Legends of the Fifth Crusade, A Wrath of the Righteous Gestalt Campaign

Game Master Divinitus


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Hmmmm...

Are you okay with the Obitu? It's pretty much an intelligent skeleton animated by positive energy.

If so, I'm making Skullduggery Pleas-dontuseauthorsintellectualpropertypleaseandthankyou. XD

Anyways, I'll fluff and crunch him up shortly.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

GM Master of the Abyss

I cannot pass this up!

I am a little unfamiliar with all the gestalt rules so here is a question for you.

I want to do a Peri-Blooded Aasimar - Magus (Kensai/Bladebound)/Oracle (Lore/Lunar - Still Trying to decide~).

However eventually I want to enter the Evangelist PrC. Or is PrC's not allowed with Gestalt?

Is there races that are off-limits? Like Kitsune, Lizardfolk (8RP) and such?


Corerue wrote:

However eventually I want to enter the Evangelist PrC. Or is PrC's not allowed with Gestalt?

I believe PrCs are allowed, but you can't level in 2 at the same time.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber
Slyness wrote:
Corerue wrote:

However eventually I want to enter the Evangelist PrC. Or is PrC's not allowed with Gestalt?

I believe PrCs are allowed, but you can't level in 2 at the same time.

That is totally understandable lol. :)

Thanks Slyness!


Jingo Jango... Love that name :D

DM, when will you decide? As I said, I will leave open the second option to fill in case we miss anything.


I have two questions:

Would you allow the Theosophist archetype from Kobold Press (found here)

The other is, would you allow my character to worship the Monad? The Monad basically is the one thing all Aeon come from and return to when they are either done or are killed (short description at the bottom of this page). The idea behind it would be that my character, a Samsaran, considers himself a humanoid representation of the Monad (despite that not being true).
As far as Domains for the Monad go, I have no idea beyond Knowledge with the Aeon subdomain.


Here is the new and updated Kayle. I will appreciate any feedback.

Stat Block:

LG Medium Aasimar (Angelkin +2str,+2chr) (Outsider,native,)
Paladin 1 Magus 1
Deity: Sarenrae
Init +2, Perception +2

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DEFENSE
---------------------

AC 16, Touch 12, Flat-footed 14
HP 13 (1d10+3)
Fort +4 Ref +2 Will +4
7 Resistance to Cold, Acid,Electricity.

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee Cold Iron Scimitar +5(1d6+4/18-20, x2)
Melee Morning Star +5(1d8+4/20x2)

----------------------
STATISTICS
-----------------------

18 STR, 14 DEX, 14 CON, 16INT, 14 WIS, 16 CHR
Base Attack +1 CMB +5 CMD 17

--------------------------
Special Abilities
--------------------------

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of GoodThe power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.)

Heavenborn Born in the celestial realms, aasimars with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level. This racial trait replaces the skilled and spell-like ability racial traits.

Arcane Pool
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

-------------------
Traits
--------------------

Touched by Divinity (Sarenrae, Glory): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant.
Unscathed: +2 to all energy resistance you already possess.

Flame of the Dawnflower (Sarenrae): You have been raised to view yourself as a blade in Sarenrae's service, or you have taken on that duty for yourself. Whenever you score a critical hit with a scimitar, you deal 2 additional points of fire damage to your target

Headstrong: You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.

-------------------
Feats
-------------------

Combat Caster: +4 to concentration while casting defensively or grappled.

Story Feat: Nemesis[b]
A past enemy seeks your ruin.

Prerequisite: You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating.

Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.

Goal: Slay your nemesis. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count.

Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat.

Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.

[b]-----------------
Skills
------------------

Diplomacy +7
Heal[b] +6
[b]Knowledge (Planes)
+9
Ride +4
Sense motive +6

-----------------
Spells
------------------

Magus
All cantrips

Level 1
Shield
Color Spray
Shocking Grasp
Magic Missile
Magic Weapon

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

Chain shirt(100),
Cold Iron Scimitar(30gp),
Warhammer (12gp),
Chakram x 10 (10gp)
Holy Symbol Silver (Free)
Pathfinder's kit (12Gp),
Grooming kit (1gp)
Spell Component pouch 5gp
Light combat trained horse 110gp
Saddle Riding 10 gp
Bit and /bridle 2gp
Sadlebags x2 8gp
Studded leather Barding 100gp

Backstory:

Kayle was born into the Lightbringers, a noble family well known for producing clerics and paladins devoted to Sarenrae.

Kayle's parents were overjoyed when they learned that Kayle was an Aasimar. Her family believed they were blessed by Sarenrae herself, rewarding the family for generations of Lightbringers service.

Kayle was a kind and loving child, preferring to solve problems diplomatically and never through violence. While Kayle seemd to have some affinity for the arcane arts, she refused to use her arcane talents. Kayle believed that they had no place for her to carry out the will of Sarenrae. She was always willing to help those in need and less fortunate than herself. She would often leave the comforts of home to tend to the sick and wounded in various villages. Her parents could not be more proud of their daughter

However Kayle's older sister, Meelah, grew jealous at all the attention her sister was receiving. It seemed to her no matter what she did was not good enough it was all about Kayle. This jealousy turned to resentment. At this point Meelah stopped caring what her family thought of her began seeking instead to satisfy her own needs and wants. She began worshiping Calistria instead and sought carnal pleasure to numb the pain. When the Lightbringers learned that Meela turned her back on the Lightbringer way they had no choice but to disown their daughter.
Meelah threw away her given name and became Morgana instead. She swore she would return someday and get her revenge.

Kayle was ready to devote her life as a cleric to Sarenrae, until Morgana came back for revenge. Morgana had amade a pact with demons and bolstered by dark powers, she brought the family home to the ruin. Her parents lay dead in the wreckage. Through some miracle Kayle was left unscathed physically but this event has left psychological scars. It was at this moment Kayle had a new purpose in life. Kayle was no longer naive enough to believe that pacifism was the sole solution. After seeing what true evil was capable of, Kayle pledged she would do all in her power to prevent anyone else from suffering the same tragedy.From this day forward Kayle saw her arcane abilities as a blessing and a new tool to aid in fight against evil.

Even after all kayle has been through she still believes redemption is still possible for everyone if they seek it. She however knows that sometimes striking down evil in order to prevent others from suffering is the more prudent course of action. Kayle seeks to find her sister and either convince her to let go of her hatred or if neccassary put her down

Mythic path will most likely be dual path hierophant and Guardian.


Cuàn wrote:
As far as Domains for the Monad go, I have no idea beyond Knowledge with the Aeon subdomain.

Now that I think of it Void, with Stars subdomain, and Magic, both Arcane and Divine subdomains, should also fit. Perhaps Protection as well, accompanied by it's Solitude sub domain.


Tsiron, Obitu are fine, as are any other races from that book. Surprised no one's proposed a Kval yet lol.

Corerue, all official PF races are allowed, except those of 20+ (The ones detailed as needing an adjustment to fit in a party. And Slyness is correct on gestalt.

Rickmeister, soo the last line on this post.

Cuan, the Theosophist is acceptable and your character may worship the Monad. Given that the Monad is basically the collective will of the entire universe, I would say any domains are fair game.

Kayle, I like it! Reminds me of the Shadowborns from Ravenloft, at least regarding how the family line is and their chosen calling! :)

Merick, I will have those archetypes to you by 9:00, east coast USA time (Whatever that is everywhere else!), because I'm heading out soon to get some bloodwork done.

EVERYONE, RECRUITMENT WILL BE OPEN FOR UP TO A WEEK! IF EVERYONE FINISHES BEFORE THEN, I WILL BEGIN SELECTIONS!


Well, I'm basically done. XD I might make a few tweaks based on those PDFs you mentioned, but outside of those, I'd say my submissions are effectively complete. Go ahead and count me as finished.


I think Abigail is done.


Jordi is ready, just waiting for possible correction.

stats:

Jordi, The Innocent Idealist Avenger
Male Human Paladín of Iomedae 1/Fighter 1
[Favored Class - HP:1 Skill:0]
LG Medium humanoid (human)
Init +1; Senses Perception +
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 armor)
hp 13 (1d10+2 (CON) +1 (FCB))
Fort +4, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Paladin Spells Known
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 14, Int 12, Wis 10, Cha 18
Base Atk +1; CMB +6; CMD 19

Feats 1-Power attack /-Weapon focus: Greatsword(fighter)

Skills
Climb +5(Str)
Craft +1(Int)
Diplomacy +4(Cha) (1) +3 = +8
Handle Animal +4(Cha)
Heal (Wis)
Intimidate +4(Cha) (1) +3 = +8
Knowledge (dungeoneering) +1(Int)
Knowledge (engineering) +1(Int)
Knowledge (nobility) +1(Int)
Knowledge (religion) +1(Int) (1) +3 = +5
Profession (Wis)
Ride +3(Dex)
Sense Motive (Wis)
Spellcraft +1(Int)
Survival (Wis)
Swim +5(Str)
Armor penalty -4

Languages: Common
SQ

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Gear
Greatsword, breastplate, bagpack, blanket winter, flint & steel, dagger, lantern hood, oilx10, warhammer, Holy symbol of Iomedae (silver)
Total weight: 58/133(light) 266(medium) 400(heavy)
GP: 103 SP:5
--------------------
Special Abilities
--------------------
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level. (Dodge)
Arisen (Story)
Escaping death strengthened your bond to life, but fills you with a need for answers.
Prerequisite: You must have been slain and brought back from the dead, or have the Left to Die or Cursed Birth background.
Benefit: You don't die until your negative hit point total is equal to or greater than 4 + your Constitution score. Once per day as a standard action, you can force yourself to carry on by strength of will alone, gaining 1 temporary hit point per hit die. These temporary hit points last for 10 minutes.
Normal: You die when your negative hit point total is equal to or greater than your Constitution score.
Goal: You meet in person and hear the words of your deity or your deity's chosen herald. If you worship a pantheon of deities, you must meet and hear a member of that pantheon—a herald does not suffice in this case. If you worship no specific deity, you must hear the words of an appropriate entity of the GM's choice.
Completion Benefit: You gain a +2 bonus on saving throws against death effects and fear effects. In addition, the caster level of any conjuration (healing) spell that is cast on you increases by 1 for the purposes of its effects on you alone.

Traits:
Exposed to Awfulness: When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death's door in a coma for weeks before waking. Ever since then, you've been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange "infection" from the assault, or perhaps a combination of both, has made you stronger than before. You're not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive but whatever it was, you're glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins-a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.


Hmm. Thinking on an Inquisitor (Cold Iron Warden and maybe Heretic) / Rogue (Sanctified Rogue & something else) following the Trickster path. I'll be busy tomorrow so, hopefully, I can get something up in time.


My rule is secure. I gather for war. We will be ready.

Merick is finished, barring DM or other suggestions.


"They took from us, so we take from them. They hurt us, so we hurt them. We hurt them."

Lune's Appearance:

Inspired heavily by this picture.

A lithe creature darts about with heavy priest's robes covering her. Underneath the robes lies a mockery of Angelic and Qlippoth flesh. A long spined chitinous tail dots her back and spine, the same dark chitin completely covers and envelops her arms and legs. The corrupted armor flesh has only started to invade her stomach area, which looks grossly malnourished compared to the rest of her body. Dark hard ribs are can be seen showing through the skin, the point where the flesh ends and the unfeeling chitin begins blurs. Dorsal spines sprout out of her back and twitch about here and there, as if reacting to the node's actions and feelings. Luminescent fibers seem to extend of the largest of the two coming from her shoulder blades, perhaps in a profane attempt to emulate wings that may have once been there. Her left eye is a complete black with an iris of gray that is almost impossible to make out from any distance greater than being adjacent to her. Her right eye retains a bit of normalcy, a deep icy blue on white with only bits of black starting to invade. Her long speak and inky black hair almost seems to move about on it's own when looking out of the corner of your eye, and almost obscures the the brightly colored songbird pendant she wears about her neck.

Backstory:

Ruedi was once a happy place to live in the wild woodland nation of Sarkoris, home to the druids and Godcallers and all manner of magical beast and stranger creatures that called it home. The people there lived humble lives, never asking or wanting for much. And so it would seem to go on and on, until shortly before the nation's final days. An Angelic child had been born to an older couple previously thought barren, and for awhile this brought much joy to the couple as well as the rest of the town. Beautiful, and kind, and hale the Aasimar was also blessed with the gift of song, which she used to alleviate the town's wear and woe whenever it came about. It was an enviable existence. Until the Sundering.
Without warning or heeded knowledge one day when everyone was going about their lives same as they ever was a loud thundering sound broke out and even overtook the girls singing. This was a sound that no mortal nor beast nor creature of the loftier planes could ever hope to emulate. This was the sound of Golarion itself being torn in twain, as it gave forth a blasphemous birth to not only the Abyss itself but also all the Demons that lurked within, ready to ravage the wounded planet now within their grasp. It is unknown whether it was the sundering itself or an invading demon that laid the town low but what is known is that something else escaped from the Abyss along with the demonic horde.
The spirit of a Qlippoth had been fleeing from pursuers when the two planes of the Abyss and the Material were slammed together, tossing the wounded spirit into a strange and unfamiliar land. It was here that it found the destroyed town and the broken body of the singer, and a kindred feeling. Slowly flowing forth from the girl's body was the all too familiar feeling of hate and a need for vengeance against whoever had done this. In a split second the girl had slipped from this world holding onto emotions she had never even known of till this day. It was this shared feeling of Hatred of Demonkind, even if the girl had no idea what they were or were in fact behind this, that drew the primeval spirit of the Abyss towards her, a feeling so mutual and exact that they overlapped, and in this same frequency of hate and spite two dying souls became one. One that lived.
In the following days those who came looking for survivors found the girl, addled but alive and alone among the wreckage of her town. Hurrying her away the group fled the demon infested lands now known as the Worldwound with a child they thought normal, but the farther they went from the Worldwouind the more the child's body seemed to reject the motion, an eruption of corrupting Abyssal flesh and tissue soon began enveloping the girl's body. In fear the group thought to put the girl out of her misery, for she was constantly wracked with pain and her mind addled, barely comprehending her surroundings. Instead they soon came upon a temple of Shelyn and, when the Priests and Priestess could not find any way to heal or cure the girl's condition the group decided it was best if they left her in the temple's care as they strove back into the corrupting lands to look for more survivors.
In the years that followed while the girl, who they named Lune, after the founding priest, never seemed to mentally recover from her ordeal her physical condition, although bizarre if not outright horrific to look at, thrived and flourished. She would spend time going about like a normal person, looking at art and attempting to read and learn, interspaced with bouts of extreme morose and rage at any slights she or anyone else around her, namely the clergy, suffered.
When she came of age, or what they thought was her maturing for it was hard to tell when she grew, if she even did so at all, for the original clergy members that had took her in and had grown old and passed, leaving the temple in the care of their children and grandchildren. So instead of coming of age it would be better to say when the last original member of the family that took her in had passed away she decided she was an outsider to these other members who grew much faster than she did. And so in the dead of night she set forth for the blasted lands that had birthed her, and over the adjourning years while she never participated in any of the Crusades she did everything she could to help the Crusaders and demonslayers from the shadows. Until today...

Sczarni

I make my trek toward Hell's edge, prepared for the carnage that awaits me.


Tryggve wrote:
I make my trek toward Hell's edge, prepared for the carnage that awaits me.

Dood! You're going the wrong way, the Abyss is over here!

*waves frantically*


All right, I think this is where we're at now in terms of submissions... free free to correct me if I got something wrong.

And was that a Prinny reference...?

Finished

Arrathion: Kassina (Fighter/Rogue)
Edward: Abigail Merosa (Bard/Cleric)
Javell: Morgrym Ironfist (Barbarian/Fighter)
JuanAdriel: Jordi (Fighter/Paladin)
Lufien: Merick Renarin (Cleric/Fighter)
MagusJanus: Therana Silmor (Gunslinger/Paladin)
Mcridill: Kayle Lightbringer (Magus/Paladin)
Rednal: Korina (Oracle/Summoner) or Harumi (Oracle/Sorcerer)
Simmons: Tryggve (Barbarian/Soulknife)
Trawets71: Zatzarzee (Cleric/Wizard)

Pending

Corerue: ??? (Magus/Oracle)
Cuan: Khenbish (???/???)
Dark Netwerk: ??? (Inquisitor/Rogue?)
Gambit: ??? (Psion/Warder?)
Helikon: ??? (Inquisitor/Investigator?)
RPBlue: Jingo Jango? (???/???)
Rysky: Lune Shikari (???/???)
Tsiron: Skeleton-Man (???/???)


Not yet finished; I only finished the crunch. I will have the fluff up tonight.

Sczarni

Lune Shikari wrote:

Dood! You're going the wrong way, the Abyss is over here!

*waves frantically*

Meh, close enough...


Tryggve wrote:
Lune Shikari wrote:

Dood! You're going the wrong way, the Abyss is over here!

*waves frantically*
Meh, close enough...

*stares at Tryggve*


You actually missed me on the list of pending characters

Name will be Khenbish, which actually is a Mongolian name meaning "Nobody" as it's intended to ward off evil spirits. The guy's parents come from Hongal in the northern part of the Dragon Empires. His parents were Riftwardens who specialised in hunting Oni and in return the Oni hunted them so the entire family migrated to northern Avistan where they eventually joined the Riftwardens in Kenabres. Khenbish was a little kid at the time of the move.


The edit's been made. ^^


Ah yes, only sure part for me is that one side is Cleric using the Theosophist archetype. Still not sold on the other end.


Lots of martial classes :D


Juan, it IS a Crusade! :P Makes sense most people would want at least partially place a martial or divine class in their gestalt.

Thanks for compiling things Rednal!


I know, and made a paladin/fighter cause I think it fits it, but still surprised that people didn't come with some of the more crazy combos I have seen in the message boards under the advice or general discussion. I'm happy people shows being level-headed.


Seeing as we are a little light on trap finding and lock picking I've got a second submission: Alexander Davies Rogue 1/Fighter (Two-Weapon Warrior) 1. His path will be trickster and a couple plot hooks. His father never returned from a mission in the Worldwound and his mother was killed in a witch hunt organized by the Templars of the Ivory Labyrinth.

Let me know if there are any questions.

Sczarni

JuanAdriel wrote:
I know, and made a paladin/fighter cause I think it fits it, but still surprised that people didn't come with some of the more crazy combos I have seen in the message boards under the advice or general discussion. I'm happy people shows being level-headed.

I'm intrigued...tell me more of these crazy combos...

Also, is there something on my face Abyss?


Crazy combos? There's no crazy combos... *COUGH* Paladin/Synthesist Summoner *COUGH*! :P

Tryggve, don't look at it! Stare into the Abyss and it stares back into you!!! And it has +100 Perception with Trueseeing and Darkvision!!!


Hey, I at least am providing ranged support :P


Therana have you considered the divine hunter archetype for paladin?

How mount friendly is this AP because I am considering divine defender if this AP is not.

Sczarni

GM Master of the Abyss wrote:

Crazy combos? There's no crazy combos... *COUGH* Paladin/Synthesist Summoner *COUGH*! :P

Tryggve, don't look at it! Stare into the Abyss and it stares back into you!!! And it has +100 Perception with Trueseeing and Darkvision!!!

"We both looked into the abyss, but when it looked back at us, you blinked."

And SYNTHESIST? I mean, I'm all for that fun stuff if the player treats it right, but wasn't that class banned?


I have suggested Holy Gun for her, but completely forgot about divine hunter! Holy Gun reminds me of that anime with Paladin lol! Can't remember what it was called though! :/


Trigun?

*Continues tinkering and looking through ideas* ^^~


Was it Trigun? My memories of Trigun are vague, apart from the villains and the crazy action!


Well, there was a guy who at least had religious symbology, and he did have a big gun... though, weaponry and religion are fairly common mixes in anime, so I wouldn't be surprised if it was something else. XD

Hmm... can I modify the Oracle's Many Forms revelation to use the Aberrant Form series from Cultic Cryptomancia? Pretty similar stuff, just transformation into Aberrations instead of Magical Beasts, which is more thematically appropriate for Korina. XD


Rednal, I think that was one of the villains. The character I'm speaking of was a protagonist. I will allow the thematic change to Many Forms. I was, at one time, wanting to have a character who had the Eldritch Mystery so I could found my own amazing cult! Sadly, the idea was rejected. :/


Muwahahahahahaha~ >D

Though, I'll have to check carefully to be sure everything's still at an appropriate level and all, but still!

Anyway, I've found one good feat so far, plus a selection of good mythic summons. ^^ I'll be writing up a more complete explanation later, but I think this is starting to come together quite nicely.


Told you so! :P Are the stars right for you walk the Wound? I LOVE the new Bardic Masterpieces, by the way! I know it looks like I have ADD the way I just changed subjects but, LOOK! A SQUIRREL! XD


Also, thought of something totally ridiculous. I would honestly laugh if a DM/GM put '50 Shades of Grave: Coffinbound Passion' in a necromancer's bookshelf! XD Don't worry, nothing that stupid is going to be put in this campaign!


Rather, I think the Others are looking forward to reminding the denizens of evil that, as horrible as they are, there are Things even more strange and terrible than they are lurking out in the cosmos. XD

Interestingly enough, a different version of Korina was actually a Priestess of Hastur, cheerfully sacrificing willing people and souls to him as a way of escaping what she saw as the unjust system of reward/punishment/reincarnation all the normal deities had going. That won't be happening here, though. *Chuckles*

Though, all this work keeps inspiring more ideas on my part. XD; I'll probably keep those as backup character ideas if Korina kicks it. Still, I think this is turning out okay, and I am sticking with my usual effort to ensure any alterations are level-appropriate. ^^ Mythic Gestalt is strong enough as it is, thank you very much, and I don't need to deliberately try and go even further...

Sczarni

The idea of using eldritch abominations to fight the hordes of evil sound pretty damn fun. It would be hilarious to lampshade how a small girl is able to control beasts that even the gods are wary of...speaking of which, is the picture you used for her fairly accurate to her looks?

Also, I've actually found the Mythic page on pathfinder OGC. I was right to choose Guardian as Tryggve's mythic class. He shall become the undying blade of protection; some people just don't die when they are killed.


Hey guys, as it turns out, that depression was only a prelude to a much stronger and longrr depression :(
Short story, i just had the worst time of my life in 2 years and i am looking to bounce back hard, so im goig at this with gusto :)

Btw if anyone wants insperation there is this thread that is all about gestalt and different build/ideas :)
Im reading through it right now, see wat takes my fancy :)

@Rednal. Is it bad that i have the thought of going as an abhorrent aegis/something and go around as your eidolon/permenant summomed creature/something?

@Tryggvee to quote to quote the sage words of the perfect gentleman, Gentleman Chograth.. "People cand survive anything these days, except death."
NOMNOMNOMNOM!


The picture is pretty much dead-on. XD And... yeah, the idea of pitting them against each other does amuse me. I'll try to avoid overdoing it, though - after all, everyone else needs chances to show off, too!


Rednal, not just things worse than they... MYTHIC things worse than they! >:D

Tryggve, yes, the OGC has most actual rules I've seen in PF. Very useful if I'm away from my physical books! I could still carry my huge mobile library around on my tablet though, if I were so inclined.

Buzzgob, wondering why I hadn't heard from you! The Kommander has been waiting to do some commanding in EotS, I believe! Glad to hear you're about to bounce back!

Sczarni

Rednal wrote:
The picture is pretty much dead-on. XD And... yeah, the idea of pitting them against each other does amuse me. I'll try to avoid overdoing it, though - after all, everyone else needs chances to show off, too!

Meh, I wouldn't worry too much about that; we're all pretty powerful and showy in our own right. The one thing I can't wait to pull off is effectively succeeding intimidation checks against the demons, or using Dazzling Display to succeed in causing a whole group of them to be shaken; that is, if it is possible to do so...

Also, be prepared for Tryggve to either become attached to or look uncomfortable around Korina; no joke, she looks really similar to how I pictured his younger sister, so it will either make him nostalgic or bring up memories he would rather not...


Indeed. ^^ But I'll save those for later... It's more fun when certain things are surprises for the other players, too. XD

@Tryggve: Let's just say a few of the ideas I have will be... uh... noticeable. XD


By the way, do note that in the PF setting the cthuloid stuff isn't the weirdest and scariest there is, that honor goes to their abyssal friend the Qlippoth who hate the demons anyway. Those are also the ones that seek to destroy all sentient life while the elder ones just want to be free and do whatever their (dark) heart desires, which doesn't always mean killing.

Still working on Khenbish and still haven't figured out side 2 yet. Basically the guy seeks to restore balance to the world and the Worldwound is, at the moment, the biggest threat to that balance. Cheliax (too LE), Galt (too C) and Nidal (too LE) are later entries on the list, considered lesser threats because they either are more contained or move slower.

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