
Justimar of House Leroung |
1 person marked this as a favorite. |

Woops, I actually misread what the Human trait replaces. That is my fault, perhaps I'll reconsider VMC as opposed to Eldritch Heritage then.
As for the familiar, I won't be starting the game actually knowing what my Eidolon is, or even if I have one, having never performed a summoning ritual to call it. If I don't take the familiar at first level, Justimar would claim that some summoners just don't have Eidolons, and that perhaps his is waiting for him to prove his worth or just doesn't exist. If I had a familiar, I'd in-character say it to be my Eidolon, just without the forehead rune for whatever reason. It'd be a lie, and one that is rather easy to poke holes into for a wizard or summoner, but I'd likely use the familiar to justify my magical talent and as "proof" of my summoning until the real deal shows up.
I'd rather have the Kyton come up as a terrifying surprise, both to Justimar and the party, and as such, won't begin using it until a little bit into the game. While it won't be optimized, it'll be a good deal of fun when the Chained Man comes to the material plane.
@Nestasha, I know there to be feats which grant a familiar evolutions. I might consider them, though am rather feat-heavy as is with either Variant Multiclassing or Eldritch Heritage.

Dregan Hirscherz |

This is a question you probably can't answer without the rest of the path but I'll ask anyway. I've have been thinking a bout a concept for a little bit, the character's central belief is that he is the rightful king so is looking for a way to discredit or outright kill Queen Abrogail. On the outside he would act like her most loyal subject (all the better to get close to her) until he saw his chance. Would this cause problems for the AP?

Harakani |

No buying of soldiers or combat animals. If you want minions, get 'em from a class feature of some kind. You can own a slave if you want, but I'm going to limit it to one at the beginning of the campaign, and they won't participate in combat.
Sort of critical to the concept, but I knew it was potentially problematic in a low level campaign. Consider the concept withdrawn.

Game Master |
1 person marked this as a favorite. |

This is a question you probably can't answer without the rest of the path but I'll ask anyway. I've have been thinking a bout a concept for a little bit, the character's central belief is that he is the rightful king so is looking for a way to discredit or outright kill Queen Abrogail. On the outside he would act like her most loyal subject (all the better to get close to her) until he saw his chance. Would this cause problems for the AP?
I suspect that this would not cause any problems. In fact, if the final adventure gets you close enough to the Queen... maybe you'll get your chance. (I don't know. But I'd be comfortable with regicide, if the party attempted it.)
Justimar would claim that some summoners just don't have Eidolons
I think you're falling into the trap of thinking Justimar has any clue what character class he is. He's not a "summoner," he's a wielder of arcane magic who has some summoning spells. He might even call himself a sorcerer, or a witch, or a wizard. Only a character highly trained in analyzing the various kinds of arcane magic would even know that summoners (a very rare class, in-universe) exist, let alone the specifics of how Eidolons function.
I like the idea of the Eidolon coming as a surprise. Very nice.

Justimar of House Leroung |

What I actually didn't know was the my forehead rune only appears when my Eidolon was out. I was under the assumption that it was always there. So yes, I am not even going to know I'm going to be a summoner then. I'm just one day going to do something and "unknowingly" perform the ritual, and oh look, look what appeared...
I'll have to make fluff for a one minute ritual that Justimar may fall into accidentally, possibly relating to Kytons, Shadows, Law, or Blood.

Justimar of House Leroung |
1 person marked this as a favorite. |

Wouldn't a Kyton Eidolon defeat the purpose of an Unchained Summoner?
I couldn't help it :P
No worries, I always like scrutiny and criticism when it comes to characters. Perhaps I don't quite understand the question. While the Kyton eidolon isn't a first party Eidolon model, it was presented in the DM's homebrew materials. The Kyton is an interesting abomination, a sort of mix of Devil and Div, with a nice dash of sadism to them. I'm not sure how it defeats the purpose, the Unchained Class seems to reflavor eidolons and balance the class as a whole.
Originally, I was considering a Fetchling for their summoner archetype, but a Kyton is already a creature from the Plane of Shadows, albeit with more flavor than a mere shadow. Human also is my preferred race, and some of my other favorites wouldn't work as well in Cheliax. The GM's Kyton eidolon allowed me to keep my original, general Eidolon idea, stay human, and fit in with the campaign. While I could have stayed first party and went Devil or Div, I find the former too overdone in Cheliax, and the latter less interesting than Kytons or other Eidolon models.
EDIT: I AM AN IDIOT BUT THAT MAKES THE JOKE FUNNIER.

Insane KillMaster |
2 people marked this as a favorite. |
Rogors Prezira wrote:Wouldn't a Kyton Eidolon defeat the purpose of an Unchained Summoner?
I couldn't help it :P
No worries, I always like scrutiny and criticism when it comes to characters. Perhaps I don't quite understand the question. While the Kyton eidolon isn't a first party Eidolon model, it was presented in the DM's homebrew materials. The Kyton is an interesting abomination, a sort of mix of Devil and Div, with a nice dash of sadism to them. I'm not sure how it defeats the purpose, the Unchained Class seems to reflavor eidolons and balance the class as a whole.
Originally, I was considering a Fetchling for their summoner archetype, but a Kyton is already a creature from the Plane of Shadows, albeit with more flavor than a mere shadow. Human also is my preferred race, and some of my other favorites wouldn't work as well in Cheliax. The GM's Kyton eidolon allowed me to keep my original, general Eidolon idea, stay human, and fit in with the campaign. While I could have stayed first party and went Devil or Div, I find the former too overdone in Cheliax, and the latter less interesting than Kytons or other Eidolon models.
Kytons have Chains and Captivity fetishes, so Unchained Summoner with a Kyton Eidolon has an ironic/punny thing to it.

Game Master |

Some Submissions so Far:
- Amatsu Mi, CE Female Human Veneficus Witch
- Rogors Prezira, LE Male Human Cleric of Asmodeus
- Vance Magravi, ?? Male Human Lore Warden or Bloodrager
- Nestasha, LE Female Tiefling Devil Summoner
- Singe Dirgemind, LE Male Human Infernal Binder Wizard
- Justimar of House Leroung, LN Male Human Kyton Blood Summoner
- Aiden Ramish, NE Human Alchemist
- Caleb Alray, NE Male Skinwalker Hunter
- Kael Endymion, LE Male Human Evangelist Cleric of Asmodeus
- Asekial Hollows, NE Male Qlippoth-Spawn Tiefling Slayer
- Bacellus Adrenti, LE Male Human Cleric of Asmodeus
- Kyralina Zografu, LE Female Human Court Bard
I'm sure I've missed someone. If I've missed you, let me know so I can add your submission to the growing list.
Added Kyralina! It was a rush job, knew I wouldn't get 'em all on the first pass.

Runge |

I could not help but notice there is a Lore Warden up there. That archetype is PFS flavored. Will the flavors of such things not be required, for archetypes, feats, and Prestige Classes?
*Potential* lore warden – But good question.
At the moment I'm just considering my options, and those two character archetypes seemed to fit my concept the best. For now (still looking). I was also looking at the "Calistrian Hunter" fighter archetype, which is a poor fit by name, but not so much mechanically.

JediahMountainstrong |

MannyGoblin wrote:Jediah Mountainstrong BarbarianSomewhere Julian Itto says hello.
We should team up again!

Justimar of House Leroung |
1 person marked this as a favorite. |

The Hell's Rebels Player's Guide will not be up for download today. I know there was an assumption that it would be available on our monthly street dates for products, and folks are really wanting to get their hands on it. Information about the Player's Guide and the Guide itself will be going up tomorrow afternoon (PST). We'll be posting everywhere and sending out a mailing when it becomes available!
From the Hellfire Compact Product discussion. Hang in there all, tad later than we thought but only a day away now.

Dragonflyer1243 |

I've been lurking for a little while and I think my application is almost done with the exception of the campaign trait since I can't get the campaign guide at the moment.
Let me know if you have any questions about my submission!
LE Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +3
====================
Defense
====================
AC 17, touch 12, flat-footed 15
HP 9/9
Fort +6, Ref +5, Will +7
CMD 15(19 vs trip/bull rush)
Blessings 3/3
====================
Offense
====================
Speed 20 ft.
Melee
Halberd +4 (1d10+4/X3)
Range
Shortbow +2 (1d6/X3)
BAB +0
CMB +3
====================
Statistics
====================
Str 16, Dex 14, Con 13, Int 12, Wis 14, Cha 8
Skills(ACP -3): Knowledge(Religion) +5, Perception +3(+5 for stonework), Sense Motive +6
Languages: Dwarven, Common, Undercommon
Feats: Weapon Focus(Halberd), Combat Reflexes
Traits: Glory of Old, Fate’s Favored, (Campaign trait)
Blessing: War
Aura-Lawful/Evil
====================
Spells-CL 1st, Concentration +3
====================
Cantrips
====================
Light; Detect Magic; Read Magic
====================
Lvl 1 Spells
====================
Bless, Protection from Good
====================
Special Abilities
====================
War Blessing
War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally's melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.
====================
Gear
====================
Halberd
Warhammer
Shortbow
40 Arrows
Scale Mail
Warpriest’s Kit
Vial of Acid
19 Gold
His neatly-trimmed beard is a sharp contrast to the wild tangles common among dwarves, while his black hair falls to just above his shoulders. A bull’s-head symbol adorns the shoulder-plate of his well-maintained armor, and he keeps a warhammer in a loop at his leather belt.
A few years later, he heard that a priest would be travelling by, and went to see. The man brought with him toy swords, and told them the, then common, story of Asmodeus; how the infernal lord had fought his brother for what he believed to be the greater good, then retreated into hell, where he would remake the world in his image, of order and might. As Darsun listened, one detail caught his attention, that other angels had followed Asmodeus to hell. That other divine beings would believe in this vision of militant order intrigued him, for surely they would not take such drastic steps without good reason. As he learned more, he asked the priest in particular about the soldiers, and which of the infernal deities they pledged their allegiance to. He was told that many worshipped Moloch, the commander of the forces of hell. From that day forward, Darsun came to worship Moloch even above Asmodeus, and before long became a member of his clergy.
After nearly two dozen years serving in the clergy, he left Vyre and travelled to Egorian, where he could further pursue his studies in the name of Moloch. After just a few years of academia, he was sent to Citadel Dinyar, where he began to learn the ways of the Order of the Godclaw. On his third day, he found himself inside a chamber with Armiger Vashan himself, after he chose to end a practice duel once his opponent was beaten, unwilling to continue hurting the young man. Within moments of entering the room, Darsun was pinned to the wall. To this day, he remembers being held there by the throat, the Armiger seemingly impervious to his blows, until as his vision began to fade, he was dropped to the floor. Vashan stood over him and asked, “Do you feel inclined to break another rule?” As Darshun shook his head vigorously, the Armiger nodded. “Good. This is the philosophy of our order. Those who break the rules must be punished, and prevented from doing so again. This keeps others from following in their footsteps, and leads to the orderly society that Moloch and Asmodeus urge us to create. Because you did not force him to submit, next time he may keep fighting when he has already lost, and someone may be hurt because you did not teach him his place.”
After this incident, Darshun became a model student, and quickly surpassed his fellow students under the tutelage of Armiger Vashan. Before long, he became the pride of the order, defeating students of nearby orders due to his prowess with a halberd. After five years of training, he was summoned again to the office of Armiger Vashan, and this time he was met by Lictor Resarc Ountor. He was informed that to become an armiger, he must first prove his devotion to the order by venturing out into the world and putting down those who would disrupt the peace. He was to travel back to Cheliax, to Longacre. There, he would join the peacekeeping forces and put down a brewing revolt. Once he had successfully crushed the opposition, he could return to Dinyar and be inducted into the order.
With that, he walked away, moving to where he could see into the arena where the next duel would take place. A moment later, his friend walked in, armed with sword and shield and trying not to cower from the massive half-orc who faced him. The fight was over quickly, it was never much in question. Before the body was cold, Darshun jumped the fence into the arena, kicking up sand as his boots hit the ground. He faced to the high lictor’s chair and nodded respectfully, In revenge of Kaluc Mael, I challenge his killer.
The half-orc snorted, This was all part of the plan, wasn’t it? You let him die so you could…. As the helmeted lictor nodded approval, Darshun had thrust his halberd into the half-orc’s chest. As he wrenched the blade free and struck the killing blow, he whispered, It had to be done.

mbauers |
1 person marked this as a favorite. |

GM, how do you feel about multiple submissions? Normally I wouldn't ask, but I've been reading through the weapon master's handbook and I really have an itch to play a fighter. Can I submit two characters? If not I might stat up a fighter and withdraw my cleric, if that's ok. I have what I think is a good concept and, of course, I'll read the PG tomorrow.

mbauers |

At this point, I think we're all waiting on the Player's Guide. I'll update as soon as I get my hands on it!
As for multiple submissions, I'd prefer it if you stuck to just one.
I completely understand. I have a fighter concept that I'm working on and I'll finalize when I can DL the PG, so please withdraw Kael from consideration. I'm glad that you're using Background Skills and Stamina, too--I want to see how Stamina plays out.

Amatsu Mi |
4 people marked this as a favorite. |

Amoral Mercenary: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, as an immediate action once per day, you can shift your effective alignment so that you are considered neutral instead of evil for the purpose of good effects that target evil creatures (such as holy smite or a paladin’s smite evil ability). Your alignment does not actually change when you use this ability. You must be neutral evil to take this trait.
Apprentice Devilbinder: When you cast a summon monster spell to summon a devil or fiendish creature, the duration of that spell increases by 1 round. In addition, you gain a +1 trait bonus on opposed Charisma checks against devils conjured with planar binding spells, and payments to devils you conjure with planar ally spells are reduced by 10%.
Asmodean Acolyte: You gain a +1 trait bonus on Diplomacy, Knowledge (planes), and Knowledge (religion) checks, and one of these skills (your choice) is a class skill for you. You also know the Infernal tongue (this does not count toward your number of languages).
Chelish Noble: This trait assumes you belong to a minor noble human family with a small manor or estate in some backwater of the empire. If you’re not human, either you were adopted into a noble human family, or your family was recently
granted a nonhereditary noble title (see the Chelish Nobility sidebar on page 15).
You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is a class skill for you. In addition, you gain a +1 trait bonus on Charisma- based checks against other members of the Chelish aristocracy. The Noble Scion feat (Pathfinder Campaign Setting: The Inner Sea World Guide 288) does not have a Charisma prerequisite for you. Lastly, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Erratic Malefactor: Your unpredictability and volatile temperament gives you an advantage over your foes. You gain a +2 trait bonus on initiative checks. In addition, you are willing to work with others, and have learned to use your allies’ strengths to reinforce your own skills and abilities. Once per day, as long as an ally is within 10 feet of you, you can reroll a single attack roll or skill check before success or failure is known. You must take the results of the second roll, even if it is worse. You must be chaotic evil to take this trait.
Ex-Iomedean: Choose one: against followers of Iomedae, including many (but not all) archons and angels, you gain a +1 trait bonus on attack rolls and weapon damage rolls, or you gain a +1 trait bonus on the save DCs of your spells.[/b]
Good Slip: You are skilled at prevaricating and dissembling, both to deflect blame away from yourself and to mislead others as to your true abilities and role. You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you. In addition, your tacit support of Cheliax’s social structure, and the clear knowledge of your own place in society, strengthens your resolve. Once per day, when you are adjacent to a human ally of Chelish descent, you can reroll a Will saving throw before success or failure is known. You must take the results of the second roll, even if it is worse. You must be a halfling to take this trait.
Hellknight Aspirant: You gain a +1 trait bonus on Knowledge (planes) checks, and Knowledge (planes) is a class skill for you. In addition, choose one of the following Hellknight orders. You have trained yourself in the use of that order’s favored weapon (if more than one weapon is listed, pick one), and gain a +1 trait bonus to your Combat Maneuver Defense whenever an opponent tries to sunder or disarm you of that weapon.
Order of the Chain: Flail.
Order of the Gate: Dagger.
Order of the Godclaw: Morningstar. Order of the Nail: Lance or halberd.
Order of the Pike: Longspear.
Order of the Pyre: Glaive.
Order of the Rack: Longsword or whip.
Order of the Scourge: Heavy mace or whip.
Local Tough: You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you. In addition, you gain a +1 trait bonus on weapon damage rolls when you are flanking a foe with an ally.
Scion of the Nine Circles: You gain a +1 trait bonus on Knowledge (planes) checks, and Knowledge (planes) is a class skill for you. You also know the Infernal tongue (this does not count toward your number of languages). In addition, your studies of Hell’s underlying structure give strength to your determination. You gain a +2 trait bonus on Will saves against the mind-affecting effects of outsiders with the good subtype.
Thrune Informant: You gain a +1 trait bonus on Diplomacy checks to gather information, Disguise checks, and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you.

JediahMountainstrong |

Second draft with new traits.
Full Name : Jediah Mountainstrong
Race: Human
Classes/Levels : Barbarian 1
Gender : M
Size : M
Age : 18
Special Abilities :
Alignment: LE
Deity : Asmodeus
Location : Cheliax
Languages : Common,Infernal
Occupation : Templar
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height: 6'4" Weight: Hair: Black Eyes: Grey
Favored Class: Barbarian (HP)
EXP: 0
Hit Points: 15 (17 with rage)
Spd: 40
Init: +6
AC: 17 (+5 armor shield +2 Dex)/Touch 12/FF 15)
BAB: +1
CMB: +4
CMD: 16
Saves: Fort +5 Ref +2 Will +2 (+4 w/rage)
Weapons:
Earthbreaker +4 2d6+4
PA Earthbreaker +3 2d6+7
Dagger +4 1d4+3 19-20
Shortbow +3 1d6 x3 60 feet
Skills: 5/level
Perception (1+2+3) 6
Ride (1+2+3) 6
Swim (1+3+3) 7
Climb (1+3+3) 7
Survival (1+2+3) 6
Back Ground Skills
Handle Animal (1+3) 4
Craft-Stonemasonry (1+3) 4
Feats:Power attack(-1/+2),Improved Initiative,
Traits:Resiliant(+1 Fort saves),Child of the Temple (+1 Know-Nobility/Religon. Know-Religon is class skill),Asmodean Acolyte You gain a +1 trait bonus on Diplomacy, Knowledge (planes), and Knowledge (religion) checks, and one of these skills (your choice) is a class skill for you. You also know the Infernal tongue (this does not count toward your number of languages).
Special Abilities: Fast Movement +10 speed,Rage 6 Rounds +4 Str/Con +2 will Saves -2 AC,
Equipment
Barbarian's Kit (9)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches (10)
trail rations (5 days)
waterskin
Earthbreaker (40)
Dagger (2)
Scale Mail (50) -4 ACP
Shortbow (30)
20 arrows (2)
17 gp
Jediah is a towering young man who is just beginning to reach his full growth. His dark hair is kept cut close and his armor bears the sign
of Asmodeus on the chest along with prayer strips that he often reads when at rest.
Jediah was an orphan of a Thrune soldier who was killed along with his mother in a raid by Shackles pirates on his port home. When Thrune forces repelled the pirates Jediah was taken with other children to work for the church of Asmodeus and earn his keep. Jediah showed a keen hand and eye for stonework and during his brief times off from other duties, chisels stone into art for the church and even has lent aid constructing walls and buildings. His true occupation though is a templar who exists as a shock trooper, breaking through lines and smashing foes to the ground with his massive weapon that looks like a clenched spiked fist, Jediah often loses himself in the thrill of battle.
RP: These walls are beginning to crack around the mortar. Clean off the moss and weeds before it becomes a hazard.
My life exists to be in service to our Dark Father, I train myself to smite all foes be they Andorian,Shackles or Chelish traitors and will
continue to do this until I fall.

Amatsu Mi |

Could Amatsu take the Spider Summoner feat? It's technically race-gated for Drow, but it fits her character pretty perfectly.

Dragonflyer1243 |

It literally feels like the Hellknight Aspirant trait was written for Darshun! It's unfortunate that he uses the wrong weapon for his order, but the flavor fits too well to pass up. I'm definitely taking that, so here's his completed stat block(the rest of the application is in my earlier post).
LE Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +3
====================
Defense
====================
AC 17, touch 12, flat-footed 15
HP 9/9
Fort +6, Ref +5, Will +7
CMD 15(19 vs trip/bull rush)
Blessings 3/3
====================
Offense
====================
Speed 20 ft.
Melee
Halberd +4 (1d10+4/X3)
Morningstar +3 (1d8+4/X2)
Range
Shortbow +2 (1d6/X3)
BAB +0
CMB +3
====================
Statistics
====================
Str 16, Dex 14, Con 13, Int 12, Wis 14, Cha 8
Skills(ACP -3): Knowledge(Religion) +5, Perception +3(+5 for stonework), Sense Motive +6
Languages: Dwarven, Common, Undercommon
Feats: Weapon Focus(Halberd), Combat Reflexes
Traits: Glory of Old, Fate’s Favored, Hellknight Aspirant(Godclaw)
Blessing: War
Aura-Lawful/Evil
====================
Spells-CL 1st, Concentration +3
====================
Cantrips
====================
Light; Detect Magic; Read Magic
====================
Lvl 1 Spells
====================
Bless, Protection from Good
====================
Special Abilities
====================
War Blessing
War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally's melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.
====================
Gear
====================
Halberd
Morningstar
Shortbow
40 Arrows
Scale Mail
Warpriest’s Kit
Vial of Acid
19 Gold