
Shadowtail24 |

Stat block is below, so you can check it out while I flesh out the backstory.
I did have a question about the MSTWK weapon. Any chance I can use that for my silversheen greatsword and get 350 GP back (for the MSTWRK and Greatsword parts)?
Rutgin
Dwarf brawler 4/fighter 1 (Pathfinder RPG Advanced Class Guide 23)
LN Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +3 Dex, +2 dodge)
hp 59 (5d10+9)
Fort +7, Ref +7, Will +2 (+2 bonus vs. spells and spell-like abilities of the enchantment (charm) school, +2 bonus vs. spells and spell-like abilities of the enchantment (compulsion) school); +1 trait bonus vs. divinations, domination, and effects that would compel you to speak the truth
Defensive Abilities defensive training; Resist stubborn[APG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee mithral dagger +9 (1d4+3/19-20) or
sap +8 (1d6+3 nonlethal) or
sap flurry of blows +6/+6 (1d6+3 nonlethal) or
silversheen greatsword +9 (2d6+4/19-20) or
unarmed strike +8 (1d8+3) or
unarmed strike flurry of blows +6/+6 (1d8+3)
Special Attacks brawler's flurry, hatred, knockout 1/day (DC 15), maneuver training (disarm +1), martial flexibility 5/day, relentless[APG]
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 12, Wis 12, Cha 12
Base Atk +5; CMB +8 (+11 disarm); CMD 23 (26 vs. disarm)
Feats Combat Expertise, Deflect Arrows, Dodge, Improved Disarm, Improved Unarmed Strike, Mobility
Traits reactionary, secret-keeper
Skills Acrobatics +2 (-2 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff +3, Diplomacy +2, Intimidate +9, Knowledge (engineering) +5, Knowledge (local) +9, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +3, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome
SQ brawler's cunning, martial training
Combat Gear oil of align weapon; Other Gear mwk chain shirt, mithral dagger, sap, silversheen greatsword, bracers of armor +2, bedroll, belt pouch, flint and steel, masterwork backpack[APG], trail rations (5), waterskin, 343 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 15) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.
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dronedog |

I am attempting to build a wizard capable of defeating a barbazu (as I assume that's what we'll be fighting) in single combat, and it has brought up several questions:
1) Does the battle take place indoors?
2) If so, how high is the ceiling?
3) Can I make a coup de grace with shocking grasp?
4) If I make a coup de grace with shocking grasp against a foe who has been magically incapacitated by deep slumber and I fail to penetrate spell resistance, does the opponent wake up despite taking no damage?
I was asking myself exactly the same questions while trying to come up with tactics by which a wizard could win the fight. Putting out the 60 or so damage needed to kill a devil while worrying about spell resistance is an interesting challenge for a wizard. It's a fun thought experiment at the very least. I'm trying to think of good mesmerist tactics right now.

SOLDIER-1st |

Quote:I am attempting to build a wizard capable of defeating a barbazu (as I assume that's what we'll be fighting) in single combat, and it has brought up several questions:
1) Does the battle take place indoors?
2) If so, how high is the ceiling?
3) Can I make a coup de grace with shocking grasp?
4) If I make a coup de grace with shocking grasp against a foe who has been magically incapacitated by deep slumber and I fail to penetrate spell resistance, does the opponent wake up despite taking no damage?
I was asking myself exactly the same questions while trying to come up with tactics by which a wizard could win the fight. Putting out the 60 or so damage needed to kill a devil while worrying about spell resistance is an interesting challenge for a wizard. It's a fun thought experiment at the very least. I'm trying to think of good mesmerist tactics right now.
A wizard made it through last time. I've actually never used a mesmerist before, so I'm curious to see what you will do.

SOLDIER-1st |

Stat block is below, so you can check it out while I flesh out the backstory.
I did have a question about the MSTWK weapon. Any chance I can use that for my silversheen greatsword and get 350 GP back (for the MSTWRK and Greatsword parts)?
** spoiler omitted **...
Not sure what you mean by get 350 back?

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Radavel wrote:In game they'll all be one right after the other. Irl I'll jist be running them as soon as I finish reviewing a character, which means there will probably be several simultaneous ones.GM how will you conduct the tests? One after the other on the same day? Or different days?
Ok. I was wondering if I could help the others with their trials.

SOLDIER-1st |

SOLDIER-1st wrote:Ok. I was wondering if I could help the others with their trials.Radavel wrote:In game they'll all be one right after the other. Irl I'll jist be running them as soon as I finish reviewing a character, which means there will probably be several simultaneous ones.GM how will you conduct the tests? One after the other on the same day? Or different days?
Help how?

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Radavel wrote:Help how?SOLDIER-1st wrote:Ok. I was wondering if I could help the others with their trials.Radavel wrote:In game they'll all be one right after the other. Irl I'll jist be running them as soon as I finish reviewing a character, which means there will probably be several simultaneous ones.GM how will you conduct the tests? One after the other on the same day? Or different days?
If on different days, I could offer their characters the Shield Other spell.
Oh, and I hit upon a solution to survive the trial. Hope I am correct ;-)

SOLDIER-1st |

SOLDIER-1st wrote:Radavel wrote:Help how?SOLDIER-1st wrote:Ok. I was wondering if I could help the others with their trials.Radavel wrote:In game they'll all be one right after the other. Irl I'll jist be running them as soon as I finish reviewing a character, which means there will probably be several simultaneous ones.GM how will you conduct the tests? One after the other on the same day? Or different days?
If on different days, I could offer their characters the Shield Other spell.
Oh, and I hit upon a solution to survive the trial. Hope I am correct ;-)
Ah gotcha. Yeah, I'm actually attempting to avoid that. If I was going to run you guys through the entire armiger phase I'd allow it, but since we're not doing that, I want everybody's trial to be as individual as possible.
I hope so too!

icehawk333 |

Jathal the Red
Teifling Scaled Deciple monk 1, Falacata swashbuckler 1, armor master fighter 3
LN Small outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 26, touch 15 flat-footed 23 (+9 armor, +2 dex +1 natural, +1 size, +1 dodge +2 shield)
hp 58
Fort +7 Ref +9 Will +0 (+4 vs mind effecting)
5 resist (acid)
Weaknesses Drawback- meticulous.
OFFENSE
Speed 30 ft.
Melee Masterwork Falacta +10 (1d6+7) 19-20*3 (assumed to be fighting defensively)
STATISTICS
STR: 7 DEX: 20 CON: 14 INT: 16 WIS: 7 CHA: 14
Base Atk +4; CMB +7 CMD 16
Feats Swashbuckler weapon finesse, Weapon foucs (falacata), slashing grace, improved unarmed strike, dodge, stunning fist, weapon specialization (falacata), crane style, extra traits.
Traits- adopted (elf (persuasive)), armor master, cautious fighter, irripressable.
Skills +10 intimidate, +16 stealth, +10 acrobatics, +11 diplomacy, (+13 vs elves), +5 preception, +5 knowladge (the planes), +11 lore (hellknight commanders), +2 sense motive, +10 use magic device.
All skills assume Full plate. In addition, all skills not noted here take a -2.
Racial Modifiers +2 Bluff +2 Stealth
Languages Common, Elven, infernal, abyssal.
SQ Prehensile tail,
SPECIAL ABILITIES
Prehensile tail
Jathal has a prehensile tail that can retrieve small objects as a swift action.
ECOLOGY
Environment Any
Organization Solitary. Currently, anyway.
Treasure +1 buckler, Small Masterwork falacata, Small full plate, Cloak of resistance +1, Cyclops helm, Bloodblane Scarab, Wand of infernal Healing 50/50, 250 GP.
Jathal is a tiefling kobold, that was outcast by their own tribe at a very young age for their odd scale colors, a blend of erraticly placed reds and blacks. She was adopted by a pair of elves out of pity, and raised quite like an elf.
Somewhat arrogant, charming, uncannily patient, and, dispite her upbringing, filled with the traditional kobold sense of want, to an even greater amount then her brethren- her tiefling blood burns with desire, for power and respect.
Desperately seeking respect from her "peers" among the elves, he constantly worked to improve herself in ways that the elves see as postive- focusing not at all on pysical strength, but instead on prowess and knowladge.
Her patience manifests in her combat style, preferring to focus on avoiding rather then dealing the most damage possible in a single blow.
Yet no matter how hard she worked, they never saw her as anything more then a child, as to them, the 19 year old creature was a child at best, and her size didn't much help that perspective.
Disheartened, she eventually left her sheltered life in the elven lands, in search of a new purpose, and I the world, she found many new things, and among them, heavy armor.
She quickly found that heavy armor was absolutely remarkable at helping people respect her more, making her appear as the warrior she knew she was. She's been training with it day in and out ever since, learning to move in it as best she can.
Beyond that, she found that wearing a full body cloak helps deal with the problems of people seeing a kobold and assuming it's a problem.
In time, she came upon knowledge of the hellkights, and was infatuated with the idea nearly instantly, for the respect they receive and importance of such a position appealed to her greatly.
Some other things-
Like most black dragons, she tends to eat food that's old and nearly rotten, finding most fresh food barely palatable.
Her tail looks normal for kobolds, safe that the tip is spaded. While not really effective as a weapon, the spaded part is sharp enough to cause minor cuts if prodded.
She has hetrochomia, with one eye red, and the other black, like the colors of her scales.
When she sheds scales, new scales don't always come in the same color as they were- causing her scale patterns to slowly change over time.
Her speech is precice and her tongue is sharp. She often taunts foes in combat, as a method of distraction. also as a method of boosting her ego
She's currently 23 years old.
She hasn't visited her homeland in 4 years.
She can't swim, nor climb.

Shadowtail24 |

I changed my dwarf brawler's name to Dazmen Magmag. Backstory and reposted stat block are below.
"Hey... hold on there, you do still be needing to pay me?" He winced, not liking that he was intimidated enough to make it a question. The Hell Knight looked back over his shoulder at the dwarf.
"Oh, right." The Hell Knight pull a single coin from his pouch and dropped it on the ground. A copper?
"A copper? The standard rate for that there information do be at least 7 silver pieces." The Hell Knight and his partner resumed walking away.
"Not our problem." They continued around a corner. Dazmen stepped forward and took the copper from the ground. He was only a low-level informant, he needed every coin he could get. He walked to the nearby tavern, angry at the Hell Knights, angry at himself, angry at Egorian for the culture. Someone motioned to him in a side alley; it was the standard gesture he had advertised on posting boards around the city, it meant a private chat. He stepped into the alley.
"Dazemen?"
"It'd be D-ah-z-men," he said reflexively.
"Your paper said you offered information services?" Dazmen nodded. "What kind?" Dazmen withheld a sigh, his paper said everything but people still asked.
"I offer information about local events, public perception and rumors I verify rumors as often as possible, and will tell you any rumors that I have not verified. Most of my information known to various people or groups, but I help consolidate it and give the full picture. Because my data is largely common, my services are offered at competitive prices." Dazen was pretty sure he has quoted his paper to the syllable.
"Right. Yes, well, I need information about the..." Dazmen pulled out map cylinder and the carefully kept notes inside. He quickly found the relevant information the man was asking about.
"Would you be wanting a written copy? It's just that that's an extra two silvers?" The man nodded, and Dazen starting transcribing, the Hell Knights momentarily forgotten.
The event occurred several more times, though it wasn't always the original two Hell Knights. The attitude seemed prevalent among most, though not all of them. Dazmen decided it was time to take action; he was losing too much money. He started skipping one meal a day, and setting the money aside. When he had enough, he used the money to buy a rusty long sword and a tome on sword play. He quickly learned the forms in the book, but he knew that the forms in the tome wouldn't be enough. He started saving again, and this time spent it on formal fighting lessons.
He had to get a cheap trainer, and after a month of study he was already out of money. It didn't matter though, he had already matched the skill level of his trainer. He put studying the sword behind him, and decided he needed a new path of study that wasn't as expensive. He dreaded the idea, but decided it was time to try out some of the less reputable fighting rings in the outer city.
The training in those fights seemed more real to Dazmen. It was desperate, and he knew desperate. He felt more comfortable without the weapons, where he could punch, kick, grapple, or trip at any point he wanted to. He moved up to fighting circles that allowed the use of handheld bludgeoning weapons. He still chose to not use weapons. He found that his opponent usually relied on their weapons heavily, and he got really good at disarming opponents. If he could disarm an opponent and kick their weapon to the side he would win.
Getting better also meant income in addition to his information business, even after he paid for proper care for his injuries. He felt confident in his abilities now, certainly confident enough that he could defend himself should he need to.
The Hell Knight pull a single coin from his pouch and dropped it on the ground. A copper? He was pretty sure this wasn't the same pair, there was a dwarf and a human, but all of the Hell Knights were doing this now.
"That information that I just be giving you be worth near a gold piece in these time; not just a ruddy copper like the one you done dropped." The Hell Knights both turned this time. He couldn't see their expressions because of the masks, but the body language certainly wasn't welcoming.
"That doesn't look like a copper to me? It just a piece of gold that's dirty. Isn't the right?" spoke the first one.
"That's what it looks like to me," responded the second one.
"You and I both be knowing that the coin's a copper, and that means we do be having a problem. You do need to provide the proper payment."
"Or what?" The tone wasn't quite as light anymore. Both Hell Knights drew swords and advanced. Dazmen disarmed the human on the second try and kicked it away, and was just a second slow in dodging the dwarf's sword. He shook off the slice on his side and kicked the sword out of the dwarf's hand. The Hell Knight's reacted well to the disarming, but Dazmen was still able to knock out the human before the dwarf pinned his arm behind him. He struggled for a second and then gave in. The dwarf released him and pushed him away. The dwarf Hell Knight walked over the human, pulled a gold coin from the pouch and tossed is to Dazmen. He put the human over his shoulder and walked away.
Dazmen had accomplished what he had set out to, though he wasn't sure if the other Hell Knights would still bother him. But he still felt empty. Knocking one out wasn't enough to cancel out all of the mistreatment or shift the culture.
He had to fight Hell Knights on several more occasions after that, but the feeling of empty vengeance continued. He decided to really enact vengeance he would have to take down the Hell Knights from within. He enrolled in the training, and started studying the organization structure and tenets. He was actually impressed with the structure, and he started to agree with some of the tenets, especially the Order of the Gate's ideals of preventive disorder before it occurred. He approached his qualification standard with a mind divided, between vengeance and a new loyalty.
Dwarf brawler 4/fighter 1 (Pathfinder RPG Advanced Class Guide 23)
LN Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +3 Dex, +2 dodge)
hp 59 (5d10+9)
Fort +7, Ref +7, Will +2 (+2 bonus vs. spells and spell-like abilities of the enchantment (charm) school, +2 bonus vs. spells and spell-like abilities of the enchantment (compulsion) school); +1 trait bonus vs. divinations, domination, and effects that would compel you to speak the truth
Defensive Abilities defensive training; Resist stubborn[APG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee mithral dagger +9 (1d4+3/19-20) or
sap +8 (1d6+3 nonlethal) or
sap flurry of blows +6/+6 (1d6+3 nonlethal) or
silversheen greatsword +9 (2d6+4/19-20) or
unarmed strike +8 (1d8+3) or
unarmed strike flurry of blows +6/+6 (1d8+3)
Special Attacks brawler's flurry, hatred, knockout 1/day (DC 15), maneuver training (disarm +1), martial flexibility 5/day, relentless[APG]
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 12, Wis 12, Cha 12
Base Atk +5; CMB +8 (+11 disarm); CMD 23 (26 vs. disarm)
Feats Combat Expertise, Deflect Arrows, Dodge, Improved Disarm, Improved Unarmed Strike, Mobility
Traits reactionary, secret-keeper
Skills Acrobatics +2 (-2 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff +3, Diplomacy +2, Intimidate +9, Knowledge (engineering) +5, Knowledge (local) +9, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +3, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome
SQ brawler's cunning, martial training
Combat Gear oil of align weapon; Other Gear mwk chain shirt, mithral dagger, sap, silversheen greatsword, bracers of armor +2, bedroll, belt pouch, flint and steel, masterwork backpack[APG], trail rations (5), waterskin, 343 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 15) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

The Sesquipedalian Thaumaturge |

Quote:I am attempting to build a wizard capable of defeating a barbazu (as I assume that's what we'll be fighting) in single combat, and it has brought up several questions:
1) Does the battle take place indoors?
2) If so, how high is the ceiling?
3) Can I make a coup de grace with shocking grasp?
4) If I make a coup de grace with shocking grasp against a foe who has been magically incapacitated by deep slumber and I fail to penetrate spell resistance, does the opponent wake up despite taking no damage?
I was asking myself exactly the same questions while trying to come up with tactics by which a wizard could win the fight. Putting out the 60 or so damage needed to kill a devil while worrying about spell resistance is an interesting challenge for a wizard. It's a fun thought experiment at the very least. I'm trying to think of good mesmerist tactics right now.
Yeah, wizards really aren't designed to engage powerful, magic-resistant enemies on their own. However, I do think I have managed to construct a build with a fairly high probability of passing the test which should be forthcoming shortly. The trick will be staying out of combat.

dronedog |

As the outsider is called rather than summoned does that mean it's immune to Protection from Evil preventing bodily contact?
I was all set to come up with an inquisitor that I was confident could beat a devil but I wanted a bit more of an arcane theme and I read in one of the supplements about how there were some mesmerists in the Order of the Gate. Seemed thematically interesting, provoking questions about the Order's disregard for privacy and free will. Also mesmerists have some flavorful outsider specific stares.
With Cat's Grace, Disorienting Stare and a potion of Protection from Evil his effective ac is around 22 and his AB is +10 doing 1d4+5 + 1d6+2 for an average of 13 damage per round. He has his mesmerist mirror image trick to help him stay alive. Seems iffy but he could win, he'll have two castings of Glitterdust, which could make the difference.
Tybalt
Male human (Chelaxian) mesmerist 5 (Pathfinder RPG Occult Adventures 38)
LE Medium humanoid (human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 55 (5d8+15)
Fort +3, Ref +7, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee mithral dagger +8 (1d4+3/19-20)
Special Attacks bold stare (disorientation[OA]), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 6/day (gift of will, meek facade, mesmeric mirror), painful stare (+2 or +1d6+2)
Mesmerist Spells Known (CL 5th; concentration +11)
. . 2nd (3/day)—alter self, cat's grace, glitterdust (DC 16)
. . 1st (5/day)—color spray (DC 15), grease, hideous laughter (DC 15), vanish[APG] (DC 15)
. . 0 (at will)—detect magic, detect psychic significance[OA], light, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 19
Base Atk +3; CMB +3; CMD 16
Feats - Custom Feat -, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (dagger)
Traits focused mind, reactionary
Skills Bluff +14, Diplomacy +12, Intimidate +12, Knowledge (local) +8, Knowledge (planes) +4, Linguistics +4, Perception +8, Sense Motive +8, Spellcraft +5, Stealth +9, Use Magic Device +12
Languages Common, Infernal
SQ consummate liar +2, touch treatment 7/day (Minor)
Other Gear mwk studded leather, mithral dagger
--------------------
Special Abilities
--------------------
Consummate Liar +2 Counts as Combat Expertise for some feats.
Disorientation (Su) Hypnotic stare penalty applies on attack rolls.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (150 feet, 6/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+2 or +1d6+2, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Slashing Grace (Dagger) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Touch Treatment (Minor, 7/day) (Su) Remove certain conditions from creature touched.

Vespartius Caudex |
1 person marked this as a favorite. |

The Sesquipedalian Thaumaturge here presenting Vespartius Caudex, a LE Chelaxian conjurer who plans to take levels in diabolist and specialize in binding devils later on. I will try to organize my thoughts and transcribe his backstory soon, but for the moment he is ready to embark on the Hellknight Test.

SOLDIER-1st |

As the outsider is called rather than summoned does that mean it's immune to Protection from Evil preventing bodily contact?
I was all set to come up with an inquisitor that I was confident could beat a devil but I wanted a bit more of an arcane theme and I read in one of the supplements about how there were some mesmerists in the Order of the Gate. Seemed thematically interesting, provoking questions about the Order's disregard for privacy and free will. Also mesmerists have some flavorful outsider specific stares.
** spoiler omitted **
** spoiler omitted **...
Yes, it is immune. I'm actually not using the Infernal Challenger spell for that exact reason.
I actually don't know much about mesmerists, so I'm very curious to see how this one works out.

SOLDIER-1st |

The Sesquipedalian Thaumaturge here presenting Vespartius Caudex, a LE Chelaxian conjurer who plans to take levels in diabolist and specialize in binding devils later on. I will try to organize my thoughts and transcribe his backstory soon, but for the moment he is ready to embark on the Hellknight Test.
Looks good. Get that backstory ready and we'll do the Test.

icehawk333 |

SOLDIER-1st |

SOLDIER-1st wrote:icehawk333 wrote:** spoiler omitted **...Look good, but I think you have one too many traits.Looking at the other applicants, am I supposed to apply with a snippet of roleplay?
I always figured I should mostly save that for the game, but I can do otherwise.
Ah, so I see. Missed that.
You don't have to. But the more backstory/narrative/roleplay you have, the more I'm probably going to like it.
Here in a bit I'll start your Test in the discussion thread!

icehawk333 |

"this is it. It's finally time." Jathal Takes a deep breath. "today, I become a hellkight. the tree, unsurprisingly, doesn't respond. "I... There can't be any doubt. Im going to succeed. If I doubt myself, I won't get anywhere." Jathal tightens some of mechanisms that keep her armor in place. "After all, this is my only chance to show how strong I can be. How... Important." she starts to pull her long, thick Crimson cloak and robe on, pulling the hood over herself, to conceal all her features. "I may be part devil, but that doesn't make me evil. I desire to serve the law." she starts to strap her lightly glowing buckler on over her cloak. "I may be a kobold, but that doesn't make me craven. I shall fight to the death upon my superior's request." she stands up, takes a deep breath, and curls her tail around her left leg, pulling it under the cloak. "I may not be an elf, but I take from them their best. I have learned their patience, their tongue, and their agility. I have forsaken physical strength, in favor of intellect and dexterity. she stands up straight, puffing her chest out proudly. "I may be elf raised, but I have not inherited their weaknesses. I will adapt, I have no issues wearing armor, as it makes me better. I will not be content to wait idly for problems to solve themselves, but I will also not make a move until conditions are ideal." she stance falters, and she slumps a bit. "my name is Jathal, and I will not let myself lose. she pauses, and takes another deep breath. "I can't let myself lose." she shivers slightly, filled with a blend of fear and anticipation. "I can't. I just... I can't. If I fail here, then it's all been for nothing. All I have to do is not worry about it. I can manage. I'm sure of it. she wasn't so sure about that. Not really. "enough waiting around. It's time to go inside." she takes one last deep breath, and walks into the building, as focused as she can muster.
As a note, a mild error in the statblock, that will be corrected- the saves did not include the +1 from the cloak.
... And I do apologize somewhat, for the brevity.

Shadowtail24 |

Jereru wrote:Yes and yes.A pair of questions:
i) Having already a Mwk weapon, can we just pay the price to enchant it if we want a magic weapon?
ii) Can we pay for someone to cast a spell on ourselves prior to the challenge (if it lasts for more than one hour, of course)?
Nice thinking Jereru! Check out the Advanced Spell Search Tool to investigate all of your options.

leinathan |

I know I appear late to the party by post count, but it seems that there aren't too many finished characters, so I hope I can get one out in time.
In keeping with the Order of the Gate intellectualism and philosophy of prevention, I'm looking at making a spy. The kind of person who impersonates others, slips in to places they're not supposed to be in, the kind of person who's very good at looking like they belong and like they're not eavesdropping. The kind of person who lies through their teeth and doesn't really have friends.
Looking at making a rogue-type character, but it's more likely to be a bard, investigator, or swashbuckler. It's a bit hard to justify a DEX-based character with the requirement that your character go into the Hellknight prestiges, so I'll have some thought to do about how to make it work. Order Obedience does look good.
I'm always looking for more D&D in my life, and this game looks incredibly unique. We'll see what I can come up with.

SOLDIER-1st |

I know I appear late to the party by post count, but it seems that there aren't too many finished characters, so I hope I can get one out in time.
In keeping with the Order of the Gate intellectualism and philosophy of prevention, I'm looking at making a spy. The kind of person who impersonates others, slips in to places they're not supposed to be in, the kind of person who's very good at looking like they belong and like they're not eavesdropping. The kind of person who lies through their teeth and doesn't really have friends.
Looking at making a rogue-type character, but it's more likely to be a bard, investigator, or swashbuckler. It's a bit hard to justify a DEX-based character with the requirement that your character go into the Hellknight prestiges, so I'll have some thought to do about how to make it work. Order Obedience does look good.
I'm always looking for more D&D in my life, and this game looks incredibly unique. We'll see what I can come up with.
Yeah, the post to submission ratio for this game is very strange =P
Looking forward to seeing what you put together!

Morvan Fellis |
1 person marked this as a favorite. |

I'll say. I didn't get to look at the thread over the weekend, came back and saw over 50 posts, and immediately thought, Uh-oh. That's a lot of applicants. But there weren't as many as I thought. Just a lot of people asking for clarification and guidance, which isn't unusual, given the nature of the campaign.
Here is Phntm888's submission, Morvan Fellis, Warpriest of Asmodeus. The alias is a reuse, but the stats reflect my Hellknight hopeful. Let me know how everything looks, GM!

icehawk333 |

leinathan wrote:I know I appear late to the party by post count, but it seems that there aren't too many finished characters, so I hope I can get one out in time.
In keeping with the Order of the Gate intellectualism and philosophy of prevention, I'm looking at making a spy. The kind of person who impersonates others, slips in to places they're not supposed to be in, the kind of person who's very good at looking like they belong and like they're not eavesdropping. The kind of person who lies through their teeth and doesn't really have friends.
Looking at making a rogue-type character, but it's more likely to be a bard, investigator, or swashbuckler. It's a bit hard to justify a DEX-based character with the requirement that your character go into the Hellknight prestiges, so I'll have some thought to do about how to make it work. Order Obedience does look good.
I'm always looking for more D&D in my life, and this game looks incredibly unique. We'll see what I can come up with.
Yeah, the post to submission ratio for this game is very strange =P
Looking forward to seeing what you put together!
You can blame me for most of the post bloat. I asked a looooot of questions.

SOLDIER-1st |

I'll say. I didn't get to look at the thread over the weekend, came back and saw over 50 posts, and immediately thought, Uh-oh. That's a lot of applicants. But there weren't as many as I thought. Just a lot of people asking for clarification and guidance, which isn't unusual, given the nature of the campaign.
Here is Phntm888's submission, Morvan Fellis, Warpriest of Asmodeus. The alias is a reuse, but the stats reflect my Hellknight hopeful. Let me know how everything looks, GM!
Brief perusal looks good. I like the backstory. Will work on double checking the details.

Armiger M |

Heyhey. I'm hoping to maybe get back into prps if anyone would have me and this seems PERFECT for a character I've had bouncing around fro a while. Here's my character, Armiger M. He might change it to something else if he goes up in rank but the long and the short of it is that they found him in the Mwangi expanse, he was a mercenary in Isger, and he has a chance of not being human.
He's a bloodrager who is mostly about Cornugon smashing people and a loyal devotee of Asmodeus. I was originally going to make him an inquisitor but I felt I had to do something with his unique heritage because it made for a more interesting conflict. Anyway he'll start taking hellknight levels next.
The backstory is on the mythweaver's sheet but I can transfer it wherever.
https://www.myth-weavers.com/sheet.html#id=1231024

Whiskey and a Bonesaw |

Hey there all. I'm planning on applying with a Vexing Daredevil Mesmerist, but I had a question. The Hellknight Obedience feat requires three ranks of Kn. Planes, but you mention taking the feat at level one; can we either take the feat at level one? If not, how do you feel about re-training?
I ask because I'd like to have both Power Attack and Furious Focus before the Test. Spending 200g to re-train my level one feat is absolutely worth it, if you allow it.

SOLDIER-1st |

Hey there all. I'm planning on applying with a Vexing Daredevil Mesmerist, but I had a question. The Hellknight Obedience feat requires three ranks of Kn. Planes, but you mention taking the feat at level one; can we either take the feat at level one? If not, how do you feel about re-training?
I ask because I'd like to have both Power Attack and Furious Focus before the Test. Spending 200g to re-train my level one feat is absolutely worth it, if you allow it.
If you choose to take the feat, it must be taken at character creation (so sometime between levels 1-5).

Whiskey and a Bonesaw |

Whiskey and a Bonesaw wrote:Hey there all. I'm planning on applying with a Vexing Daredevil Mesmerist, but I had a question. The Hellknight Obedience feat requires three ranks of Kn. Planes, but you mention taking the feat at level one; can we either take the feat at level one? If not, how do you feel about re-training?
I ask because I'd like to have both Power Attack and Furious Focus before the Test. Spending 200g to re-train my level one feat is absolutely worth it, if you allow it.
Soldier-1st wrote:If you choose to take the feat, it must be taken at character creation (so sometime between levels 1-5).
My apologies, let me clarify: Are you waving the skill requirement so we can take the feat at level 1, and if not do you allow retraining?

Melii Imperato |

Okay, I think my character is ready for review now. Here is her backstory:
Melii grew up in the shadow-haunted streets of Westcrown, the daughter to a modest carpenter and seamstress. Spurning her parents efforts to get make her an apprentice to one of their trades, Melii desired a life of excitement and adventure. She would often sneak out with her friends after curfew and explore the ruins of the Parego Dospera. Her spry agility allowed her to avoid both the dottari and shadowbeasts alike.
Unfortunately, Melii's family became collateral damage in the war between the Council of Thieves and an upstart guild of tieflings. The two gangs clashed in their neighborhood and her parents were caught in the crossfire. Anguished and distraught, Melii vowed to dedicate her life to crushing criminals and enforcing the law of the land to prevent similar tragedies from happening.
She pledged herself to the Order of the Gate and threw herself headlong into studying the order's teachings. Through esoteric tomes in the library, she learned occult methods for contacting spirits and hosting them within her body. She found these spirits enhanced her abilities and made her a force to be reckoned with.
She's trained and practiced for years. The time for her Test has finally come. She's ready to prove herself and begin the mission she set before herself--to one day ensure no innocents ever got hurt by crime again.

leinathan |

Alright. I have some preliminary thoughts to share.
Luc Missepe de Litran
LE middle-aged human fighter 3/brawler 1/investigator (sleuth) 1
Str 16, Dex 14, Con 12, Int 16, Wis 8, Cha 16
Luc's family hails from Galt, having lived there since it was a vassal state of Cheliax. In fact, Luc's family was once one of Cheliax's many houses of minor nobility, and had knights, courtiers and significant land in Galt. Forty years prior to the present day, the revolutions in Galt ripped the country apart. Blood welled in the streets, captured nobility were led in long queues to the guillotine, and the Revolutionary Council attempted to reconcile this savagery with their noble democratic intentions. The Missepe family was powerful, and resisted for a time, ad when they could no longer resist, they fled their homes and became refugees. As the years progressed and the angry mobs pursued Luc's family, his closest relatives were whittled away one by one until all that remained was Luc's grandmother, their most skilled retained guard and Luc himself. They were, however, visited by fair fortune at that time, as they were able to cross the border into Cheliax. There in relative safety, they were once again able to resume normal lives, though without the comforts of their former live of great luxury.
Though he was but a young boy when the events of the revolution began, his years there during the times of great brutality shaped his opinions for his whole life. From that early age he saw how ideals could be warped, how plurality does not necessarily confer correctness, and how, above all, people could not be trusted with their own rule.
He attended universities, working hard hours as he studied philosophy, political science, speechcraft and language, not finishing school until he was over thirty. He needed the time that it took to develop his personal philosophy, refine his experiences and turn what had happened to him into a boon.
All that he has learned has made him into an ideal Order of the Gate armiger, though his joining at the age of thirty-seven earned the ire of a lot of the other, younger armigers. He does not believe in self-determination, believing that the peoples of the world need to be guided in order to have wise, reasoned and peaceful lives. He does not believe in democracy, knowing that the rule of the mob can so easily turn violent. From his time at school, he also knows that people don't accept what they might call 'tyranny' willingly, preferring instead to fight selfishly for their own desires.
He eagerly awaits his time as an Order of the Gate Hellknight, knowing the good that he can do as a part of such a brilliant organization.

Shadowtail24 |

Alright, after some mods Dazmen is ready for combat! I'll run the combat under Shadowtail24 and then create the alias if he doesn't die.
I will try to acquire casting services for 1 spells. my current statblock reflects the cost, I'll add the HP after rolling:
False life, Greater: CL 7, Spell Level 4, effect = 2d10 + 7 Temp HP, cost = 7 * 4 * 10 = 280 gold
Dazmen Magmag
Dwarf brawler 4/fighter 1 (Pathfinder RPG Advanced Class Guide 23)
LN Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +3 Dex, +2 dodge)
hp 66 (5d10+16)
Fort +8, Ref +7, Will +2 (+2 bonus vs. spells and spell-like abilities of the enchantment (charm) school, +2 bonus vs. spells and spell-like abilities of the enchantment (compulsion) school); +1 trait bonus vs. divinations, domination, and effects that would compel you to speak the truth
Defensive Abilities defensive training; Resist stubborn[APG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee mithral dagger +9 (1d4+3/19-20) or
. . sap +8 (1d6+3 nonlethal) or
. . sap flurry of blows +6/+6 (1d6+3 nonlethal) or
. . silver punching dagger +8 (1d4+2/×3) or
. . silver punching dagger flurry of blows +6/+6 (1d4+2/×3) or
. . silversheen greatsword +9 (2d6+4/19-20) or
. . unarmed strike +8 (1d8+3) or
. . unarmed strike flurry of blows +6/+6 (1d8+3)
Special Attacks brawler's flurry, hatred, knockout 1/day (DC 15), maneuver training (disarm +1), martial flexibility 5/day, relentless[APG]
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 12, Wis 13, Cha 10
Base Atk +5; CMB +8 (+11 disarm); CMD 23 (26 vs. disarm)
Feats Combat Expertise, Deflect Arrows, Dodge, Improved Disarm, Improved Unarmed Strike, Mobility
Traits reactionary, secret-keeper
Skills Acrobatics +2 (-2 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff +2, Diplomacy +1, Intimidate +8, Knowledge (engineering) +5, Knowledge (local) +9, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +3, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome
SQ brawler's cunning, martial training
Combat Gear potion of bull's strength, potion of cure light wounds, potion of cure moderate wounds; Other Gear mwk chain shirt, mithral dagger, sap, silver punching dagger, silversheen greatsword, bracers of armor +2, bedroll, belt pouch, flint and steel, masterwork backpack[APG], trail rations (5), waterskin, 41 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 15) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.
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SOLDIER-1st |

Okay, I think my character is ready for review now. Here is her backstory:
Melii grew up in the shadow-haunted streets of Westcrown, the daughter to a modest carpenter and seamstress. Spurning her parents efforts to get make her an apprentice to one of their trades, Melii desired a life of excitement and adventure. She would often sneak out with her friends after curfew and explore the ruins of the Parego Dospera. Her spry agility allowed her to avoid both the dottari and shadowbeasts alike.
Unfortunately, Melii's family became collateral damage in the war between the Council of Thieves and an upstart guild of tieflings. The two gangs clashed in their neighborhood and her parents were caught in the crossfire. Anguished and distraught, Melii vowed to dedicate her life to crushing criminals and enforcing the law of the land to prevent similar tragedies from happening.
She pledged herself to the Order of the Gate and threw herself headlong into studying the order's teachings. Through esoteric tomes in the library, she learned occult methods for contacting spirits and hosting them within her body. She found these spirits enhanced her abilities and made her a force to be reckoned with.
She's trained and practiced for years. The time for her Test has finally come. She's ready to prove herself and begin the mission she set before herself--to one day ensure no innocents ever got hurt by crime again.
Good backstory. The only thing I noticed about your character is you only noted one trait. Other than that it looks good.

SOLDIER-1st |

Alright. I have some preliminary thoughts to share.
Luc Missepe de Litran
LE middle-aged human fighter 3/brawler 1/investigator (sleuth) 1
Str 16, Dex 14, Con 12, Int 16, Wis 8, Cha 16Luc's family hails from Galt, having lived there since it was a vassal state of Cheliax. In fact, Luc's family was once one of Cheliax's many houses of minor nobility, and had knights, courtiers and significant land in Galt. Forty years prior to the present day, the revolutions in Galt ripped the country apart. Blood welled in the streets, captured nobility were led in long queues to the guillotine, and the Revolutionary Council attempted to reconcile this savagery with their noble democratic intentions. The Missepe family was powerful, and resisted for a time, ad when they could no longer resist, they fled their homes and became refugees. As the years progressed and the angry mobs pursued Luc's family, his closest relatives were whittled away one by one until all that remained was Luc's grandmother, their most skilled retained guard and Luc himself. They were, however, visited by fair fortune at that time, as they were able to cross the border into Cheliax. There in relative safety, they were once again able to resume normal lives, though without the comforts of their former live of great luxury.
Though he was but a young boy when the events of the revolution began, his years there during the times of great brutality shaped his opinions for his whole life. From that early age he saw how ideals could be warped, how plurality does not necessarily confer correctness, and how, above all, people could not be trusted with their own rule.
He attended universities, working hard hours as he studied philosophy, political science, speechcraft and language, not finishing school until he was over thirty. He needed the time that it took to develop his personal philosophy, refine his experiences and turn what had happened to him into a boon.
All that he has learned has made him into...
Backstory looks amazing. Loving it. Make sure you account for middle-ages affects on your stats.