Gestalt Wrath of the Righteous Campaign (Inactive)

Game Master Divinitus

*TO BE ADDED*


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My only regret is not having a good way to sneak Kineticist in. XD Oh, well, I'll make do with what I've got. I'm almost done updating Korina - just gotta spend the rest of her cash.


Purchases:

Composite Longbow, +3 STR (400gp)
20 x Masterwork Cold Iron arrows (122gp)
2 x scroll of abundant ammunition (50gp)
2 x scrolls of cure light wounds (50gp)
2 x scrolls of divine favour (50gp)
2 x scrolls of magic weapon (50gp)
1 x scroll of protection from evil (25gp)
1 x scroll of shield of faith (25gp)
Belt Pouch (2gp)
Cleric'skit (16gp)
10gp remaining.


I still have some gold to spend, which I'm hoping to get to tomorrow (Running my RL game in about 2 hours, in the pouring rain, no less. Thank Gawd for Texas weather!) and I still need to come up with a background story. But, the game mechanics are sound and ready for review. If any changes need to be made, my profile is in Hero Lab, so I can fix them quick.


OKay, I am going to change his blessings to destruction and good, and Oret will be a Lawful Good follower of Ragathiel.

Fluff: Oret was a wild and wilful child (for an Oread), continually getting into mischief and scrapes right up until the day he got caught behind enemy lines. realising that he was in over his head and unlikely to survive was a sobering thought, and he lived entirely due to a chance encounter (see campaign trait of same name).

Thankful for his good fortune, Oret determined to strike back at the cultists who almost killed him. This determination was realised when a recruitment drive by Ragathiel's army was held, and he duly signed up.

Lacking the force of personality to become a paladin, Oret was trained as a warpriest. After some testing, it was determined that he had an affinity for the bow and was posted to a Monastery near Kenabres where they studied bowmanship, and so bowmanship and religion became the mainstays of his life.


How long is this going to be open. I'm not quite done and wont get to finish until monday.


DM_Kumo Gekkou wrote:
How long is this going to be open. I'm not quite done and wont get to finish until monday.

GM Glory mentioned that it be one week from yesterday.


I have trouble deciding what to do with all this money, it's not enough to start buying up my armor class, I'm a monk thus don't need armor or weapons, I think I'm going to become overly prepared gear monkey


You could always just save the money for the future - nothing says you HAVE to spend all of it right away. ^^


I'm still not sure how this works. Are we multiclass characters at the start or do fuse classes together? Like for example a paladin with a fighter armor master archetype (not sure how that would be done though). This is my first gestalt game so you can be sure I'm a bit nervous.


The Indescribable wrote:
I have trouble deciding what to do with all this money, it's not enough to start buying up my armor class, I'm a monk thus don't need armor or weapons, I think I'm going to become overly prepared gear monkey

Level 1 wands are 750 gp...


1 person marked this as a favorite.
SCKnightHero1 wrote:
I'm still not sure how this works. Are we multiclass characters at the start or do fuse classes together? Like for example a paladin with a fighter armor master archetype (not sure how that would be done though). This is my first gestalt game so you can be sure I'm a bit nervous.

1st level Paladin/Fighter Armor Master

Hit Die : Paladin d10, Fighter d10 : Final Hit die : d10
Skills : Paladin ( Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).) 2 + Int / Level Fighter ( Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str)) 2+Int Final Skills (Climb, Craft, Diplomacy, Handle Naimal, Heal, Intimidate, Kn(Dungeoneering), Kn(Engineering), Kn(Nobility), Kn(Religion), Profession, Ride, Sense Motive, Spellcraft, Survival, and Swim) 2+ Int per level
BAB : Paladin +1/Fighter +1 : Final BAB : +1
Saves : Paladin (+2/+0/+2)/Fighter (+2/+0/+0) Final Saves : +2/+0/+2
Class Abilities : Paladin (Aura of good, detect evil, smite evil 1/day)/Fighter (Bonus feat) Final Abilities : Aura of good, Fighter Bonus Feat, detect evil, smite evil 1/day


Korina, Daughter of Yog-Sothoth wrote:
You could always just save the money for the future - nothing says you HAVE to spend all of it right away. ^^

True, but the Brew Master class is kind of a wanderer by trade looking for new things to make alcohol with. With such a calling, one might carry many types of gear. I'd buy potions, but I can make healing beer.


Get a portable hole, if you have enough money, and buy a brewery, and put it in the portable hole. You'll have your business wherever you go. Imagine walking into town, finding a large building, throwing up our business, tugging the bar a half-foot out of the hole, and selling your brewed beer. Then when you're done, fold it all up, put it in your pocket, and head off to the next town.


mdt wrote:
SCKnightHero1 wrote:
I'm still not sure how this works. Are we multiclass characters at the start or do fuse classes together? Like for example a paladin with a fighter armor master archetype (not sure how that would be done though). This is my first gestalt game so you can be sure I'm a bit nervous.

1st level Paladin/Fighter Armor Master

Hit Die : Paladin d10, Fighter d10 : Final Hit die : d10
Skills : Paladin ( Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).) 2 + Int / Level Fighter ( Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str)) 2+Int Final Skills (Climb, Craft, Diplomacy, Handle Naimal, Heal, Intimidate, Kn(Dungeoneering), Kn(Engineering), Kn(Nobility), Kn(Religion), Profession, Ride, Sense Motive, Spellcraft, Survival, and Swim) 2+ Int per level
BAB : Paladin +1/Fighter +1 : Final BAB : +1
Saves : Paladin (+2/+0/+2)/Fighter (+2/+0/+0) Final Saves : +2/+0/+2
Class Abilities : Paladin (Aura of good, detect evil, smite evil 1/day)/Fighter (Bonus feat) Final Abilities : Aura of good, Fighter Bonus Feat, detect evil, smite evil 1/day

Wow! Thank you very much! This helps me a great deal!


mdt wrote:
Get a portable hole, if you have enough money, and buy a brewery, and put it in the portable hole. You'll have your business wherever you go. Imagine walking into town, finding a large building, throwing up our business, tugging the bar a half-foot out of the hole, and selling your brewed beer. Then when you're done, fold it all up, put it in your pocket, and head off to the next town.

... Again with your excellent ideas, the class doesn't really work like that, I'm more of a walking microbrewery, but that doesn't mean I can't do that anyways.

EDIT: Nope.


The Indescribable wrote:
Korina, Daughter of Yog-Sothoth wrote:
You could always just save the money for the future - nothing says you HAVE to spend all of it right away. ^^
True, but the Brew Master class is kind of a wanderer by trade looking for new things to make alcohol with. With such a calling, one might carry many types of gear. I'd buy potions, but I can make healing beer.

With Use Magic Device you could consider Shield, Mage Armor, Endure Elements maybe, or Crafter's Fortune if you use Craft to actually make the beer. Just some thoughts.


For those not familiar with Gestalt rules...

Click here for the full explanation.


I've worked on the assumption that MoMS is OK, Variant Multiclassing is not and that I don't need a full spell list or item list until and if I'm accepted.

Daliya:

Daliya
Female Human Goliath Druid / Master of Many Styles Unchained Monk 1 - Gestalt 1
Neutral Good Medium Humanoid (Human)
Initiative; +1 Perception +21
--------------------
Defense
--------------------

AC 17 touch 17 flat-footed 14
hp 12
Fort +12, Ref +5, Will +15
--------------------
Offence
--------------------

Speed 20 ft.
Melee
Unarmed Strike - +6 (1d6+4 Damage, 20 x 2 Crit)
Pummeling Style - +4/+4 (1d6+4 Damage, 20 x 2 Crit)

Magic
Level 0 Spells - 4 per day
- Prestidigitation - Allows simple magical tricks.

Level 1 Spells - 2 per day
- Domain Spell - True Strike - Adds +20 to next attack.
- Spontaneous Spell - Summon Nature’s Ally V
- Spontaneous Spell - Enlarge Person (Self Only)

--------------------
Statistics
--------------------

Str 18 Dex 16, Con 12, Int 10, Wis 18, Cha 10,
Base Atk +1; CMB +5; CMD 22

Bonus Feats
Skill Focus (Diplomacy) - Grants a +3 bonus to Diplomacy Checks. Gained from Focused Learner
Two Weapon Fighting - Reduces the penalties for fighting with two weapons.
Pummelling Style - Concentrate all your attacks into a single blow. Gained from Master of Many Styles.
Feats
1st - Weapon Focus (Unarmed Strike) - Gives a +1 bonus to hit.
Traits
Stolen Fury - +2 bonus to CMB checks against demons.
Extremely Fashionable - Adds a bonus to Diplomacy, Bluff and Intimidate as long as you are wearing at least 150gp of jewels and not otherwise marred in appearance.
Two -World Magic - Adds Prestidigitation to first level spells.
Drawback
Burned - Take a -1 against spells with the Fire Descriptor, and take a -1 to all rolls when near open fire.
Racial Traits
Skilled - Humans gain an additional skill point each level.
Focused Learner - Gain Skill Focus as a bonus feat at 1st, 8th and 16th level. Replaces the human bonus feat.
Skills Diplomacy +8, Sense Motive +8, Perception +8, Survival +8, Craft (Food) +4, Handle Animal +4, Knowledge (Nature) +4
Wild Empathy +1
Languages Common, Druidic
Combat Gear
Other Gear 200gp of silver, sapphire and emerald jewelry.
Money, 600gp
--------------------
Special Abilities
--------------------

Druid
Primal Bond - Grants access to the Rage Subdomain. Replaces Nature Bond.
- Destructive Smite - gain a moral bonus to damage on a single attack.
Primal Size - Adds
Enlarge Person to spells known. It can be cast spontaneously by sacrificing another level 1 or higher spell. Replaces Nature Sense.
Primal Empathy - Wild Empathy only works with animals of large or larger size.
Primal Summons - Adds new monsters to Summon Nature’s Ally spells.

Monk
Unarmed Strike - Gains the Improved Unarmed Strike feat. Additionally, damage increases as the Monk levels and all Unarmed Strikes use full strength modifier.
Stunning Fist - Grants Stunning Fist as a bonus feat. As the monk levels it gains additional abilities.

Appearance:
A tall, imposing woman with dark skin, Daliya has three noticeable features. The first is simple mass. Six and half feet tall, Daliya looms over most men, and has significant musculature as well. It’s not heavy or showy, but it’s also obvious that she’s stronger than most people.

The second obvious feature is a bad, but long healed, burn scar that covers her left shoulder, upper arm and lower neck. Dalliya is not fond of the scar, and will often select clothes and equipment that will help to cover the injury up. She may even resort to cosmetics or magic if she had to, especially something small or minor. Staring at it on occasions when it is visible rarely ends well.

The third is a series of vows she gave, tattooed in Druidic across her back.

Dark skinned with deep hazel eyes and brown hair tinged by red, Daliya isn’t traditionally beautiful but she does have strong features and a graceful, fluid movement that many find appealing. Most of her teeth, bar two replaced with silver, are in good condition and she had a, carrying messo-soprano voice.

Perhaps not surprisingly given her calling, Daliya prefers clothing in various shades of greens, with dark blues and purples for highlights. She will often wear hooded clothing when she can, and wide, comfortable pants that allow freedom of movement rather than fitting her form. Although she will usually have a pair of sandals in her back she prefers to go barefoot, both to connect with her patron and to allow her to fight more effectively. She typically wears her mid-back length hair tied back, and when she has call to wear makeup wears, again, blues, greens and purples.

Personality:
The strongest aspect of Daliya’s personality is her dedication. She believes strongly in self discipline, and the demons of the abyss are anathema to this belief. She believes so strongly in her course to protect the natural world and to restore the balance of nature to the Worldwound that she had it tattooed onto her back, a permanent vow.

Is this discipline that she believes in more than she believes in laws in the traditional sense of the word. The laws of nature aren’t the laws of people, and while she can and does respect the order of mortal laws and the aid they bring to people in maintaining a level of discipline she contends that the laws of the wild and nature are both far more powerful and more universal.

Daliya’s focus means she tends to follow tasks through, preferring to complete one before moving on to the next. She does the same in battle, destroying one enemy at a time until none remain. Equally, she remains dedicated to friends and allies unless they do something truly monstrous.

Daliya is surprisingly personable, able to talk and trade with people and read their body language with practiced skill. What she isn’t good at is lying. She has very little skill in it, and prefers not to learn.

Background:
Born within the wall of Kenbres, Daliya had never really understood just what toll the Worldwound had until she was forced into it. Abducted and taken into the wastes as part of a ritual she still doesn’t understand, Daliya saw first hand the devastation that the hideous gash in reality and its demonic inhabitants was causing to the area. She saw the creatures and beings that inhabited the wasteland, many perverted from their real nature, and for the first time in her young life Daliya felt more than a fear for herself. She felt a fear for the future.

She and the other children in the group were forced to join in a dark ritual. Small, terrified children were forced into place, as Daliya preyed for someone big to help. Or to make herself big, so she could fight. No one answered, and they were lined up, forming a living human circle of magic between blasphemous runes carved into the tainted rock and soil. Daliya and the rest were taught words that made there ears ache to hear them and there lips bleed to speak them, and were forced to chant them into the night.

As the ritual continued Daliya felt...something, like the world itself was stretched thin. The insane cultists surrounding the ceremony were focused on the dark magic they were working, and so they weren’t prepared for what happened next.

Something collapsed the circle.

In a moment the dark runes were seared from the ground in a flash of light and power. Suddenly released, the energies earthed themselves in the only circle remaining - the children themselves. It was a moment of pure agony. But then the moment was over and the children were left, strangely energised and completely free.

Weeks of mistreatment and abuse at the cultists hands surged to the fore. Daliya could never remember who hurled the first rock, only that soon the nearest cultists were being swamped by rocks the size of their fists. The whips they’d used to ‘motivate’ the children barely stung with the dark energies of the ritual infusing them, and the rocks were heavy. Several fell, their skulls split by well aimed stones.

In that confusion the children bolted. They should never have made it, even then, but what neither they nor the cultists knew was that they had been followed by a unit of Paladins from Kenbres. The Cultists were cut down or surrendered, and the children rescued.

It was probably not great shock when Daliya’s parents chose to leave the city soon after, once it had been confirmed she was unharmed and her nightmares were perfectly normal. Taking their child to a village some distance, Daliya saw nature as it was meant to be for the first time. She saw trees tall enough to climb, fields of grass that felt like velvet beneath her feet. The scents of plants and flowers purified the air. She fell in love.

It came as no surprise that when she was old enough, she began training as a Druid. It was more of a surprise to those that didn’t know her, that didn’t know her story as a child, that she also trained her body with an almost fanatical dedication. To those who really knew her, though, it made sense - Daliya had seen how useless a knife was if it was in someone else’s hands. No one could take away a fist trained to deliver a killer, crushing blow. And as she trained, she grew, her reach and strength increasing until very few could match her.

Still, part of the little girl who wanted to be big remained, driven by dreams of that night. Instead of the normal methods of Druid training, she chose the more specialized Goliath style. It’s magic allowed her to grow, with the promise of more as she advanced, and for the first time she felt truly, utterly confident as she stared down from up high.

Her skills honed and her training complete, Daliya has chosen to return to the city of Kenbres. She remembered the broken form the natural world was warped into, and if she could restore even a fraction of it, she would.


Okay, Malzii and her eidolon Krilotkrin should more or less be complete. I think I have everything accounted for on their profiles but if I've forgotten something or if there are any questions, please feel free to let me know! :)


Here is the completed version:

Backstory:

Darros was the son of a great chieftain of the Taurian community. Their village was a staunch defender of the old ways and a center for the keeping of the truth of the Taurian Tale. This was a constant annoyance to Baphomet, whose lies of his origins (claiming to be made from the soul of Austerian) were contemptuously refuted by the keepers of the Tale. As such, one night Baphomet sent his minions to destroy this thorn in his side.

The battle for Darros’s village was bloody and costly. Darros himself was very young and when the attack had ended, was the only survivor of his father’s sons. Darros was horribly wounded and there was not much hope for his recovery, but somehow he pulled through. Since then he has developed into an exceptionally resilient and strong example of his species.

Having no immediate family left, Darros devoted himself to be a holy warrior of Iomedae. Iomedae holds a special place to Taurians (those that do not succumb to the lies of Baphomet), as she was the messenger of Heaven that took Austerian and his mother to safety after the sacrifice of Tayros. However, old prejudices die hard and his attempts to join the ranks of paladins of Iomedae were rebuffed.

Now he heads for the Worldwound to prove both his faith and his strength in the worthy cause of defeating the demonic plague that threatens there. He hopes to be able to overcome the doubts and fears other humanoids naturally have of his appearance, but, more importantly, to prove himself worthy in the eyes of Iomedae.

Appearance:

The blood of Tayros runs true in Darros's lineage, and as such he looks like a classic minotaur. The only thing differentiating him from his more bestial cousins is his size. Though he is large for most humanoids, he is no where near the massive size of a minotaur. His eyes are also a give away as they lack the seething rage that is common in minotaurs. His fur is a glossy black with reddish highlights and his horns are startling white in contrast. One could almost mistake him for a paladin of Iomedae as his armor is emblazoned with her holy symbol and he wears a silver holy symbol about his neck.

Personality:

Always being shunned and distrusted, Darros has reacted in a similar manner. He is hesitant to engage with others and seems to expect a negative reaction from the start. He tends to be distrustful of those that initially treat him well unless they are also followers of Iomedae. He is an intimidating presence and he uses that well to his advantage, especially in combat. He tends to have an acerbic wit and almost always surprises those that meet him with his intelligence, as they expect a more brutish individual. He is honest to a fault and though slow to trust, is steadfastly loyal to those he does. His quick and hot temper can still cause him trouble and he works hard to keep a lid on it. However, the one overriding trait that is immutable is his utter devotion to Iomedae.

Crunch:

Darros Ironhorn
Male taurian bloodrager (steelblood) 1/fighter (mutation warrior) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 15, 85, 93)
LG Medium humanoid (taurian)
Hero Points 3
Init +0; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 13 (1d10+3)
Fort +5, Ref +0 (+1 bonus vs. trample attacks), Will +4; +1 trait bonus vs. evil outsider's spells and effects
Immune taurian immunities
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron taurian spike axe +7 (1d10+7/×4) or
. . gore +1 (1d4+2)
Special Attacks angelic attacks, bloodrage (7 rounds/day)
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 16, Int 10, Wis 16, Cha 12
Base Atk +1; CMB +7; CMD 16 (17 vs. overrun)
Feats Power Attack, Raging Vitality[APG], Reckless Rage[ACG]
Traits exposed to awfulness, omen, purity of faith
Skills Acrobatics -3 (-7 to jump), Intimidate +8, Perception +9, Perform (sing) +2, Sense Motive +4, Survival +7; Racial Modifiers +2 Intimidate, +2 Perception
Languages Common, Giant, Taurian
SQ direction sense, hero points, indomitable stance, mutagen (+4/-2, +2 natural armor, 10 minutes), warded against nature, weapon familiarity
Combat Gear mutagen; Other Gear mwk breastplate, mwk cold iron taurian spike axe, backpack, bedroll, belt pouch, flint and steel, grappling hook, hammer, mess kit, mug/tankard, piton (5), pot, sack x 4, shovel, silk rope (100 ft.), silver holy symbol of Iomedae, twine (50'), waterskin, weapon cord, whetstone, 45 gp, 6 cp
--------------------
Special Abilities
--------------------
Angelic Attacks (Su) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Bloodrage (7 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Direction Sense You always know which way is north.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Mutagen (DC 10) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Omen (1/day) As a swift action, Demoralize an opponent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Purity of Faith Your soul is free from impurity, and you are deeply committed to fulfilling your duties to the church. You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Taurian Immunities You are immune to magical confusion, including daze and the maze spell.
Warded Against Nature Animals will not willingly approach within 30 ft.
Weapon cord Attached weapon can be recovered as a move action.


Finally done with the stubborn little bastard. I've put more thought into this one character than I think I ever have before, I hope he meets with your approval.


The Indescribable wrote:
Finally done with the stubborn little bastard. I've put more thought into this one character than I think I ever have before, I hope he meets with your approval.

What are you gestalting monk with?


Hmm, might just build up a fighter/swashbuckler. I have a background for a character suited to said build.


Dave Herman wrote:
The Indescribable wrote:
Finally done with the stubborn little bastard. I've put more thought into this one character than I think I ever have before, I hope he meets with your approval.
What are you gestalting monk with?

The BrewMaster, a third party class the GM already okayed, provided I'm chosen from the many interesting characters presented.


The Indescribable wrote:
Dave Herman wrote:
The Indescribable wrote:
Finally done with the stubborn little bastard. I've put more thought into this one character than I think I ever have before, I hope he meets with your approval.
What are you gestalting monk with?
The BrewMaster, a third party class the GM already okayed, provided I'm chosen from the many interesting characters presented.

Huh... Never heard of it... sounds fun though! Hope you can brew enough to share...


...Instinct is telling me that I should try to avoid having Korina get drunk. XD


Oh I can and will. And Korina should definitely drink. Some of my brews heal and later on with better ingredients can even grant fast healing. I can also use breath weapons and a bunch of other neat tricks

And keep in mind. I'm playing a class who's main schtick is brewing alcohol and drinking it, and have paired it with a drunken master. I get a rage like ability, added to the drunken master, at the same time it's pumping him full of drunken ki. I want to play this character so much.


Speaking of fast healing, the original version of her had that. XD We were all building for equal RP, and I ended up grabbing that, flavoring it as internal time-reversal as a manifestation of her eldritch heritage.

But as far as drinking goes, I feel like she'd end up summoning something horrible - and that's coming from someone whose main goal is to summon a few colossal flying squid monsters and sic them on an army of demons. XD


Yeah, your parent should have tipped me off, still. That's OOC knowledge. So prepare to be drinkin' buddies.


You make the booze, I'll make the alchemist's kindness. I promise not to tell the Paladin...


You might need it, not sure I do. I'll have to check.

Silver Crusade

Thuvius Breckindorf wrote:
You make the booze, I'll make the alchemist's kindness. I promise not to tell the Paladin...

You don't have to worry about my paladin (if chosen), he doesn't really have anything against drinking. As a devotee of Shelyn, he might even find some beauty in the brewmaster's art...


Xantrius wrote:
Thuvius Breckindorf wrote:
You make the booze, I'll make the alchemist's kindness. I promise not to tell the Paladin...
You don't have to worry about my paladin (if chosen), he doesn't really have anything against drinking. As a devotee of Shelyn, he might even find some beauty in the brewmaster's art...

Shhhh, let him think all Paladins are stuffy a&~~$@@s. that way we can surprise him when we cut him out of both the drink and alchemist's kindness.


I can make poison too, guys. Just sayin.


You'd probably have to make a lot with the bonuses I get against ingested poisons.


If anyone can do it, it's the alchemist.


Speaking of which, I totally hope I get a chance to poison some demons.


Thuvius Breckindorf wrote:
Speaking of which, I totally hope I get a chance to poison some demons.

I doubt it can happen but I kinda hope for the chance to redeem a succubus


The Indescribable wrote:
Thuvius Breckindorf wrote:
Speaking of which, I totally hope I get a chance to poison some demons.
I doubt it can happen but I kinda hope for the chance to redeem a succubus

Finding her missing (bargained away to demons) sister is why wren is going to the Wound in the World, so there's all sorts of potential redemption in her future.


I would be happy to help you with her redemption, though I doubt it will be as easy as it was in the case of She-Ra

Dark Archive

Here's the short background of Allyo Shan, the Oracle/Paladin I submitted :)

Spoiler:
When the baby was born in what the men called the borders of the Ellysium, surrounded by beautiful vegetation, it's said the night sky had no stars. The mother cried even before she gave birth - as a paladin of Desna and one of the most respected Empyreal Knights of the crusades, she felt as if a bad omen could be darkening the birth of his first son.

The child came, but didn't breath. The spectral silence which dominated the environment just made things more grim. Slowly the silence vanished, replaced by whispers; the big group of battle hardened warriors and spouses couldn't help but talk to each other and wonder why had the goddess allowed her paladin such a dreadful fate.

As the whispers got louder, they suddenly were forced to stop; a flying monarch came from nowhere, from no one's eyes, and landed on the forehead of the baby. What followed was the sound of surprise when the eyes of the infant opened and he started breathing. The men and women present, even the mother herself, smiled in joy as a voice was heard on their very soul: "... even in the dark, the stars shall guide your path." - it said, and the sky revealed its many, many stars, as the monarch flew away. For the baby, however, the whispers never quite ended.

Allyo was born that evening. Following his mother's steps, he became an Empyreal Knight. His calling, however, were beyond that; he was an oracle of freedom and pure good. A somewhat strong and wise boy, the fierce paladin always had a mix of a warrior spirit and a natural connection to the goddess he worships from before being born. Although young, it didn't take long for him to be known in the battlefields for his enlightened voice of compassion and redemption.

Just ordered as a paladin, the Angelborn doesn't have much experience, however, and dreams of going in the crusades and fight demons like his mother. His Oracle side shouts strongly, though; carrying the burden of the whispering voices that never ended, he struggles to even keep his focus. His message is one of peace and good, but if redemption isn't possible, he shall banish evil from the world.

And a summary of the character concept:

Spoiler:
Allyo is a divine caster and a big worshipper of Desna. His main stat (as you can see on the sheet I posted previously) is obviously Charisma, but he ships with some Strength and Intelligence as well. As most Gestalt characters he's a bit of a hybrid. He's competent enough in melee to survive and do basic damage, and his spells are designed more towards the support of the party, in the future even some crowd control and maybe damage dealing; I plan to evolve him even more on the spells side and, as I told the GM, get him in the Evangelist prestige class. He can somewhat offheal too, in case of emergencies, but he isn't too focused in it. His Oracle burden is heavy (the Shattered Psyche) but it was simply the one I had in mind when wrote the character and the coolest in terms of RP in my opinion :)

Anyway, thanks in advance for the consideration! I like the other concepts appearing here so far (very creative, guys!) and I hope we can get this cool party together.

... And being a paladin of the goddess of Freedom and whatnot, I don't see much wrong at all on the brewing stuff! Hand me this mug, fellow!


OK, here's the character (from Dr Buzzard). I'm recycling a profile from a WotR campaign that folded, updated to the new build.

background:

Dennis was born to members of the Mendavian Crusade. From an early ages he was drilled on the physical as well as mental skills he would need to oppose incursions from the World Wound. His parents, both Paladins, had the highest expectations of him, raising him in the church of Iomedae and preparing him for a life of sacrifice and virtue.

Then something went horribly wrong. He was kidnapped by demonic cultists who subjected him to vile rituals in an attempt to corrupt him. Eventually his parents and some fellow crusaders tracked down the cultists and put them to the sword. Luckily the rituals did not take and he was not corrupted. He was, however a bit tainted. Once on a path of moral purity, he went astray. As he entered his teen years he took up carousing, wenching, and developed quite a taste for the sauce. His parents tried to put him back on the straight and narrow, but to no avail. Eventually he gave up the church of Iomedae and took up worship of Cayden Callean. This was the final straw for his parent, and he was disowned.

Finding himself on his own, he decided to use his high level of martial training, and level of expertise in otherworldly threats, he joined a mercenary company based in Kenabres, the Rampant Gryphons. The mercenary life fighting demons has suited him well, even if he remains a relative neophyte.

Build:

Dennis the tainted
Human (Taldan) fighter (lore warden) 1/swashbuckler 1/gestalt 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 56)
CG Medium humanoid (human)
Init +6; Senses Perception +4
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Defense
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AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +0
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Offense
--------------------
Speed 30 ft.
Melee rapier +6 (1d6+4/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 17 (17 vs. disarm)
Feats Dodge, Fencing Grace, Weapon Focus (rapier)
Traits exposed to awfulness, reactionary
Skills Acrobatics +6, Bluff +7, Climb +3, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +4, Survival +4, Swim +3
Languages Abyssal, Celestial, Common
SQ swashbuckler finesse
Other Gear chain shirt, rapier, bandages of rapid recovery, caltrop bead, cold iron, caltrop bead, cold iron, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 190 gp
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Special Abilities
--------------------
Bandages of rapid recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.

Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having


Aye Laddiem lets put some hair on yer chest,


adsapiens here! Here's the alias for Allyo Shan, with the character sheet, background, etc. I did some small editing on his equipment. Thanks again for the consideration! :)


Okay, I couldn't find those skills on the SRD, so I went with Knowledge (history) instead of Lore (History of the Crusades).

My character is almost entirely done, except for still having some gold to spend. If we have the relevant crafting abilities, are we allowed to craft items with our starting gold?


Torakh is a dwarf. Some say there's a bit of a greyish cast to his skin. Of course, that's not spoken of in polite company. He's an Aegis/psion, useful in both melee and with powers.

crunch:
Torakh
Dwarf aegis 1/psion 1/gestalt 1 (Ultimate Psionics 28, 49)
NG Medium humanoid (dwarf)
Hero Points 1
Init +0; Senses alertness, darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield)
hp 19 (1d10+9)
Fort +9, Ref +0, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training, form astral suit, fortification 25%
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +5 (1d4+4/19-20) or
. . dwarven boulder helmet +5 (1d4+4) or
. . mwk cold iron dwarven waraxe +6 (1d10+6/×3) or
. . mwk heavy shield bash +6 (1d6+4)
Ranged sling +1 (1d4+4)
Special Attacks hatred
Aegis Powers Known (power points 7, ML 1st; concentration +5)
. . 0 (at will)—
Psion Powers Known (power points 7, ML 1st; concentration +5)
. . 1st—inevitable strike, mind thrust (DC 15), skate
. . 0 (at will)—conceal thoughts, detect psionics, far hand, float
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 20, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Psicrystal Affinity, Psion Weapon Proficiencies, Steel Soul[APG], Toughness
Traits armor expert, exposed to awfulness, steady strength
Skills Acrobatics -2 (-6 to jump), Climb +4, Craft (weapons) +10 (+12 on checks related to metal or stone), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (psionics) +8, Knowledge (religion) +8, Perception +6 (+8 to notice unusual stonework), Sense Motive +3, Spellcraft +8; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Goblin, Orc, Terran
SQ astral juggernaut, astral repair, discipline (psychoportation [nomad]), flexible suit, fortification, hardy, hero points, improved damage, overprotective, share powers, talents, telepathic link
Combat Gear potion of cure light wounds (3), acid (3), sharpstone sling bullets (30); Other Gear astral half-plate, mwk shield spikes heavy steel shield, dagger, dwarven boulder helmet, mwk cold iron dwarven waraxe, sling, belt pouch, belt pouch, chalk (5), crowbar, drill, flask, grappling hook, iron spike (10), masterwork artisan's tools, masterwork backpack, piton (10), saw, shovel, silk rope (100 ft.), sledge, string or twine, trail rations (14), waterskin (2), weapon cord, weapon cord, whetstone, wire, psicrystal, 150 gp, 3 sp, 2 cp
--------------------
Special Abilities
--------------------
Alertness (Ex) While a psicrystal is within arm's reach, its owner gains the Alertness feat.
Armor Expert -1 Armor check penalty.
Astral Juggernaut When formed into astral juggernaut, an astral suit resembles masterwork half-plate and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor
Astral Repair (Ps) Restore 2 HP to damaged object touched.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Flexible Suit The aegis's armor check penalty is reduced by 1 (to a minimum of 0). The aegis may also sleep in his astral suit without becoming fatigued, if he was not already able to do so (such as if in astral skin form).
Form Astral Suit (Su) Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit – skin, armor, or juggernaut. An aegis is always considered to be proficient with his
Fortification 25% You have a chance to negate critical hits on attacks.
Hardy The aegis gains a +2 enhancement bonus to Constitution while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhanc
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Damage The aegis's melee attacks deal additional damage. If wielding a two-handed weapon, the aegis deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the aegis deals 2 additional points of damage on a successful hit.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Psicrystal Affinity You have created a psicrystal
Psychoportation (Nomad) A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.

Class Skills: Climb (Str), Fly (Dex), Survival (Wis), and Swim (Str).
Share Powers (Su) Have any power you manifests on yourself also affect your psicrystal.
Steady Strength When you wear medium or heavy armor, your armor check penalty on Strength-based skills is reduced by 2.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.

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

Psicrystal
Psicrystal
NG Diminutive construct (psicrystal)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 9 (1d10)
Fort +9, Ref +0, Will +5
Immune construct traits
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con —, Int 6, Wis 10, Cha 10
Base Atk +1; CMB -1; CMD 4
Skills Acrobatics +3, Climb +11, Perception +6, Spellcraft -1
Languages Common (can't speak)
SQ improved evasion, personality, self propulsion, share powers, sighted
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Immunity to Bleeds You are immune to bleeds.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Personality (Meticulous) (Ex) Every psicrystal has a personality.
Self Propulsion (Su) As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su) At the owner's option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a du
Sighted (Ex) Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though


Okay, so I'm still new to these boards, but is there any way to be notified when a thread updates? Not knowing whether a thread has been posted in is really annoying.


Andrian Timeswift wrote:
Okay, so I'm still new to these boards, but is there any way to be notified when a thread updates? Not knowing whether a thread has been posted in is really annoying.

refresh the "viewing forum" screen.

Any threads you have looked at will have something like "3 new" or the like if something has been posted in it since you last looked at it.

If you post in a thread, a dot will appear by it to make it easier to find again.

if you are looking for somewthing like e-mail notifications, I don't think there are any such features.


Here is most of Mithridites. He is an aasimar shaman (speaker for the past archetype, life spirit) and an oracle (posssessed archetype, ancestors mystery)

I still need to make some decisions on stat placement, skill rank placement, and gear, as well as make it user-friendly with combat info.

There is a short background included in the avatar profile.


Andrian Timeswift wrote:
Okay, so I'm still new to these boards, but is there any way to be notified when a thread updates? Not knowing whether a thread has been posted in is really annoying.

Also, if you look at the top of this thread, there are a host of link tabs.

Save one of those links (other than recruitment, discussion, or gameplay) as a boomark or pin the tab if you have chrome.
Then, when you go to that link, the links connected to one of the three previously mentioned threads (recruitment, discussion, and gameplay) will say "3 new" or something to that effect if there are new posts.
If you bookmark/pin one of the threads, the tabs will probably not let you know there are new posts in that thread as using the link accesses the thread and leaves no more new posts.

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