Epic Rise of the Runelords (Inactive)

Game Master nate lange

Following a surprising attack by giants from a number of tribes, our intrepid adventurers find themselves thrust into the spotlight as the 'Heroes of Sandpoint'...


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RPG Superstar 2012 Top 32

The wilderness nation of Varisia is a dangerous land. Tribes of giants battle one another throughout it’s hills and plains, and stories abound of dragons and other legendary menaces lurking in its forests and swamps. Despite these dangers thousands upon thousands of people have traveled to the once unheard of town of Sandpoint to witness the dedication of what is said to be the most magnificent new church constructed since the height of ancient Osirion...

This is the official recruitment thread for an epic play through of Rise of the Runelords, and yes I mean that literally. In this ramped up version of the AP that started it all, our intrepid heroes are already seasoned adventurers who get swept up in a familiar but far more high powered adventure. This initial post is going to include a lot of information, please read it all before asking question- one of my biggest pet peeves with PbP is when people make posts and its obvious they haven’t bothered to read everyone else’s posts. If this recruitment explodes like some of the high powered games do, I’m not going to hold everyone responsible for catching every question that’s been asked/answered, but if you ask something that’s already been answered in this post it will be a strike against you come decision time. I hope that doesn’t seem overly harsh, I’m just trying to be honest/upfront with everyone.

the basics:
- Recruiting 4 spots. I think I have an RL friend who’s going to join as a 5th player but he shouldn’t affect recruitment. unless you happen to submit the exact same thing he makes, I suppose... he’s looking at probably playing some kind of paladin/rogue to the best of my knowledge...

- 30 point buy, following standard paizo scaling point buy. No stat above 18 or below 8 before racial modifiers

- starting level is 11... gestalt. if you’re unfamiliar with how gestalt works I’m sure someone will post a helpful link before too long. we are using fractional bonuses for pretty much everything (including caster levels), so if you need help with calculating thing don’t be shy to ask. as soon as I have time I’ll actually do a separate post on how this works. By the end of the AP you will be above 20th level.

- 1 mythic tier. By the end of the AP you should be around tier 5 (I think?).

- No 3pp stuff. I’m sorry, I know there are a few things that are very popular and allowed fairly often but I’m not familiar enough with any of them to feel good about allowing them in such a high-powered game, and I worry about how some of them may synergize too well in certain combos...

alignment:
Any Good, plus Lawful-Neutral or Neutral. The AP (at least the way I’m running it) assumes you are the heroes... good guys who will be motivated by a desire to protect people/places or to root out evil. If you choose one of the neutral options please include something in your personality and/or background that provides a solid motivation for you to risk life and limb against all odds to stop the coming trouble.
races:
Any “core” or “featured” races native to Golarion are acceptable. I will say, though, that the population of Golarion is heavily human, followed by other core races, with relatively few of the featured races and I’m hoping to assemble a party that reflects that. The good news is, I am giving an extra racial boon to each of the core races to bring them more inline with the power level of some of the featured ones.

Dwarf- dwarven resilience (Su): As a swift action dwarves can gain a number of temporary hit points equal to their level. These temporary hit points last until the end of their next turn. They can use this ability a number of times per day equal to their Con modifier.

Elf- Elves gain an arcane pool as the magus ability, with a number of arcane points equal to their Int modifier. They can use this pool to augment their weapons as a magus of their character level. An elf who takes levels as a magus does not gain any extra arcane points from this ability but does gain the ability to spend points from their arcane pool to augment a magus spell as if using the arcanist's arcane reservoir ability.

Gnome- Gnomes are are not humanoids; their type changes to fey, and spells and effects affect them accordingly. They can also choose one favored terrain available to rangers. The gnome gains all of the same bonuses in that terrain as a ranger would; this ability does not improve from leveling, however, a gnome who takes levels in a class that grants favored terrains can choose to add increases from that ability to their racial favored terrain as if it had been gained through that class.

Half-Elf- Half-elves gain fast learner as a bonus feat and can ignore its usual prerequisites. A half-elf who chooses a racial favored class bonus can still choose to gain an additional hit point or skill point as well. Half-elves with multi-talented who increase their level in both favored classes when they gain a gestalt level can choose to gain the racial favored class bonus for both classes but do not gain a bonus hit point or skill point if they do.

Half-Orc- Half-orcs gain a bonus combat feat in addition to their normal feats; they must meet any requirements normally. Once per day after meditating or practicing for an hour, they can trade that bonus feat out for any other combat feat they qualify to choose.

Halfling- Halflings gain the slippery mind advanced rogue talent.

Human- Humans gains +2 to one additional ability score of their choice. This bonus cannot be applied to the same score as their initial +2 racial bonus.

classes:
All Paizo classes are acceptable, but some require special note (see below). Almost all paizo archetypes will be okay, but please refrain from using the high tech ones. Prestige classes will be on a case by case basis, so feel free to ask. Most of them will probably be fine but ones that are just combining classes (like Eldritch Knight or Mystic Theurge) probably won’t be unless maybe you really want to go into MT as a double 6-level-caster, that I might allow...

- Anti-paladin is not allowed (see alignment section)
- Barbarians will be using the original (not unchained) rules.
- Druids will have a rough time keeping an animal companion alive and should probably consider a domain instead (unless they’re willing to devote a fair number of feats/abilities/mythic powers to it).
- Hunters will have a rough time keeping an animal companion alive (unless they’re willing to devote a fair number of feats/abilities/mythic powers to it) and may want to consider another class.
- Monks can be standard or unchained. Unchained monks cannot take any archetypes.
- Rangers will have an especially rough time keeping an animal companion alive and should probably consider bonding with their companions or choosing an archetype that replaces hunter’s bond.
- Rogues will follow the unchained rules. Rogues Edge will be the only method for skill unlocks.
- Summoners will follow the unchained rules. They will have a rough time keeping an eidolon alive (unless they’re willing to devote a fair number of feats/abilities/mythic powers to it) and may wish to consider a different class.
- Witches selecting the scarred witch doctor archetype may use the original Con based casting, provided that provide an active link to that version of the archetype in their profile.

- Occult classes... this is purely a personal preference thing but I kind of feel like these classes are a bit out of place in the mostly traditional fantasy world of Golarion. You are welcome to apply with one of these classes but in the interest of full disclosure you should know that if it comes down to you and somebody else with an equally strong application I’m most likely going to pick the one using more standard classes.

feats:
I can’t possibly cover every feat there might be questions about... here’s 2 that jump to mind:
Slashing Grace- we’ll use the pre-’errata’ (nerf*) version.
Divine Protection- both versions are bad... one’s too strong and the other’s too weak... let’s just omit this feat all together.

Oh, a third- mythic vital strike... This is very poorly written... We'll be using the commonsense interpretation: you can multiply your applicable static bonuses by the same number that you multiply your number of damage dice by. Same thing goes for Devistating Strike.

If you have questions about any other feats just ask.

traits:
Everyone gets 2 traits. Normal rules. You can select a campaign trait from the APG if you want, but not from other campaigns. No drawbacks.
wealth/gear:
We will be using the automatic bonus progression rules from Pathfinder Unchained. Accordingly everyone will begin with half of the standard wealth by level. (41,000g). Anyone who wishes to take magic item crafting feats will be given 5,000g extra for each such feat to represent having crafted some of their equipment on their own. Please note, however, that the game should move along fairly quickly and there is not likely going to be much downtime for crafting (scrolls and lesser items that could be made in a few days would probably be doable but a staff of power probably isn’t going to happen).
other unchained stuff:
I think I covered all the unchained stuff we’ll use... no stamina... the only skill unlocks will be through the rogue class feature... if there’s anything I forgot to mention feel free to ask.
what I’m hoping for:
Mechanically, I’d like to have at least one 9 level arcane caster, at least one 9 level divine caster, and at least one guy who can stand toe-to-toe with BBEG; with 4 gestalt characters that shouldn’t be too hard to do (and if we end up with only 6 level casters in one then we’ll make it work). I’m also hoping to have at least 3 different mythic paths represented, but with the dual path feat being such an attractive option in gestalt I don’t foresee that being much of a problem either.

On the non-mechanical side... I’m really hoping for a group that’s invested in their characters and as interested in roleplaying as they are in rollplaying. APs are a long investment of time and I’ve seen first hand how big a difference it makes if you’re actually interested in how your character would interact with others, react in certain situations, what would really get them excited, or angry, or sad versus just looking for the next DC to beat... So as tempting as it is to build a super-mega-powerhouse that fits what you think I’m looking for in a niche without much competition, please don’t do that unless you’re actually going to be interested in exploring his or her personality and development too.

I’m looking for a once/day minimum post rate. We all know there are times when RL gets in the way and someone has to drop below that for a while, but if you’re applying please be ready for 1/day to be the norm.

Recruitment will be open until Midnight GMT, Sunday September 20th. For an application to be considered complete it must include the following:
- complete/correct crunch
- a version of your background that’s no more than a page or two long (feel free to write more and I’ll try to read it eventually but I need a succinct version during recruitment). this should include what brings you one of the more powerful people in Golarion to this momentous dedication, and how (if at all) you are connected to Sandpoint/Varisia or the people/person/whatever there.
- a short interaction between you and somebody else at the Swallowtail Festival. The town is swollen to over 10 times its normal size, so feel free to invent an NPC or two (and write both sides of the interaction). These will also be your initial gameplay posts, so they should give some hint of your character to the other players, and/or provide a little hook that might allow one of the other PCs to connect with you.

I plan to announce selections on Tuesday 9/22 and start the game within a day or two after that (just allowing enough time for any tweaks people want to make once they see the party make up).


Gonna go ahead and dot while I make my character's crunch/fluffy bits.


I am interested, i have been wanting to play an aid other build, put me down for investigator cavalier combo. i will flesh out the character in a day or so.

i can easily post 1/day or more as the game calls for, my job has lot of down time that i can go online and do what i want.

Dark Archive

New here, never played a campaign here. Gonna go out and ask what the heck Gestalt means? And what is a Mythic tier, along with how I'd create the character to a lvl 11 from start. I'm a noob ok, this seems to be the only group I could get into.

Grand Lodge

Dot. This looks really interesting. Will work on the crunch over the next couple of days.


NenkotaMoon wrote:
New here, never played a campaign here. Gonna go out and ask what the heck Gestalt means? And what is a Mythic tier, along with how I'd create the character to a lvl 11 from start. I'm a noob ok, this seems to be the only group I could get into.

Gestalt means you pick two classes and gain all of their class features, as well as the best of their BaB, HD, and base Save bonuses.

Mythic is an alternate high powered sub-system published in Mythic Adventures. Thiss is available on d20pfsrd but requires a bit of digging. The page "Mythic Heroes" is a good starting point.

Creating a character at level 11 is just that, though assumes you leveled up from first level for things like Feat prerequisites and whatnot.

However, a game like this is probably a bad choice for your first game. Character creation will be EXTREMELY complex comparatively, and starting at 11th means you'll be at a higher power level where abilities get confusing and combats become a bit longer (and then suddenly become a lot SHORTER as rocket tag come into play). And you're unlikely to be completely satisfied with your character build when you see it in play. It's not impossible, but would require a LOT of work on your part. Just putting everything on the table.

Though that brings me to a question for the Gm: Is pre-game Retraining possible? For the usual gold piece cost for level 11, of course. This would be relevant for certain things like a regular Monk's Qinggong abilities, since they're obtained at wonky levels (if I wanted to trade Wholeness of Body at 7th for an ability I get at 8th, for instance).

Dark Archive

Well, this is all I've got that is open. Also, I found a sit that can help keep track.


Hello there! very interested in playing this, i love gestalt. One question, will the campaign differ extremely from the normal Rise of The Runelords, or will the general story line be the same?


Dotticus


Planning on making a submission.


Btw, how are we doing HP? Full at each level, half+1, or roll?


dot. I'll post saturday or more likely sunday.

I'm doing an elven magus/arcanist


Interesting, though I'm fairly sure this one will fill fast, especially with only 4 slots.

RPG Superstar 2012 Top 32

Retraining- unless I'm missing something, I believe that when you retrain something the new choice has to have been a valid option at the original level... So you could retrain to a different ability that was available at 7th, but not one you needed 8th level for. I agree that some of the level requirements for qinggong monk abilities seem odd, but we're gonna trust the devs and leave them as they are. A related note- qinggong monk is the one archetype that I'll let people stack with other archetypes that modify the same feature (you can only sacrifice base abilities though, if an archetype gives up a base ability you can't sacrifice its replacement ability for a qinggong power).

Plot- there will, by necessity, be some differences but I'm going to keep the plot as close to the original as possible.

HPs- right... I knew I was forgetting something... I want to do 2/3rds or 3/4s of max but I'm still trying to figure out the best way to do that... I'll give a final answer on this in a day or two when I think on it a little longer... (Sorry)

Grand Lodge

Here is the link that I used to get info on Gestalt.

Currently I am planning on making a human rogue and I am debating on whether to mix it with a sorcerer or a wizard.
Decided on sorcerer

Dark Archive

I think I may try somewhere else.

Grand Lodge

Gesalt Mythic You say...hmm interesting very interested!


nate lange wrote:
Retraining- unless I'm missing something, I believe that when you retrain something the new choice has to have been a valid option at the original level... So you could retrain to a different ability that was available at 7th, but not one you needed 8th level for. I agree that some of the level requirements for qinggong monk abilities seem odd, but we're gonna trust the devs and leave them as they are. A related note- qinggong monk is the one archetype that I'll let people stack with other archetypes that modify the same feature (you can only sacrifice base abilities though, if an archetype gives up a base ability you can't sacrifice its replacement ability for a qinggong power).

I don't think there's any such restriction, at least not that I can find.

Edit: Yeah, that was FAQ'd. You can Retrain for stuff you qualify for at your current level, rather than the level you're retraining from.

Not sure you should trust the devs on that one since that's a mistake they fixed with the Unchained Monk (abilities are gained at even levels), but it's fine.

Do Ki Pools stack? If I were a Monk/Ninja, for example.

Grand Lodge

Cleric/Paladin Oracle/Paladin or Cleric/Monk


Fighter/Monk (Marshal Path)


Gonna put forward a gnome cleric/wizard.

Grand Lodge

Cleric/Monk of Shelyn (heirophant possible dual path into guardian)


Dot.

My character is almost ready from the interest check thread. It is going to be a Fighter 11 // Wizard 5 / Hellknight Enforcer 6, with Dual Path in Archmage and Champion.

RPG Superstar 2012 Top 32

retraining (pt 2)- I think I'm just going to disallow retraining. I really don't like the idea that at 11th level everyone could just retrain all their feats to ones you need +11 BAB for... And likewise, what's to stop a qinggong monk from retraining all their ki powers to ones you need 10th level for... I'm sorry but that's too much. I want this to be high-power fun but I need to keep it reasonable or else things are gonna spiral out of control quickly.

ki pools- if you gain ki pools from 2 separate sources you'll more or less follow the rules for multiclassing... Use whichever stat is more beneficial and stack levels for total; note, though, that you can't gain 2 effective at the same time (so a level of X/monk or X/ninja gains one level for their pool, but a level of monk/ninja still only gains 1 level for their pool).

Grand Lodge

Question is there a way for the Glaive to be enchanted so it can be used in melee and not reach? Like the old school feat short haft

Liberty's Edge

@GM
You mentioned your friend was thinking about Paladin/Rogue, I realize you don't know much beyond that. But, based off what you know, would a Paladin (Divine Defender) | Bard (Flame Dancer), going for Marshal with Dual Path in Archmage be something you see as too much overlap?

Mechanics+Concept for Further Thought:

Not going to get into everything, I'll leave that for the app itself, just additional info if it matters for purposes of "toe-stepping".

Mechanics wise, she would be focused hitting things with a big sword, being good at social skills, and providing lots of team support/buffs.

Concept wise she's a Paladin of Sarenrae who lived a life of court intrigue, selfishness, and apathy towards the evils of the world, before a major event (was still ironing details out) shook her out of it and led her to the selfless life of a a paladin focused on protecting others.

Thanks!


Concerning HP

I would suggest dividing the HP die in half and providing the remainder as a bonus. That would give you an average value of 75% of the original maximum total.

1d6 ==> 1d3+3
1d8 ==> 1d4+4
1d10 ==> 1d5+5
1d12 ==> 1d6+6


nate lange wrote:

retraining (pt 2)- I think I'm just going to disallow retraining. I really don't like the idea that at 11th level everyone could just retrain all their feats to ones you need +11 BAB for... And likewise, what's to stop a qinggong monk from retraining all their ki powers to ones you need 10th level for... I'm sorry but that's too much. I want this to be high-power fun but I need to keep it reasonable or else things are gonna spiral out of control quickly.

ki pools- if you gain ki pools from 2 separate sources you'll more or less follow the rules for multiclassing... Use whichever stat is more beneficial and stack levels for total; note, though, that you can't gain 2 effective at the same time (so a level of X/monk or X/ninja gains one level for their pool, but a level of monk/ninja still only gains 1 level for their pool).

Fair enough.

May roll with an Unchained Monk/Sorcerer (Empyreal) or something along those lines, though Fighter (Sensate)/Investigator or Inquisitor or something sounds really nice too. I just like the idea of getting Evasion in Full Plate.

Actually the latter sounds better. A focused, intellectual fighter.


dotting interest. think i'll work on a female human Ranger (Toxophilite)/Druid (Storm). Choosing respectfully to bond with her companions and take the Storms Domain.


Hello people. dotting with her

Nox and Blip:

Nox
Female agile human magus 5/rogue (unchained) 11/shadowdancer 6/gestalt 11 (Pathfinder RPG Mythic Adventures, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +25/+5, dual initiative; Senses darkvision 60 ft., low-light vision; Perception +20
--------------------
Defense
--------------------
AC 28, touch 20, flat-footed 20 (+6 armor, +2 deflection, +5 Dex, +3 dodge, +2 natural)
hp 88 (11d8+30)
Fort +9, Ref +15, Will +8
Defensive Abilities danger sense +3, defensive roll, improved uncanny dodge
--------------------
Offense
--------------------
Speed 60 ft.
Melee +1 keen adamantine wakizashi +12/+7 (1d6+6/15-20) or
. . dagger +13/+8 (1d4/19-20) or
. . mwk sap +12 (1d6+2 nonlethal)
Special Attacks arcane pool (+2, 4 points), magus arcana (still magic[UM]), sneak attack (unchained) +6d6, spell combat, spell recall, spellstrike
Shadowdancer Spell-Like Abilities (CL 6th; concentration +12)
. . 2/day—shadow conjuration, silent image (DC 17)
Magus Spells Prepared (CL 5th; concentration +7)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 14, Wis 13, Cha 22
Base Atk +8; CMB +8; CMD 28
Feats Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (wakizashi), Greater Feint, Improved Feint, Mobility, Spring Attack, Two-weapon Fighting, Weapon Finesse
Traits blood of dragons, born under the stranger
Skills Acrobatics +19 (+31 to jump), Appraise +9, Bluff +20, Climb +7, Disable Device +26, Escape Artist +19, Knowledge (arcana) +10, Knowledge (local) +16, Linguistics +16, Perception +20, Perform (dance) +20, Sleight of Hand +19 (+21 to conceal the ring in a search, +23 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Spellcraft +10, Stealth +24, Swim +7
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Orc, Shadowtongue, Terran, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hide in plain sight, rogue talents (bonus feat, fast stealth, improved evasion, skill mastery, trap spotter), rogue talents (offensive defense[APG], without a trace), shadow jump, summon shadow, trapfinding +5
Combat Gear ring of invisibility; Other Gear +2 shadow mithral chain shirt, +1 keen adamantine wakizashi[UC], dagger, mwk sap, amulet of natural armor +2, eyes of the eagle, handy haversack, bedroll, belt pouch, flint and steel, grappling hook, hip flask[UE], pocketed scarf[UE], sewing needle, signal whistle, spider's silk rope (50 ft.)[APG], tent, small, thieves' ring, whetstone, 45 gp, 4 sp, 1 cp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Born under the Stranger Ignore -4 non-humanoid penalty when feinting vs. aberrations.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Uncanny Dodge (Lv >=21) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 21+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Shadow Jump (8 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Skill Mastery (Bluff, Stealth) Can always take 10 with rogue's edge skills plus int modifier more.
Sneak Attack (Unchained) +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Still Magic (1/day) (Su) 1/day, cast a spell as if Stilled without altering the casting time or level.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Without a Trace (Ex) When successfully use Evasion/Improved Evasion may hide as imm act.

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

Blip
Shadow (Pathfinder RPG Bestiary 245)
CG Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 44 (3d8+6)
Fort +6, Ref +9, Will +5 (+4 to halve the damage from positive channeled energy); +2 bonus vs. channeled energy
Defensive Abilities channel resistance +2, incorporeal; Immune commanding, turning, undead traits
--------------------
Offense
--------------------
Speed fly 40 ft. (good)
--------------------
Statistics
--------------------
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +8; CMB +10; CMD 23
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, -4 in bright light); Racial Modifiers +4 Stealth in dim light, -4 in bright light
SQ strength damage
--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (40 feet, Good) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Commanding You are immune to being commanded (with the Command Undead feat).
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Immunity to Turning You are immune to turning.
Incorporeal (Ex) You aren't quite here.
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Never done Mythic, hope I did it correctly

The automatic bonus progression, would this affect companions too?

edit: Made a mistake, didn't see toughened. Need to drop the Nat Armor amulet. then i have more GP. and 1 less AC. But will change after i know if sheet is otherwise correct and if companions get bonuses too =^^=


Rynjin wrote:

Fighter (Sensate)/Investigator or Inquisitor or something sounds really nice too. I just like the idea of getting Evasion in Full Plate.

Actually the latter sounds better. A focused, intellectual fighter.

After a last look over, I realized the Sensate's Centered Senses and the Investigator's Studied Combat grant the same bonus type, so don't stack. =/

Maybe I'll go Mutation Warrior, get a few extra Discoveries. I'd change classes but I already have all those Feats written out.

Edit: Actually I may get about the same number of Feats as a Slayer. Hrm.

Random question: Does a Half-Elf adopted by Dwarves make any sense to you? I wanted to be in some way associated with Dwarves (he has a very Dwarfy fighting style).


Hmm... I was hoping to make a paladin for this, but that seems a really popular class, and it's what your friend is making... I'd have to make it better than everyone else's. That's an option, of course, and on the plus side, it'd hold me to a higher standard, so I'd probably wind up with a character I'm actually interested in.

On the other hand, there'd probably be far less competition for something like Wizard//Sorcerer than a melee monster. That one has the benefit of being able to toss away some spell slots and spells known in exchange for power, since the combination already provides a lot of versatility and stamina.

I'll need to think on this some more.


I will be applying with this Gunslinger/Inquisitor once I have him updated.


Actually... How do you rule that smite interacts with spells? It says "Damage rolls", with regards to what you get the bonus damage to, no mention of that it needs to involve an attack.

If you want to limit that a bit, the preferred way (for my purposes) to have it limited would be to spells that require and attack roll, but if it makes multiple attacks, I get to add smite damage to all of them.

Just letting it add damage to spell damage rolls against smited targets in general would be cool too, though. Magic missile would be really good. On the other hand, I don't think it'd be that much more powerful than say, a Paladin//fighter archer. Compare 5d4+60 to 4-6(manyshot, mythic rapid shot etc)*1d8+~32. They need to hit though, so I'd have an advatage there. If I use scorching ray instead it becomes 12d6+33.

In case it wasn't obvious, I'm debating creating a sorcerer//paladin, blasting focused, just to be a little different. Might end up resembling gandalf a bit.

RPG Superstar 2012 Top 32

HPs- I hate to make things unnecessarily complicated, but it seems that's my only option for getting HP where I want them... so, everyone gets max at first at then gets base hp/level as follows: d6=4.5; d8=6; d10=7.5; d12=9. As always fractions will be rounded down in gameplay (but not lost, so if you have X.5 hp now and gain 7.5 next level you'll effectively gain 8hp).

companions/eidolons/etc- these do not gain the automatic bonus progression. that's one of the reasons they'll be an uphill battle to make good use of (but if they did gain them it'd throw your wealth way off).

Critzible- are you looking for something that would make it permanently a non-reach weapon or something that would let you switch back and forth?

DoI- I would guess that's pretty significantly different. I imagine he will probably also have good social skills but that's a small overlap.

Seth- I didn't have time to dig through your build thoroughly at all, but it looks like you applied a mythic template instead of choosing a mythic path? You may need to read up on the mythic rules.... (They're available on the official PRD pretty easily, or on d20pfsrd if you search for mythic heroes)

Dragon- with gestalt and different mythic paths I'm not necessarily opposed to having several people with one class the same- especially with one like paladin where it would make sense for those characters to gravitate to each other. Even though their outlooks would be very similar there would be huge differences between a pally/sorc[archmage], a pally/oracle[guardian/hierophant], a pally/bard[marshal], a pally/rogue[champion], etc.

Rynjin- a half-elf adopted into a dwarven community might be a stretch, but a half-elf trained by a dwarven fighter in Magnimar or some larger city would make perfect sense.

Smite- smite damage will be added to spells also. The extra damage only applies to the smite target (so a fireball deals normal damage to all in range, plus smite damage only to the smote enemy). It only applies once per spell, not once per Ray/missile/etc. It only applies to spells that normally deal hp damage (not to ability damage). It is not reduced by saving throws, although if the target completely avoids the effect (via evasion or something similar) smite damage is not applied. The smite damage is not reduced by energy resistance and if the entire damage of the spell is overcome by resistance or immunity smite damage is still applied.


ah, my bad, okay, will read quickly
thanks

about the bonus progression for companions?

RPG Superstar 2012 Top 32

Seth86 wrote:

ah, my bad, okay, will read quickly

thanks

about the bonus progression for companions?

look under the bold faced heading "companions/eidolons/etc" in the previous post...


Aww. Volley archers get all the nice toys. Oh well, I'll deal.


-_- dont know why i missed it....

Redone =^^=

Nox and Blip:

Nox
Female human (Azlanti) magus 5/rogue (unchained) 11/shadowdancer 6/gestalt 11/Trickster 1 (Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +20
--------------------
Defense
--------------------
AC 28, touch 21, flat-footed 19 (+6 armor, +2 deflection, +5 Dex, +4 dodge, +1 natural)
hp 94 (11d8+26)
Fort +9, Ref +15, Will +8
Defensive Abilities danger sense +3, defensive roll, hard to kill, improved uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen adamantine wakizashi +11/+6 (1d6+6/15-20) or
. . dagger +10/+5 (1d4/19-20) or
. . mwk sap +11/+6 (1d6+5 nonlethal)
Ranged mwk longbow +14/+9 (1d8/×3)
Special Attacks arcane pool (+2, 4 points), magus arcana (still magic[UM]), mythic power (5/day, surge +1d6), sneak attack (unchained) +6d6, spell combat, spell recall, spellstrike
Shadowdancer Spell-Like Abilities (CL 6th; concentration +12)
. . 2/day—shadow conjuration, silent image (DC 17)
Magus Spells Prepared (CL 5th; concentration +7)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 14, Wis 13, Cha 22
Base Atk +8; CMB +5; CMD 29
Feats Combat Expertise, Combat Patrol[APG], Combat Reflexes, Dodge, Exotic Weapon Proficiency (wakizashi), Greater Feint, Improved Feint, Mobility, Spring Attack[M], Weapon Finesse
Traits blood of dragons, born under the stranger
Skills Acrobatics +19, Appraise +9, Bluff +20 (+30 to lie, +25 to feint, 15 to pass a hidden message), Climb +7, Disable Device +26, Escape Artist +19, Knowledge (arcana) +10, Knowledge (local) +16, Linguistics +16, Perception +20, Perform (dance) +20, Sleight of Hand +19 (+21 to conceal the ring in a search, +23 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Spellcraft +10, Stealth +24, Swim +7
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Orc, Shadowtongue, Terran, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hide in plain sight, rogue talents (bonus feat, fast stealth, improved evasion, skill mastery, trap spotter), rogue talents (offensive defense[APG], without a trace), shadow jump, summon shadow, trapfinding +5
Combat Gear ring of invisibility; Other Gear +2 shadow mithral chain shirt, +1 keen adamantine wakizashi[UC], arrows (20), blunt arrows[APG] (20), dagger, mwk longbow, mwk sap, eyes of the eagle, handy haversack, mask of stony demeanor[ARG], bedroll, belt pouch, flint and steel, grappling hook, hip flask[UE], pocketed scarf[UE], sewing needle, signal whistle, spider's silk rope (50 ft.)[APG], tent, small, thieves' ring, whetstone, 42 gp, 4 sp, 1 cp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Born under the Stranger Ignore -4 non-humanoid penalty when feinting vs. aberrations.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Patrol (+5') Full-round action: increase your threatened area by +5' until your next turn.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Uncanny Dodge (Lv >=21) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 21+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Shadow Jump (8 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Skill Mastery (Bluff, Stealth) Can always take 10 with rogue's edge skills plus int modifier more.
Sneak Attack (Unchained) +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Spring Attack [Mythic] No need to move 10 ft before first sprind attack. Use 1 power to move without AoO.
Still Magic (1/day) (Su) 1/day, cast a spell as if Stilled without altering the casting time or level.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Supreme Stealth (blindsight/blindsense) (Ex) You aren't automatically detected by the chosen sense.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Without a Trace (Ex) When successfully use Evasion/Improved Evasion may hide as imm act.

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

Blip
Shadow (Pathfinder RPG Bestiary 245)
CG Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 47 (3d8+6)
Fort +6, Ref +9, Will +5 (+4 to halve the damage from positive channeled energy); +2 bonus vs. channeled energy
Defensive Abilities channel resistance +2, incorporeal; Immune commanding, turning, undead traits
--------------------
Offense
--------------------
Speed fly 40 ft. (good)
--------------------
Statistics
--------------------
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +8; CMB +10; CMD 23
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, -4 in bright light); Racial Modifiers +4 Stealth in dim light, -4 in bright light
SQ strength damage
--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (40 feet, Good) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Commanding You are immune to being commanded (with the Command Undead feat).
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Immunity to Turning You are immune to turning.
Incorporeal (Ex) You aren't quite here.
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Grand Lodge

basically an ability that would let me use the weapon both reach, and than be able to shift to melee than back. Not like the size shifting just like an ability similar to a feet

RPG Superstar 2012 Top 32

Critzible- you could take a 2 level dip in polearm master fighter... or you could take the catch off guard feat and use the shaft as an improvised staff...


This is Thanis, this will most likely be my character, but that might change. I'm going to try and have the backstory on there by Monday. (full stats on my page)


Finally this is up :D. I'm going to have a hard time settling on a concept, but odds are I'll go Archmage. If I'm going scarred witch doctor/bloodrager would mad magic allow me to use hexes while raging?


Arrathion's submission. Crunch should be set, working on background now.


Here is the submission for Tanner Nielsen. I am posting the physical description, personality, background, and interaction on this board for ease of reference. Please let me know if there is anything in need of correction.

Victoria Whitesmith
LG Human Female
Fighter (Two-Handed) 11
Wizard (Transmuter) 5 / Hellknight Signifier 6
Mythic Rank 1 - Champion/Archmage

Description:

Hair: Brown
Eyes: Blue
Height: 6'3"
Weight: 230

You see a woman clad in shining mithral armor, with a red plume and numerous insignia and medallions affixed to her breastplate. A solid helm without a visor and small eye-slits covers her face. Removing her helm, you see a woman of mixed Chelaxian and Varisian descent with chestnut brown hair tightly gathered under a bandanna. Her eyes are the color of the sky, with small flecks of silver near the iris. Her skin is fair with small freckles on her nose and cheek bones. An iron holy symbol of Abadar is affixed as an epaulet on her right shoulder. She is quite tall, with a solid frame and straight posture. She wields a mighty spiked club, called a tetsubo in eastern lands, made of glistening black metal.

Victoria leads personal interactions with a no-nonsense, business-like attitude cultivated through years of service in the Hellknights. She works hard to overcome her negative attitude to see the good in people, but has been disappointed enough in life to not expect much from those around her. She has learned, in contrast to her peers, that not all who fail to live up to their standard of discipline is a profligate. She is loyal and courageous to those who have her friendship - while terrible and vindictive to those who attack or betray her.


Background:

Approximately twenty seven years ago, a Chelish trade envoy visited the town of Sandpoint. He came to negotiate for favorable docking fees for ships flying the flags of Cheliax, to provide them some respite from raiders and pirates traveling the trade route between Magnimar and Kalsgard. As part of his sizable entourage, he brought his teenage daughter, who had grown bored and jaded with urban life and wanted to see the frontiers for a thrill. The trade envoy and his company stayed for several weeks, establishing important contacts and negotiating with town elders.

During this time, the envoy's daughter explored the town. She was amused by the provincial attitudes of Sandpoint, and thrilled in the opportunity to flaunt her cosmopolitan dress and manners to the locals. There was one townsman, however, who caught her eye. His name was Jubal, a journeyman farrier with dark hair, brooding eyes, and strong hands. He was only a few years older than her, and they began talking one night in the Rusty Dragon Inn. Talking led to drinking, drinking led to flirting, and flirting led to the young woman sneaking from her rooms at night.

After several weeks, the trade mission was ended successfully. Jubal and the envoy's daughter bid a heart-felt farewell, and the company returned to Cheliax. Two months later, the envoy's daughter was sent on a sudden vacation to the family estate in foothills near the western Menador Mountains. Far, far from noble society. Seven months later, she returned to the city looking forlorn and tired, but was attending galas and parties in no time.

Victoria, as far as she knew, was born in the small Chelish city of Taggun Hold. Her father was Benton Whitesmith, who worked with tin and pewter as his namesake. Her mother was Adara Whitesmith, a homemaker and seamstress. She had no siblings, and was lavished with love by her parents. Their home was modest, but comfortable. During her sixteenth year, Victoria saw a hellknight visit their city on a tour of the area. She was captivated by the knight's regal bearing, intimidating armor, and ability to command both fear and reverence in the townsfolk. With her parent's blessing, she presented herself to the hellknight, who deigned to take her to Citadel Enferac in the western range of the Menadors for screening.

Blessed with prodigious strength and a keen intellect, Victoria was accepted as an armiger in the Order of the Gate. The next few years were spent in rigorous training, as her body and mind were honed by discipline and testing. She rose through the ranks at an astounding pace, gaining the rank of hellknight at the age of 18, maralictor at 20, signifier at 23, and paralictor at 25. Her ascendance was noted with concern by Vicarius Giordano Torchia, who saw her not only as a potential competitor for leadership of the Order, but one who injected a disturbing amount of diplomacy and goodwill into her work. While effective and successful in her missions, she advocated for leniency with those who committed lesser crimes -- something that did not sit well with the senior leadership.

To circumvent this problem, Victoria was summoned before the council. First, she was informed that she was to be designated as a knight-errant of the Order, to carry the word of law to the wild places of the world. Second, they chose to reveal to her the true nature of her origin, learned through divination spells cast by the Vicarius to collect more information about his rival. This revelation was designed to deflect her interests away from the Order, and it worked perfectly. Victoria became overwhelmed with a desire to discover her true history, and set out at once from the citadel.

She made contact with her family in Cheliax, and was shocked to learn that not only had her mother died of fever several years prior, but that living family members wanted nothing to do with her. Dejected and still in need of answers, she set out for Sandpoint in Varisia to find her father. The journey was long and arduous, but at last she arrived safely. She inquired for Jubal the farrier -- and learned that he had died nearly two decades ago, kicked in the head by a horse. Jubal's family had moved away from Sandpoint after the accident, and had not been heard from since.

Victoria is now at a crossroads. She cannot return to her Order due to her commission as a knight-errant, and the only two people in the world she desired to meet are both deceased. She desperately needs to find purpose, and hopes that opportunity will find her soon.


Interaction:

Victoria dipped her finger into the condensation running off her mug of ale and traced slow, methodical circles into the surface of the table. The Rusty Dragon Inn was not very crowded, but every conversation crackled with excitement for the upcoming festival. Blacksmiths, carpenters, farmers, and bakers spoke in eager, rushed voices. They laughed and toasted and slapped each other's backs.

Victoria was quiet. She had arrived in town only two weeks prior, and the townsfolk were still wary of approaching her. Her great height and imposing armor probably did little to assuage their hesitance. Her search for her father had ended in bitter disappointment, and she was feeling lost at sea without a mission to guide her. So lost in her thoughts was she that it took her nearly a minute to notice the small wisp of a girl standing at her side.

She turned and the girl took a timid step backward. She couldn't have been more than 7- or 8-years-old, with long dun-colored hair and a baggy red dress that ran to her knees. Victoria smiled, "Are you looking for something, little one?"

The girl pressed her lips together as though gathering courage, and spoke softly, "My pa says that you're a hellknight."

Victoria nodded. "Your pa is right."

"He says that hellknights are monsters." Her words came out faster and more confidently as she continued. "He says that you hurt people who think different and that you have demons living inside your armor. He says that you have to kill your own parents just to become a hellknight. He says that you live in a dark, dark tower and talk with demons all night and that you can put demons into people's dreams." She paused for a moment. "Is, is that true?"

"Hmm..." Victoria rubs her chin with one hand and played an overly-thoughtful look on her face. "What do you think? Do I look like I have demons living in my armor?"

The child regarded Victoria's armor. The stories she heard had made her expect the legendary armor of the hellknight to be covered in the leering faces, claws, and teeth of demons. Black as pitch and covered in sharp points. But her armor was very different. It glistened like silver, and was smooth and curved. It was covered in writing she could read, in small, neat letters. It had different symbols and medals attached to it, but nothing looked evil or scary. "I guess not."

"Have you heard about me hurting or killing anyone since I got here?" The girl furrowed her eyebrows in thought. "No."

Victoria shrugged and raised her hands in surrender. "Then I guess your pa heard some things that aren't true."

The girl reached out slowly with a finger and gently touched the whorls and curves of filigree inlaid into the armor. "It's pretty. Then what is true?"

The hellknight smiled. "What is true is that I try to help people wherever I go. We all have a responsibility to help clean up messes, right? Like you help your ma and pa keep the house clean? Well, sometimes messes are dirt and cobwebs, and sometimes messes are people. People who don't follow the rules. People who hurt other people. People who rob and cheat and kill. I do my best to stop them. Sometimes I have to hurt them, but I only do it to protect people."

"If you try to help people, then... why are you called a hellknight?" The girl seemed nervous at saying a very adult word. Hell.

Victoria beckoned with a finger, and leaned in close and whispered, "I have a scary name to scare the bad guys." She smiled again and laid a gentle hand on the girl's shoulder. "If you know any bad people, any messes that need cleaning up, just let me know. I love a clean house." She ruffled the girl's hair shooed her away. "Now, go back home. You shouldn't be out so late at your age." The girl smiled and ambled out of the inn into the dark street.

Victoria watched her leave and stared out into the night. She sighed. A lovely little lass. I'm sure her father means well. I will just have to make certain that he stops spreading lies. Hopefully a polite conservation will do the trick...

Grand Lodge

Think I can work with that


I wanted to run a neutral necromancer idea past you. Sort of looks at undead as tools he can use to fight evil back. Kind of a fight fire with fire mentality. He will focus on a few big guys instead of hoards of undead as to not big things down. If that doesn't mesh well with your idea for your campaign let me know and I can work on something else.


Hmm, do hexes even require consecration? You never have to make concentration checks for them. So I guess you can use them while raging even without mad magic. Here is a link to the old version of scarred with doctor. I might end up going sorcerer instead of scarred witch doctor though. Scarred witch doctor has so few spells due to basing their bonus spells on int.

One idea I'm toying with is Paladin 2/Barabarian 2/Bloodrager1/Oracle1 -> Rage Prophet on one side of the gestalt. But barbarian and paladin normally conflict. Would you allow a "Paladin of Freedom"? Basically just a CG paladin or alternatively a lawful barbarian? What about having my character start out as a barbarian (non-lawful) but then become lawful before (s)he becomes a paladin? That would work out great if played out, but we are just making a character here, not all the steps they go through to become who they are. Another question of course if you would like to see such a character... If you would rather have me play something else, I'll look for another concept.

Can I use UMD with ring of revelation to get a revelation from a different mystery?

1 post per day won't be a problem, though I'm kinda hoping people are interested enough to prioritize posting more that once daily.

Dark Archive

This is my submission as the rogue/sorcerer. Most of the crunch is taken care of. I still need to get the rest of the equipment sorted out, select spells, and then I need to finish writing the fluff.

Unfortunately I have a late lunch to go to and then a 3 hour drive ahead of me. I should be able to finish everything by the end of tonight.

RPG Superstar 2012 Top 32

Zomb- I'd definitely prefer to steer clear of necromancers (especially since it seems like we may have more than one paladin in the party theres a lot of ideas mentioned that include at least a dip).

Oyzar- hexes work while raging. Regarding barb/pally... I'd really prefer you just took more bloodrager levels- take the primalist archetype and you can even pick up some rage powers if that's what you're looking for. bloodragers can be lawful without a problem. As for pallies- LG only. For the ring of revelation... I'd have to read up on it.

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