Hoard of the Dragon Queens Single Hero (Inactive)

Game Master DoubleGold


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Yes, a level 40 character in a campaign, all by yourself. It will be one of the 5e campaigns converted over, since all of the 5e monsters are in Pathfinder this works. All Paizo classes allowed. 20 Point buy. In the beginning it will be easy, in fact a piece of cake, but it will get harder as you progress, especially if you get outnumbered. And another twist, your character will have 7 days in game time to complete, so less long rests, means conservation of resources like spells and you HP depletes over time. Outside of combat, you travel to your next destination instantly, after all this is a game of magic.
Wealth will be 4 million gold.

http://paizo.com/pathfinderRPG/prd/coreRulebook/gamemastering.html

Read the beyond level 20 section.
You still gain feats that you would normally gain


Now this sounds too cool to pass up. I can have a character up with the next day and a half. Any other factors to consider?


Oh, yes you get to pick your campaign of either Hoard of the Dragon Queens or Prince of the Apocalypse.
You still have stat gains every 4th level.
Make sure to bring a bag of holding or something similar with you, otherwise you can get encumbered like mid game. You can't use enemy weapons, so no need to calculate weight on that, but all that extra gold you pick up and magic items can add on like 100 lbs.


ooh, very cool. I'll have to think on this one.


So, I've a question about magic items, can we progress the ones that already exist?

Like, can we make a +11 and above weapon by following the 2000gp*(bonus squared) formula?

It's going to be difficult to spend 40 million gp otherwise, tbh.

Like, if we bought a +5 tome for each stat, and a 200k weapon, 100k armor and 100k shield, and a 200k item in each available slot, and then 20 200k slotless items, that's still only like, *maybe* 10 million gp spent tops.

Edit: Oh wait 4 million, thought you said fourty. I can probably spend 4 million gp on the items that are already there.


Interesting idea. I can imagine a few fun builds for something like this. I’d actually argue that a Virtuous Bravo paladin would be amazing here, with a 1 Lvl Dual Cursed Lore Oracle Dip. Why?

(1) Precise Strike: Level to Damage (+39 damage)
(2) Smite Evil: Level to Damage (+39 damage minimum)
(3) Desna Fighting Technique. Cha To Hit, Damage, AC, and Saves.
(4) Can make *every* enemy reroll a die once per day
(5) Noble Scion of War for Cha to Initiativr

Boost up Cha as far as it can go. Let’s assume Aasimar for +2 Con +2 Cha. Lvl1 is Con18 Cha18. Get Cha28 through levels, and Cha34 with Headband.

Before items and other feats
To Hit: +39 (BaB) + 12 (Cha) + 12 (Smite) = 63
Smite Damage: 1d6+90

Yeah. Only have lvl1 spells? That’s ok. Have Lay on Hands for healing. Just walk around with your starknife and shiv everything. For the knife?

+5 Vorpal, Speed, Called (so you can’t lose it).

Go VMC Cleric. Defense Domain (for Resistance bonus to saves, which clears up shoulder slot, and 13x channels for healing)

+5 on all major items (Ring of protect et all)
Ring of Regeneration with Fast Healer Feat, to handle healing without spending resources

Besides that...Aasimar for constant flight. And focus on rest of Equipment to deal with spellcasters.


Dotting, seems cool. Current thoughts are Metamorph Alchemist 20/Some spellcaster or another.

Metamorph gives extreme utility out of combat to save spell slots, as well as infinite healing (Regen 5 as a Free action, unlimited per day) and at-will AoEs for trash mobs from some Monstrous Physique forms.

Scarab Sages

I feel like the big question this recruitment raises is:
"What are the two level 20 capstones you most want to combine?"


Make sure anyone wanting to play, be prepared with ranged weapons or attacks. I'm not going to eliminate flying enemies just because you forgot to bring a ranged weapon. They will be forever taunting you until you found roof cover. I mean a longbow costs 75 gp and it is only 1 gp for a set of 20 arrows, not magical but better than nothing.

@Keante, you can be any combination you want. If you want to be a straight up level 40 fighter, go for it. If you want to be fighter 20/sorcerer 20 go for it.


I would assume that you are not going to create 10th+ level spells?


Here is my submission (wasn't sure about hp, but everything else should be correct):

Lina Inverse:

CG Human Sorcerer 30/Loremaster 10
STR 14/20
DEX 14/20
CON 16/22
INT 36/42
WIS 14/20
CHA 14/20

HP ??
AC (10 base +8 armor +6 Shield +5 Dex +5 Deflection +3 Luck, +1 Insight +2 Dodge)
BAB 20
Init +18

Fort +33
Ref +32
Will +41

Speed 30'

Touch Attack: +29
Ray: +30 to hit; 19-20/x2 crit

Skills: Acrobatics r40 +48, Bluff r40 +51, Diplomacy r40 +48, Intimidate r40 +51, Knowledge (all) r40 +62 (+68 arcana), Linguistics r40 +62, Perception r40 +54, Sense Motive r40 +48, Spellcraft r40 +, UMD r40 +51

Traits: Fate's Favored, Reactionary

Feats: Eschew Materials, Toughness, Dodge, Skill Focus (Perception), Quicken Spell, Maximize Spell, Iron Will, Empower Spell, Extend Spell, Dazing Spell, Skill Focus (Know: Arcana), Spell Perfection (Disintegrate), Spell Focus (Evocation, Transmutation), Greater Spell Focus (Evocation, Transmutation), Varisian Tattoo (Evocation, Tranmutation), Toughness, Point Blank Shot, Combat Casting, Precise Shot, Improved Precise Shot, Weapon Focus (Ray), Improved Critical (Ray), Great Fortitude, Lightning Reflexes

Class Features:
*Sorcerer: Bloodline (Sage; Bloodline Arcana: Use Int instead of Cha for spellcasting and all class features, +2 to know (arcana) and spellcraft; Arcane Bolt: 1d4+10, 3+int mod uses/day; Metamagic Adept: 7/day; New Arcana: +1 4th/6th/8th/9th/9th/9th level spell known; School Power: Evocation - +2 to school DCs; Arcane Apotheosis: add metamagic feats without penalty, use spell slots to power charged magic items on a 3 spell levels/1 charge basis)

*Loremaster: Lore (+5 to all knowledge checks and can make them untrained), Bonus Language x2, Greater Lore (+10 to spellcraft to ID magic items), True Lore (1/day legend lore or analyze dweomer), Secret (Weapon Trick, Dodge Trick, Secret of Inner Strength, The Lore of True Stamina, Secret Knowledge of Avoidance)

Spells/day: 8/6/7/6/7/9/7/7/14/4/1/1/1/1/1/1/1/1/1

Spells Known:
0: 9

1: Burning Hands, Detect Secret Doors, Heightened Awareness, Identify, Magic Missile, Shield

2: Glitterdust, Invisibility, Knock, Resist Energy, Scorching Ray, Web

3: Dispel Magic, Fireball, Haste, Heroism, Lightning Bolt

4: Black Tentacles, Dim Door, Dragon's Breath, Emergency Force Sphere, Enervation, Greater False Life

5: Overland Flight, 4 Wall of Force, Teleport, Suffocation, Sending

6: Chain Lightning, Disintegrate, Fluid Form, Shadow Walk, True Seeing

7: Greater Teleport, 3 Banishment, Delayed Blast Fireball, Plane Shift

8: Dimensional Lock, Mind Blank, Moment of Prescience, Power Word (Stun), Stormbolts

9: Meteor Swarm, Foresight, Prismatic Sphere, Time Stop, Wail of the Banshee, Wooden Phalanx, Wish

Equipment: Components for Wish x25 (used to upgrade stats) -625k, +6 Belt of Physical Perfection -144k, +6 Headband of Mental Superiority -144k, Robes of Runes -44k, Bracers of Armor +8 -64k, RoP +5 -50k, Cloak of Resist +5 -25k, Necklace of Adaptation -9k, Ring of Regeneration -90k, Mantle of the Crusader Host -95k, Truesight Goggles -184k, Portable Hole -20k, Slippers of the Triton -56k, Ioun Stones (Orange Prism -30, Pale Green Prism -30k, Pale Green Prism(flawed) -28k, Dusty Rose Prism -5k) all implanted, Stone of Good Luck -20k, +1 Dueling Spiked Gauntlet -16.5k, Wayfinder of Passage -136k, +5 Mithral Buckler -26.5k, Gloves of Elvenkind -7.5k, Magnate's Miter -90k, Staff of Power -235k, Scroll of Heal x100 -165k, 1,660,500 gp


Not Creating 10th level spells. HP is done the same way PFS does it.
Heroes better be done by Friday afternoon.


Interesting. I recently did something like this with bookrat but it was level 20 soloing an adventure for level 15 characters. Necromancer wizard found it ridiculously easy.

Curious if you want to tip your hand at all about how you're planning to challenge level 40 characters. Homebrew monsters?


I'm going to dot this and see if I can come up with a 40th level character for this by the deadline tomorrow. I've got an idea.

EDIT: Any race limitations? Background Skills?


Quote:
Lina Inverse

Heh, good one.

I'm working on a Wizard 20/Paladin 20 here.


You know, I think I am going to try slapping together a fighter. It is probably a terrible idea but it could also be stupid fun


caster4life wrote:

Interesting. I recently did something like this with bookrat but it was level 20 soloing an adventure for level 15 characters. Necromancer wizard found it ridiculously easy.

Curious if you want to tip your hand at all about how you're planning to challenge level 40 characters. Homebrew monsters?

You would go through the adventure normally, with the monsters it uses normally, but with added enemies at the end of some chapters and after the adventure. Enemies provided by Paizo ranging from cr 0 to cr 35. Don't want to do Cr 40, cause a Cr 40 is meant for 5 characters at level 40. You could end up fighting 5 Cr 18's, as each one should be somewhat easy, but together can be somewhat a challenge. It would still be a piece of cake in the beginning, as even if I added monsters at the end of chapter 1, you wouldn't except to see something larger than Cr 8 added, unless of course chapter one had a Cr 15 creature already there and you are normally meant to avoid it, and in 5e, sometimes it does stuff like that, but this piece of cake thing lets you get a feel for the character until we really have to get serious.


Master Han Del of the Web wrote:
You know, I think I am going to try slapping together a fighter. It is probably a terrible idea but it could also be stupid fun

Ye of many feats, bonus feats added even levels and regular feats added odd levels, plus a bonus feat at level 1, you would have a minimum of 41 feats. Then you'd gain feats for whatever specific fighter you are.

Race limitations Use what PFS currently allows without the use of boons.
Background skills: no you will have plenty of skill points to spend, you might get tired after spending 20 ranks in climb and decide the other 20 levels don't need ranks in that area.


I think I'm going to try and put together a paladin/sorcerer/dragon disciple for this. Hopefully I can get it done by tomorrow.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Methinks this would be an interesting opportunity to go wiz 7/ cler 5/ psychic 18/ Mystic Theurge 10


Would you say that Dimensional Savant allows you to flank with yourself? If so, could you use it to grant yourself the use of a teamwork feat based around flanking?

I'm looking at a full-fledged monk with a few archetypes built in.

Scarab Sages

Pathfinder Starfinder Society Subscriber

the feat specifically says that it allows that

Scarab Sages

You've mentioned PFS a couple times--class/archetype choice isn't limited to that, is it?

I also don't think you've said Unchained only for those that have it, unless I'm overlooking it.

I'm thinking about a gloomblade fighter combined with summoner (shadow eidolon) or with mesmerist.


Alright, I'm looking at Gloomblade fighter, how do you want the various class features to scale? Here's what I've got:

Bravery
-Scales up to +10

Shadow Weapon:
-Enhancement Bonus total +10
-Further abilities in line with those gained at 7th, 11th, 15th?

Shadow Weapon Training:
-Bonus equal to +9
-Doubling up on shadow effects -or- doubling numerical effects of shadow effects

Armor Mastery:
-Doubling DR

Weapon Mastery:
-Another increase to critical multiplier -or- Expanding critical range

EDIT: Ah! someone else is also looking at Gloomblade, hmm, I might see if any other ideas grab me.


No, class archetype isn't limited to PFS, you can use the wizard archtype for example that makes your proficient with guns.
You can use unchained or the original version.


[Insert Race] Hungry Ghost Qinggong Monk who uses a waveblade and dirty tactics to decimate his foes while rejuvenating his own resources through critical hits and kills. For those in the air, he’ll either dimension door up for a moment or use blood crow strike to throw his attacks at his enemies. A rather self sufficient character.


Any chance I could have an Amulet of Mighty Fists that gets the whole +10 bonus instead of being capped at +5?


Also, do Craft Feats use the "half cost" rules or "increase WBL by 25% for each" rules?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm sure he needs quite a bit of cleaning up and a bit of polish, but initial foray into....

Keldom:

Keldom Redflit
Male half-elf unchained monk 20/oracle 20 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Advanced Player's Guide 42, Pathfinder Unchained 14)
LN Medium outsider (augmented humanoid, elf, human)
Init +13; Senses arcane sight, darkvision 120 ft., low-light vision, see invisibility; Perception +60
--------------------
Defense
--------------------
AC 73, touch 60, flat-footed 66 (+8 armor, +15 Cha, +5 deflection, +6 Dex, +1 dodge, +15 insight, +3 luck, +5 monk, +5 natural)
hp 503 (40 HD; 20d8+20d10+280)
Fort +48, Ref +48, Will +50; +2 vs. enchantments, +2 bonus vs. fear, paralysis, and sleep effects
Defensive Abilities endure elements, ferocity, flawless mind, improved evasion; DR 10/chaotic; Immune sleep, disease, exhaustion, fatigue, poison; SR 30
--------------------
Offense
--------------------
Speed 80 ft., fly 60 ft. (average), swim 30 ft.
Melee staff of the hierophant +44/+44/+44/+39/+34/+29 (1d6+11) or
. . +5 dueling keen limning speed waveblade +48/+48/+48/+48/+43/+38/+33 (2d10+11+1d4 bleed/15-20) or
. . unarmed strike +47/+47/+47/+42/+37/+32 (2d10+11/19-20 plus 1d4 bleed)
Ranged +1 adamantine shuriken +43/+43/+43/+38/+33/+28 (1d2+7) or
. . +5 adaptive cyclonic distance endless ammunition versatile design darkwood composite longbow +45/+40/+35/+30 (1d8+11/×3)
Special Attacks flurry of blows (unchained), stunning fist (41/day, DC 45), style strike
Monk (Unchained) Spell-Like Abilities (CL 20th; concentration +35)
. . —barkskin (self only, 1 ki)[UM]
. . —ki leech (0 ki)[UM]
Oracle Spell-Like Abilities (CL 20th; concentration +35)
. . 1/day—extended dominate monster (DC 34), summon monster IX (augmented elementals)
Oracle Spells Known (CL 20th; concentration +35)
. . 9th (8/day)—greater create demiplane[UM], interplanetary teleport[UM], miracle, shapechange
. . 8th (8/day)—antimagic field, mass charm monster (DC 33), create demiplane[UM], mass cure critical wounds, divine vessel[APG], frightful aspect[UC], nine lives[ARG], greater spell immunity
. . 7th (9/day)—greater bestow curse (DC 32), lesser create demiplane[UM], mass cure serious wounds, destruction (DC 32), regenerate, greater restoration, summon nature's ally VII
. . 6th (9/day)—contact other plane, mass cure moderate wounds, greater dispel magic, forbiddance, geas/quest, heal, mass planar adaptation[APG] (DC 31)
. . 5th (9/day)—breath of life (DC 30), mass cure light wounds, life bubble[APG] (DC 30), plane shift (DC 30), righteous might, slay living (DC 30), mass suggestion (DC 30), true seeing
. . 4th (9/day)—charm monster (DC 29), cure critical wounds, death ward, dimensional anchor, divine power, freedom of movement, holy smite (DC 29), restoration
. . 3rd (10/day)—create food and water, cure serious wounds, dispel magic, fear (DC 28), nap stack[APG] (DC 28), protection from energy, remove curse, remove disease
. . 2nd (10/day)—calm emotions (DC 27), cure moderate wounds, gentle repose (DC 27), grace[APG], hideous laughter (DC 27), make whole, remove paralysis, resist energy, lesser restoration
. . 1st (10/day)—burning disarm (DC 26), celestial healing, cure light wounds, divine favor, endure elements, obscuring mist, protection from evil, shield of faith, speak with animals
. . 0 (at will)—bleed (DC 25), create water, detect magic, detect poison, enhanced diplomacy, grasp, guidance, light, mending, purify food and drink (DC 25), read magic, spark[APG] (DC 25)
. . Mystery Juju
--------------------
Statistics
--------------------
Str 22, Dex 22, Con 22, Int 24, Wis 22, Cha 40
Base Atk +35; CMB +42; CMD 106
Feats Alertness, Aquatic Combatant, Ascetic Form, Ascetic Strike, Ascetic Style, Belier's Bite, Combat Reflexes, Combat Style Master[UC], Deadly Aim, Deepsight, Deflect Arrows, Dodge, Dragon Ferocity[UC], Dragon Roar[UC], Dragon Style[UC], Elemental Fist[APG], Endurance, Fast Learner[ARG], Improved Critical (unarmed strike), Improved Improvisation[ARG], Improved Initiative, Improved Iron Will, Improved Unarmed Strike, Improvisation[ARG], Iron Will, Power Attack, Skill Focus (Perception), Stunning Fist, Toughness, Weapon Focus (waveblade), Weapon Versatility
Traits dangerously curious, fate's favored
Skills Acrobatics +53 (+73 to jump), Appraise +14, Bluff +61, Climb +13, Diplomacy +61, Disable Device +11, Disguise +58, Escape Artist +52, Fly +32, Handle Animal +22, Heal +13, Intimidate +61, Knowledge (arcana) +29, Knowledge (dungeoneering) +29, Knowledge (engineering) +29, Knowledge (geography) +29, Knowledge (history) +29, Knowledge (local) +29, Knowledge (nature) +29, Knowledge (nobility) +29, Knowledge (planes) +29, Knowledge (religion) +29, Linguistics +14, Perception +60, Ride +13, Sense Motive +56, Sleight of Hand +13, Spellcraft +33, Stealth +52, Survival +32, Swim +54, Use Magic Device +42; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Auran, Common, Draconic, Elven, Giant, Ignan, Infernal; tongue of the sun and moon, tongues
SQ draconic breath, draconic fury, draconic mettle, elf blood, fast movement (unchained), final revelation, ki pool (30 points adamantine, cold iron, lawful, magic, silver), ki powers (diamond resilience, ki metabolism, qinggong power, qinggong power, qinggong power, qinggong power, qinggong power), oracle's curse (lame), perfect self (unchained), revelations (connaissance, ensnare the soul, path of the snake, spiritual defense, summon nature’s spirits, unwilling host), slow and steady, style strikes (defensive spin, flying kick, hammerblow, spin kick), timeless body
Combat Gear extend metamagic rod, extend metamagic rod, extend metamagic rod, greater extend metamagic rod, greater extend metamagic rod, greater quicken metamagic rod, greater quicken metamagic rod, juggernaut's pauldrons[UE], lesser extend metamagic rod, lesser extend metamagic rod, lesser extend metamagic rod, lesser quicken metamagic rod, lesser quicken metamagic rod, lesser quicken metamagic rod, quicken metamagic rod, quicken metamagic rod, quicken metamagic rod, staff of the hierophant[UE], wand of cure critical wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure serious wounds, wand of cure serious wounds, wand of invisibility, greater, wand of magic missile (maximized, cl 9), wand of stoneskin, wayfinder of passage, acid (10), alchemist's fire (10); Other Gear +1 adamantine shuriken (50), +5 adaptive cyclonic distance endless ammunition versatile design darkwood composite longbow, +5 dueling keen limning speed waveblade, all tools vest[APG], amulet of natural armor +5, belt of physical perfection +6, black marketeer's bag[UI], bracers of armor +8, clear spindle ioun stone, dark blue rhomboid ioun stone, eastern star ioun stone, fog-cutting lenses, headband of mental superiority +6, holdout wand wrap, holdout wand wrap, holdout wand wrap, holdout wand wrap, ioun gauntlet, ioun gauntlet, iridescent spindle ioun stone, manual of bodily health +5, manual of gainful exercise +5, manual of quickness of action +5, pale green prism ioun stone, pearlescent pyramid ioun stone, pearly white spindle ioun stone, ring of ki mastery[UE], ring of splendid security, rope of climbing, scarlet and green cabochan ioun stone, slippers of the triton[ARG], starfaring robe, stone of good luck (luckstone), tome of clear thought +5, tome of leadership and influence +5, tome of understanding +5, traveling master's turban, western star ioun stone, bedroll, belt pouch, candle (10), flint and steel, hot weather outfit[APG], mess kit[UE], soap, sunrod (6), tindertwig (10), trail rations (5), waterskin, diamond dust (worth 400,000 gp), permanency- greater magic fang (head, 2 fists, 2 feet) (worth 7,500 gp) (5), permanency- read magic (worth 2,500 gp), permanency- see invisible (worth 5,000 gp), permanency-arcane sight (worth 7,500 gp), permanency-tongues (worth 7,500 gp), 9,345 pp, 17 gp, 9 sp
--------------------
Special Abilities
--------------------
Ascetic Form (Waveblade) Use Monk level for uses/day on feats that depend on monk level.
Ascetic Strike (Waveblade) Use unarmed strike dmg of monk 4 levels lower than your level.
Ascetic Style (Any Monk Weapon, Waveblade) Gain bonus dmg to thrown weapons.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Barracuda Style No penalty to attacks or damage with unarmed strikes underwater.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Style Master May switch styles as a free action
Connaissance +10 (30/day) (Su) As full rd action use moment of prescience spell w/ +10 insight bonus.
Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Diamond Resilience (DR 6/—, 1 minute) (Ex) As a swift action, use 1 ki to gain DR for 1 min.
Draconic Breath (20d6, instantaneous, DC 35) (Su) As a standard action, use 3 ki to deal dam in 30 ft cone (Ref half).
Draconic Fury (1d6 Electricity, 10 rounds, Electricity) (Su) As a swift action, use 1 ki to grant natural att 1d6 extra dam for duration.
Draconic Mettle (Su) +2 bonus on saves vs. fear, paralysis, and sleep effects.
Dragon Ferocity +3, 1d1+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Roar (DC 36) Gain +1 use of Stunning Fist per day, and you can emit a concussive roar
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elemental Fist (5d6) You can add 1d6 energy damage to an attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Ensnare the Soul (Su) Your charm person or dominate person creatures look undead and are slow to act if not directed.
Fast Movement (Unchained) (+60 ft.) The Monk adds 10 or more feet to his base speed.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Final Revelation of Juju Cast extended domiante monster that can affect larger than normal number of creatures.
Flawless Mind Roll Will saves twice and take higher. If duration longer that 1 hr, resave each hour.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Fly (60 feet, Average) You can fly!
Flying Kick (max 60 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Greater Blind-Fight Costs 2 ki points to activate.

Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still rerol
Hammerblow On fist hit, roll base dam die an extra time (as vital strike).
Immunity to Disease You are immune to diseases.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Leech (0 Ki) (Sp) Costs 0 ki points to activate.
Ki Metabolism (Su) While 1+ ki, 1/4 food, water, sleep needs, & hold breath longer. As move act, 1 ki to seem dead.
Ki Pool (30/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Path of the Snake (20 rds., 2/day) (Su) Become incorporeal.
Perfect Self (Unchained) Gain DR 10/chaotic and become outsider, can meditate 10 min to regain 1 ki.
Power Attack -9/+18 You can subtract from your attack roll to add to your damage.
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Spell Resistance (110) You have Spell Resistance.
Spin Kick Kick attack targets flat footed AC, unless foe has uncanny dodge.
Spiritual Defense (18/day) (Sp) As move action chant for magic circle effect for 10 min/lvl or stop chant. Free action to maintain.
Stunning Fist (41/day, DC 45) You can stun an opponent with an unarmed attack.
Style Strike (2/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Swim (30 feet) You have a Swim speed.
Timeless Body (Mature) (Ex) Take no penalties for age categories after the selected category.
Tongue of the Sun and Moon (Ex) Speak with any living creature, as if under a permanent tongues effect.
Unwilling Host (20 rds, 1/day, DC 35) (Su) As std. action 15 creatures in 100 ft within 30 ft of each other affected by confusion for 20 rds. (Will neg.)
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).

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Groundhog wrote:
Heh, good one.

Thanks. Been rewatching the series recently.


I'm leaving for work and didn't manage to get my character finished so I'm out of this one.

Scarab Sages

Master Han Del of the Web wrote:
EDIT: Ah! someone else is also looking at Gloomblade, hmm, I might see if any other ideas grab me.

Please proceed with the idea you like--I don't think I'm going to be able to really apply to this game. The theory crafting sure is fun, though. The image of a character fashioning weapons from darkness at will (Gloomblade Fighter) and also summoning monsters from darkness (Umbral Mesmerist) is just incredible to me, haha.


You always have cool themed games. I don't think I have ever applied for one but have thought about it. I'm finishing up a submission for this one. What time is your deadline. The crunch took a lot of time, I will be working on the backstory. Thanks.


Hokay, here is my submission. He is a Sorcerer 20/Unchained Monk (Scaled Fist) 10/Dragon Disciple 10. Spending 4,000,000 gp takes a long time.

Arvallex:

Arvallex
Male half-orc sorcerer 20/unchained monk 10/dragon disciple 10
LG Medium humanoid (half-orc)
Init +12; Senses Perception +48; darkvision 60 ft, blindsense 60 ft
Favored Class: Sorcerer
FCB:
DEFENSE
AC 56, touch 39, flat-footed 48 (+8 Dex, +5 armor, +12 Cha, +5 deflection, +3 monk, +12 natural, +1 insight)
HP 572 (20d6+10d10+10d12+360); regeneration 1
Fort +33, Ref +31, Will +32; +2 vs fear
Special Defenses improved evasion, moderate fortification (50%); Immune disease, fire, paralysis, sleep
OFFENSE
Speed 60 ft, Wings fly 90 ft (average)
Melee bite +46 (1d6+18+1d6 fire+2d6 holy+1 bleed), 2 claws +46 (1d6+14+1d6 fire+2d6 holy+1 bleed) (15 rounds/day)
Melee unarmed strike +45/+40/+35/+30 (2d6+14+2d6 holy+1 bleed)
Melee flurry of blows +45/+45/+40/+35/+30 (2d6+14+2d6 holy+1 bleed)
Ranged +5 adaptive corrosive ghost touch holy seeking composite longbow +43/+38/+33/+28 (1d8+8+1d6 acid+2d6 holy)
Special Attacks breath weapon 4/day (30 ft. cone, 20d6 fire, DC 32), dragon form (form of the dragon II) 2/day, ki (17), ki powers (abundant step (CL 10) (2 ki points), elemental fury (acid) (1 ki point), high jump (1 ki), Qinggong Power (gaseous form (1 ki point))), power of giants (38 min/day), stunning fist 17/day (DC 42), Style Strike (flying kick, shattering punch), touch of rage (+9 attack, damage, Will save) 15 rounds/day, unarmed strike (magic, cold iron/silver, lawful)
Spells Known (CL 28th, Concentration +40)
13th level (1/day) -
12th level (1/day) -
11th level (1/day) -
10th level (2/day) -
9th level (7/day) -
8th level (8/day) -
7th level (8/day) -
6th level (8/day) -
5th level (8/day) -
4th level (9/day) -
3rd level (9/day) -
2nd level (9/day) -
1st level (9/day) -
0th level -
Bloodline Draconic
Permanent spells arcane sight, greater magic fang (+5), see invisibility, tongues
STATISTICS
Str 28, Dex 26, Con 26, Int 24, Wis 20, Cha 34
Base Atk +30/+25/+20/+15; CMB +39; CMD 62
Traits
Feats Blind-Fight, Combat Reflexes, Dragon Ferocity, Dragon Roar, Dragon Style, Eldritch Heritage (Orc), Empower Spell, Eschew Materials, Extend Spell, Feral Combat Training (claws, bite), Greater Eldritch Heritage (Orc), Greater Spell Focus (Conjuration, Evocation, Illusion), Greater Spell Penetration, Improved Initiative, Improved Eldritch Heritage (Orc), Intensify Spell, Power Attack, Quicken Spell, Skill Focus (Fly, Survival), Spell Focus (Conjuration, Evocation, Illusion), Spell Penetration, Spell Perfection (fireball), Toughness, Weapon Focus (bite, claws)
Skills Acrobatics (20) +31 (+36 to jump), Appraise (1) +11, Bluff (20) +35, Climb (1) +12, Diplomacy (20) +32, Fly (10) +24, Intimidate (14) +29, Knowledge (arcana) (40) +50, Knowledge (dungeoneering) +47, Knowledge (history) (6) +16, Knowledge (local) (6) +13, Knowledge (nature) +47, Knowledge (planes) +47, Knowledge (religion) (10) +20, Perception (40) +48, Sense Motive (20) +28, Spellcraft (40) +50, Stealth (20) +31, Survival (1) +9, Swim (1) +12, Use Magic Device (20) +35
Languages Common, Orc, Draconic, tongues
SQ cantrips, draconic mettle, power of wyrms, purity of body, skilled, sacred tattoo
Gear:
Weapons: amulet of mighty fists +5 (holy, ghost touch, wounding), +5 adaptive corrosive ghost touch holy seeking composite longbow, 20 durable arrows, 20 cold iron durable arrows, 20 silver durable arrows, 20 adamantine durable arrows
Protection: 5 normal amber spindle ioun stones, ring of protection +5, ring of regeneration, normal dusty rose prism ioun stone, bracers of armor +8 (+5, moderate fortification), amulet of natural armor +5
Stat Boosts: manual of bodily health +4, manual of quickness of action +4, manual of gainful exercise +4, tome of clear thought +4, tome of understanding +4, tome of leadership and influence +4, belt of physical perfection +6, headband of mental superiority +6 (Knowledge (planes, nature, dungeoneering))
Gear: cloak of etherealness, efficient quiver, handy haversack, 2 bags of holding type IV, normal amethyst pyramid ioun stone, normal orange prism ioun stone, normal pale green prism ioun stone, normal clear spindle, normal iridescent spindle, normal opalescent white ioun stone (Composite Longbow), monk's robe, unfettered shirt, glove of storing, traveler's any-tool, 4 runestones of power (level 1), 4 runestones of power (level 2), 4 runestones of power (level 3), 4 runestones of power (level 4), 4 runestones of power (level 5), 4 runestones of power (level 6), 2 wands of cure critical wounds (50 charges), wayfinder of passage, page of spell knowledge (9th level), page of spell knowledge (8th level), page of spell knowledge (7th level), 2 pages of spell knowledge (6th level), 2 pages of spell knowledge (5th level), 4 pages of spell knowledge (4th level), 4 pages of spell knowledge (3rd level), 6 pages of spell knowledge (2nd level), 6 pages of spell knowledge (1st level), crystal ball (true seeing), truesight goggles, helm of teleportation, seven-league boots, 10,000 gp in diamond dust, 8 25,000 gp diamonds, ivory statuette of myself for 1500 gp (focus for contingency), 10 diamonds worth 1500 gp each (for limited wish), wand of remove blindness/deafness (50 charges), wand of lesser restoration (50 charges), wand of restoration (50 charges), wand of remove curse (50 charges), wand of neutralize posion (50 charges), wand of death ward (50 charges), wand of freedom of movement, 10 scrolls of heal (CL 20), rod of extend metamagic, rod of elemental metamagic, rod of dazing metamagic, rod of toppling metamagic, rod of empower metamagic, rod of maximize metamagic, rod of greater maximize metamagic, rod of dazing metamagic, rod of toppling metamagic, rod of empower metamagic, rod of maximize metamagic, rod of greater maximize metamagic, 10 scrolls of greater dispel magic, staff of transmutation, 10,000 gp diamond dust, 10 scrolls of magic circle against evil
Gold: 14,430 gp


Recruitment closed, now to look at completed or almost completed characters.

Lina Inverse
Master Han Del of the Web
Keldom
Arvallex
Gabriel

edit coming, I realize some characters might be in the profile itself.

Backstories: Include anything you want, but include these things.
1. Your character is level 40, why is he/she adventuring against monsters that might seem inferior to him/her instead of with a group to take down Cr 35 to 40 monsters? You could have a personal beef against Tiamat or if playing the other adventure against elementals, or your character has no confidence in him/herself even though he/she is level 40, it can be a number of things. Maybe character has a lot of pride and everyone will worship him/her as he/she single handed takes care of the problem.
2. What adventure path did the character come from? All you need to read is the players guide, if you played or read the actual adventure, good for you. Try to have it make sense. If you are an expert at slaying vampires, Mummy's Mask would be a nice one for you. If most of your adventures where sunny with clear skies and you picked Reign of Winter, I'm going to look at the character funny.
3. Characters family life: Kids/no kids/adopted kids. Single, married, divorced, Polygamist with three wives. Parents alive, not alive, never met them/adopted/foster home. Siblings, Pets, etc.

I'll take you through one at a time, I can't guarantee I'll get all five of you through before DM burnout, but I'll try, so keep the characters. A good backstory helps you get in first.


Oh did I miss out? Mine is almost done was creating in google docs to move over.

Gabriel:

Male Half Elf
Synthesist Summoner 20, Oath of Vengeance Paladin 20
Deity: Ragathiel
LG Medium (Humanoid)
Init +18, Perception +59,
-----------------------------
Defense
-----------------------------
AC 20, Touch 11, Flat Footed 19
(+8armor,+1dex,+1insight)
Fused AC: 62, Touch 17, Flat Footed 54
(+8armor,+4shield,+8dex,+33natural,+1insight,-2size)
HP: 283 (20d8+20d10+60) Regeneration 1
Fused HP: 683+255temp(20d8+20d10+460)
DR 10/Evil
Fort +42(+56), Reflex +36(+47), Will +56(+60)
Improved Evasion; Immune: Fire, Cold, Electircity, Sonic, Acid, Poison, Fear, Charms, Compulsions, Sleep
-----------------------------
Offense :
-----------------------------
Speed 30ft, Fly 70ft; Fused; 70ft, Fly 110ft

Full Attack Routine
Justice: +58/+53/+48/+43 1d10+26 17-20 x2
Vengeance: +58/+53/+48 1d10+26 17-20 x2
Bite: +52 2d6+10
Gore: +52 2d6+10
Hooves: +52/+52 1d8+10/1d8+10
Wings: +52/+52 1d8+10/1d8+10

Full Attack with Touch of Rage:
Justice: +79/+74/+69/+64 1d10+47 17-20 x2
Vengeance: +79/+74/+69 1d10+47 17-20 x2
Bite: +73 2d6+10
Gore: +73 2d6+10
Hooves: +73/+73 1d8+31/1d8+31
Wings: +73/+73 1d8+31/1d8+31

------------------------------
Statistics
------------------------------
Base:
Str 13, Dex 13, Con 13, Int 24, Wis 28, Cha 40
Base Atk +35, CMB +36, CMD 48
Fused:
Str 52, Dex 28, Con 32, Int 24, Wis 28, Cha 40
Base Atk +35, CMB +56, CMD 78

Feats: Skill Focus Survival(B), Noble Scion War(1st), Eldritch Heritage Orc Bloodline Touch of Rage(3rd), Additional Traits(5th), Dimensional Agility(7th), Multi Attack(B), Dimensional Assault(9th), Dimensional Dervish(11th), Quicken Spell Like Ability Touch of Rage(13th), Power Attack(15th), Extra Evolution(17th), Extra Evolution(19th), Extra Evolution(21st), Extra Evolution(23rd), Extra Evolution(25th), Exotic Weapon Proficiency Bastard Sword(27th), Two Weapon Fighting(29th), Double Slice(31st), Improved Two Weapon Fighting(33rd), Greater Two Weapon Fighting(35th), Weapon Focus Bastard Sword(37th), Improved Critical Bastard Sword(39th), Alertness(item),

Traits: Ancestral Weapon, Fate's Favored, Optimistic Gambler, Community Minded

Favored Class Bonus:
Summoner +5 evolution points
Paladin +20 HP

Skills: 360ranks (2 ranks + 7 Int= 9 per level)
Perception +59 (40ranks, 3class, 9wis, 2luck, 1comp, 4feat)
Diplomacy +61 (40ranks, 3class, 15cha, 2luck, 1comp)
Sense Motive +59 (40ranks, 3class, 9wis, 2luck, 1comp, 4feat)
Spell Craft +53(40ranks, 3class, 7int, 2luck, 1comp)
Survival +58 (40ranks, 9wis, 2luck, 1comp, 6feat)
Fly +54(40ranks, 3class, 8dex, 2luck, 5comp, -4size)
Linguistics +53(40ranks, 3class, 7int, 2luck, 1comp)
Use Magic Device +61 (40ranks, 3class, 15cha, 2luck, 1comp)

Knowledge All +17 (4ranks, 3class, 7int, 2luck, 1comp)

Languages: Common, All others

Gear: 65785gp
Justice and Vengeance: Twin Cold Iron Bastard Swords
Justice: +5 Holy, Phase locking, Evil Outsider Bane (743,600gp)
LG: Purpose: Slay Evil Outsiders
Int 20, Wis 20, Cha 20
Speech, Telepathy, Senses 120’ Darkvision, Blindsense
4th Level Spell 3/Day
3rd Level Spell 3/Day
7th level Spell at Will
6th level Spell at Will
5th level Spell at Will
4th level Spell at Will
Vengeance: +5 Vorpal
LG: Purpose: Defend Servants and Interest of Ragathiel
Int 20, Wis 20, Cha 20
Speech, Telepathy, Senses 120’ Darkvision, Blindsense
True Resurrection 1/Month
7th level Spell at Will
6th level Spell at Will
5th level Spell at Will
4th level Spell at Will

7 Scrolls of Spell Bane: Used for Antimagic Field, Dismissal, Banishment (33,775gp)
Bracers of Armor +8 combined Bracers of the Merciful Knight (87,400gp)
Cloak of Resistance +5 (25,000gp)
Scarab of Protection combined Hand of Glory (50,000gp)
Headband of Mental Superiority +6 (144,000gp)
Stone of Good Luck (20,000gp)
Helm of Teleportation (73,500gp)
Glove of Storing (10,000gp)
Rod of Quicken Metamagic (75,500gp)
Rod of Absorption 0/50 (50,000gp)
Horseshoes of Speed (3,000gp)
Goggles of True Sight (184,800gp)
Merciful Baldric (60,000gp)
Robe of Arcane Heritage (16,000gp)
Belt of Physical Perfection +6 (144,000gp)
Tomb of Understanding +5 (137,500gp)
Tomb of Leadership and Influence +5 (137,500gp)
Tomb of Clear Thought +4 (110,000gp)
Manual of Quickness in Action +4 (110,000gp)
Manual of Gainful Exercise +5 (137,500gp)
Manual of Bodily Health +5 (137,500gp)
Ring of Regeneration On Hand of Glory (90,000gp)
Ring of 3 Wishes (120,000gp)
Ring of 3 Wishes (120,000gp)
Instant Fortress (55,000gp)
Bag of Holding Type IV x3 (30,000gp)

Implanted Ioun Stones:
Clear Spindle (4,000gp)
Dark Blue Rhomboid (10,000gp)
Dusty Rose Prism (5,000gp)
Gamboge Nodule (54,000gp)
Iridescent Spindle (18,000gp)
Nacreous Gray Sphere (10,000gp)
Pale Green Prism (30,000gp)

-------------------------------
Evolutions: 36pt
-------------------------------
Quadraped: Free Evolutions: Bite, Limbs(legs), Limbs(legs)

Greater Aspect: Flight 2pt, Limbs(arms)1pt,

Huge 10pt, Hooves 1pt, Pounce 1pt, Improved Natural Armor 5pt, Limbs(arms) 2pt, Wing Buffet 1pt, Gore 2pt, Swim 1pt
Immune (acid,cold,electricity,fire,sonic) 10pt

-------------------------------
Special Abilities
-------------------------------
Immune to Sleep
Fused Eildolon
Fused Link
Makers Jump 3/Day
Greater Shield Meld
Split Forms
Detect Evil
Smite Evil 7/Day
Divine Grace
Lay on Hands 25/25 10d6 max 60
Aura of Courage
Divine Health
Aura of Resolve
Powerful Justice
Aura of Faith
Aura of Righteousness
Holy Champion

--------------------------------
Spells:
--------------------------------

Hope to be considered. I did ask a couple hours ago about the deadline, was fun to come up with. Just need to finish spell selection. Let me know. Thanks.


I was editing, but Ashe, Gabriel will be considered, just consider the backstory, if you already have one, make sure it has that stuff included in it.


Sweet, I will finish the backstory and worry about spell selection if selected. I have a wedding in Tampa tomorrow so if selected I won't be able to start until Sunday.

Me as a player, I have never dropped a game. My longest still active and going strong on here is 4 years so I will see this through with you. Thanks.


Gabriel's Backstory:

Gabriel was born a half breed in the savage lands of Numeria. He was a small and frail child, but showed a keen intelligence and whit. Also had a natural charisma that people gravitated toward. As such he was given to the elders. There he underwent the ancient rituals of spirit binding. The ritual was rigorous and dangerous nearly killing Gabriel, but once done the spirt strengthened his physical body when present. Using this power he helped defend his tribe from the savage tribes of the land, but that wouldn’t effect lasting change.

Rumor spread from Brevoy. The Swordlords wanted brave souls to explore and free the Stolen Lands from banditry. Thinking he could use this opportunity to make friends in higher places Gabriel signed up. Little did he know that soon enough he would be founding a kingdom. Within a few weeks he and his new companions rid the land of the bandits and received a charter to found a new kingdom. They did such and Gabriel was made king.

Soon after he relocated his tribe and family to his new kingdom. For a time they flourished. Gabriel and his companions always facing new challenges or new threats to their land. As they grew in power so did the threats. A few years passed. The rulers learned more and more of the Fey and their queen Nyrissa. Soon the group ventured to her realm and bested her bringing peace to their kingdom, or so they thought. They returned to find their kingdom in ruin. Still smoldering and burnt to ash. It had been laid siege by Choral the Conqueror. A Great Wyrm Red dragon thought lost to time.

Gabriel angry and full of sorrow sought prayer for his first time. He didn’t pray for strength or to ask why. He prayed to Ragathiel to grant him vengeance. He and his companions found the dragon and a clash for the ages ensued. When done it was Gabriel still standing. Ragathiel gave him vengeance but at the cost of everything. For the next years he sought to understand this better. He became a monk. He retired to a church where he invested in helping people. He flourished here. Learning more and more of Ragathiel and his faith. Gabriel soon became one of his champions. He spent the next several years hunting down ancient evil dragons. He would spread his vengeance to them before they could do to others what had been done to him. Gabriel is still a natural leader but has become a bit jaded. His quest for vengeance has brought him wealth and power but a life of solitude. He knows not what awaits him next.

Alright kept it short and sweet so you don't have to read a lot to go on top of everything else at this power level. Tied it in to kingmaker as he lived in those regions. Hope you like. Thanks again.


Oh well, I missed it. Didn't finish the backstory, but here's my character just for fun.

Spoiler:

Bristaal Evershine
Halfling ghost chaokineticist 20/oracle 20 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 144, Pathfinder RPG Occult Adventures 10, 91)
N Small undead (augmented humanoid, halfling, incorporeal)
Hero Points 1
Init +12; Senses blindsense 60 ft., darkvision 120 ft., true seeing; Perception +67
--------------------
Defense
--------------------
AC 53, touch 35, flat-footed 42 (+12 armor, +13 deflection, +10 Dex, +1 dodge, +6 shield, +1 size; +2 deflection bonus vs. good)
hp 763 (40d8+560)
Fort +40, Ref +37, Will +35 (+1 vs. emotion effects); +2 racial bonus vs. curse effects and hexes (stacks with halfling luck), +2 bonus vs. negative levels; +2 resistance vs. good
Defensive Abilities channel resistance +4, concealment (20% miss chance), evasion, fortification 5%, incorporeal, spiritual rejuvenation; DR 10/adamantine, 10/cold iron, 2/bludgeoning, 5/magic; Immune charm, nauseated, negative levels, sickened, undead traits; Resist acid 30, cold 30, electricity 30, fire 30, negative energy 10, positive energy 10, sonic 30; SR 30, 45 (outsiders)
--------------------
Offense
--------------------
Speed fly 60 ft. (perfect)
Melee corrupting touch +47 (41d6)
Special Attacks corrupting gaze (DC 43), draining touch, fatal fate, frightful moan (DC 43), kinetic blast, malevolence (DC 45), metakinesis (empower, maximize, quicken, twice), omnikinesis, phantasmagoria, sailor's dread (DC 43), telekinesis (DC 45), vehemence
Kineticist Spell-Like Abilities (CL 20th; concentration +33)
. . Constant—nondetection
Oracle Spell-Like Abilities (CL 20th; concentration +33)
. . 1/day—astral projection, true seeing
Oracle Spells Known (CL 23rd; concentration +36)
. . 9th (8/day)—astral projection, miracle, scourge of the horsemen (DC 34), symbol of vulnerability[UM]
. . 8th (8/day)—discern location, mass inflict critical wounds (DC 33), moment of prescience, orb of the void[UM] (DC 33), greater spell immunity
. . 7th (8/day)—archon’s trumpet (DC 30), ethereal jaunt, mass inflict serious wounds (DC 32), spell scourge (DC 30), vision
. . 6th (8/day)—greater dispel magic, harm (DC 31), heal, mass inflict moderate wounds (DC 31), project image (DC 29)
. . 5th (9/day)—boneshatter (DC 30), break enchantment, contact other plane, dungeonsight, mass inflict light wounds (DC 30), spell resistance
. . 4th (9/day)—bit of luck, greater celestial healing, debilitating portent[UC], dimensional anchor, inflict critical wounds (DC 29), scrying (DC 27)
. . 3rd (9/day)—calculated luck, clairaudience/clairvoyance, deeper darkness, dispel magic, inflict serious wounds (DC 28), remove blindness/deafness
. . 2nd (9/day)—brittle portal (DC 25), inflict moderate wounds (DC 27), make whole, lesser restoration, shatter (DC 25), silence (DC 25), spectral hand
. . 1st (10/day)—ears of the city, entropic shield, inflict light wounds (DC 26), instant portrait, liberating command[UC], sure casting, unseen servant
. . 0 (at will)—bleed (DC 25), detect fiendish presence, detect magic, enhanced diplomacy, guidance, light, mending, sotto voce (DC 25), spark[APG] (DC 23)
. . Mystery Occult
Kineticist Wild Talents Known
. . Defense—emptiness, force ward
. . Infusions—enervating infusion, extended range, extreme range, focused blast, kinetic fist, many throw, mobile blast (DC 29), snake
. . Blasts—aetheric boost (), negative blast (10d6+19 negative energy), positive blast (10d6+19 positive energy), telekinetic blast (10d6+29)
. . Utility—absentia, basic chaokinesis, basic phytokinesis, basic telekinesis, expanded defense (force ward), gravity control, gravity control, greater, ride the blast, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers, void healer
--------------------
Statistics
--------------------
Str —, Dex 30, Con —, Int 22, Wis 26, Cha 36
Base Atk +30; CMB +40; CMD 63
Feats Ability Focus (corrupting touch), Ability Focus (malevolence), Ability Focus (telekinesis), Dampen Presence, Deadly Aim, Dodge, Ectoplasmic Spell[APG], Expanded Metakinesis, Flyby Attack, Great Fortitude, Greater Spell Focus (necromancy), Greater Spell Penetration, Intensified Spell[APG], Iron Will, Lightning Reflexes, Otherworldly Influence, Penetrating Possession, Piercing Spell[UM], Skill Focus (Stealth), Spell Focus (necromancy), Spell Penetration
Traits magical knack, trap finder
Skills Acrobatics +35, Appraise +8, Bluff +23 (+23 vs. fey), Climb +12, Diplomacy +23 (+23 vs. fey), Disable Device +58 (+63 vs. magical traps), Disguise +23 (+23 vs. fey), Escape Artist +59, Fly +34, Heal +18, Intimidate +23 (+23 vs. fey), Knowledge (arcana) +26, Knowledge (dungeoneering) +26, Knowledge (nature) +26, Knowledge (planes) +26, Knowledge (religion) +26, Linguistics +48, Perception +67, Ride +12, Sense Motive +57 (+57 vs. fey), Spellcraft +51, Stealth +82, Survival +10, Swim +12, Use Magic Device +45 (+45 vs. fey); Racial Modifiers +10 Perception, +8 Stealth
Languages Aboleth, Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Catfolk, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, First Speech, Ghol-gan, Giant, Gnoll, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Kelish, Nagaji, Necril, Orc, Osiriani, Polyglot, Protean, Sakvroth, Sasquatch, Shae, Shoanti, Sphinx, Sylvan, Syrinx, Terran, Thassilonian, Tien, Treant, Undercommon, Varisian
SQ basic chaokinesis, basic phytokinesis, blessed, burn (5 points/round, max 16), composite specialization, emptiness, expanded element (aether, wood), expanded element (aether, wood), final revelation, frightener, gather power, ghost trappings, hero points, infusion specialization 6, living steel, mental prowess, metakinetic master (empower), mind over matter, oracle's curse (reclusive), reinvigoration, revelations (automatic writing, brain drain[UM], ectoplasmic armor, phantom touch[UM], shroud of retribution, spectral spells), shadowhunter, supercharge
Combat Gear caster's tattoo (greater), gloves of arrow snaring, otherworldly kimono[UE], truesight goggles[UE], unicorn's blackened horn; Other Gear +1 greater acid resistance greater cold resistance deathless greater electricity resistance greater fire resistance invulnerability restful shadow, greater slick, greater greater sonic resistance sunsilk silken ceremonial armor[UC], +5 arrow deflection mirrored living steel buckler, +5 phase locking bodywrap of mighty strikes[UE], - custom magic item -, - custom magic item -, - custom magic item -, - custom magic item -, - custom magic item -, amulet of grasping souls, belt of incredible dexterity +6, belt of stoneskin[ARG], channel-thieving belt, greater, darkskull, eyes of the dragon[UE], eyes of the eagle, gloves of shaping[UE], glyphbane gloves[UE], handy haversack, headband of mental prowess +6 (Wis, Cha), headband of twisted intellect +2, impact gauntlets, manual of quickness of action +5, minor cloak of displacement, orange prism ioun stone, pale green prism ioun stone, ring of evasion, ring of spell turning, robe of the faerie queen, sash of flowing water[UE], spectacles of thought-seeing, stone of good luck (luckstone), tome of clear thought +5, tome of leadership and influence +5, tome of understanding +5, trap-stealer's rod[UE], whispering gloves, masterwork thieves' tools, scrying mirror (worth 1,000 gp, 5 lb), 1,307,065 gp
--------------------
Special Abilities
--------------------
Equipment Slots In Use Armor, Ring, Belt, Body, Eyes, Hands, Headband, Neck, Shoulders, Shield
Absentia (Sp) Aways under effect of nondetection; 1 burn to grant to touched creature.
Automatic Writing (1/day) (Su) With 1 hour of meditation, produce writing as if using commune.
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Basic Phytokinesis (Sp) Garden plants within 30 ft. without tools. Search wooded and plant-heavy areas from a distance with sift. Detect plants within 120 ft.
Blessed +2 to save vs. curse effects and hexes.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Brain Drain (20d4 damage, 13 rounds, 5/day, DC 33) (Su) Foe in 100 ft makes Will save or takes 1d4/lvl and you make knowledge check w/ their modifier
Burn 5/round (40 nonlethal/burn, 16/day) Burn HP to gain greater effects on your wild talents.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Composite Specialization (Su) Reduce the burn cost of composite blasts by 1
Corrupting Gaze (DC 43) (Su) Gaze attack deals 2d10 HP + 1d4 CHA.
Corrupting Touch (DC 45) (Su) Touch does 41d6 damage from aging, ignoring most resistances (Fort half).
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (2/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -8/+16 Trade a penalty to ranged attacks for a bonus to ranged damage.
Draining Touch (Su) Touch attack deals 1d4 from a selected ability score and heals 5HP for the ghost.
Ectoplasmic Armor +12 (20 hours/day) (Su) Summon armor made of ectoplasmic force.
Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures.
Empowered Aetheric Boost (Sp) Level 9; Burn 1
Empowered Negative Blast (Sp) Level 9; Burn 0
Empowered Positive Blast (Sp) Level 9; Burn 0
Empowered Telekinetic Blast (Sp) Level 9; Burn 0
Emptiness (Su) +1 to Will saves vs. emotion effects.
Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Energy Resistance, Sonic (30) You have the specified Energy Resistance against Sonic attacks.
Enervating Infusion (DC 32) You kinetic blast deals 1 temporary negative level (Fort negates).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Expanded Metakinesis (Piercing Spell) Accept 1 burn to alter kinetic blast with chosen metamagic effect.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Fatal Fate (DC 43) (Su) Curse the living to undertake a task.
Final Revelation of Occult If you die, rise again 2d4 days later as a ghost.
Fly (60 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Focused Blast Enhancement bonus on attack roll and CL check to overcome spell resistance.
Fortification 5% You have a chance to negate critical hits on attacks.
Frightener (Su) Gain a number of spell-like abilities.
Frightful Moan (DC 43) (Su) 30' spread panics living creatures for 2d4 rds (Will neg).
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Ghost Trappings (Su) The ghost can use and benefit from spectral items it carries.
Gravity Control (Sp) You use your gravitic abilities to move yourself, as per flame jet.
Gravity Control, Greater (Sp) You use your gravitic abilities to move yourself, as per greater flame jet.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Charm You are immune to charm effects.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nauseated You are immune to the nauseated condition.
Immunity to Negative Levels You are immune to negative levels.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sickened You are immune to the sickened condition.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Infusion Specialization 6 (Ex) Reduce burn cost of blasts with infusions by 6
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Fist (3d6 blast damage) Your natural and unarmed attacks do extra damage.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Malevolence (DC 45) (Su) Magic Jar a creature on the material plane.
Many Throw Throw multiple items equal to level.
Mental Prowess (4/day) (Su) Reduce burn of any wild talent by 1.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Metakinetic Master (Empower) (Su) At 19th level, a kineticist chooses one type of metakinesis, such as empower or quicken. She reduces the burn cost of that metakinesis by 1 point (to a minimum of 0 points).
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Mobile Blast (13 rounds, DC 29) Blast becomes a mobile object that can last many rounds and be moved
Omnikinesis (Su) At 20th level, a kineticist transcends the distinction between the different elements and can bend all creation to her will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast she chooses), she can use any blast wi
Otherworldly Influence (Completed) (SR 45 vs. outsiders) SR 45 vs. spells/spell-like abilities from outsiders.
Penetrating Possession When using magic jar, automatically gain dispel check if possession is blocked by a spell.
Phantasmagoria (13/day, DC 43) (Su) Create an elaborate illusion.
Phantom Touch (panicked, 10 rounds, 16/day) (Su) Melee touch attack that causes foe to become panicked for 10 rds.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Reclusive Allies must succed with melee touch attack to affect you with touch spells, and must attempt save vs. all spells not cast by you.
Reinvigoration (Su) Possess and animate a corpse as a skeleton or zombie.
Ride the Blast (Sp) Travel along with your blast attack.
Sailor's Dread (DC 43) (Su) Use phantasmal killer vs. foe in 30 ft, those who can breathe water immune.
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Shroud of Retribution (1d8+10 force damage, 4/day) (Su) As an immediate action, foes who strike you suffer damage until next rd.
Snake Blast can bend around corners.
Spectral Spells (5/day) (Su) Cast a spell with Ectomasic Spell as std action without increasing spell level.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Resistance (30) You have Spell Resistance.
Spell Resistance Specific (outsiders) (45) Some type of spells has a chance to fail when used on you.
Spiritual Rejuvenation (Su) When “destroyed” the ghost’s starting attiude becomes indifferent.
Supercharge (Su) Increase effectiveness of gather power by 1.
Telekinesis (DC 45) (Su) Use Telekinesis every 1d4 rounds.
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Undead Traits Undead have many immunities.
Vehemence (DC 43) (Su) Possess and animate an object.
Void Healer (Sp) Functions as kinetic healer, except it heals undead (and others healed by negative energy).


Jeez. No way I could stat a level 40 character that fast.


It was so many hours of work - the spending of 4,000,000 gold took the longest, though.

Here's a full Arvallex post, complete with backstory. I think I answered all the questions. His AP was Rise of the Runelords, in case I didn't make it obvious.

Crunch:

Arvallex
Male half-orc sorcerer 20/unchained monk 10/dragon disciple 10
LG Medium humanoid (half-orc)
Init +12; Senses Perception +48; darkvision 60 ft, blindsense 60 ft
Favored Class: Sorcerer
FCB: +3 hit points, +17 spells known
DEFENSE
AC 56, touch 39, flat-footed 48 (+8 Dex, +5 armor, +12 Cha, +5 deflection, +3 monk, +12 natural, +1 insight)
HP 575 (20d6+10d10+10d12+363); regeneration 1
Fort +34, Ref +32, Will +33; +2 vs fear
Special Defenses improved evasion, moderate fortification (50%); Immune disease, fire, paralysis, sleep
OFFENSE
Speed 60 ft, Wings fly 90 ft (average)
Melee bite +46 (1d6+18+1d6 fire+2d6 holy+1 bleed), 2 claws +46 (1d6+14+1d6 fire+2d6 holy+1 bleed) (15 rounds/day)
Melee unarmed strike +45/+40/+35/+30 (2d6+14+2d6 holy+1 bleed)
Melee flurry of blows +45/+45/+40/+35/+30 (2d6+14+2d6 holy+1 bleed)
Ranged +5 adaptive corrosive ghost touch holy seeking composite longbow +43/+38/+33/+28 (1d8+8+1d6 acid+2d6 holy)
Special Attacks breath weapon 4/day (30 ft. cone, 20d6 fire, DC 32), dragon form (form of the dragon II) 2/day, ki (17), ki powers (abundant step (CL 10) (2 ki points), elemental fury (acid) (1 ki point), high jump (1 ki), Qinggong Power (gaseous form (1 ki point))), power of giants (38 min/day), stunning fist 17/day (DC 42), Style Strike (flying kick, shattering punch), touch of rage (+9 attack, damage, Will save) 15 rounds/day, unarmed strike (magic, cold iron/silver, lawful)
Spells Known (CL 28th, Concentration +40)
13th level (1/day) -
12th level (1/day) -
11th level (1/day) -
10th level (2/day) -
9th level (7/day) - aroden’s spellbane, clashing rocks (DC 33), mage’s disjunction, mass icy prison (DC 33), time stop, wish
8th level (8/day) - form of the dragon III, discern location, incendiary cloud, maze, mind blank, polar ray, prismatic wall, stormbolts (DC 32), telekinetic sphere**
7th level (8/day) - banishment** (DC 29), form of the dragon II, greater shadow conjuration (DC 31), greater teleport, mage’s magnificent mansion, limited wish, prismatic spray (DC 31), plane shift (DC 31)
6th level (8/day) - acid fog, chain lightning (DC 30), contingency, form of the dragon I, greater dispel magic, greater shadow enchantment (DC 30), legend lore**, mislead**, true seeing
5th level (8/day) - break enchantment, cloudkill (DC 29), cone of cold (DC 29), hungry pit** (DC 29), lightning arc** (DC 29), life bubble, shadow evocation (DC 29), spell resistance, wall of force
4th level (9/day) - acid pit (DC 28), black tentacles, dimensional anchor, fear, greater invisibility, ice storm (DC 28), greater make whole**, shadow step**, shout** (DC 28), solid fog**, stoneskin
3rd level (9/day) - daylight**, dispel magic, displacement, fireball (DC 27), fly, ki leech**, lightning bolt (DC 27), sleet storm** (DC 27), spiked pit (DC 27), vampiric touch**
2nd level (9/day) - alter self**, create pit (DC 26), dragonvoice, glitterdust (DC 26), gust of wind**, invisibility, make whole, mirror image, pyrotechnics**, resist energy, scorching ray, shadow anchor** (DC 26), shatter** (DC 26), web** (DC 26)
1st level (9/day) - endure elements, expeditious retreat, grease (DC 25), long arm**, mage armor, magic missile, obscuring mist**, protection from evil**, ray of enfeeblement** (DC 23), shadow trap** (DC 25), shield**, shocking grasp, snowball
0th level - acid splash, daze (DC 22), detect magic, disrupt undead, mage hand, prestidigitation, ray of frost, spark, touch of fatigue (DC 22)
**-page of spell knowledge
Bloodline Draconic
Permanent spells arcane sight, greater magic fang (+5), see invisibility, tongues
Contingency cast heal (CL 20) if below ¼ HP
STATISTICS
Str 28, Dex 26, Con 26, Int 24, Wis 20, Cha 34
Base Atk +30/+25/+20/+15; CMB +39; CMD 62
Traits Fate’s favored, Giantslayer (RotRL Campaign)
Feats Blind-Fight, Combat Reflexes, Dragon Ferocity, Dragon Roar, Dragon Style, Eldritch Heritage (Orc), Empower Spell, Eschew Materials, Extend Spell, Feral Combat Training (claws, bite), Greater Eldritch Heritage (Orc), Greater Spell Focus (Conjuration, Evocation, Illusion), Greater Spell Penetration, Improved Initiative, Improved Eldritch Heritage (Orc), Intensify Spell, Power Attack, Quicken Spell, Skill Focus (Fly, Survival), Spell Focus (Conjuration, Evocation, Illusion), Spell Penetration, Spell Perfection (fireball), Toughness, Weapon Focus (bite, claws)
Skills Acrobatics (15) +26 (+31 to jump), Appraise (1) +11, Bluff (10) +25, Climb (1) +12, Diplomacy (10) +22, Fly (10) +24, Intimidate (14) +29, Knowledge (arcana) (40) +50, Knowledge (dungeoneering) +47, Knowledge (history) (6) +16, Knowledge (local) (6) +13, Knowledge (nature) +47, Knowledge (planes) +47, Knowledge (religion) (10) +20, Perception (40) +48, Sense Motive (10) +18, Spellcraft (40) +50, Stealth (15) +26, Survival (1) +9, Swim (1) +12, Use Magic Device (20) +35
Languages Common, Orc, Draconic, tongues
SQ cantrips, draconic mettle, power of wyrms, purity of body, skilled, sacred tattoo
Gear:
Weapons: amulet of mighty fists +5 (holy, ghost touch, wounding), +5 adaptive corrosive ghost touch holy seeking composite longbow, 20 durable arrows, 20 cold iron durable arrows, 20 silver durable arrows, 20 adamantine durable arrows
Protection: 5 normal amber spindle ioun stones, ring of protection +5, ring of regeneration, normal dusty rose prism ioun stone, bracers of armor +8 (+5, moderate fortification), amulet of natural armor +5
Stat Boosts: manual of bodily health +4, manual of quickness of action +4, manual of gainful exercise +4, tome of clear thought +4, tome of understanding +4, tome of leadership and influence +4, belt of physical perfection +6, headband of mental superiority +6 (Knowledge (planes, nature, dungeoneering))
Gear: cloak of etherealness, efficient quiver, handy haversack, 2 bags of holding type IV, normal amethyst pyramid ioun stone, normal orange prism ioun stone, normal pale green prism ioun stone, normal clear spindle, normal iridescent spindle, normal opalescent white ioun stone (Composite Longbow), monk's robe, unfettered shirt, glove of storing, traveler's any-tool, 4 runestones of power (level 1), 4 runestones of power (level 2), 4 runestones of power (level 3), 4 runestones of power (level 4), 4 runestones of power (level 5), 4 runestones of power (level 6), 2 wands of cure critical wounds (50 charges), wayfinder of passage, page of spell knowledge (9th level), page of spell knowledge (8th level), page of spell knowledge (7th level), 2 pages of spell knowledge (6th level), 2 pages of spell knowledge (5th level), 4 pages of spell knowledge (4th level), 4 pages of spell knowledge (3rd level), 6 pages of spell knowledge (2nd level), 6 pages of spell knowledge (1st level), crystal ball (true seeing), truesight goggles, helm of teleportation, seven-league boots, 10,000 gp in diamond dust, 8 25,000 gp diamonds, ivory statuette of myself for 1500 gp (focus for contingency), 10 diamonds worth 1500 gp each (for limited wish), wand of remove blindness/deafness (50 charges), wand of lesser restoration (50 charges), wand of restoration (50 charges), wand of remove curse (50 charges), wand of neutralize posion (50 charges), wand of death ward (50 charges), wand of freedom of movement, 10 scrolls of heal (CL 20), rod of extend metamagic, rod of elemental metamagic, rod of dazing metamagic, rod of toppling metamagic, rod of empower metamagic, rod of maximize metamagic, rod of greater maximize metamagic, rod of dazing metamagic, rod of toppling metamagic, rod of empower metamagic, rod of maximize metamagic, rod of greater maximize metamagic, 10 scrolls of greater dispel magic, staff of transmutation, 10,000 gp diamond dust, 10 scrolls of magic circle against evil, wand of knock (50 charges)
Gold: 9930 gp

BACKSTORY:

Arvallex was born on the border of the Cinderlands with the Hold of Belkzen. The product of a tribe of Shoanti and half-orcs who had been raised among them, it was apparent that Arvallex was destined for great things when his golden eyes were seen. As he grew, he began to develop rudimentary magical abilities, and helped his tribe deal with raids from both the Hold of Belkzen and the giants of the Cinderlands. In particular, Arvallex grew skilled at fighting giants, especially after they raided his village and killed his father.

Upon his 20th birthday, he was chosen to escort one of the tribe’s elders to the town of Sandpoint, in Varisia. There was a Cathedral dedicated to many gods, foremost among them Desna, that was opening. Though Arvallex was not particularly devout in worshipping Desna, he did his duty to escort the Elder. During the Swallowtail Festival to dedicate the Cathedral, goblins attacked. Arvallex fought to defend the people of Sandpoint from this invasion, and then stayed to help the others who had chosen to deal with the source of the goblin attacks - a human fighter named Kal Beron, a half-elven priestess of Desna named Bera Surool, and a halfling adventurer and scholar of Varisian lore named Rhea Lightfoot. Once that was done, he helped the town deal with a spate of murders caused by a deranged undead, which led the trail to a cult of Norgorber in Magnimar. They found a lamia pulling the strings, and clues indicating that there may be trouble in Turtleback Ferry. Dispatching to the town, they found that the Black Arrows, tasked with defending the area, had been destroyed by ogres.

The band rescued the surviving Black Arrows from a group of hideous ogrekin, than set about retaking Fort Rannick. After that, a flood nearly wiped out Turtleback Ferry, and released a monster from the Storval Deep. Heading to the dam that held back the deep, they found that ogres were attempting to sabotage it. They slew the ogres, then opened the valves on the dam to allow for water to flow safely, averting disaster for Turtleback Ferry. Afterwards, they sought the ogres in their lair, where they found that a Stone Giant had taken over the tribe. Defeating the stone giant gave them information that a group of stone giants were going to raid Sandpoint!

The group quickly returned to Sandpoint to prepare for the giants, driving them off and preventing them from completing whatever their mission was. They tracked the giants to their lair at Jorgenfist, in the Cinderlands, and snuck past the assembled army to strike at their leader, Mokmurian. It was in Mokmurian’s defeat that they learned there was another pulling the strings, a mighty Runelord - Karzoug the Claimer. Using the library beneath Jorgenfist, they learned what they could, including that the key to defeating him lay in the mythical Runeforge.

At this moment, an explosion in Sandpoint called them back. A Thassilonian ruin beneath the city had exploded, revealing another level. Descending, they fought demons and creatures of the Abyss, and found strange writings that revealed the location of the Runeforge, after they slew a mad devotee of Lamashtu who had been a spy for Karzoug. Traveling to the location, they found the keys to enter Runeforge, but had to battle an ancient White Dragon to do so. Once in Runeforge, they explored several of the wings until they found the necessary keys to creating runeforged weapons, which would allow them to defeat Karzoug. Doing so, they battled a succubi and her children, ancient wizards, golems, undead, and even qlippoths. Finally, they had the means to defeat Karzoug - they just had to find him.

Doing so meant going deep into the mountains, to find the lost city of Xin-Shalast. It was a treacherous journey, but eventually, they arrived, and set about getting to Karzough. They first had to kill his generals in the lower city, gaining the means to pass an occlusion field that prevented them from approaching his fortress. Once that was complete, they ventured into the fortress, battling his most dedicated servants and eventually making their way to the entrance to the Eye of Avarice - Karzoug’s demiplane, which he had used to survive Earthfall. They had to strike quickly - Karzoug had been gathering greedy souls and was nearly free! They crossed the planar barrier, and there engaged in a vicious battle with Karzoug, a blue dragon he had summoned, a rune giant, and two storm giants. It was a desperate fight which nearly resulted in all of their deaths, but eventually they slew the Runelord of Greed, and stopped his threat forever.

Xin-Shalast was truly a city of gold, and the wealth Arvallex had gathered would greatly improve his tribe’s fortunes. His draconic heritage had fully manifested itself on his journey, and he bore more than a passing resemblance to the gold dragons, beacons of good in the world. He bid his companions farewell, and journeyed home. Upon arrival, he found that his mother had passed while he was gone upon having a vision. In it, she saw a five-headed dragon, one of each of the chromatics, and foresaw devastation in its wake. She called it Tiamat, and it was this threat that Arvallex had been destined to destroy. He needed to find this Tiamat, and defeat her. He alone had the ability to do so - no one could aid him, or else he would fail. Undaunted, Arvallex turned to face this new threat. Though he knows not where she is, he will find her. He will fulfill his destiny.

And maybe make a little more gold. After all, he is part dragon - and dragons love gold.


I had to make it quick, cause otherwise I'd be picking from like a dozen people. Honestly I didn't expect it to have so much interest.

I'll give everyone the weekend to backstory their characters. Expect this to be a fast game cause of the one on one.


Lina Inverse:

Bandit Killer.

Master of the Dragon Slave.

Enemy of all that lives.

Lina has been called all of these and more. She has a reputation as a ruthless wandering force of destruction, and it's somewhat fairly earned. She has something of a short temper, and is willing to use her offensive magic to emphasize the point.

Lina is an absolute prodigy of magic, and was casting 3rd level spells by the time she hit age 15, when she decided that she would become a wandering adventurer (mainly to hide from her older sister, who is the only person she truly fears).

In her time as an adventurer, she has battled Gods, Demon Lords, and beings from the Dark Tapestry. She is rumored to have killed C'thulu; not once, but twice.

Things have somewhat slowed down for her, but she still continues wandering through the world, facing whatever challenges come her way.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

DG,

In regards to the AP we've "already played through":

Would any artifacts from that AP be available to our characters? If sso, how much of our starting wealth should we spend towards the artifact (or would you rather go on a case-by case basis?)

I assume we should avoid Wrath of the Righteous, or maybe explain how our PC became non-mythic after it? Similarly, if Reign of Winter, how we lost the mantle of the rider?

Thanks
Reckless

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Keldom's Story:

Do you believe a single snowflake can change the world? No? The you haven’t heard my story. I am Keldom Redflit of Heldren, Black Rider of Baba Yaga, Bond-Mate of Nevra, and the Once and Future King of Irrisen. That you have not heard of me makes little difference, I have been serving the Mother of Hags for the last hundred years, and been far and away from these lands.

The half-elf’s face seems ageless and his eyes deep pools of age and alien knowledge. His silvery-white hair frames his face from under the silver-lined blue cowl. Fur trims his robe, more out of decoration than necessity. His posture is rigid yet poised, and his voice silken milk and honey pouring from an elven decanter into a deep spring.

I have rescued maidens fair, stolen an artifact, ridden a dragon into battle, conquered an army, and married a queen. I have fought the fey, been cursed by a hag, and been frozen solid by a dragon’s breath. I have travelled to distant worlds, seen places beyond your imaginings, and even spent a turn waiting for my fate to be delivered to me in the Boneyard.

He adjusts the cowl, removing the covering from his head, taking a sip from the glass before him.

And now, I have come to Faerun, a snowflake on the winter’s wind, to see about ending the menace of elemental imbalance that threatens your home. I have fulfilled my duties to the Queen of Witches, and been amply rewarded. Yet, as in all pots Baba Yaga stirs, my release comes with additional burdens. No longer in Mother Crone’s service, yet unable to take my place as Anastasia’ betrothed- the Queen of Witches allows no one to rule over Irrisen for more than 100 years. Even now, my снежинка fuels Baba Yaga’s power. I had thought to fool the Queen of Witches into allowing Anastasia’s reign to continue by requesting that she leave Golarion forever. She granted my boon, but took my beloved with her.

Taking another sip from his drink, he replaces the cowl.

In one way or another, I will find a way to defeat Baba Yaga. From my hut, I could sense the troubles brewing here. I have come to learn the source of the elemental imbalance here. Perhaps I will discover a way to harness it, and this may be the key to the old woman’s defeat.

The elf peers at you, seeing your disbelief.

This is where you say thank you. You’re welcome.

Image for Keldom

Keldom has gone through the Reign of Winter Campaign. At the conclusion, he and his party asked Baba Yaga to instill Anastasia as the Queen of Irrisen. Keldom and Anastasia had been secretly married. Keldom agreed to serve as Baba Yaga’s Black Rider for 100 years in order to gain another boon from her, and has spent the last 100 years in that capacity. At the end of his term, he requested that Baba Yaga promise never to return to Golarion, intending that he would then rejoin Anastasia and rule Irrisen as a kinder, gentler aristocracy. Unknown to him until his return. Baba Yaga had already returned to Irrisen to remove Anastasia from power. Anastasia and Keldom’s daughter, Vasily, rules Irrisen now, having grown up a stranger to Keldom. Keldom wanders the planes and other worlds in the hopes of finding a key to defeat Baba Yaga. The elemental imbalance caused by the Princes of the Apocalypse represent a potential seed in that plan. Keldom’s tenure as the Black Rider has him used to working alone, and he doesn’t see a threat here that would require him to change that way of thinking.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I was thinking of tying the demiplane from create demiplane into the lesser version of Baba Yaga's hut- essentially the lesser hut is just a mobile but permanent gateway to the demiplane. I can always use plane shift to get there, but it seems more thematic with the backstory. Either way, I'm calling the demiplane Keldom's Hut.

I'm moving around some of his spells to make a little more sense with his background, and will find an item or two from the magic items in RoW for him to have.


No artifacts, I don't want to have to look in the the campaign book to find them, and there is a chance one of you could pick a campaign I don't have, like the newer ones, though don't let that stop you from picking whatever you want. You didn't loose the artifacts, you willingly gave it up to your teammates in exchange for extra gold. Though if you want to say you lost the artifact, that works too.


This will start soon, gotta get a new battery and charger for the labtop.


I have adapted Keldom to better fit his backstory and theme. I'm 99% of the way there.

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