Gestalt Wrath of the Righteous Campaign (Inactive)

Game Master Divinitus

*TO BE ADDED*


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Sovereign Court

@ Glory, you mentioned something about background for a Taurian character.....


The Thing from Beyond the Edge, that is correct regarding your character choosing an ability from the table.

Mithridites, sure, which makes it even more obscure!

Edward Sobel, Divinitus's friend dropped from the Razor Coast campaign that he started, so he was looking for another player. Seeing as how I had already mentioned that I loved Razor Coast's vibe but never got to make a character for it, he offered me a slot.

Monkeygod, my mistake, I just though that the ideas were linked. Would have been interesting to see how you worked that angle.

Galahad0430, check your PM box soon. About to send the idea to you soon.


ok cool, I was just curious really.

have a good game then...


Well, aside from spending the last of my gold, I think I'm pretty much done. ^^ I should probably post the updated version of Korina here sometime soon...


Shi'Vatha wrote:
How would you feel about one-half of the gestalt being an unfettered Eidelon (basically, a Summoner on one half, but without the summoner and his spells). I created Shi here for a game and he was fun to play (Hi Lord Manticore, glad to see you back!). He would fit rather well into WotR, given his back ground...

@Glory - Assuming this got missed in all the posts?


Shi'Vatha, of course! :P

Shadow Lodge

GM, sent you a PM.


JonGarrett wrote:
Andrian Timeswift wrote:

Oh, is Variant Multiclassing happening here? I might go for Fighter. Armor and Weapon Training are badass, especially for the build I'm working on. I know that means I'd be practically triple-dipping fighter, but wow. Would that be too cheesy?

Alternatively, Barbarian might also be quite nice...

But still, this is a pretty strong character already, I think. Variant Multiclassing would be able to make him even stronger, but should I go for that?

I asked a couple of days ago, but no answer.

IMHO, I think that, while I can appreciate what Paizo did with variant multiclassing (VM), it seems like that the trade off is not very even. Your giving up 5 feats, and in return, you only seem to get few, diluted versions of the other class abilities. Like a lot of the sub-systems in PU (again, IMHO), this seems sort of substandard, unless you're trying to limit the campaign in some way, in an attempt to reduce the power gaming aspects.

@Dave Thanks for setting up a submissions list. On a game like this, it's likely to turn into a cattle call, LOL


Lord Manticore wrote:
JonGarrett wrote:
Andrian Timeswift wrote:

Oh, is Variant Multiclassing happening here? I might go for Fighter. Armor and Weapon Training are badass, especially for the build I'm working on. I know that means I'd be practically triple-dipping fighter, but wow. Would that be too cheesy?

Alternatively, Barbarian might also be quite nice...

But still, this is a pretty strong character already, I think. Variant Multiclassing would be able to make him even stronger, but should I go for that?

I asked a couple of days ago, but no answer.

IMHO, I think that, while I can appreciate what Paizo did with variant multiclassing (VM), it seems like that the trade off is not very even. Your giving up 5 feats, and in return, you only seem to get few, diluted versions of the other class abilities. Like a lot of the sub-systems in PU (again, IMHO), this seems sort of substandard, unless you're trying to limit the campaign in some way, in an attempt to reduce the power gaming aspects.

@Dave Thanks for setting up a submissions list. On a game like this, it's likely to turn into a cattle call, LOL

In a normal campaign, I might agree with you. Feats are valuable, and most classes can't afford to lose them. Still, in a gestalt campaign, where you can rack up a ton of bonus feats so that the missing feats don't hurt as much, those class features can be super valuable, especially since they don't require you to lose progression on one side.

In the case I'm looking at, what I consider to be the most valuable fighter abilities are ripe for the taking. Even though I wouldn't get the full level of abilities, they're definitely worth a feat each. Hell, I'd take them as feats if they were available. Dipping Fighter wouldn't give me anything close to those, either, and it would throw off my damage progressions, which are why I want to play a Monk//Warpriest in the first place.

In the end, it all comes down to whether you value class features or feats more. If you need the feats, variant multiclassing isn't for you, but if you'd pay a feat for a class feature, go for it.


I'll get him updated then and rebuilt. :)

How do you want to handle his attributes? Last time he was built it was use the eidelon stats as adjustments and buy stats normally as for a PC. Works well due to the penalties to mental stats (which I'll be buying up!).


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Shi'Vatha wrote:

I'll get him updated then and rebuilt. :)

How do you want to handle his attributes? Last time he was built it was use the eidelon stats as adjustments and buy stats normally as for a PC. Works well due to the penalties to mental stats (which I'll be buying up!).

Why do I suddenly feel the need to build a gestalt unfettered eidolon/summoner who summons a human (or other) as an eidolon?


That sounds completely insane.

...I like it.


Indeed, plus it theoretically gives you the ability to mutate yourself at will.

Shadow Lodge

If only there was a way for a Silver Dragon PC to get a humanoid companion, well I suppose I could do Silver Dragon/Summoner and make my Eidolon be a dragon rider.

Yes, I'm having difficulty picking the class to gestalt with silver dragon.

Silver Crusade

The Indescribable wrote:


Why do I suddenly feel the need to build a gestalt unfettered eidolon/summoner who summons a human (or other) as an eidolon?

That does sound very cool! [Steals <ahem> 'borrows' idea for another game]


Dylos wrote:

If only there was a way for a Silver Dragon PC to get a humanoid companion, well I suppose I could do Silver Dragon/Summoner and make my Eidolon be a dragon rider.

Yes, I'm having difficulty picking the class to gestalt with silver dragon.

Silver Dragon one side. Paladin the other. Buy a training dummy, and exotic saddle. Tie it on your back. "Charge" people with your lance.


Xantrius wrote:
The Indescribable wrote:


Why do I suddenly feel the need to build a gestalt unfettered eidolon/summoner who summons a human (or other) as an eidolon?
That does sound very cool! [Steals <ahem> 'borrows' idea for another game]

Steal away my friend, my mind is a never ending plane of insanity.

EDITED FOR LOLS:waves at Korina Hi sweetie, daddy loves you.


Is that a challenge? =D Because I plan to unleash all kinds of insanity upon our foes.


Korina, Daughter of Yog-Sothoth wrote:
Is that a challenge? =D Because I plan to unleash all kinds of insanity upon our foes.

Dammit, you beat me to posting before I could edit my post.


The templar’s hooks were all she knew of school,
This child of horrors, magic arts, and dust;
But they sufficed her. Girls learn what they must
& as they may, for destiny is cruel
To those unfit to face it.

And as for how she is on a normal day (From the previous campaign she was in)

Quote:
Korina grinned slightly at Lune's words. "There are those who think being human is taint enough... or a sign of purity that all others must bow before. I've found that such things are often based around what those in power would like to be true, rather than what is." She certainly had a very different idea of good and evil than most, though she did consider Chi's words for a moment. "Indeed, the branding irons were less than pleasant, though I was particularly unfond of the nail-rippers. Guilty or innocent, it is indeed best to avoid attracting attention you would not like to have..." Wait. Was... was she serious? Of course, it was no great secret that she'd been in the care of the inquisitors for quite some time, even if they had eventually pronounced her innocent. And in a city like Kenabres, you could be certain they'd, ah, thoroughly investigated the matter.


Seems normal enough to me.


I think I've got what I want in Chaïa's background - I'm afraid I got a bit carried away, since it's been a while since I've done much creative. Most of the immediately important stuff is in the "Training" spoiler, and I'll probably add a TL;DR version as a header to the background section tomorrow or so.

Mainly, the idea is, to riff off Xantrius' observation about the characters people are thinking of so far,

Xantrius wrote:
So that's 5 Hierophants, 5 Guardians, 4 Champions, 2 Marshals, 2 Tricksters, and only 1 Archmage...

The few. The proud. The totally bat-guano insane.

Only an elf (or maybe a gnome) primalist would get the idea that the best way of dealing with the Worldwound is to make magic even weirder within its borders. How do we fight chaos? With EVEN MORE CHAOS!

Somehow, the idea of playing what is effectively a Pathfinder-ized Discordian amuses me immensely. Gods help us all if Chaïa ever gets her hands on a rod of wonder...


Korina, Daughter of Yog-Sothoth wrote:

That sounds completely insane.

...I like it.

Chaïa's gentler than Korina seems to be, but I think she might rather like the cut of Korina's jib. I can imagine the two of them driving a long-suffering paladin slowly bonkers.

Slightly more seriously, I'm thinking I would take Dual Path with Chaïa just to pick up the Hierophant Plantbringer ability, if nothing else. Chaïa's ideal endgame to the whole Worldwound thing is the rift closes, all the demons go away, but the veils are thin and fun stuff still happens in the region, like it raining flowers and gum drops rather than teeth or blood, and rainstorms bringing the sounds of delicate sonatas, not the choirs of the damned. ... o.O What? I said slightly more seriously. ;)


GM Glory of the Crusades wrote:


JonGarret, if you are referring to the fractional system, then no. It is one of the few things that I have seen from Pathfinder Unchained on d20pfsrd that I had a knee jerk reaction of 'NO' to. The Giant Bloodline from Kobold Press and the Master of Many Styles Unchained Monk, however, ARE allowed!

Thank you. I worked on the assumption that would be the case. I changed things a little since that post, anyway, when I became more enamoured with the Unchained Monk, but I was thinking of adding a VMC Cavalier of the Green. I can still multiclass into it later if I want, though.


GM Glory of the Crusades wrote:

Ok, so Charter finally fixed the Internet, thankfully! Sorry for the delay in my posts.

I found Skill Unlocks under their relevant Skill on d20pfsrd, so I will be allowing people to use those if they so wish. Since they essentially cost nothing and just provide nice benefits to spending a lot of points on certain skills, something most people do anyway.

Thuvius Breckindorf, it would have had to be a recent thing, due to to spoilers that I will not divulge. It is strictly a 'happened in the Worldwound exclusively' sort of thing. Demons have Immunity to Poison, but there are a few workarounds to that, plus I have access to the old 3.X good 'not-poisons' that affect evil creatures exclusively, I believe they were called Ravages.

First question, are you limiting Skill Unlocks to the Unchained Rogue class feature / Signature Skill feat or are you letting anyone use them? I personally would prefer you used the first option, but I am totally biased (since I'm taking Unchained Rogue) and also don't want to waste a class feature... Signature Skill feat

As far as the poisons go, there is actually an Alchemist discovery from the Faiths of Purity book that lets you make poisons that affect undead and evil outsiders despite their inherent immunity. Celestial Poisons discovery
Oddly, they didn't make a reverse one in the Champions of Corruption book. You'd think some Norgorber loving alchemist would have figured that one out...


Let me put it this way - Korina's the type who takes contrary positions just because she can, but usually tries to make people better when she's doing that.

For example, if a Paladin was about to kill some cultists, she might be all "You know, I think sending evil souls to the Abyss actually creates more demons - and they'd have a reason to come out of the Worldwound, join the armies, and come back to fight us again. From an absolutist perspective, wouldn't killing them help evil, thus morally obligating us to make them immortal until we can convince them to change their ways? I mean, it would be awful if the demons created by cultists you killed burned down a village of innocents, and that's not even getting into what happens to your powers if you knowingly and intentionally do something you expect to aid evil and harm good..."

Long-term presence around her may do interesting things to rigid moral codes...


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Thuvius Breckindorf wrote:
GM Glory of the Crusades wrote:

Ok, so Charter finally fixed the Internet, thankfully! Sorry for the delay in my posts.

I found Skill Unlocks under their relevant Skill on d20pfsrd, so I will be allowing people to use those if they so wish. Since they essentially cost nothing and just provide nice benefits to spending a lot of points on certain skills, something most people do anyway.

Thuvius Breckindorf, it would have had to be a recent thing, due to to spoilers that I will not divulge. It is strictly a 'happened in the Worldwound exclusively' sort of thing. Demons have Immunity to Poison, but there are a few workarounds to that, plus I have access to the old 3.X good 'not-poisons' that affect evil creatures exclusively, I believe they were called Ravages.

First question, are you limiting Skill Unlocks to the Unchained Rogue class feature / Signature Skill feat or are you letting anyone use them? I personally would prefer you used the first option, but I am totally biased (since I'm taking Unchained Rogue) and also don't want to waste a class feature... Signature Skill feat

As far as the poisons go, there is actually an Alchemist discovery from the Faiths of Purity book that lets you make poisons that affect undead and evil outsiders despite their inherent immunity. Celestial Poisons discovery
Oddly, they didn't make a reverse one in the Champions of Corruption book. You'd think some Norgorber loving alchemist would have figured that one out...

They did, but Norgorber is the god of secrets...


Chaïa Pomala wrote:
Korina, Daughter of Yog-Sothoth wrote:

That sounds completely insane.

...I like it.

Chaïa's gentler than Korina seems to be, but I think she might rather like the cut of Korina's jib. I can imagine the two of them driving a long-suffering paladin slowly bonkers.

Nah, I got his back, mainly by leaving him stinking drunk when you two are getting to be too much.

Korina, Daughter of Yog-Sothoth wrote:

Let me put it this way - Korina's the type who takes contrary positions just because she can, but usually tries to make people better when she's doing that.

Long-term presence around her may do interesting things to rigid moral codes...

Sounds scarily like me, minus the having been tortured and the fact that kind of thought is me just thinking aloud.

Silver Crusade

Korina, Daughter of Yog-Sothoth wrote:

Let me put it this way - Korina's the type who takes contrary positions just because she can, but usually tries to make people better when she's doing that.

For example, if a Paladin was about to kill some cultists, she might be all "You know, I think sending evil souls to the Abyss actually creates more demons - and they'd have a reason to come out of the Worldwound, join the armies, and come back to fight us again. From an absolutist perspective, wouldn't killing them help evil, thus morally obligating us to make them immortal until we can convince them to change their ways? I mean, it would be awful if the demons created by cultists you killed burned down a village of innocents, and that's not even getting into what happens to your powers if you knowingly and intentionally do something you expect to aid evil and harm good..."

Long-term presence around her may do interesting things to rigid moral codes...

"Ah, but the lines of souls waiting to enter Pharasma's presence for Judgement are long and it will be quite some time before they are sent to their proper reward. And, according to the studies of Severinus the Sage, a soul has to spend at least two score years being tortured and remade in hell's image before it is even ready to become a lowly Lemure! And it has to spend many more years before it will rise in the hierarchy enough to become a real threat. We shall find a way to seal this breach and destroy the demons before any of these unrepentant curs find their way back here!"

It should be very tough to try and debate with a paladin that is also a bard... ;)


Xantrius wrote:
Korina, Daughter of Yog-Sothoth wrote:

Let me put it this way - Korina's the type who takes contrary positions just because she can, but usually tries to make people better when she's doing that.

For example, if a Paladin was about to kill some cultists, she might be all "You know, I think sending evil souls to the Abyss actually creates more demons - and they'd have a reason to come out of the Worldwound, join the armies, and come back to fight us again. From an absolutist perspective, wouldn't killing them help evil, thus morally obligating us to make them immortal until we can convince them to change their ways? I mean, it would be awful if the demons created by cultists you killed burned down a village of innocents, and that's not even getting into what happens to your powers if you knowingly and intentionally do something you expect to aid evil and harm good..."

Long-term presence around her may do interesting things to rigid moral codes...

"Ah, but the lines of souls waiting to enter Pharasma's presence for Judgement are long and it will be quite some time before they are sent to their proper reward. And, according to the studies of Severinus the Sage, a soul has to spend at least two score years being tortured and remade in hell's image before it is even ready to become a lowly Lemure! And it has to spend many more years before it will rise in the hierarchy enough to become a real threat. We shall find a way to seal this breach and destroy the demons before any of these unrepentant curs find their way back here!"

It should be very tough to try and debate with a paladin that is also a bard... ;)

sneakily passes you a flagon of alcohol Just in case. wink


Oh man, Paladin + Bard = SO MANY PARTY BUFFS!

Ugh... I love gestalt too much. There are so many combinations I want to play...

Brawler//Warpriest
Monk (Martial Artist)//Barbarian
Bloodrager//Ninja
Unchained Monk//Empyreal Bloodline Sorcerer
Swashbuckler//Bard
Gunslinger//Witch (1 level dip into Wizard for Spellslinger)
Arcane Duelist Bard//Gladiator Fighter
Swashbuckler//Magus

And I still haven't managed to break into a single gestalt campaign... -sigh-


Andrian Timeswift wrote:

Oh man, Paladin + Bard = SO MANY PARTY BUFFS!

Ugh... I love gestalt too much. There are so many combinations I want to play...

Brawler//Warpriest
Monk (Martial Artist)//Barbarian
Bloodrager//Ninja
Unchained Monk//Empyreal Bloodline Sorcerer
Swashbuckler//Bard
Gunslinger//Witch (1 level dip into Wizard for Spellslinger)
Arcane Duelist Bard//Gladiator Fighter
Swashbuckler//Magus

And I still haven't managed to break into a single gestalt campaign... -sigh-

pats your back Rough deal there pal. Hope you have better luck here.


Okay, here is my finished submission. Velys Moor, Arcanist (blood arcanist)/Unchained Rogue. I spent some of his starting gold on adding more spells to his spellbook (purchasing a scroll and the cost of scribing the spell) and crafting some scrolls. He will be going for the Archmage mythic path.

Crunch:

Velys Moor
N human arcanist (blood arcanist) 1/Unchained rogue 1
Initiative +2; Senses Perception +5
Favored Class: Arcanist
FCB: +1 Hit Point

DEFENSE
AC 12 (16), touch 12, flat-footed 10 (14) (+0 Armor/+4 Mage armor, +2 Dex)
Hp 11/11
Fort +4, Ref +4, Will +3

OFFENSE
Melee claws +2 (1d4+1)
Ranged light crossbow +2 (1d8, 19-20)
Special Attacks claws (Abyssal Bloodline), sneak attack +1d6
Spellcasting 1st level (3/day) – grease, mage armor
0th level (4/day) – daze, detect magic, acid splash, spark

STATISTICS
Str 12, Dex 14, Con 14, Int 18, Wis 12, Cha 14
Base Atk +0, CMB +0, CMD 13
Feats Armor Proficiency (light), Great Fortitude, Scribe Scroll, Spell Focus (Conjuration), Weapon Finesse, Weapon Proficiency (simple, rogue)
Traits Convincing Liar, Riftwarden Orphan
Skills Acrobatics +6, Bluff +7, Diplomacy +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (History) +8, Knowledge (planes) +8, Linguistics +8, Perception +5, Profession (scribe) +5, Sense Motive +5, Spellcraft +8, Stealth +6, Use Magic Device +6
Languages Common, Draconic, Elven, Dwarven, Abyssal, Undercommon
SQ Arcane reservoir (4/4), Bloodline (abyssal), cantrips, consume spells, finesse training, trapfinding
Combat Gear: Light crossbow, 20 cold iron bolts, 20 bolts Other Gear: bedroll, belt pouch, ink, inkpen, ioun torch, journal, masterwork backpack, 5 pieces of paper, scroll case, 2 scrolls of comprehend languages, 2 scrolls of endure elements, 2 scrolls of protection from evil, 2 scrolls of silent image, 2 scrolls of summon monster I, spellbook, spell component pouch, trail rations (10 days), traveler’s outfit, water skin, 125 gp, 8 sp
Weight carried: 35 lbs.

Spellbook
1st-level: charm person, color spray, comprehend languages, corrosive touch, ear-piercing scream, endure elements, grease, mage armor, protection from chaos, protection from evil, ray of enfeeblement, silent image, snowball, summon monster I, vanish
0th-level: all


SPECIAL ABILITIES:

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Bloodline (Abyssal): A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.

If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of her classes must change. Subject to GM discretion, the blood arcanist can change her former bloodline to make them conform.

This ability replaces the arcanist exploits gained at 1st, 3rd, 9th, and 15th levels, as well as magical supremacy. A blood arcanist cannot select the bloodline development arcanist exploit.

Bloodline arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline power: Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


Backstory
Backstory:

Velys Moor was born to chaos. His mother, Sharine, and his father, Boryn, were both Riftwardens who engaged in special missions within the borders of the Worldwound during the years of rest between crusades. It was on such a mission that his mother discovered she was pregnant. After they completed their mission, Sharine informed her superiors in Kenabres of her condition, and stepped down from further missions. Within a matter of weeks, Khorramzadeh the Storm King had arrived at the Worldwound and was attacking Kenabres, attempting to destroy the Wardstone. Though Boryn initially went to aid in the defense, Sharine soon followed as the crusaders looked to be overwhelmed. As they desperately fought against the demonic horde, Khorramzadeh dealt a mighty blow to the Wardstone, cracking it and releasing a powerful burst of energy that washed over both Sharine and Boryn, though leaving both apparently unharmed. Eventually, Khorramzadeh was driven back, and the Church of Iomedae called the Fourth Crusade. Boryn aided the Crusaders in their tasks while Sharine remained home. A few months later, Velys was born, and Boryn was given leave to spend a few weeks with Sharine and his son. Unfortunately, this was cut short. No one knows who gave them the mission, no one knows what the mission was, but they left Velys in the care of Nestor Brant, and left on a secret mission. They were never seen again.

Velys was raised by Nestor Brant, a scribe with some magical training, in the city of Kenabres. Though fond of each other, Nestor has never pretended that Velys is his son, and Velys knows Nestor is not his father. Whenever Velys asked Nestor about the strange birthmark on his right shoulder, Nestor would tell him it was a sign of his parents’ devotion. As Velys grew to adolescence, Nestor would tell him stories of his parents and their battles in the crusades. Nestor also took the time to teach Velys letters and numbers, about the history of the crusades. He especially enjoyed the stories of Khorramzadeh being driven away from Kenabres, and idolized the crusaders. He dreamed of one day fighting beside them against a great demonic horde, as his parents had done. He even dreamed of slaying Khorramzadeh, but he knew that was unlikely. Unfortunately, his personality wasn’t quite that of a crusader’s.

Velys was mischievous. He discovered early on a talent for shading and twisting the truth, and would use these abilities to convince Nestor to let him roam free with other children in Kenabres, regardless of the fact there was a war going on. They would play Crusaders, where some kids played demons and some played crusaders driving them off. Velys, more often than not, would end up a demon, and he would be surprisingly good at it. He was also more than fond of practical jokes, and many were the times other children or Nestor would find themselves pranked.

It was around 12 years old that the odd things began happening. Strange lights and sounds would emanate from his room when he was sleeping, and he began to dream dark dreams, though he could not remember them when he awoke. But, every time he awoke, he would, for just a second, think his hands had been replaced with a demonic-looking claw. He would also, every now and then, hear a voice telling him that he could cause such fun if he just did this one little thing. No one will get hurt, it would say, but to Velys, convincing children to leave the city and play outside the walls near the border of the Worldwound sounded pretty harmful. Though he never acted on the voice’s impulses, it was always there, and he grew to fear it.

Nestor recognized the lights and sounds as a sign that Velys had innate magical abilities, and took it upon himself to teach Velys how to control it and use it to aid the crusaders. Velys himself was an adept pupil, eager to learn and blessed with an innate gift that was only refined with further training. After all, if he honed his abilities, he would be able to fight beside the crusaders. Velys was a fast learner, and, when he was 15, Nestor felt he was ready to attempt summoning a creature. In preparation for this, Velys studied the incantation that would strengthen the creature’s ties to the planes of good, for creatures aligned with those planes would have the best chance to defeat their demonic enemies. The day of his first attempt, he began weaving the spell and saying the words of power, and then something peculiar happened. His hands moved left when they should have moved right, and he said one word when he should have said another, and instead of a celestial field mouse, a fiendish one appeared. Though it vanished quickly, as Velys could not maintain its connection for long, the appearance was startling to both Nestor and Velys.

Nestor was troubled, for he hadn’t taught Velys the incantation for summoning creatures of the lower planes. Velys was troubled, because he hadn’t consciously summoned such a creature. His hands and voice had acted of their own accord. And that voice in his head was saying, Now, wasn’t that fun? We could summon something even bigger, if you wanted to.

Over the next few years, Velys continued his studies, but with much more reticence than before. Nestor also moved more cautiously, for fear of accidentally teaching Velys magic that would lead him down the wrong path. In his next summoning attempt, he summoned a celestial creature, and several other celestial creatures after, before his hands and voice again betrayed him and summoned a fiendish creature. This one, Velys dismissed immediately, for he knew how to do so now, but he was deeply concerned about these fiendish impulses that seemed to push through. Nestor was just as concerned.

Now, as Armasse approaches, Velys has grown uneasy. His dreams have taken on an almost excited feel, and he has discovered that the claws were no vestige of the dream or sleep, but in fact his hands were actually changing to demonic claws. The voice in his head continually says, We’ll be able to have so much fun when the party comes. Revel in it, and you will be rewarded. He doesn’t know what it means, but it frightens him greatly. He still desires to fight with the crusaders and vanquish the demons, but he worries there is a curse upon him – one that will eventually destroy him.


Appearance and Personality:

Velys is 20 years old, and has grown to be of average height and weight. He has dark brown, almost black hair, and near-black eyes that change to red when he summons fiendish creatures or when his claws manifest. He wears ordinary travelling clothes of whites and browns, with a dark green coat. He has taken to carrying a backpack with some necessary survival tools and his spellbook, as he fears that he may have to flee Kenabres for some reason soon. His once-mischievous personality has been replaced by a quiet fear of himself and his magic, though outwardly he projects a confidence in his ability to aid the Crusades.

Why is Velys Mythic:

While in the womb, Velys was exposed to the energies of the Worldwound, which tainted his arcane heritage. His further exposure to the energies of the cracking Wardstone have enhanced this power, such that great power lies dormant within him, awaiting the chance to awaken.


Xantrius wrote:

"Ah, but the lines of souls waiting to enter Pharasma's presence for Judgement are long and it will be quite some time before they are sent to their proper reward. And, according to the studies of Severinus the Sage, a soul has to spend at least two score years being tortured and remade in hell's image before it is even ready to become a lowly Lemure! And it has to spend many more years before it will rise in the hierarchy enough to become a real threat. We shall find a way to seal this breach and destroy the demons before any of these unrepentant curs find their way back here!"

It should be very tough to try and debate with a paladin that is also a bard... ;)

"What is your point? The devils of Hell may have plans for raising their own, but we are not fighting devils - the Worldwound is connected to the Abyss and the demons that inhabit it, and while I'm sure your righteousness would like to paint them all with the same brush, the simple truth is that demons and devils are very different. Surely your training is not so incomplete that you do not know this? Confusing one for the other could be fatal, and I am strongly reluctant to place any faith in one who doesn't care enough to understand their enemy..."


Korina, Daughter of Yog-Sothoth wrote:

"What is your point? The devils of Hell may have plans for raising their own, but we are not fighting devils - the Worldwound is connected to the Abyss and the demons that inhabit it, and while I'm sure your righteousness would like to paint them all with the same brush, the simple truth is that demons and devils are very different. Surely your training is not so incomplete that you do not know this? Confusing one for the other could be fatal, and I am strongly reluctant to place any faith in one who doesn't care enough to understand their enemy..."

"They call you mad, but I see lonely. They call you crazy, and I see wild. They call you frightening and I see wonder. They call you monster, I see a child." - Wren's journal, On Korina.

"We have common cause, little sister. There is more to the Wound in the World than Evil, and if we are to heal it, we must look beyond the simple answers. There is beauty there, if we have eyes to see it. Walk with me?"

I think Wren and Korina would get along pretty well. They're not here to fight capital E Evil, that's just a bonus on the multiflavored ice cream cone of weird. Wren's a snowcaster, so she even fits the albino look you have going on. We can dress up in matching outfits and have tea parties in the Wound. Wren can build glass rose hedges, and korina can fill them with adorably abberant fauna, and at the end of it the Wound will be 'healed'...Well it won't be full of demons at least.

Silver Crusade

Hello there Velys Moor, I thought I recognized you from another Wrath recruitment.

GM Kiora's Wrath of the Righteous perhaps?


I do know one thing, Korina and Korak would have to watch out for me trying to sneak a sample for scientific research...

*gets swab and pipette ready*


Oh, I don't know. The end result would probably be "result unclear". And then the petri dish would grow a mouth and try to bite you.

As for fighting evil, though, Korina actually does want to. XD Azathoth and Yog-Sothoth - the only members of that pantheon she worships - are both Chaotic Neutral. As in, emphatically not evil. They don't care for mortal morality, and they generally don't even notice what's going on. People who twist that into "DESTROY EVERYTHING FOR THE OUTER GODS!" annoy her. XD


Thuvius Breckindorf wrote:

I do know one thing, Korina and Korak would have to watch out for me trying to sneak a sample for scientific research...

*gets swab and pipette ready*

Touch my casks without permission and I'll leave you drunk and naked in an alley. Try asking instead.

Also, would it be horribly broken if I attached Variant multiclassing to the brew master even though he doesn't get feats at those levels?


He doesn't? I was under the impression that VMC worked on your normal levelup feats - as in, the usual ones you get every other level.


Let me check something here. I didn't think those feats came that often.
Whoops, you're quite right. And apparently I still have a feat to spend.


Sabrina De'Foe wrote:

Hello there Velys Moor, I thought I recognized you from another Wrath recruitment.

GM Kiora's Wrath of the Righteous perhaps?

You would indeed be correct in that. I'm still looking for both the opportunity to play in WotR, as well as this character. I love the background I came up with for him thanks to GM Kiora's guiding questions, and I think he'll be a lot of fun to play.


Korina, Daughter of Yog-Sothoth wrote:
He doesn't? I was under the impression that VMC worked on your normal levelup feats - as in, the usual ones you get every other level.

Yeah, VMC works on your normal advancement feats (levels 3,7,11,15 and 19 specifically), so you can't attach it to one side of your gestalt or something like that. You just don't get feats at those levels. And you can't opt out of it either. Some VMC's are definitely better than others... Some are downright terrible.


Korina, Daughter of Yog-Sothoth wrote:
Oh, I don't know. The end result would probably be "result unclear". And then the petri dish would grow a mouth and try to bite you.

Sounds like a great advancement in the field of crackpot science to me.


Korak The Boisterous wrote:
Thuvius Breckindorf wrote:

I do know one thing, Korina and Korak would have to watch out for me trying to sneak a sample for scientific research...

*gets swab and pipette ready*

Touch my casks without permission and I'll leave you drunk and naked in an alley. Try asking instead.

Sooooo... win/win?


Thuvius Breckindorf wrote:
Korak The Boisterous wrote:
Thuvius Breckindorf wrote:

I do know one thing, Korina and Korak would have to watch out for me trying to sneak a sample for scientific research...

*gets swab and pipette ready*

Touch my casks without permission and I'll leave you drunk and naked in an alley. Try asking instead.
Sooooo... win/win?

Depends on what alley I leave you in and how drunk you are. I'm sure you wouldn't want rats nibbling at your bits


Thuvius Breckindorf wrote:


Yeah, VMC works on your normal advancement feats (levels 3,7,11,15 and 19 specifically), so you can't attach it to one side of your gestalt or something like that. You just don't get feats at those levels. And you can't opt out of it either. Some VMC's are definitely better than others... Some are downright terrible.

I look at it as VMC's are very, very build-dependent. For most people they aren't worth the feats. But when you get the right setup and it adds the exact part you need, it's pretty cool.


I look at VMC as a wonderful thing to have when your planning to prestige, need that sneak attack damage? No problem. Not to mention it can be used to give wizards some spontaneity in their casting. Alright, just to f##% with people, List of things I can potentially pull off

grant anyone within 20/10/5 feet the ability to spit on their weapons and add either the flaming, frost, or corrosive weapon abilities, and fast healing 1

Or fast healing 1 and an area of haste, or an increase in movement speed, and that is a particular sugar that releases massive alcoholic fumes and is just a concept, to a degree I can mix and match some wonderful effects to the point that I could

*buff the party
*hamper the enemy
*heal
*too many ideas swirling in my head to be written down


I am submitting Davin as a PC.

Davin's backstory:
Davin's family came to Kenabres as refugees when the Demon's destroyed their farmstead. Simple farmers his family had little tallents in city life. When they passed, Davin was left orphaned and alone. With no one to look after him, he used his small stature and swift hands to steal the food needed for him to survive. Over time he honed his skills and progressed to stealing not out of need, but desire. During one endever a guard noticed the halfling sneaking a coinpurse. The guards chased after the halfling and Davin was careful not to let his face be seen. He had to slip past the wall to lose the guard and continued into the woods. Davin lost his way and could not seem to find his way back to Kenabres. Demon's all around him and only a dagger to speak of for protection.
Davin was ready to accept his face, but fate had something else in mind. While sleeping in the top of a tree, he was shaken awake by a beautiful young woman. Before he could speak a word, she covered his mouth with her hand. Only then did Davin notice the creature flying nearby. She lead him down into the wilderness. He was amazed that she helped him, never knowing his name, never asking for anything in return. Two nights later, as the Halfling and the woman camped, he was awoken again, this time by the sounds of horses. Looking around the camp, he noticed the woman was gone, as though he had dreamed her up. The horsemen, the crusaders, who found the camp brought the Halfling back to Kenabres.
That turned Davin's life around. He could no longer take from others as he had through his youth. He spent some time getting his life together. Once he had a stable footing under himself, Davin spent the rest of his life helping others as the woman helped him. He was mesmerized by the woman's skill with the bow, but he never had the skill. He instead trained with a crossbow. Once he felt sufficient in his skill, he traveled the wilderness, leading refugees to Kenabres.

Davin's character sheet is in the profile.

Please let me know if there is anything we missed.


Shi's Sheet

Background:

Shi'Vatha, which in the Celestial tongue means 'Seeker of Evil', Warden Archon of the 7th Tome Zaphkiel was never a very good Warden Archon. Or rather, he was a very good Warden, and little escaped his notice.
But he was not stoic and stone faced like the other Warden Archons. He enjoyed listening to stories, he smiled at things the others found no more important than a stray breeze.

So when Iomadae came seeking an entity willing to form a bond with one of her chosen Paladins, not as a spirit companion, nor even an animal companion, but as a lowly summoned creature of little power, Shi'Vatha thought for only a few minutes before grinning at the god and stepping forward.

Iomadae was not sure of this choice, but it would be dishonorable to turn down one who had volunteered to give up so much. And so Shi'Vatha gave up the power he had and bonded to Casarina Methaila, a valiant Aasimar Summoner Paladin of Iomadae.

Shi'Vatha was not as strong as most eidelon's, due to his summoner's primary path being that of a Paladin, however, he was an excellent scout, his small feline form allowing him to sneak through places Casarina could not and ferret out information for her.

The two were quite the well known pair in the Church of Iomadae, and got many of the most dangerous assignments. They were especially well known for tracking down dangerous demons and destroying them, wherever they might be hiding (or hiden!). However, they were also very good at investigating mysteries as well.

It was on one such assignment that the team met a horrible ending of their pact. Casarina had been tasked with investigating the sudden betrayal by a priest of his flock, and subsequent sacrificing of many of them to some unknown entity.

The pair did as they normally did, Shi'Vatha scouting ahead (although close enough not to lose his life force from being too far separated from his partner), and Casarina dispatching foes with the occasional assistance from Shi'Vatha. Unfortunately, they fell into a trap devised by those who had turned the priest. The two were captured, brought into the Worldwound, and taken to an evil cave where blood was spilled in a horrifying magical rite. Casarina's mind was broken with fell magic, and her former good and right nature turned to chaos and evil. Casarina awakened and began to walk the path of an anti-paladin summoner.

The ritual did not go as expected though, for it had not been performed on someone who was both a Paladin and Summoner before. Casarina's tie to Shi'Vatha was rent assunder, both gaining a burning rune on their forehead as the bond was rent. Casarina could not summon a new eidelon, and Shi'Vatha could not return to his home.

Casarina was afraid to kill her former ally, for fear her ability to summon, or use summoner magic, would also be destroyed permanently. So she locked the catlike eidelon in a steel cage and tortured it when bored.

After several months of such treatment, amazingly, Shi'Vatha's shattered mind began to reform, the madness induced by the destruction of his bond receding, and his original good and upright nature returning. Finding himself suddenly able to control his own evolution, he waited for Casarina to depart on a murder spree, and evolved an upper torso, turning himself into a taur. Using his newfound hands and skills, he used a bent nail from the wooden floor of his cell to pick the lock and flee back to the church to tell them what had happened.

He still would likely not have made it home without the assistance of a mysterious stranger who not only lead him out of the Worldwound, but also gifted him with a bow, her favored weapon.

The church of Iomadae is nothing if not loyal, and Shi had shown such loyalty as few have for the church. However, his manners and mannerisms were not... exactly what they expected of either a paladin or a paladin's creature. And his newfound (and understandable) attitude of Antipathy toward Paladins was also something of an embarrassment.

So while the church is still very friendly toward Shi, and accords him a priest of Iomadae, he is usually sent by the Church to work with other groups and churches, which they've found often works out better, as Shi's personality tends to not rub people raw like most of Iomadae's priests. Shi has recently been reassigned to the area of the Worldwound, in an attempt to find out more about the parties that corrupted his summoner.

I went ahead and used the eidelon stats as racial mods, since the GM appears to be busy, and I don't want to miss the chance to submit. I can rework if needed.

Also, can change the church he's associated with, if need be, as long as they have Paladins.

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