GM Rednal's Wrath of the Righteous (Inactive)

Game Master Rednal

The Ruins of Drezen
Citadel Drezen
Drezen Dungeon
Battle Map
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Party Loot


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Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Julian update your Mutant Profile, dork. :p


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Justicar sounds interesting. :)

Where is it from Source wise?

Liberty's Edge

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14 What I think he appears in mutant form

I'm working on it. Get off my leg! XD


The Slumbering Tsar Saga, by Frog God Games. I'm considering offering it with a few modifications, as follows:

Justicar Prestige Class:

Justicar

A Justicar is the living embodiment of one of the ideals of the heavens — Truth. As an embodiment of truth, and in keeping with the teachings of heaven, a Justicar must follow a strict moral code beyond that required of a common paladin. The benefit of this purity and stricture is awe-inspiring — eventually allowing the Justicar to become an avatar of their deity.

Role: Justicars are the elite paladins in the worship of a deity. While there are many paladins of most lawful good deities, there can never be more than 13 Justicars of a deity alive at any one time (across the entire multiverse). The leader of the Justicars in each faith is known as the Grandmaster. The grandmaster must be a Justicar of at least 8th level. However, those with both the temperament and talent to become Justicars are rare - many faiths have none at all. As such, their ordination is a major event.

Level | BAB | Fort Save | Reflex Save | Will Save | Special | Spells per Day
01 | +1 | +1 | +0 | +2 | Resist illusions, zone of truth, enemy of evil, celestial companion | +1 lvl of existing class
02 | +2 | +2 | +0 | +3 | Discern lies | +1 lvl of existing class
03 | +3 | +2 | +1 | +3 | Shield of truth | +1 lvl of existing class
04 | +4 | +3 | +1 | +4 | Mark of justice | +1 lvl of existing class
05 | +5 | +3 | +1 | +4 | Immunity to illusions | +1 lvl of existing class
06 | +6 | +4 | +2 | +5 | Sword of courage, scourge of evil | +1 lvl of existing class
07 | +7 | +4 | +2 | +5 | True seeing | +1 lvl of existing class
08 | +8 | +5 | +2 | +6 | Armor of honor | +1 lvl of existing class
09 | +9 | +5 | +3 | +6 | Holy word | +1 lvl of existing class
10 | +10 | +6 | +3 | +7 | Avatar, demon-bane | +1 lvl of existing class

Alignment: Lawful Good

Hit Dice: d10

To qualify to become a Justicar, a character must fulfill all of the following criteria.

Class: A Justicar must have at least 3 paladin levels and may not be a ex-paladin. As a powerful Prestige Class offering high martial and magical power, the Justicar takes up both sides of a Gestalt character's levels.

Deity: Any Lawful Good. In addition, they must be an actual deity (not an Empyreal Lord, demigod, or similar near-divine figure).

Skills: Knowledge (religion) 8 ranks, Sense Motive 2 ranks, Diplomacy 2 ranks.

Quest: A Justicar-to-be must complete an arduous quest of some significance to their deity to demonstrate their worth before they may be ordained (see below). The rescue of Drezen from the forces of evil qualifies for this.

Ordination: A Justicar must be ordained by a person with to power to ordain Justicars. This power is only held by clerics of 13th level or higher and by certain celestial servants. Once the Justicar-to-be proves themselves worthy by a quest (see above), the ordaining priest must cast bless, zone of truth, prayer, discern lies, mark of justice, righteous might, and holy word upon the Justicar-to-be. This ordination ritual also requires the presence of a holy relic of the deity involved. (The Sword of Valor qualifies.)

Class Limitations
Justicars must follow a strict moral code. Failure to follow these rules may result in the PC becoming a ex-Justicar.

Alignment: A Justicar must be lawful good. In addition to the strictures placed on a paladin, a Justicar must live by the following additional limitations:

Reject Property: A Justicar may not own real property — land, buildings or other holdings, nor may they circumvent this by having agents or friends hold such property in their name. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (inherited land, for example) requires atonement. A gift of land, if rejected, does not constitute disobedience.

Reject Disguise: As an embodiment of Truth, a Justicar may not thwart truth, regardless how noble the goal. Though they may tolerate it in others, a Justicar will not willingly disguise themselves, accept magic intended to conceal or disguise their person or qualities, nor may they use protective magic based on disguise or hidden appearance. They will counsel against their companions using such tactics, though they will not split with persons who are otherwise good-aligned as a result of their use of such tactics. The Justicar simply will not take part in them. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (having a disguising spell cast upon you by a friend against your will) requires atonement. Having a disguise or concealment spell cast upon you by an enemy, if unwanted, does not constitute disobedience if the Justicar immediately seeks to undo the disguise.

Reject Falsehood: A Justicar may not lie, regardless of how noble the goal. Lying means active deception. Standing silent or failing to answer a question is not lying. However, if a Justicar fails to answer a question because of an intent to deceive, he must do atonement. Willful disobedience of this principle results in the character becoming an ex- Justicar. Unintentional disobedience (being magically compelled or otherwise forced to lie against your will, for example) requires atonement. Because a Justicar embodies Truth, the GM is encouraged to demand the strictest compliance to this principle.

Ex-Justicars: If a Justicar violates any of the strictures above, they become an ex-Justicar. They lose all Justicar spells and class features (including the service of the Justicar’s falcon familiar). They may not progress any further in levels as a Justicar until they have atoned.

Torment: The above rules allow evil NPCs (or characters) to torment Justicars — magically disguising them against their will, etc. An evil creature can never cause a Justicar to become an ex-Justicar by such torment unless the Justicar willingly joins or fails to reject the evil character. At worst, such actions may require the Justicar to do atonement. Note that in the case of such torment, a Justicar is free to attempt to slay, capture, or otherwise defeat the tormenting evil NPC prior to attempting to undo the source of the torment. The only exception is lying. If a Justicar willfully lies, even to an evil opponent, they become an ex-Justicar.

Class Features
All of the following are class features of the Justicar prestige class.

Spells per Day: When a Justicar level is gained, the character gains new spells per day as if they had also gained a level in any one spellcasting class they belonged to before they added the prestige class. They do not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if they are a spontaneous caster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Justicar, they must decide to which class he adds the new spell level for purposes of determining spells per day.

Resist Illusions (Su): A Justicar gains a +4 divine bonus on Will saves against illusion magic. In addition, Justicars are allowed to save to disbelieve illusions without having to interact with the illusion, even if that is normally required to disbelieve the illusion.

Zone of Truth (Sp): Once per day for every three Justicar levels, a Justicar can cast the spell zone of truth as a spell-like ability. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Enemy of Evil (Su): A Justicar gains a +2 divine bonus to attack and damage rolls against evil-aligned undead and outsiders.

Celestial Companion (Su): A Justicar gains a celestial falcon as a companion per the druid animal companion rules (see “Druid” in Chapter 3 of the Pathfinder Roleplaying Game).
Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 14, Cha 10; Special Attacks smite evil 1/ day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until the target is dead or the celestial falcon rests); Special Qualities darkvision 60 ft., low-light vision, DR and energy resistance per Pathfinder Roleplaying Game Bestiary “Celestial Creature”, SR equal to class level +5 4th-Level Advancement: Ability Scores Str +2, Con +2.

Discern Lies (Su): At 2nd level, a Justicar can discern lies as the spell once per day and an additional time per day for every 3 Justicar levels thereafter (2 at 5th, 3 at 8th). The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Shield of Truth (Su): Beginning at 3rd level, a Justicar can invoke a shield of truth once per day. Invoking this ability either enhances the Justicar’s current shield or temporarily creates a supernatural shield for the Justicar to use. The shield has the following abilities: +2 divine armor bonus (if the shield is created, this is the only armor benefit it provides) and becomes a blinding shield (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game), except the blinding effect only affects evil creatures. In addition, the shield radiates the effects of a prayer spell for its duration. This ability lasts for 30 minutes. Shield of truth cannot be used in combination with either sword of courage or armor of honor until the Justicar gains the avatar ability.

Mark of Justice (Su): Beginning at 4th level, the Justicar gains the ability to pass holy judgment on others once per day and place a mark of justice on persons so judged as the spell (but as a standard action). The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Immunity to Illusions (Su): Beginning at 5th level, a Justicar is immune to all illusions. A Justicar notes the presence of illusions but recognizes them for what they are and disbelieves them immediately and automatically.

Sword of Courage (Su): Beginning at 6th level, a Justicar can invoke a sword of courage once per day. Invoking this ability either enhances the Justicar’s current sword or temporarily creates a supernatural magical longsword for the Justicar to use. The sword gains a +2 divine courage bonus to attack and damage rolls. The sword also becomes a holy weapon (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game) for its duration. In addition, the sword radiates remove fear in a 30-foot radius for its duration (caster level equal to the Justicar’s total character level). The ability lasts for 30 minutes. Sword of courage cannot be used in combination with either shield of truth or armor of honor until the Justicar gains the avatar ability.

Scourge of Evil (Su): At 6th level, a Justicar gains an additional +1 divine bonus to attack and damage rolls and double the normal critical threat range against all evil-aligned creatures (of all types). This ability stacks with the enemy of evil ability and the Improved Critical feat or keen weapon quality if the Justicar has these as well.

True Seeing (Su): Beginning at 7th level, a Justicar can use true seeing as the spell once per day. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Armor of Honor (Su): Beginning at 8th level, a Justicar can invoke an armor of honor once per day. Invoking this ability either enhances the Justicar’s current armor or temporarily creates a suit of magical chainmail around the Justicar. The armor gains a +2 divine honor bonus to AC. The armor also has the qualities of moderate fortification, invulnerability, and spell resistance (15) (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game) for its duration. This ability lasts for 30 minutes. Armor of honor cannot be used in combination with either shield of truth or sword of courage until the Justicar gains the avatar ability.

Holy Word (Su): Beginning at 9th level, a Justicar can speak a holy word as the spell once per day. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Avatar (Su): At 10th level, a Justicar can use shield of truth, sword of courage, and armor of honor at the same time up to once per week. When all three powers are invoked at the same time it seems as if a spectral figure of their deity overlaps the body of the Justicar and mimics their every movement. In combat against evil creatures the figure of their deity becomes even more apparent. In addition to allowing all three powers to operate in unison, when a Justicar becomes an Avatar they are treated as if under the effects of a greater heroism spell (caster level equal to the Justicar’s total character level) for the duration of the ability. The avatar ability lasts only so long as all three abilities — shield of truth, sword of courage, and armor of honor — are in effect at the same time.

Demon-bane (Su): At 10th level, a Justicar becomes an evil-killing machine. Their critical threat range is doubled against evil undead and outsiders. This ability stacks with both the scourge of evil ability (see above) and the Improved Critical feat or keen weapon quality if the Justicar has these as well.

I'm also looking for options for Julian and Anathya. XD The gist of this, though, is Rowan ascending as one of Iomedae's champions.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Haha, Dunno if I want to branch off. xD Alch/Magus is a lot of fun actually. A little action heavy at times but Fun~ Looking forward to seeing what you come up with though. ;3

Though if my selection is bothersome I am willing to compromise to help keep the game going in a fun way! :D.


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Nah, if your selections were gonna be a problem, I'd have mentioned it earlier. XD Let's just say... I'm trying to help all three of you feel like truly epic heroes by the time this game is done.


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

Justicar does look like it was practically written for this adventure path and really suits Rowan.


Well, it's kind a general "righteous figure smites evil" type of class. XD You can fit that into a lot of campaigns - but you're right, it did seem quite fitting for this campaign, which is why I wanted to offer it as an option.

Julian seems happy, but I'll keep looking for something for you as well, if you're interested. ^^


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

I' open to anything you happen to find. Right now just looking forward to when we get to a point where I'm not looking at my sheet thinking..."nope". lol

Don't get level drained kids, it blows!


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

lol, well I am enjoying myself immensely but if you find something that you think fits Rednal. THen feel free to post it and let me think about it. I am always to entertain what you got to present. :D


Sadly, classes like Magus, Alchemist, and Inquisitor are newer, so there's not quite as much support floating around. (I briefly considered a version of Archwizard, but I don't think I can adapt that to how Alchemists work, and it definitely doesn't work with Magus.)


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Thats fine then, Alch + Magus means some interesting lvl 20 combo's. Should be really fitting for him. :3 If something pops up in the future let me know haha.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Your move Anathya :)


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

Ah okay sorry.


@Julian: You got all the numbers right for doing both natural and weapon attacks, right? o wo


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

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Yes.... Per Hero Lab too....

But I will double the check.

And I thought I was Reaaaaaaaaaaaaaaaaaaaaaaaaaally carefull herp. let me lookie see.

Liberty's Edge

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14 What I think he appears in mutant form

So with Herolab counting them as secondary attacks the math is +6 (BAB) +7 (DEX) -5 (Secondary) +2 (Heroism)

Hopefully I didn't mess up again >.<;

Liberty's Edge

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14 What I think he appears in mutant form

Okay hint, what did I mess up Rednal? XD Nevermind, I found it below... Ugh.

MY strength is too low for a damage bonus, with Herosm it bumps me up from a +8 to a +10 to hit which back in the grey garrison when I was like 5 lvls lower it was +5 so the math is good I think.

The only thing I can think of aside from that is Snowball, but with my Close Range Arcana I should have been able to SS/SC it into an attack with my blade... or is that where I fooped up?

____________________________________________________________________

Hoho! Ugh, I see one mistake, Dammit.

2nd Attack w/Einherjar -SS/SC: 1d20 + 14 (Should have been +12! Shoot! + 2 + 2 - 2 ⇒ (18) + 14 + 2 + 2 - 2 = 34 (should been 32
Damage +Arcana: 1d6 + 12 + 2 ⇒ (1) + 12 + 2 = 15

Critical Confirmed?: 1d20 + 12 + 2 + 2 - 2 ⇒ (10) + 14 + 2 + 2 - 2 = 24
Critical Damage: 1d6 + 12 + 2 ⇒ (2) + 12 + 2 = 16

_________________________________________________________

So that secondary would have been a critical hit at 32 to hit and confirm critical @ 24.
_________________________________________________________
Other then that everything should have been square. Sorry ( ._.)

Was that the only error?

Accidentally gave myself a +2 when I was trying to be mindful and break everything down. :/


I just wanted to doublecheck your mastery of the rules there, since Manufactured + Natural is a bit weird. XD

...Notably, I don't think you'd have gotten a claw attack at all, unless you got three arms when I wasn't looking. This is because:

>Spell Combat requires a free hand, and a hand/claw that was used to make a weapon attack generally isn't 'free'

>Spell Combat doesn't allow you to cast spells in-between weapon attacks (including the one you'd make with Spellstrike)

>You have to give up a natural attack for a limb if it holds any other weapon, and a held spell for Spell Combat counts for that.

Hero Lab is great, but it doesn't always model what you're actually doing in a round, so you really do have to know the rules. ^^ Especially for complicated situations like this.

Liberty's Edge

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14 What I think he appears in mutant form

Whoops! I was going off what I used to do in the Garrison.

I can recalculate the rolls so that the claw wasn't included so its fair. :)

But I will make a note.

Also that makes me wonder since most of the time you have to use a verbal component if a Bite would occur at all either then. Since technically I wouldn't be able to bite and cast. :/

_________________________________________________________

Note added in his Feral Mutagen Sheet. Also made adjustments to the in game thread to make it legit. :)


Curiously, although they're both 'weapons' that are also used to fulfill 'components', nothing seems to stop you from both biting and fulfilling verbal components. XD The big issue is 'holding' something, whether that be a weapon, an item, a spell, or anything else you use a 'hand' in the game for.

(Note that verbal components are basically just talking, and you're certainly allowed to do THAT and Bite in the same round, so... XD You're in the clear there, I think.)


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

You rattle off the words really fast before biting down?


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

So is there anything else I need to update? I don't want to hold things up anymore ^^;;;;;;

Also my oldest started school recently so my schedule is changing haha. Getting up at 5 am is no fun xD. But thats life.


I'm waiting on Rowan, not you. ^^


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

I have been trying to build a copy o Justicar for Herolab but the editor is proving to superior to my inferior skills haha. But the more I look at it, Justicar becomes more and more fitting.

Originally My idea of Rowan was a Mystical Paladin Queen who would possibly rule over the shattered Sarkoris eventually and wage unending war on the Demonic remnants of the Wound until it was once again secured from threats both foreign and domestic. While creating a country with Iomedaen influence to prevent the resurfacing of rifts ever again.

Justicar works too, instead of ruling over a broken land she could help unite it once more. Not claiming ownership of anything of course. Leading the fractured remnants of the lands armies into battle and fighting all-comers until the borders are secure. Even going so far as taking back any land that is grabbed up by greedy neighbors during the Chaos of war.

Still mauling it over but its growing on me some. So working on the two builds and seeing what they would become in the end.


*Tosses popcorn into mouth*

Have you tried adding this link to your Hero Lab update sources?

(You're looking for "Justicar of Muir", by the way.)


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

As she is currently she will end up with upto lvl 7 spells in either Oracle/Arcanist and 1 lvl 9 spell in Either or as well.

But it breaks down into

Mystic Theurge 10
Oracle 4
Arcanist 4

(With the ability of either of them being lvl 8 or 6 in each for lvl 8 spells in both. Their abilities are somewhat moot at this point.

and Paladin 18.

All and all it wouldn't be a bad build if I get it right. Coupled with Mythic it'd be pretty cool but I admit it will be a very busy class.

Justicar I am still experimenting with. Though I must admit, its totally packing haha.


Lemme know what you ultimately settle on. o wo/


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

The whole Paladin queen thing is pretty cool too.


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Oic, got it loaded in now, so its an offshoot of that Prestige Class. Pretty neat though.

I will let you know by the end of this fight or this dungeon run. Like I said it changes a lot of what I had planned. And means I might have to revamp her class to a straight divine class as well. So running the numbers and story through my head haha. :) Thanks for your patience Rednal.


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Anathya: If its the weapon bane, then the Enhancement does but not the additional dice.

Power attack still adds on though haha


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

Yeah it's the Inquisitor's Bane ability


No worries, Rowan. o wo/ And I'd recommend taking it from levels 11-20 anyway, so it's not like you need to make a decision right now or anything.

Liberty's Edge

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14 What I think he appears in mutant form

Fixed ^^; Spellcasting at beginning of Pre-made now. ^^;;;


o wo b

(I think that was mostly put into place to stop some shenanigans you could do with spells, like using True Strike on your 'bad' attack when you're normally not able to. XD It really is more important than it might look at first - if you edited your format, though, we should be good now.)

Liberty's Edge

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14 What I think he appears in mutant form

That is true, never thought of using it liket that. Though Arcane Mark is so easily abused. But never thought of using true strike or other buff up spells in that regard. Just thought it looked cleaner to do my main attacks, con checks and then spell strike last. xD


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

Sorry, posting is a little erratic since I'm on vacation


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Np :3

Liberty's Edge

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14 What I think he appears in mutant form

Have fun on vacation! Hopefully you went somewhere fun! XD

Liberty's Edge

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14 What I think he appears in mutant form

We still good Rednal? Anythign I need to add? I wish I had trapfinding but Nope!

Though I doubt my Soul Points would allow me to gain that. I need to read what those can do again.


Oh, I only saw two posts - am I up? XD

Liberty's Edge

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14 What I think he appears in mutant form

LOL


*Juggles and waits*

Liberty's Edge

Alc 9 / Magus 9 / Tier 2 | HP: 93/94 | AC + (DR 2/- vs EvilOut): 32 / T: 24 / FF: 18 / Resist: Fire 5 Defiant Armor (Active) - Evil Outs. +2 AC DR 2/- | F: +8, R: +16, W: +7 | BAB +6 CMB: +7 CMD: +32 | Ini: +17 Perception: +14 What I think he appears in mutant form

Back, car troubles so I have been trying to get our ride fixed. Been a pain. Post is up and took a bit to make sure I was doing all my SWA, FA and SA's right. Mythic does make things weird sometimes haha.


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

I will do Justicar. I can still be a sort of leader just not hold any lands and instead possibly be a herald to save Golarion from evil.


All right. What level would you like to start taking it at?


Anathya D. Tracker Demonslayer /Cold Iron Warden (Inquisitor) 10 Religion:Ragathiel| HP:148/148 | AC: 22 T: 15 FF: 17 |F: +12 R: +13 W: +11 | Init:+10 (+12) Per: +11(+13) |CMB+10 CMD 25 | Effects: C; Resist acid 5 cold 5 electricity 5 |Senses:Darkvision 60

The queen without a kingdom, leading the army without a homeland.


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

@Anathya

Seems almost poetic doesn't it. Both sides will make an epic story. (/ >.>)/ As much as I enjoyed the idea of eventually rebuilding a broken land I also like the other idea a lot.

@GM Rednal

Probably from lvl 10 on. Then she'll have some decent spell casting ability and such. unless remaking her was allowed. Then I could just go with a clean slate.


Well, I'm pretty generous about retraining, and you will have some free time in the near future, so if you want to use those rules...


Ascendent Rowan HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

I will look into those and see if its worth it. ^^;

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