Lastguard (Inactive)

Game Master SkaTalon

A lvl 20 kaiju one-shot


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So are Kaiju virtually the only threat we'll be facing? Or would that allow me to tailor my build too far away from countering other spellcasters for your liking?

Also, is there any chance you would allow ABP? It would seriously cut back on the amount of gear that needs to be bought, and make character creation so much easier.


@Daedalus: The primary combat threat will be the kaiju. I typically follow my players intrests, so if the players are interested in addional non-kaiju threats we'll cross that bridge when we get there. Also players so far haven't used APB and I don't have those rules memorized. Let me do some research on APB before I make a special exception.


Automatic Bonus Progression... I wouldn't mind using that myself in all honesty. It would free up a lot of gold on my side to spend on more interesting items, instead of flat numbers. I never did get why it went to level 22 through.

Though if that was allowed, I would have to ask for the Otherworldly Kimono to get a 16k Discount as it's +4 to saves would be useless. Plus, does the Enchantment Bonus only count for Flat? So you can't have a +1 weapon with +9 Special Abilities?


dot Im working on a PC now will post asap

GM would you be ok with me playing a L-e Dammed cleric of the Hells.
Sent to bring Kaiju to justice


Also, anyone else think that it's a shame this game isn't Mythic? Not saying that we should be Mythic, as Level 20 is fun to play with as well. But I really think Mythic Heros vs Mythic Kaiju sounds like it would have been awesome fun.


Gm Panic here

This is Rosa Luminass, A hound of Hell, more LAW then Evil
with her hell blade and keeping Kaiju for Hell's Justice.

Rosa was sold to the Hells as a child, where she was made into one of Hells Enforcers on the Prime, A "Hound of Hell" [Think Hell Cop and your there]. Sent to the prime to Enact Hells wish's. She is LE so Why is she! defending Final City? Because she was ordered too that's why. Rosa dose not question her orders, she dose them and dose them to the best of her ability's. If ordered to defend a city on the prime Rosa will stay and defend it until the very last stone weathers away. She is a dedicated professional, A big scary woman with a large black Hell Blade.


GM Ska wrote:
@Daedalus: The primary combat threat will be the kaiju. I typically follow my players intrests, so if the players are interested in addional non-kaiju threats we'll cross that bridge when we get there. Also players so far haven't used APB and I don't have those rules memorized. Let me do some research on APB before I make a special exception.

Okay, thanks. I asked about Kaiju because I don’t know if I should go for antimagic field countermeasures or not.

ABP essentially streamlines gear, getting rid of the ‘Big 6’ in return for automatically granting the relevant bonuses at appropriate intervals. In return, you get half the WBL, but stat boosters don’t exist, man if you can actually buy interesting items beyond the mandatory +x belt, cloak, or ring.

It goes to level 22, as well, but that’s for games with virtually no magical items to be found.


Now that I'm fully conscious and have some free time, here's some small fixes for Akoriya's statblock:

I forgot to apply FCB so HP should be 180, not 160.

Her Deadly Aim attacks should incur an additional -1 to hit but have an extra +2 to damage.


I am still tweaking her purchases and Feats, but here is Alabaster background.

Description and Background:

Alara is tall and well built. Her steel grey skin is smooth and unblemished. Her silver hair is bound in twin braids that are wrapped atop her head like a halo. Her eyes glow with an inner light. The massive pair of feathered wings that emerge from just below her shoulders also shine like steel. She is usually found wearing a fine suit of full plate armor.

Alara's shield and armor are emblazoned with the her standard. Her heraldry is Dalenydra's bloody bandaged fist grasping the crossbar of Iomedae's sun and sword.

She grew up in a war torn nation, until the monsters came. They were normal at first, swarming across the land. They didn't care about political borders or national identities. They attacked all in their path. Wars paused to battle this new enemy. As the monsters continued to grow the wars stopped, armies combined, borders retreated.

As a young girl Alara worked as a medic. Joining Dalenydra's faithful, binding wounds on the battlefield. Combing through the piles of fallen warriors, searching for those who still clung to life. As the first cities fell to the giant monsters, Alara helped guide the non-combatants out to safety. Then went back for the injured.

The tides turned, more cities fell. Nations fell and the refugees huddled into city states dreading the next beast to rise. Warriors were growing fewer and the need for them was rising. Alara answered Iomedae's call, turning her back on Dalenydra's pacifism, but not her healing.

She fights the monsters to protect those who can't. After every battle she mourns for the fallen who will never rise again.

In other news, I'm also a big fan of ABP.

Silver Crusade

I have a concept for a siege engineer gunslinger with an airship. He will focus on being a literal artillery character, dropping massive damage with an enchanted fiend's mouth cannon. Airship crew will be provided by his Leadership feat.

BUT

this all hinges on your(the GM's) interpretation of the Vital Strike feat chain, namely whether it can apply on siege engine attack rolls. Consensus on the forums, last I checked, is that YES, you can vital strike with a siege engine, according to RAW.


Well Panic, if I had known you'd be bringing Rosa I would have applied with Lil :)


Dαedαlus wrote:
ABP essentially streamlines gear, getting rid of the ‘Big 6’ in return for automatically granting the relevant bonuses at appropriate intervals. In return, you get half the WBL

... Oh yeah. I forgot about that part of the Automagic Bonus Progression... which combined with the stupid rule that Special Abilities actually reduce the amount of flat enchantment you give to a weapon, equal to the cost of the special ability. Say, Keen reducing your attunement by +1. Meaning that people are likely actually going to be hurt on the weapon and armour front.

Which means that instead of a Martial Character sinking 200kGP into a +5/+5 weapon. They now sink 50kgp into a weapon with +5 special abilities, and have that weapon draining their +5 flat enchantment to 0. Leaving them with a +5 weapon at level 17, where previously they could have a +10 weapon if they wanted to drop the investment into it.

A few house rules I've seen in that regard is either ignoring the draining altogether or having the reduction in attunement be equal to 1/2 of the cost, rounded down. So Holy is -1, whilst Keen is -0. Makes it so it's actually worth paying for the special abilities whilst still getting a flat enchantment.


Arawn Starblooded, Reporting in.

Crunch:
Pitborn Tiefling Eldritch Scion Card Caster Magus
CN Medium Outsider (Native)
Init +10; Senses darkvision 60 ft.; Perception +25
--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 25 (+10 armor, +3 Dex, +5 natural)
HP 203 (20d8+100)
Fort +20, Ref +14, Will +21;
Defensive Abilities Immune to paralysis, petrification, stunned, dazed, and staggered. Fiendish Resistance, Fated Bloodrager, Defy Death. Unstoppable, Reflection.
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Attacks +2 Keen Spell Storing, Training, Greater Designating, Dueling, Transformative Shadow’s Touch Starknife. +31/+26/+21 (1d4+16/19-20/x3)
Or Bite +15 (-5 if Secondary. 1d6/x2)
Special Attacks Eldritch Pool (23 points/day), Harrowed Spellstrike, Greater Spell Combat, Natural Spell Combat, Counterstrike, True Magus, Destined Strike, Certain Strike, Hasted Assault, Bane Blade.
Magus (Eldritch Scion) Spells Known (CL20, Auto-Succes Concentration)
6th (DC29)—True Seeing, Greater Dispel Magic, Undead Anatomy III, Form of the Dragon I, Disintegrate, Contingency, Planar Binding
5th (DC28)—Cosmic Ray, Corrosive Consumption, Overland Flight, Wall of Force, Teleport, Siphon Magic, Echolocation
4th (DC27)—Dimension Door, Shield of Dawn, Greater Invisibility, Ward Shield, Black Tentacles, Stoneskin, Enervation, Bestow Curse, Named Bullet, Freedom of Movement
3rd (DC26)—Fireball, Vampiric Touch, Fly, Displacement, Tactical Adaptation, Slow, Heroism, Sleet Storm, Protection from Energy
2nd (DC25)—Glitterdust, Frigid Touch, Bladed Dash, Mirror Image, Visualization of the Body, Assumed Likeness, Visualization of the Mind, Burning Arc, Blur
1st (DC24)—Shocking Grasp, Grease, Snowball, Chill Touch, True Strike, Blade Tutor’s Spirit, True Skill, Magic Missile, Shield
0th (DC23)—Acid Splash, Prestidigitation, Daze, Detect Magic, Mage Hand, Light, Ghost Sound, Dancing Lights
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 18, Int 14, Wis 20, Cha 36
Base Atk +15; CMB +15; CMD 27
Feats Point Blank Shot, Deadly Dealer, Precise Shot, Elemental Spell, Spontaneous Metafocus (Shocking Touch), Flumefire Rage, Quick Draw, Intensified Spell, Additional Traits, Empowered Spell, Dazing Spell, Spell Perfection (Shocking Touch), Rapid Shot, Divinie Fighting Technique: Shooting Star
Traits Magical Lineage (Shocking Touch), Fate's Favored, Metamagic Master (Shocking Touch), Reactionary,
Skills Diplomacy +33, Fly +28, Perception +25, Spellcraft +25
Languages Common, Abyssal, Infernal, Orc
SQ Bloodrager Bloodline: Destined, Prehensile Tail , Vestigial Wings, Medium & Heavy Armor Arcane Training, Fighter Training, Spell Blending, Greater Spell Access.
Combat Gear Lesser Metamagic Rod, Intensified, Metamagic Rod, Elemental, Metamagic Rod, Empower, Metamagic Rod, Reach; Other Gear Mithral Full Plate of Speed, +1 Mirthal Buckler of Heavy Fortification, Dueling Transformative Spell Storing Training Greater Designating Shadow’s Touch, Belt of Physical Might +4 (Dex & Con), Headband of Mental Prowess +6 (Wis & Cha), Amulet of Natural Armor +5, Mantle of Immortality, Otherworldly Kimono, Ring of Arcane Mastery, Ring of Wizardry III,Tome of Leadership and Influence +5, Smoldering Blood


'Lil wrote:
Well Panic, if I had known you'd be bringing Rosa I would have applied with Lil :)

O what a pair we would be :)

What dose Rosa bring to the fight, she brings HELL that is what.
She bring the hosts of Hell.

Sczarni

Dotting for interest. I got an interesting concept I wouldn't have otherwise had the chance to play, but it's pretty good for a one-shot!


@Fury and Daedalus: so what would you say are the downsides for APB over standard? I'm not against the system in general, but I am against the idea of mixing a party with and without APB. I'd hate players who chose standard to be at a disadvantage balance-wise. I'm also against the need for me to make additional special rulings for items that need discounts now and what not.


If anything, I would say that it gives you extra bonuses. Even a mage (I'm making an arcanist) still gets the armor and weapon bonuses, even if I'll never really have use them. Beyond that, there aren't many. It frees up your item slots for more interesting items, gives you the mandatory numbers classes need to stay competitive, and allows you to only deal with half the gold (that's a high-level creation benefit).
The system used for altering magical weapons is a bit strange, I will agree, but it could be easily solved by simply removing the "Legendary Weapon" Legendary Gift and making all magical items simply be their special abilities, no enhancement bonus. If it would have more than +5 in bonuses, then the automatic +x bonus could be reduced until the weapon reached a max of +10.

Also, I made this for my personal use, but I suppose others will find it useful as well:

Submissions:

Hobbe (rungok), N Hobgoblin Wyrm Sniper Gunslinger 20
They (Saashaa), NG ??? Psychic (self-perfection) 20
(Jack Daniels), CN Half-orc Unchained Barbarian 20/Sorcerer*
Alistair Goswick/Ol' Jebediah (HedwickTheWorldly), CG Half-Orc First World Innovator 10/Master Chymist 10
Alara Lightborn (Background) (Kayri_Khaos), LG Aasimar Divine Defender, Invigorator Paladin 20/Cavalier*
Corso Altaire (Vrog Skyreaver), LN Human Fighter 20
Akoriya Ashstrike (LadyGrayRose), LE Tiefling Ranger 20
Rosa Luminass (GM_Panic), LE Hellspawn Tiefling Cleric of Law 20
Arawn Starblooded, Pitborn Tiefling Eldritch Scion Card Caster Magus 20


Hah. Just did some breakdowns on the cost for ABP v. not, and I actually don't gain all that much all told, and even get more money to spend after figuring out what I'll need for my character.

In other words, don't bother with ABP just for my sake. In some ways, I'm actually better off without it. (Though it is sad I don't get the freed up slots that ABP provides)


Okay. The Pro’s and Con’s of Automatic Bonus Progression.

Pros

- You are significantly less dependant of Magical Items in ABP, opening up greater flexibility in terms of items being stolen, destroyed or disenchanted for the game.
- It helps keep the player feel more powerful instead of just being a character with a ton of wealth and thus buying a butt-ton of powerful magical items.
- It frees up your Headband, Shoulders, Neck, Belt and 1 Ring Slot for much more flexible and creative item usage other the standard +stat abilities. That’s 6 out of the 13 slots given extra flexibility, almost half of them!

Cons

- The fact you get Mental Prowess and Physical Prowess separately means that you have less choice in regards to which ability scores get upgraded first, through all builds benefit it from it. Physical Builds like Fighter or Barbarian would enjoy the increased Will Saves via Wisdom, whilst Spellcasters like Wizard and Sorc probably wouldn’t mind extra Fort and HP via Con.
- The Automatic Bonus Progressions Attunement System sucks. It cripples weapon uses to only have being allowed to have a +5 weapon, Flat Enchantment and Special Abilities combined! Sure, it lets you use Magical Weapons without the need for Flat Enchantment. But no one things it’s fun to suddenly have their +1 to attack and damage vanishing because they found a cool new Holy weapon!
- Pathfinder doesn’t have that many fascinating and intriguing items that could be fighting for those slots if the stat bonuses weren’t so powerful and prominent in the game. Honestly considering how long Pathfinder’s been around, it doesn’t feel like there’s been that many extra items added to the initial list. Especially when compared to 3.5!

Honestly, whilst ABP fascinated my initially, on review - especially the Attunement System - I really think it should be given a miss for this game.


I'm gonna rule no to APB for this particular game.

Grand Lodge

How does strength bonus from totemic skald rage power song of the beast (bull) interact with skald vigor feat (fast healing based on strength bonus granted by raging song)? Does it stacks with the morale bonus from the song to calculate the total Fast Healing?


Right now I'm working on a time mystery oracle with the site-bound curse, as this seems one of the few times that curse is actually playable. I have a lot of numbers to crunch and equipment to buy, so it will take a bit of time to get everything together.


@Yas392 they don't interact. Raging song gives a morale bonus and animal focus bull gives an enhancement bonus. Skalds vigor only uses the morale bonus.


Well, I found a neat little combo that you can do with a Wizard that might be fun to create a 20th lvl Wizard around :)
Might not be worth it just due to the sheer extra paperwork involved :(

First, go Transmuter Wizard with lots of shapechanging spells.
Take the Share Spells teamwork feat.
Get yourself a ring of Tactical Precision (or a few of them!).
Attune the ring to the Bonded Mind feat.
Give the ring to someone, now you can use the Share Spells feat to cast a spell with a target of "You" on that ally. Spells like Elemental Body, Form of the Dragon or Shapechange >:)
Which is great, because a lot of the really powerful polymorph spells are limited to you only (as well as some other spells). This allows you even greater ability to buff the party, and with some pretty potent spells.
And all it costs is for them to wear this ring...

Idealize would also allow me to cast Enhancement spells like Bulls Strength on them, granting them +8 Enhancement bonuses, which would be greater then what they could get via items (It gets kinda difficult to buff people when they can buy all the buffs they want anyways -_-).

Another idea I had was to go for a high level Alchemist and make use of the Eternal Potion discovery for some fun times :)


Gobo Horde wrote:

Well, I found a neat little combo that you can do with a Wizard that might be fun to create a 20th lvl Wizard around :)

Might not be worth it just due to the sheer extra paperwork involved :(

First, go Transmuter Wizard with lots of shapechanging spells.
Take the Share Spells teamwork feat.
Get yourself a ring of Tactical Precision (or a few of them!).
Attune the ring to the Bonded Mind feat.
Give the ring to someone, now you can use the Share Spells feat to cast a spell with a target of "You" on that ally. Spells like Elemental Body, Form of the Dragon or Shapechange >:)
Which is great, because a lot of the really powerful polymorph spells are limited to you only (as well as some other spells). This allows you even greater ability to buff the party, and with some pretty potent spells.
And all it costs is for them to wear this ring.....

You stole one of my ideas ;)

Though a Brown-Fur Transmuter Arcanist can do that nifty sharing polymorph truck while saving both go and feats. Starting at level 20 really takes away most of the class’ downsides, and allows enjoyment of those sweet capstones.


I agree about capstones. I considered using a pick for a x5 crit multiplier.


Honestly, the Magus Capstone isn't that great... Buuuuut, the level 19 gives me an extra 2 spells known per level. Which as a Scion, a spontaneous caster, is VERY useful. Also I get the Bloodragers level 200 Bloodline, which is extremely powerful.

It's what made me decide to stick with Magus 20 instead of dipping 2 levels of Paladin for that sweet, broken Divine Grace. Seriously, who put such an ability at 2nd level?


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I am going to try and but forth a Sorcerer/Dragon Disciple for this.

Silver Crusade

Gm what are your feelings on Elemental Annihilator Kineticist capstone... basically 50 dice+ 50 damage blast per round?


Dotting, because reasons.

Grand Lodge

As tempting it is to go with a bard, I will play an inquisitor instead.

Inquisitor WIP:

Backstory: Anya was part of the Order of Righteous Flame, a subsection of Ragathiel's clergy, known to help the wronged and punish the unjust. As the Kaiju first set foot on the land, her unit was dispatched to deal with the threat but everyone was wiped out except her. Vowing not to let it claim more lives, Anya join the Lastguard for another chance to stop it even if it cost her life.

Female Dwarf Inquisitor 20
LG Medium humanoid (human, dwarf)
Init +15; Senses darkvision 60 ft.; Perception +28
--------------------
Defense
--------------------
AC 40, touch 26, flat-footed 29 (+9 armor, +5 deflection, +10 Dex, +1 insight, +5 Natural)
hp 200 (20d8+100)
Fort +22, Ref +21, Will +22
Defensive Abilities Hardy, Defensive Training, Stability, Fey Thoughts (Acrobatics, Use Magic Device), Lorekeeper, Stone Cunning, Darkvision 60 ft, Weapon Familiarity
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Offense
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Speed 30 ft
Melee +30/+25/+20 +5 Adaptive Courageous Composite Bow (1d8+15; x2) normal full round
Ranged +32/+32/+27 +5 Adaptive Courageous Composite Bow (1d8+16; x3) normal full round
OR +30/+30/+25/+20 +5 Adaptive Courageous Composite Bow (1d8+15; x3) rapid shot full round
OR +26/+26/+21/+16 +5 Adaptive Courageous Composite Bow (1d8+23; x3) rapid shot deadly aim full round

Special Attacks Judgement (7/day), True Judgement (1/day), Domain, Greater Bane
--------------------
Statistics
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Str 30, Dex 30, Con 20, Int 10, Wis 20, Cha 6
Base Atk +15; CMB +25; CMD 41
Feats Point Blank Shot, Precise Shot, Deadly Aim, Judgement Surge, Favored Judgement (Magical Beast), Rapid Shot, Weapon Focus (Longbow), Clustered Shot, Empty Quiver Style, Power Attack
Traits Community-minded, Fate's favored
Skills Acrobatics +30, Perception +28, Stealth +33, Knowledge (Arcana) +28, Use Magic Device +21, Survival +28
Languages Common, Dwarf
SQ Judgement 7/day, Greater Bane (20 rounds/day), Discern Lies (20 rounds/day), Monster Lore, Slayer, Stalwart, Teamwork Feats, Solo Tactics, Track, Cunning Initiative, Stern Gaze, Detect Alignment, Orison, Spellcasting, Domain
Combat Gear; +5 Bolstering Defiant Mithral Chain Shirt, +5 Adaptive Bane Courageous Masterwork Composite Longbow (STR Rating +0), Belt of physical perfection +6 + Meridian Belt, Cloak of resistance +5, Dusty Rose Prism Ioun Stone, Headband of inspired wisdom +6, Manual of gainful exercise +5, Manual of Quickness of Action +5 , Ring of Evasion, ring of protection +5, Arrow (500)
--------------------
Special Abilities
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Judgment (7/day) (Su) Activate as swift action to gain bonus until end of combat. If frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
Domain (Su) Gain domain power but not spells.
Orison Ability to cast unlimited level 0 divine spells.
Spellcasting Ability to cast unlimited level 1-6 divine spells.
Monster Lore (Ex) Adds wisdom mod to knowledge checks in addition to intelligent mod to ID creatures.
Stern Gaze (Ex) Adds 1/2 inquisitor level to intimidate and sense motive as morale bonus.
Teamwork Feats At 3rd level and every three levels, learn a teamwork feat. Can switch a feat number of time equal wisdom mod (5/day).
Solo Tactics (Ex) Treat allies as having teamwork feats to receive feat benefits.
Track (Ex) Add 1/2 inquisitor level to survival check to track a creature.
Cunning Initiative (Ex) Adds wisdom mod in addition to dexterity mod to initiative checks.
Bane (20 rounds/day) (Su) Adds bane ability. Can switch to another type as swift action. Rounds do not need to be consecutive.
Greater Bane (20 rounds/day)(Su) Bane damage is increase to 4d6.
Second Judgment (Ex) Can have two judgment active. Can switch one for another one as a swift action. Consume one use of judgment on initial activation.
Third Judgment (Ex) Can have three judgment active. Can switch one for another one as a swift action. Consume one use of judgment on initial activation.
Exploit Weakness (Ex) If crit, ignore DR and regeneration for that round. Creature with constant regeneration is immune. If dealing energy damage that creature is weak against, add +1 points of damage per die roll.
True Judgment (Su) Once per day, declare true judgement on a creature and make an attack. If hit, creature must make Fort save or die.
Discern Lies (20 rounds/day) (Sp) As spell. Can activate as immediate action. Rounds do not need to be consecutive.
Slayer (Ex) Every judgment, treat a selected judgment 5 levels higher to determine bonus. It cannot be changed during duration.
Stalwart (Ex) If succeed fort or will save, ignore partial effects.

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Gear
--------------------

Belt of Physical Perfection +6 + Meridian Belt 144 750
Manual of Quickness of Action +5 137 500
Manual of Gainful Exercise +5 137 500
Headband of Inspired Wisdom +6 36 000
+5 Courageous Bane Adaptive Masterwork Composite Longbow (STR +0)
Ring of Protection +5 50 000
Cloak of Resistance +5 25 000
Greater Bracer of Archery 25 000
Amulet of Natural Armor +5 50 000
Ring of Evasion 25 000
+5 Bolstering Defiant Mithral Chain Shirt 49 000
Arrow (500) 500

Total Remaining Gold: 153 850


For story purposes, how long has it been since the Kaiju first started rampaging? I'm largely done with my build, just need to finish choosing spells and gear, but now I'm working on backstory.

Sczarni

Hello GM - This is my application, Khar'tenet. For backstory, the short version is that he was the ruler of one of those particularly organised and ideological evil kingdoms that has led to many a young person to die before their time, led wars, and generally a lot of horrible things in the name of power.

However, the Kingdom of Elathan was destroyed by the kaiju just like all the others. Obviously.

Questions I've had - The Antipaladin has two archetypes that don't technically stack - Tyrant and Knight of the Sepulcher. The overlap is that Tyrant alters Antipaladins to be LE instead of CE, thus altering the Fiendish Boon's alignment requirements, while Knight of the Sepulcher replaces Fiendish Boon completely. Would them stacking be OK, or could I simply ask for a waiver of the alignment restrictions for LE instead of CE? Either would work.

Backstory:

Appearing into the room with a bright spark, the group released their hands and looked around. The Black Arcanum of Elathan, once the place where eldritch pacts, sacrifices and sciences and magics darker than any anywhere else, now lay in ruin.

So far away from Final City, the devastation has been worse than they had thought. The once grand city of Gryzmull, the marbled spires filled with necromancers and witches, skeletons and flesh golems, was nothing more than rubble. "Serves the Elathi right...", muttered a dwarf, biting into a cigar and starting to throw away the rubble. "I know. I feel the artefacts are this way.", pointed a man with long beard and long robes towards a broken staircase, leading downwards. "Best see what we can scrounge and head back."

-------

An hour later, a cart was being piled up with potions, scrolls and magical items galore. The dwarf sat down, wiping sweat off his brow. "Even with everyone dead, I'd still like to get out as soon as I can... This place is cursed.", he spat on the ground, taking a long sip. "How long, about two or three more hours? I'm surprised there are no traps..." He patted his pockets, then frowned. "I must've left my flask upstairs. I'll be back in a moment.", he relayed, standing up and turning left towards the staircase.

Only to fly back two dozen feet into a pile of rubble as a burst of dark mists flows down the stairs. The slow clanging of metal on marble sounded down as a figure started walking down the stairs, covered in drapes.

"I had thought someone would come here... Eventually...", the voice emanating from the dark gray skull echoed through the caved-in dungeons, slow, calm and yet menacing. "... So I waited..." Raising a skeletal hand at the wizard, Khar'tenet, The Ghoul King, The Bane of the South, The Dark Prism, shook his head. "...Please... Do not hurry to leave...", he whispered, raising a hand and a sword in the room to indicate the situation. "...I am certain the Dreadguard are busy with other things at the moment...", he said, the skull remaining motionless as the empty sockets stared in the wizard's terror-wide eyes. A laugh, as if echoing from the depths of the earth started rumbling from Khar'tenet's chest, laughing at his own joke.

Before snapping his head back at the others who ran in the room. A half-orc roared, lunging forward with her massive battleaxe, and beginning to swing wildly. The dull gray sword in Khar'tenet's arm lurged up, deflecting the wild swings with little problem, the half-orc's roars growing evermore so wilder and desperate. A skeletal claw lunged under a parry, piercing and grasping the half-orc by the ribcage. "As I was saying.", Khar'tenet chuckled, continuing his steady pace towards the cart, the trail of blood following behind him "By all means... go on with your... plundering. It amuses me how your high morals are so... flexible. Especially in crises, when they should be the strongest." Tossing the limp body on the cart, he turns towards the wizard. "I do not wish to see you dead... now. Those two will survive, if they're strong...The only thing that matters is stopping those... abominations, is it not?" The skeletal arm reaches under the mantle to draw out a rusted keychain. "Take these to the palace. There is a statue of Asmodeus. The keyslot is his belt buckle.", he chuckles. "Borrow what you will, and in return, I ask of you to carry a simple message.", he whispers into the wizard's face.

"The Dead King will march to avenge his dead kingdom."

Appearance:

Many souls in the beyond speak of the most horrifying sight in their entire lives, the slow, methodic and unrelenting advance of the Ghoul King.

A seven-foot tall silhouette resembling a man, Khar'tenet bares no resemblance to the mortal he once was rumoured to be. His bones, with an unnatural gray sheen, are revealed to be covered in adamantine, it itself chipped and scratched from centuries of warfare. Crude plates adorn his chest and torso, with chains covered with ancient blood defending what once might have been his vitals. Drapes of sickly white are seen under the covers, the ends seemingly always unraveling, yet never disappearing.

A dilapidated purple mantle, long since lost its opulent colour is placed upon his shoulder, light seeping through various tears and holes. The cape always seems to be in the slightest breeze, whispers of sobs barely heard as it flutters.

One hand is covered in a massive gauntlet, in which signs of grandiose and artful craftsmanship show in the nearly illegible markings of silver, gold and starmetal. The gauntlet is covered by soot, dirt and specks of old blood. The other hand is nearly always wrapped around a sword. The sword's hilt is wrapped in angelskin, the pristine white colour still remaining as pure as the day is was flayed. No other ornamentations adorn the four-foot long blade of chipped, dulled and scratched adamantine.

A crown adorns Khar'tenet's adamantine skull, the prongs rusted and broken away. A single shape of an angel, the left wing torn off stands amid its center.


Stat Block:

Male Aasimar (Angel-Blooded) Antipaladin (Knight of the Sepulcher/Tyrant) 20 /VMC Sorcerer (Ghoul Bloodline)
LE Medium undead
Init +1; Senses darkvision 60 ft, see invisible/ethereal.; Perception +19
--------------------
Defense
--------------------
AC 46, touch 26, flat-footed 45 (+14 armor, +5 deflection, +1 Dex, +7 shield, +9 natural)
hp 443 (20d10+300)
Fort +38, Ref +22, Will +24
Defensive Abilities , DR 3/-; DR 10/bludgeoning and good, fast healing*
Immune Undead Traits
--------------------
Offense
--------------------
Speed 20 ft, flight 60ft, burrow 30ft.
Melee +34/+29/+24/+19 Vicious Defending Bastard's Sting, (1d10+2d6+14; 19-20/x2)
Melee +29 2 Claws (1d4+9),
Special Attacks Smite (6/day), 5ft. negative energy aura (2d6), unholy blight (CL 20th), ravenous frenzy (20 rounds/day)
--------------------
Statistics
--------------------
Str 28, Dex 12, Con -, Int 14, Wis 8, Cha 36
Base Atk +20; CMB +29; CMD 40
Feats EWP (Bastard Sword), Channel Force, Improved Channel Force, Power Attack, Combat Expertise, Shield Focus
Traits Threatening Defender, Unnatural Presence
Skills Intimidate +36, Diplomacy +36, Perception +19, Knowledge(History) +25
Languages Common, Necril, Infernal
Combat Gear; +5 Unrighteous Full Plate, Vicious Defending Bastard's Sting, Belt of Mighty Strength +6, Wings of Flying, Headband of Alluring Charisma +6, Manual of gainful exercise +4, Tome of Leadership and Influence +5 , Ring of Freedom of Movement, ring of protection +5, +5 Reflecting Buckler
--------------------
Special Abilities
--------------------
Aura of Evil (Ex)
Detect Good (Sp)
Smite Good (6/day) +Cha to Attack, +20/40 to damage.
Touch of Corruption (23/day), 10d6 healing/damage,
---Cruelties (Sickened, Diseased, Cursed, Poisoned, Stunned), DC 33
Unholy Resilience (Su)
Aura of Cowardice (Su)
Plague Bringer (Ex)
Channel Negative Energy (Su)
Spells:
--4th Level: 6/day
--3rd Level: 6/day
--2nd Level: 7/day
--1st Level: 8/day
Weapons of Sin (Su)
Undying Champion (Ex)
--------------------
Gear
--------------------

Belt of Mighty Strength 36 000
Manual of Gainful Exercise +4 110 000
Tome of Influence and Leadership +5 137 500
Headband of Alluring Charisma +6 36 000
Vicious Defending Bastard's Sting 177 035
Ring of Protection +5 50 000
Ring of Freedom of Movement 40 000
Amulet of Natural Armor +5 50 000
+5 Adamantine Unrighteous Full Plate 67 000
Wings of Flying 54 000
Spectral Shroud 27 000
+5 Adamantine Reflecting Buckler 53 000

Remaining Gold: 42 465


Some more on Rosa, Rosa is intimidating +54 intimidating and can do it as a swift action, she also has Signature Skill (General) feat for intimidate.

Description:

Personality
Rosa dose not hide who she is, She is not in any way a hell Touched who hides in shame, hers this the blood of the nobles of the Hells. A Cleric of LAW she cares little for petty things like good and Evil. As Hound of Hell, an enforcer of Hell Laws in the pits and on the prime. It's her job to bring to book those that would sink the world to the Chaotic powers of the void. She is not cold heated how ever. Oddly she can be friendly and even kind at times. But when working Rosa can be indomitable and terrifying. She is dogmatic and strict, the law is the law.

Description
Standing some 10'6" tall and willow thin, Metallic white, Hair, skin with silver orb eyes. When she wants it, from her back spring 2 large Metallic Angel like wings. For age its hard to tell, 30ish? In movement Rosa is graceful and strong, walking with concordance. In action she is still with explosions of violence when needed. In dress she is clean and well kept, her clothing a well made but simple black and red uniform trimmed with silver. That of a Hound of Hell. The one thing that dose stand out is her weapon, the only one she has or uses. A HELL blade, two tentacles hold it in place on her back when not being used. Trailing darkness and humming with ominous power.

10 Min Background:

Five things about her background
1: Rosa was a happy child, mother and father, in a large manner house, walled gardens all around. Nana looking after her, she played with the servants, ordering them around. The only odd thing of her childhood was the fact, in the whole house there was no morrows. But once after a hard rain she has a look at herself in the water of a pool and noted that she unlike the others had horns. When she asked nana about it, she just said everyone is different and not to talk about it with mother. Then one more of her birthdays came but this one was not like the others. Her father was waiting for her deep under the manner house, she was never alowed in but this day nana took her to the door. Telling her to go in, she had her best dress on and wounder if mother would be waiting for her. Was this to be where her party was. She entered and found her father only, standing in-front of a design on the floor. He told her to go stand in the middle of it. She did thinking this was one of her fathers magic ticks she looked so much. It was then the door bust open an her mother rushed in, she was crying and screaming but Rosa could not hear what she was saying. Her mother ran to pick her up but something stopped her, some unseen wall blocked her way and she pounded on it. Rosa started to get upset, to want to cry when the air around her grow hot, her mother pulled away looking at something behind Rosa. Rosa slowly looked behind her and up. There where there had been nothing. There now stood a monster, not looking her her but at her father. He spoke in a deep hard voice.
"You have delivered the child, you contract is complete. sixty more years of life shall be your."
Her mother screamed her farther bowed and the thing reached out for Rosa, and her world went dark. Rosa had been sold to the Hells, when she came to she had a slaves nick chain on and simple clothing. She was ordered to work in the war tent of a great Devil Duke, one they said her very blood was linked to. She just sat and cried, the Slave master snapped her neck. She awake in the pits, her body whole once more and she learned. She learned that death is but a moment away in the hells but death can't save you from torment, each time she was killed, for spilling a drink or being slow, she would rise once more from the blood pits to work endlessly. That was until the day, another slave was slow. She had been waiting to sever wine to a meeting of high ranking Devil officer, when the slave in front of her was too dumb witted to hurry. Rosa and saved her head in with a put and then served the wine.
"This one knows her place and knows what needs to be done, she kills with ease as well. Myricon place her in training see if she can give her life better in this blasted subsection war."
With that he broke her back.She came to in the blood pits of a new place, deep in hellish hill. Cages and others like her standing about. Above, a master Devil, he throw a single dagger into the cage they where in.
"The one left alive gets to eat better food and not suffer today"
It said. She did not live that day, nor the next, but day after day, she did not die as fast until the day she was the only one left standing. It was that day she was place in a troop, armed and sent to fight in one of The 9 hell's endless wars. She was a shock trooper sent in 1st often dead before even seeing an enemy. but still she learned to fight, even to start and used the very magics of the Hell's.
Then one day she and others where sent to fight a Rouge Devil, one who had attempted to stand upto the lord of the hells. They can fome at it form the front as ordered. And it and smashed them, throwing them about like soul dolls. They did not have any hope of even harming it, but that was not the point, they where just a distraction while another killed it from behind. She lay smashed, hurt so bad blood was blocking her eyesight, but she could just make out a tall figure making its way to the Devil as it killed off the last of her company. It had before it a great black blade, raised ready to strike, it ever got the chance, in a moment it was hold never to move again. By some means this devil had tuned that form to stone. Then with one swing of its fist it shattered the form. Bits of stone fell down over rosa and also the things black blade.
::"Told that moron to be careful, now what am I to do":: The thoughts came onto her mind, ::"Use whats to hand I think, YOU yes YOU, the one I am talking to, reach your hand out and graps me, DO IT NOW"
Rosa with the last of her strength reached out and grabbed to the sword.
They found her later, still holing onto the blade but now it was embed in dead form of the rouge Devil. The sword had barked and order when they came. [i]"Make her whole again and send her to me, this one is mine now"[/b]
That was the day she become a hound of Hell, a task she has done for countless years, on the Prime and in the Hell's.
2:Rosa has a dark sense of hummer and its not always so dower, she fine art very much, it is a weakness of hers.
3:Rosa likes to smoke small cigars and will often be seen with one
4:Rosa has had a number of lovers, one being the father of her child Onix Luminass, a Tiefling - Devil-Spawn Rouge.
5:Rosa when working takes her job very seriously, she is far more Law then Evil.

Two Goals
1. To become a god of law.
2. To have a great art collection.

Two Secrets [One known/one unknown]
1. Rosa is LE but will always show as LN [In fact she wants to be LN]
2. Caasimolar her patron has plans for Rosa, and the Hounds of Hell, in some great long game of his.

Three People [2 friends 1 enemy]
1.Devil, Caasimolar (Former President of Hell) Rosa has from time to time worked with and for Caasimolar. He aided her in her rise with in the Hound of HElls ranks. She dose not trust him but she dose trust his motives.
2. The Gold Dragon Drogondus, she has come to its aid more than once it it her. They have a mutual respect and some kind of friendship.
3.Enemy= The Demon Lord Annarock, Who Rosa has defected more then once, his minions have been the corruption of a number of Devils that Rosa has had to deal with over the years. The lasted being Birimor the Blight, who Rosa put down a century ago, in the last great Blood war.

Three Memories
1. Her 1st weeks in the Hells, losing hope and learning NO ONE is coming to help, it was then her heat froze over.

2. Walking in the center of a battle field on the prime, heading to a Devil that should not be there, that should not have started a war. Her shoving some lesser Angle aside and confronting the hell spawned. Calling its name and its crime out, as all around the battle stilled and slowed as she and it fight a titanic battle. When at last she lopped of hits head, she stood and looked at the mass of men and arms and calling out for all to hear.

"NOTHING TO SEE HERE, MOVE ALONG, THIS WAR IS OVER!"

3. Siting with a group of adventures in a tavern, joking about this and that and drinking the night away. The subject of her work and the evil lord they where seeking where one in the same and she felt for once excepted. Even with a few sideways looks, she was one of them for the night.


@Tharasiph: whatever you think is fun.

@Daedalus: the kaiju arrived 11 years ago. Then there were 10 years of the kaiju wars, which humanity lost. Then a year ago they formed the Lastguard.

@The Lion Cleric: go ahead and stack em, but take the Sepulcher ability.


Hmm, maybe I'll get something built up.

Silver Crusade

I'm doing up a Goliath Druid... Giants vs Kaiju Pacific Rim style.


Hello, GM. Here is my submission: Sethariel, Half-elven paladin (always wanted to play a high level one!). Will create profile if chosen. Strong in melee, diplomacy, and secondary healer with his 26 maximized LoHs. I will work up a couple of paragraphs on a backstory and get back to you.

Paladin:

Sethariel Moonwell
Male half-elf paladin 20
LG Medium humanoid (elf, human, orc)
Init +12; Senses darkvision 60 ft., low-light vision; Perception +27
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)
--------------------
Defense
--------------------
AC 34, touch 13, flat-footed 31 (+14 armor, +3 Dex, +7 shield)
hp 264 (20d10+140)
Fort +36, Ref +30, Will +34; +2 vs. enchantments
Defensive Abilities evasion; DR 10/evil; Immune sleep, charm, compulsion, disease, fear, poison; Resist negative energy 10
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +5 called impact impervious sacrosanct adamantine greatsword with power attack +34/+23/+18/+13 (3d6+36/17-20)
Special Attacks channel positive energy 12/day (DC 32, 10d6), smite evil 7/day (+12 attack and AC, +20 damage)
Paladin Spell-Like Abilities (CL 20th; concentration +32)
. . At will—detect evil
Paladin Spells Prepared (CL 17th; concentration +29)
. . 4th—death ward, dimensional blade (2), eaglesoul, echolocation, litany of vengeance
. . 3rd—burst of speed (2), displacement, litany of escape, prayer, greater shield of fortification
. . 2nd—blade tutor's spirit (2), heroism, litany of righteousness (DC 24), resist energy, vestment of the champion (2)
. . 1st—divine favor, grace, hero's defiance, protection from evil, lesser restoration, shield of faith, tactical acumen
--------------------
Statistics
--------------------
Str 28, Dex 18, Con 20, Int 14, Wis 16, Cha 34
Base Atk +20; CMB +23 (+28 bull rush); CMD 43
Feats Combat Expertise, Eldritch Heritage, Furious Focus, Greater Eldritch Heritage, Improved Critical (greatsword), Improved Eldritch Heritage[UM], Improved Initiative, Power Attack, Skill Focus (Survival), Toughness, Unsanctioned Knowledge
Traits elven reflexes, fate's favored
Skills Acrobatics +2 (-2 to jump), Appraise +4, Bluff +14, Climb +7, Diplomacy +30, Disguise +14, Escape Artist +2, Fly +2, Heal +5, Intimidate +14, Knowledge (religion) +14, Perception +27, Ride +2, Sense Motive +5, Stealth +2, Survival +31 (+33 to avoid becoming lost), Swim +7, Use Magic Device +34; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Infernal
SQ divine bond (weapon +6, 4/day), elf blood, holy champion, lay on hands 26/day (12d6), mercies (blinded, nauseated, shaken, sickened, staggered, stunned), power of giants, touch of rage
Combat Gear
lesser enlarge metamagic rod: 3000 gp
lesser enlarge metamagic rod: 3000 gp
pearl of power (1st level) (10): 10,000gp
wand of barkskin (CL 12th, 30 charges): 10,800 gp
[/b]+1 bolstering champion comfort mithral full plate: 24,500gp
+1 animated arrow deflection positive channeling heavy steel shield: 43,170gp
+5 called impact impervious sacrosanct adamantine greatsword: 139,050 gp
belt of physical perfection +6: 144,000gp
boots of speed: 12,000 gp
bracers of the merciful knight: 15,600gp
clear spindle ioun stone: 4000 gp
cloak of quick reflexes +5/+6: 37,500gp
flying ointment (10): 22,500gp
handy haversack: 2000 gp
headband of mental superiority +6: 144,000gp
periapt of proof against poison: 27,000gp
ring of evasion: 25,000 gp
ring of freedom of movement: 40,000gp
stone of good luck (luckstone): 20,000gp
tome of leadership and influence +5 (used): 137,500gp
vestments of war: 14,000gp
wayfinder: 500gp
Remaining gold: 880 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +6, 20 mins, 4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
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.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Holy Champion (Su) Smite evil banishes evil outsiders, channel energy/lay on hands healing is Maximized.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Poison You are immune to poison.
Lay on Hands (12d6 hit points, 26/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Nauseated) (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mercy (Stunned) (Su) When you use your lay on hands ability, it also removes the stunned condition.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Paladin Channel Positive Energy 10d6 (12/day, DC 32) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -6/+18 You can subtract from your attack roll to add to your damage.
Power of Giants (20 minutes/day) (Sp) At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action.
Smite Evil (7/day) (Su) +12 to hit, +20 to damage, +12 deflection bonus to AC when used.
Touch of Rage +10 (15/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.


Tharasiph wrote:


I'm doing up a Goliath Druid... Giants vs Kaiju Pacific Rim style.

\\was thinking same thing myself, its why I am making Rosa bigger, much much bigger.


So that's 14 submissions so far. If you've already dotted in please finish up your submission. I'll probably close recruitment in the next few days.

Reminder: I'm only looking for 3-5 sentences of backstory.


Is it all right if I wait until whether or not I'm selected to finish up gear and spell selection? That's what's taking the most time.

Also,

Completed Submissions:

Hobbe (rungok), N Hobgoblin Wyrm Sniper Gunslinger 20
They (Saashaa), NG ??? Psychic (self-perfection) 20
(Jack Daniels), CN Half-orc Unchained Barbarian 20/Sorcerer*
Alistair Goswick/Ol' Jebediah (HedwickTheWorldly), CG Half-Orc First World Innovator 10/Master Chymist 10
Alara Lightborn (Background) (Kayri_Khaos), LG Aasimar Divine Defender, Invigorator Paladin 20/Cavalier*
Corso Altaire (Vrog Skyreaver), LN Human Fighter 20
Akoriya Ashstrike (LadyGrayRose), LE Tiefling Ranger 20
Rosa Luminass (GM_Panic), LE Hellspawn Tiefling Cleric of Law 20
Arawn Starblooded, Pitborn Tiefling Eldritch Scion Card Caster Magus 20
Anya (Yas392), LG Dwarven Inquisitor 20
Khar'tenet (The Lion Cleric), LE Aasimar Antipaladin 20/Sorcerer*
Sethariel (Lucendar), LG Half-elf paladin 20


@Daedalus: Yeah, that's fine.

Also, thanks! I must have miscounted.


Okay, this is Daedalus' submission. Still need to select languages ("all of them" seems likely right now), spells, and items. Other than that, should be done.
The hardest part was summarizing her background in 3-5 sentences, I must say. Can we submit an additional bit talking about personality?


@Arathadi: You don't need to but I can't stop you.


Well, would it hurt my admission chances any? That's something I want to avoid.


Depends on how good it is.


I am thinking of an eagle druid would Hawkeye work with ranged spells?

Hawkeye:
Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


@Uthraed: Seems like it works with any ranged attack roll, spell or otherwise.

Scarab Sages

Pathfinder Starfinder Society Subscriber

sorry if it was not clear, They is a human.


Corso is also human. Humans Unite!

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