms of behavior, he's the quintessential grumpy Dwarf with an attitude and a like for a good beer. In his core he's good hearted and underneath his whole facade he's a loyal and warm companion, and a disgraced hero trying to restore his family honor. He dresses as you'd expect from a hermit living in caves and underground for decades, and only recently back out under the sun of Golarion.
If you believe the idea might work for the group, I'll gladly offer a full build and background.
HP:
HP:6d8 + 2d10 ⇒ (1, 1, 1, 8, 5, 1) + (3, 1) = 21Rolling for HP - I don't know if I'd go full druid or have a couple levels of ranger, so putting some extra dice just in case
All right, this is my concept submission - Vin, a female (part-)human Argent Voice Bard/Marshall.
If selected, I'll of course update it all into an alias and work out the build concept to detailed statistics. I think the broad build summary should contain enough game-mechanical information to base judgment on, but I'll happily answer any questions, of course! (And thanks for not requiring everything to be written out super-detailed up front. It's the worst feeling putting so much effort into statting or writing an elaborate backstory beforehand only to get shot down after).
Short background, can/will be expanded upon if selected:
Vin had always helped her mother run the family Inn at Nerosyan. As a crippled survivor of the fourth crusade, her mom had been forced into an early retirement while her father continued to be an active knight of the Flaming Lance. She grew up among the wartime stories of the earlier, more successful crusades alongside the more lighthearted ones of the performing storytellers, and drank them all in. And sometimes, if she was lucky, she would be allowed to sing alongside the musicians. But that alone wouldn’t sate her curiosity – she had to see the dangers of the worldwound herself, and know firsthand what creatures her parents and patrons were, or had been, constantly fighting against.
After weeks upon weeks of asking, she finally got her father to take her along on a routine patrol near the city – only because it would be good training, since everyone near the worldwound needed to be able to defend themselves. Of course, that was the exact routine patrol where everything went to hell, right into an ambush by Babau demons. It was then, screaming in fear of imminent death (which she would never admit to anyone!), that she discovered her voice had some sway over turning the demons away. Perhaps that was even the main reason some of the knights survived the encounter. Ever since, she was trained and consequently inducted into the order of the flaming lance, against her mother’s wishes. But Vin was adamant, feeling it was her duty despite knowing and seeing the risks.
During her training, she specialized in studying different fields of tactics, both on a grander scale and on a shorter, teamwork-focused level. She now hopes that by commanding troops from the front as an officer, she can put both the power of her voice and her knowledge of tactics and demons to the best possible use. When the call came out for the formation of a fifth crusade, she was one of the first to volunteer.
Appearance:
Often found reading from a collection of tomes and books she carries around in her backpack or tent, she would have been a stereotypical pretty librarian girl if not for that she also tended to dress in a battle-ready fashion. She’s rarely out of her chain shirt and tabard, and her buckler and rapier are never far away. Black hair and facial structure imply a Chelaxian human heritage, marred with a few scars here and there – one large one over her (intact) left eye. She tends to radiate good cheer and energy when engaged in active conversation or drills.
Personality:
Vin is a cheerful young woman who does her best to keep the morale of the soldiers up, whether this is by direct encouragement, a song here and there or cooking one of her mother’s favorite dishes at the camp stove. She believes in that the key to victory lies in a strong sense of comradery, teamwork and clever fighting rather than brute strength or individualistic actions. Her drive is to perfect and improve upon successful tactics from the past (hence why she worships Irori as a god of self-realization and perfection), and hopes to be immortalized by becoming a strategist later students of war could learn from.
Build:
She is a good-aligned Argent Voice bard with the Marshall mythic path (possibly duel path-ed into champion) and would have the Child of the Crusade campaign trait. (If you prefer a different campaign trait, i could rewrite or expand her background to accomodate this).
An argent voice is a bard archetype that trades away certain less-used performances (not inspire courage) for new bard performances specifically active against evil outsiders, which seems to fit the campaign theme well. Some of these include the possibility to dispel magic of evil outsiders, reveal them if invisible, and, at high levels, grant all natural and manifactured weapons of all allies the Evil Outsider-bane property. She retains all Bard class abilities relating to knowledges and can easily function as the main knowledge character in the group. If needed, she could use a trait to get the disable device skill and pair that with Aram Zey’s focus to get trapfinding and act as the party rogue for thievery related issues.
In combat, her main focus is buffing her allies (including the summons from cleric) with inspire courage and good hope/haste. Mythic abilities I will probably take are lightning performance and inspired defense on the marshall side, along with some of the conditional ones that grant allies benefits if I hit an enemy. I’m thinking of making her dex-based and fighting with a buckler and one finesse weapon with mythic finesse to be a decent frontline combatant. I would like to find some improved way to emphasize teamwork and granting attacks to (melee) allies other than the Marshall’s order, either by somehow getting greater trip or dipping 1 level into Urban Id bloodrager for access to the opening strike ability.
I didn’t decide on her race yet – leaning towards half-elf, scion of humanity aasimar or human. I'm aware the group is already mostly human, but their favored class bonus for bard is just very hard to pass up ;)
I've got an idea for a Ghoran Petal Ninja but Ghoran being 19 RP I wanted to check in if that was okay or if we could rework them slightly. If not I can make something different.
I've always wanted to play a Shoanti Barbarian burn rider.
Background:
Kalak Sun Rider is a Shoanti warrior who traveled to the Worldwound on the advice of his tribal shaman because the fated warriors would face the greatest threat to life on Golarion there. So Kalak mounted his steed, Sunrunner, and journeyed north. He was chosen by the Shoanti because as he was a child, there were a series of demonic cultists practicing in the steppes outside of Urglin where he was captured as a young scout. He escaped by the intervention of (What they assumed) was the intervention of the tribal totem spirit the Emberstorm, which killed the ritualists and freed Kalak. He's a large man, covered in Shoanti tattoos and bald in the Shoanti style.
second level hit points:1d8 ⇒ 3 third level hit points:1d8 ⇒ 8 fourth level hit points:1d8 ⇒ 8 fifth level hit points:1d8 ⇒ 6 sixth level hit points:1d8 ⇒ 1 sevent level hit points:1d8 ⇒ 7
Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected.
description:
average height and thin, Trace is otherwise unremarkable. he has shoulder length long hair and intelligent green eyes. A ready smile for whoever sees him. He would be lost in a crowd though. Hes the kind of person , who 5 minutes after meeting him you say "who was that".
personality:
Trace is a simple man and never considered himself a lawbreaker. To him, it's all about surviving and protecting his family. He is rough and tumble, a young man growing up ina bad area with little help. His families well being forced on him!. A quick wit, and a ready blade should things go awry. hes always hung out with the 'wrong' crowd, and likes to remain in the shadows. Three things make him diferent to the common thief or thug. He wont take from the needy, he has an unswerving loyalty to family and friends, and his deep seated need to protect those who cant protect themselves. Since The Demionic Invasion, survival has been paramount. Now finding his family and striking back is taking the forefront
how hed fit in the party.:
Recon. a Two Weapon Dagger fighter with an ability to hold his own. Trapfinding. these will all be areas of expertise
Keldon is an arcane trickster (only 1 non-caster level...)
Personality:
Things that should be said up front : He's a Calistrian, CN.
Happy go lucky, not fond of manual labour. Intellectual puzzles are something he quite likes. He’s happy to have his nose in a book. He doesn’t see something like research as labor. He puts up a brave front, but he’s a coward, running from his problems. He became a devout Calistrian as a teenager, with the associated moral code of opportunism. He’s happy to steal, but draws a line at murder (of “people”…). When he runs away, as a Calistrian he comes back later for vengeance.
Appearance:
4’1”, 82 lbs of mud-brown furred rodentoid. He has a notch in his left ear, and several lighter patches in his fur (old scars), including one on his left cheek, which he got at the same time as the notch in his ear. Weather permitting, he usually wears a hood, a full body cloak, and gloves; a habit from his youth where ratfolk features were persecuted. One eye is green, the other (the left) is hazel.
Combat Team Fit:
He's a sneak and a scout. He prefers to open combat with a sneak attack spell effect, and then goes to battlefield control, typically with smoke effects. He can allow his allies to see through his smoke effects using the Smokesight power of a smoke subschool air elementalist
Other Stuff:
He'll probably be looking at either archmage or trickste mythic paths.
HP rolls:6d6 ⇒ (5, 5, 2, 4, 2, 1) = 19
I am Jereru, and this is Thrall. He was in a defunct WotR game, which ended just aboutr the same place where you are now (maybe a bit before, I don't know exactly, but we were on the same mission). I'll easily adjust the mechanics and he'll be ready to go.
Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected.
Personality:
Kargoth fits the Ulfen stereotype so much it's scary, at least on the surface.
While it's true that he's brash and a braggart, it's also true that he has a keen mind that allows him to see things coming before they arrive.
Appearance:
Kargoth is a tall, incredibly fit, older Ulfen man whose hair has gone from black to black-peppered-with-gray.
Kargoth wears the armor his ancestor wore, a breastplate made of Mithral, and carries a greatsword and composite longbow.
How would I help?:
Kargoth is going to be a high damage front line combatant. He will certainly be able to offer some support magic and abilities, but he is there it smash demons in the face all day, every day.
Mechanically, Kargoth is going to be a Battlehost Occultist. He wears the mithral breastplate of Kargoth the Conquerer, one of the first Linnorm Kings and his distant ancestor. This breastplate is his bonded item.
I'm currently mulling over trying out Sapphiria Paix, a human oracle (psychic searcher).
Sapphiria's oracle curse is muteness (as described in Jade Regent). She has latent psychic talents to go along with this, but primarily communicates by body language and sign language.
Structurally the character's designed as a defense caster. She would focus on things like energy resistance and countering enemy spells. This would free up the cleric to do more battle or utility magic and fighting.
Occultist Class Features:
*Archetype (Battlehost Occultist)
- Panoply Bond (Gain a MW item at no cost that acts as all implements. Item is immune to the broken condition while I am alive; modifies implements, mental focus, spellcasting, and implement mastery)
- Battle Skill (Magic Item Skill only works on weapons, armor, and shields; modifies Magic Item Skill)
- Battle Reading (Object reading, but only works on on weapons, armor, and shields; modifies Magic Item Skill)
- Spirit Warrior (can summon his ancestor per spiritual ally; 1/day; standard action; uses int mod instead of wis mod; replaces aura sight)
- Heroic Splendor (swift action; grant +4 to str, dex, or con for 1 min; 1/day; replaces outside contact)
*Mental Focus (11)
*Abjuration Implement
- Resonant Power: Warding Talisman (+1 resistance bonus to saves per 2 mental focus invested, max 1+1/4 levels)
- Base Focus Power: Mind Barrier (Swift; 1 mental focus; prevents 2 pts of dam. per Occultist level. Lasts til start of next; can activate as an immediate action but costs 2 mental focus)
- Focus Power: Aegis (1 pt; standard action touch; grant a bonus of 1 +1 per 6 Occultist levels to a touched weapon; can add a special ability to weapon instead at equivalant bonus. Lasts 1 minute)
*Transmutation Implement
- Resonant Power: Physical Enhancement (gain a +2 enh. bonus to a physical stat per 3 mental focus invested, with a max bonus of 2 +2 per 6 occultist levels)
- Base Focus Power: Legacy Weapon (1 pt; standard action touch; grant a bonus of 1 +1 per 6 Occultist levels to a touched weapon; can add a special ability to weapon instead at equivalant bonus. Lasts 1 minute)
- Sudden Speed (1 pt. swift action. increase lands speed by 30' for 1 min)
- Quickness (1 pt. standard action. Works like haste, but doubles ac and ref save bonus. lasts 1 rnd per Occultist level)
- Mind Over Gravity (1 pt. Standard action. gain a fly speed of 60' with perfect maneuverability. lasts 1 min per Occultist level)
Mythic Path (Guardian):
*Base Abilities: Hard to Kill, Mythic Power, Surge +1d6
*Guardian's Call: Sudden Block
*Path Ability: Armor Master
*Mythic Feat: Mythic Paragon
Traits:
*Exposed to Awefulness (can reroll a save vs. a demon 1/day; campaign)
*Blood of Dragons (gain low-light vision; race)
Feats:
Armor Focus (Breastplate)
Dodge
Extra Mental Focus
Improved Armor Focus (Breastplate)
Power Attack
Toughness
Equipment:
+2 Headband of Int (knowledge: 4000 gp
+2 Belt of Dex 4000 gp
+1 Greatsword 2350 gp
+1 Ring of Protection 2000 gp
+1 Composite Longbow (Mighty +4) 2550 gp
Wand of Shield 750 gp
100 arrows 5 gp
Masterwork Backpack 50 gp
Masterwork Thieve's Tools 100 gp
@GM, I skimmed through your Gameplay and Discussion thread and it made me wonder. Your group managed only 12 pages of gameplay in three years. I've seen and been in games that do that in a few months.
Are you planning on speeding up the game (to the usual 1/day frequency that is common on these boards) once the team is fully complete again?
@GM I have a couple of ideas, but to decide I first want to ask how you feel about the Omdura class from Niobe? https://www.d20pfsrd.com/classes/base-classes/omdura/
Thrall is usually dry and direct, though he has a kind heart - only that he’s not comfortable when talking about feelings. He is concerned by how people see him due to his looks, and knows racial hatred is still too deep rooted in some. With his attitude, he tries to fight it and prove them wrong, though it's something that gets under his skin.
He usually wears a heavy armor and carries a big sword, ready to chop off whoever's head. His grayish skin carries the marks of the ropes he was tied with when he was about to be sacrificed - the divine light of Iomedae saved him, but made the ties burn and he will be forever reminded of this moment. The strange birthmark in his right arm, in the shape of a lion, is thought to be proof that he's Iomeade's chosen, if the event at the sacrificial ritual is not enough.
Thrall brings some kind of divine support to the group, but his main role is damage dealing. He lacks the special effects of a Paladin and all, but buffing in combat as swift action and the mobility brought by his Vital Strike chain and the Fleet Warrior mythic feature later on allow him to be at 100% efectiveness from the very first round of combat.
Now some questions:
First, as you might have noticed, Thrall is an Arsenal Chaplain. That archetype is originally intended to come from the Molthune military, but the GM of his game allowed him to use it, representing a similar figure just in another army. Is that okay for you, or would you rather I change it?
Second, there are some achievements in-game, like being dealt the dragon's scale or fulfilling the campaign trait. Are the new characters supposed to have fulfilled them too, or are they just new additions who don't have access to that?
And third, Thrall has some feat selection which was based on the needs of his original campaign (specifically Craft Magic Arms and Armor). It can be easily changed if that niche is covered already or the players think it's not needed.
Are you looking for people to take the other three campaign traits ideally or is some overlap (As long as its not too overlap) allowed?
Someone taking the other campaign traits would be ideal, but not required. Overlap is inevitable, so don't let that worry you. Take what you would like to play.
Nikolaus De'Shade wrote:
Is stuff from Occult Adventures and Chronicles of Legends allowed? I'm a fan of the psychic classes and the Chronicles included some mythic stuff that worked well for them.
I'm only somewhat familiar with the Occult classes (though I have the hardback). And I don't have the Chronicles of Legends at all. It's not forbidden in my game, but not well supported if you do take one.
Regarding level requirements, at what level should we presume Ascension has happened?
Mythic Ascension to Tier 1 happened right when the heroes hit Level 5 and 6.
You can see the scene starting halfway down this page.
It is assumed that any new recruits were fighting the demon assault somewhere along the wardstone barrier when it was destroyed, and the same energies surged through you as well, and you saw and felt the same things when you did.
Ellioti wrote:
Are you planning on speeding up the game (to the usual 1/day frequency that is common on these boards) once the team is fully complete again?
Picking up the pace something I have to do to get the story running again.
I've got an idea for a Ghoran Petal Ninja but Ghoran being 19 RP I wanted to check in if that was okay or if we could rework them slightly. If not I can make something different.
What is 19RP? Do you mean Ability Score points? In this game you get 20.
Jesse Heinig wrote:
Do you use background skills?
Unchained Background skills are available for those who want them.
I've got an idea for a Ghoran Petal Ninja but Ghoran being 19 RP I wanted to check in if that was okay or if we could rework them slightly. If not I can make something different.
What is 19RP? Do you mean Ability Score points? In this game you get 20.
@GM I have a couple of ideas, but to decide I first want to ask how you feel about the Omdura class from Niobe? https://www.d20pfsrd.com/classes/base-classes/omdura/
I've got an idea for a Ghoran Petal Ninja but Ghoran being 19 RP I wanted to check in if that was okay or if we could rework them slightly. If not I can make something different.
What is 19RP? Do you mean Ability Score points? In this game you get 20.
It's Race Points
I would not allow inventing your own race. I would allow the core races plus the featured and uncommon races from the Advanced Race guide.
While waiting for a reply to my question related to archetype (the other got answered already), I'll be rolling HP here (since most of the crunch was already done and I only need to adjust):
Hit Points:6d8 ⇒ (4, 2, 1, 3, 1, 1) = 12 wow :P
Hit Points rerolls:6d8 ⇒ (7, 8, 6, 7, 5, 1) = 34
Hit Points reroll:1d8 ⇒ 4
Hit Points reroll:1d8 ⇒ 7
So 8 (first level) +7+8+6+7+5+7 = 48 + Con bonus x7
Sure, just so you know ghoran is from inner sea Bestiary and here. All races have a race point total which they backtracked from their stat sheet entry as a guide to the power level of the race normal is about 9-14. But I’ll look at other options!
Is either the paladin or cleric already bringing inspire courage due to archetypes?
None of the current heroes have an Inspire Courage build.
Trevor86 wrote:
Do they need a knowledge skill character or an archer next to someone with thief skills?
None of the current heroes have intelligence/knowledge skill focus or archer builds.
Thanks for answering! Just in case, I realized I might have misunderstood something in the initial post. Is it a hard requirement to fully stat out the build prior to the selection process, or is the information under the build section of my application enough for now?
I'd ask if everyone has a campaign trait associated with their mythic path, but I'll check that out myself in the gameplay thread (I have this bad habit of asking things about the other characters in recruitment threads only to realize I could have just looked it up in the aliases and saved the Gm the trouble...)
Edit: If anyone else is interested, it seems all current active characters have the recommended trait for their mythic path from the players guide.
DN-Camris, do you want a full character build, or "Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected."?
Hey, hey, hey! About three years ago our Wrath of the Righteous campaign suffered from the DM moving to Miami as well as a husband/wife player tandem moving to Portland. ...We had just FINISHED recapturing Drezen with our little army of Paladins -- and we convinced a new Player to takeover DMing. Alas, we were only able to make it another couple months before it was just too much.
So I would love to retool my old PC and finish!
We were Gestalt, not Mythic, and the Point Buy for Abilities was greater than 20. But it won't be hard to rebuild.
.
Ozil Winterburn will be a multi-Class character. Lawful Good! A Peri-born Aasimar (with Fey Foundling). He will dip into Ranger, Paladin, Inquisitor, and more. He will wield the reach weapon, Dwarven Longaxe (re-Flavored as a 'Viking' Longaxe).
Think of him as a medium-BAB combatant that prefers to be just behind the frontline due to poor CON.
*But mostly, Ozil Winterburn is aJacked Bluff and Knowledge Skills PC. He intends on being able to make Knowledge and Diplomacy checks routinely, especially Planes. But my primary Gambit is to Bluff the Demons into believing that I'm an ally -- even if it's just for a couple rounds -- to get some more information before we kill them. Think of Ozil as a PC who will enter many encounters using guile, innuendo and other roleplaying gambits, Bluffing his way around Evil bad guys. Then, additional information in hand, nods to the other PCs and we kill them. (I do NOT Bluff good guys.)
If an uber-Knowledge Skills PC who LOVES to Bluff the bad guys, is a medium-BAB, reach weapon combatant, Multi-Class build, is something that sounds like the group would like -- I'll jump at the chance to rebuild Ozil Winterburn and join.
I wanna say we got in a good four (or so) sessions after we retook Drezen (with a new DM) before we stopped the campaign.
Ozil Winterburn (brief) Background:
Ozil was born in Nithveil deep in the Grungir Forest of The Linnorm Kings Lands. His father was a Viking-King of Trollheim and his mother was a Chelaxian Lady who had come with an Infernal force intent on finding some long-lost Hellish Artifact. The Trollheim Vikings won the day and the Chelaxian Lady stayed behind and converted to Apsu, her new husband's deity.
When HellKnights arrived a year later, the newlyweds fled to The Grungir Forest, where Ozil was conceived, and born actually in Nithveil. During the pregnancy a Peri blessed the unborn babe believing it was Destined for some Epic greatness. Born in Nithveil and raised in Trollheim, Ozil was taught how to be a Viking warrior by his father. But he was also taught extensive Planar Knowledge, as well as the ability to Bluff and be Diplomatic, by his Chelaxian mother. At 14 his father and mother were tragically found and killed by a HellKnight murder squad. Ozil fled The Lands of the Linnorm Kings and found himself in Varisia. After four years wandering among the gypsies, he traveled south to Cheliax for vengeance. In Westcrown, however, the now 19 year old Ozil Winterburn began having visions of The Worldwound. He felt it was a Call to Crusade, and even joined a cabal of Chelaxians bound for Absalom that would then travel to The Worldwound.
I have pretty good notes (I can dig up) on what we learned from the first half of the campaign and will PM the DM an extract of what we did upon request.
DN-Camris, do you want a full character build, or "Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected."?
Would a full build help your decision?
Yes, that's my question too! I added the concept and details for my Dwarf above, but if the GM wants to see the full character sheet and background, I can work on it and add here. I just kept on the concept only right now because I assumed [chosen people+GM+current players] would do some tinkering anyway for a more perfect fit.
@GM I have a couple of ideas, but to decide I first want to ask how you feel about the Omdura class from Niobe? https://www.d20pfsrd.com/classes/base-classes/omdura/
Its outside of the hardbacks, so not allowed.
No problem! Makes it easier to choose. I'm going to actually roll up a new Digger Chandler for this. He's a character I've really wanted to play but never got the chance. Conman turned do-gooder through becoming a father figure for a young orphan.
Quick/dirty rundown on Grey, my Seventh level Halfling Rogue/Trickster.
TL;DR: A Mystery lady saved him from his own foolishness so now he tries to help others:
'Lotta things out there look at you like yer food when ya look like a kid. Big things mostly, BAD things def'natly. You wanna survive, you learn how to hide 'n' you learn how to take tha big'uns down...'
'course, sometimes...
sometimes even that don't work. Mostways that happens all you can do is
make sure yer right with judgment 'cause yer gonna be standin' in front of it soon.'
'Leastways that's what I thought That day I found myself the wrong side o' them fancy Marker stones you Mendev's put up.'
'Tha day I met her'
'Shrugs'
'Well, ever since I've been tryin' ta help others like she helped me. This's a bad place don't ever ferget it.'
At first glance, Grey looks like nothing so much as a ten-year-old boy. If he suspects you of ill will, you may not get a second.
Mechanically, Grey is oriented for sneak attacks & active skill trickery; not traps. He loses Trapfinding & Danger Sense for the ability to literally climb onto larger enemies without being grappled.
2nd level:1d8 ⇒ 8 3rd level:1d8 ⇒ 1, so third resets to 5
4th level:1d8 ⇒ 4, so fourth resets to 5
5th level:1d8 ⇒ 5 6th level:1d8 ⇒ 1, so sixth resets to 5
7th level:1d8 ⇒ 2, so seventh resets to 5
for a total of 32, plus 8 for first level plus 7 for a +1 Con bonus, Grand total 47, not terrible for a seventh level Rogue. Not great, but not terrible.
@GM I have a couple of ideas, but to decide I first want to ask how you feel about the Omdura class from Niobe? https://www.d20pfsrd.com/classes/base-classes/omdura/
Its outside of the hardbacks, so not allowed.
So if an Archetype is from one of the Player's Companions, it's not available?
I'd like to second the question about pace: the game is very interesting but the speed seems to be extremely slow and I worry that I wouldn't be able to stay invested. Is that something that you and the players want to change or not?
Secondly, are variant abilities for aasimar and tieflings on the table? I looked at Alorah but couldn't tell for sure. If they are allowed: Variant Ability:1d100 ⇒ 6. If not then please ignore :)
Ok! Here is Sapphiria Paix, a human oracle (psychic searcher).
Sapphiria occupies a support role for the team: She has an array of defensive, utility, and divination spells. I know that you already have a cleric of Sarenrae (Kelden) - my goal is to provide extra spot healing and to take pressure off of his spell preparation so that he can prepare more battle magic or specialty spells that he might want to use. My assumption is that you're going to pick a skill-character but then also 1-2 people to help shore up the team, and Sapphiria is built to occupy a support role. While Sapphiria is also built for the Hierophant mythic path, I can easily change this to another such as Guardian or Marshal. I don't want to step on any toes, and I want her to complement Kelden and Arthas well, not compete with them.
Sapphiria also has psychic sensitivity, which allows her to use some psychic skill unlocks. This is pretty minor and mostly flavor text - mostly she can do some empathy-type stuff by reading impressions from people; faith healing, prognostication, that sort of thing. See occult skill unlocks here. Note that these are usually usable only once per day so it's not the sort of thing that will be coming up constantly. Note also that the psychic searcher oracle archetype gains inspiration like an investigator, and can use that on the relevant skills, so her odds of success on rolling some of these wacky talents are pretty good.
Sapphiria is also built to do some backup fighting, mostly handy if buffed and flanking. Her AC is moderate for the group's current level and will improve as gear improves, and she fights with an unusual weapon that is pretty effective against demons (especially on a crit). Thanks to her Shielded Mage feat, she can cast spells while she has weapon and shield in hand, and the Eschew Materials feat means that she doesn't need to fetch material components, either, plus she has the mythic ability to range-cast touch spells, so she can do things like ranged heals or even communal resist energy on the entire party.
Sapphiria's oracle curse is mute, which appears in the Jade Regent AP. While some folks have opined that it makes role-playing too hard, I think it just makes an interesting challenge of communicating nonverbally. Since a mute oracle can use limited telepathic communication, it isn't too frustrating if she has to convey a complex idea.
Storywise, Sapphiria is touched by Sarenrae, like Kelden, but in a different way. They may even know each other from previous study at the temple together. She deeply respects the devotion of the clergy and would consider Kelden a friend and mentor. She may also know Alorah or Arthas from previous interactions, as she has had some formal education and engaged in some martial training with the crusaders when her gifts manifested. (I am in several other games with Alorah's player, who incidentally has noted that they're having a power outage due to a storm in their area but they expect to be back this weekend.)