
Bron Frostbreath |

Ready to rock, sir! (the challenge, I mean).
No, Dazmen didn't know. I was about to tell, but realised I had to rush to work or else I won't be able to pay the internet bills.
Let's see how this turns it!
I decided to link the story with you because you're one of the few LN characters and because I liked your backstory. I hope you didn't mind.

Shadowtail24 |

Ready to rock, sir! (the challenge, I mean).
No, Dazmen didn't know. I was about to tell, but realised I had to rush to work or else I won't be able to pay the internet bills.
shadowtail24 wrote:Let's see how this turns it!I decided to link the story with you because you're one of the few LN characters and because I liked your backstory. I hope you didn't mind.
No problem, I'm glad you enjoyed it!

SOLDIER-1st |

Oh my, that was embarrassing! Accidentally posted that in the discussion thread.
But yes, almost done with his crunch. Just have gold left to spend, will probably finish that and his story by tonight.
Nice. Just so you know, there's little to no chance of you getting an advanced or technological firearm. I don't know if you were banking on that or not, but I want you to be aware.

SOLDIER-1st |

Luc's feats: (3 from normal progression, 4 bonus feats)
1st level - Improved Initiative
Human bonus - Power Attack
Brawler bonus - Improved Unarmed strike
1st-level fighter bonus - Furious Focus
2nd-level fighter bonus - Dodge
3rd-level - Mobility
5th-level - Spring AttackLuc's ability scores:
Strength: 15 (+2 racial, -1 age) [7 points] TOTAL 16
Dexterity 15 (-1 age) [7 points] TOTAL 14
Constitution: 13 (-1 age) [3 points] TOTAL 12
Intelligence: 14 (+1 age, +1 4th-level) [5 points] TOTAL 16
Wisdom: 7 (+1 age) [-4 points] TOTAL 8
Charisma: 15 (+1 age) [7 points] TOTAL 16----
TOTAL: 25 points
Sweet thanks. Everything looks good. I'll get you started here shortly.

Shadowtail24 |

Bron Frostbreath wrote:No problem, I'm glad you enjoyed it!Ready to rock, sir! (the challenge, I mean).
No, Dazmen didn't know. I was about to tell, but realised I had to rush to work or else I won't be able to pay the internet bills.
shadowtail24 wrote:Let's see how this turns it!I decided to link the story with you because you're one of the few LN characters and because I liked your backstory. I hope you didn't mind.
And Dazmen died, so that was short lived.

Shadowtail24 |

Dude, you really had a bad luck streak, starting with a crit on ya face just at the beginning and ending with a 1 on your save roll. I'm sad, seems I'm bound to be surrounded by evil guys...
I will avenge you!
Good luck on that. I will be trying a 2nd option though, haven't Decided on a class yet. I'll probably wait to see how these units fights go to see what's needed.

Jathal the Red |

You can't have Hellknight plate until after you've passed this test. But you don't have to have levels in the class to wear it after this. Just to gain those extra benefits.
Cool. It has slightly better armor check penalties, so, that's nice.
I do intend to take it, but in 1 more level. Due to the monk level, don't have high enough bab yet.

SOLDIER-1st |

Mithril heavy armor is 9000+ base price of the armor being made.
11000 GP for a set of Mithril hellkight plate.
Crafting halves this to exactly 5500 GP.
So, it fits exactly within starting wealth. Neat.
Bigger question, how long will that take to make with the craft skill?
Very long time. Crafting information
Excellent ninja.

icehawk333 |

Mundane crafting actually makes things cost 1/3rd their total cost, so it would be like... 3,600gp for craft the suit.
However, assuming that it is DC 19 to craft and that the character gets average, predictable results, it would take roughly 3 years to craft that item.
If had forgotten it was 1/3rd.

leinathan |

Level-up Benefits (+1 level brawler)
BAB, CMB, CMD +1
Fort, Reflex +1
Bonus combat feat (Combat Expertise)
+Brawler's flurry
+1 use of martial flexibility
+10 skill ranks (4 class, 3 Int, 1 human, 2 background) +1 rank to: Bluff, Diplomacy, Intimidate, Knowledge (history, local, nobility, planes), Perception, Sense Motive, Profession (soldier)
Male middle-aged human fighter 3/brawler 2/investigator (sleuth) 1
LE Medium humanoid (human)
Init +8; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 24, touch 13, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +2 shield)
hp 67 (5d10+1d8+9)
Fort +7, Ref +8, Will +2 ; (+3 vs. fear, +2 vs. changing mind, -1 vs. similar ideas, +2 vs. emotion)
--------------------
OFFENSE
--------------------
Spd 20ft.
Melee unarmed strike +6/+6 (1d6+3/x2)
. . . mithral dagger +9 (1d4+3/19-20)
. . . +1 mithral longsword +9 (1d8+4/19-20)
. . . cold iron warhammer +9 (1d8+3/x3)
Ranged mwk composite longbow +8 (1d8+3/x3)
Special Attacks luck (pool of 3) & deeds (daring, opportunistic evasion, sleuth's initiative), inspiration (3/day), martial flexibility (4/day), brawler's flurry
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 12, Int 16, Wis 8, Cha 16
Base Atk +5; CMB +8; CMD 20
Feats Improved Unarmed Strike, Improved Initiative, Power Attack, Furious Focus, Dodge, Mobility, Spring Attack, Combat Expertise
Traits Passionate Inertia, Disillusioned
Skills Bluff [6] +12, Diplomacy [6] +12, Intimidate [6] +12, Knowledge (history) [6] +12, Knowledge (local) [2] +8, Knowledge (nobility) [4] +10, Knowledge (planes) [6] +12, Linguistics [2] +8, Perception [6] +8, Profession (soldier) [6] +8, Sense Motive [6] +8
Languages Common, Halfling, Infernal, Abyssal, Aklo, Elven
SQ trapfinding +1, brawler's cunning, martial training, armor training I
Gear: mwk hellknight plate, mithral dagger, mwk cold iron warhammer, +1 mithral longsword, ioun torch, potion of heroism (2), potion of cure moderate wounds (2), potion of enlarge person (2), mwk heavy steel shield, mwk composite longbow (+3 Str), courtier's outfit

leinathan |

I'm surprised by the dearth of arcane casters. I would have expected the Order known primarily for its arcane power to attract all the wizards.
The bearded devil fight is the reason for that. They are difficult to defeat mano-a-mano. There are a limited number of builds that:
A.) Fulfill some Hellknight flavor
B.) Are versatile enough to succeed in a campaign
C.) Can defeat a bearded devil one-on-one at level 5.

SOLDIER-1st |

SOLDIER-1st wrote:I'm surprised by the dearth of arcane casters. I would have expected the Order known primarily for its arcane power to attract all the wizards.The bearded devil fight is the reason for that. They are difficult to defeat mano-a-mano. There are a limited number of builds that:
A.) Fulfill some Hellknight flavor
B.) Are versatile enough to succeed in a campaign
C.) Can defeat a bearded devil one-on-one at level 5.
Fly+any acid spells should take care of it pretty easy I feel like. Both spells that almost any wizard would have.

leinathan |

The issue with playing a wizard against the bearded devil is not surviving, but actually dealing the volume of damage that would be required.
If you play an Admixture Evoker and take Spell Penetration once, it's very conceivable that you do it. Assuming you win initiative, that is. If you lose, it charges you and you can't really escape, unless you happened to prepare invisibility or something and you don't fail on concentration.
An admixture evoker has access to lightning bolt and can electric-ify scorching rays, which are probably the best access to pure damage that you have at range - you can cast two lightning bolts (5d6+2 damage each, average 19, with a ~ 30% chance of dealing full damage (because of SR and saves)) after casting fly, and then four scorching rays (4d6+2 damage each, with a ~40% chance of dealing full damage on each (because of the to-hit roll and SR))
That's about 38 damage, on average. If you cast magic missile four times, you've got another potential 12d4+20 damage, though only 55% of it will get through (due to SR), so only another 27 damage. As an admixture evoker you don't even have the force missile school power. You'd be lucky to be able to deal enough damage to kill even one barbazu, and the smartest thing it can do is attempt to summon another. If you have to get through 114 hp, you're screwed.
When your character's survival decides whether or not you get into the game, it's natural to make a character which you're pretty sure, given fair circumstances, can do it. You don't get to play the character you want to play if you don't get to play at all.
Of course, I'm not saying that this is the only strategy a wizard could pursue. But it is a very typical, damage-focused strategy, from a very average evoker wizard.

Bron Frostbreath |

I would have picked snowball as the preferred spell, turning its energy into electric. Snowball doesn't allow SR and makes you save Fort or be staggered, while dealing a good 5d6 base damage. With enough snowballs, you don't even need to be built as a blaster.
As for the flying, you don't need to be a prepared caster. Sorcerers also love pew-pewing from above, whether this means picking Fly yourselve or buying a scroll.
About scrolls, you know, you can try a caster level check and cast a higher level spell from a scroll. Black Tentacles is one of my favs since it allows no save and no SR (though in this case the Barbazu has a nice Strength, but every roll you make him do is a potential failure for him).

Morvan Fellis |

Magical Lineage (snowball) plus the elemental spell meta magic feat gives the option to every wizard.
Shocking grasp delivered through a spectral hand works too.
As to why I chose Warpriest, I chose it because I thought it fit the Hellknight theme in general well, even if arcane caster is the better Order of the Gate choice.

Vespartius Caudex |

I'm not sure blasting is the optimal strategy to pass the Test with a full arcane caster. Vespartius here is built to knock out the barbazu with deep slumber while avoiding memes with levitate and then using coup de grace with shocking grasp to finish it off. I don't yet know how well this will perform in practice, but it seems like it has a fairly high probability of success.

Whiskey and a Bonesaw |

Chej
Appearance
It was cold, where Chej grew up. Even in the middle of summer, the wind came down off the mountains smelling of snow and the river ran too cold to swim in. It was a small town, large enough for orphans but too small for an orphanage, and its buildings clustered too close together like sheep expecting a storm. Almost-touching roofs created layers of summer- and winter-streets always more empty than they should have been. Dressed in rags and calluses, Chej was running through the lower roads now.
He was being chased by the other boys, and it was his fault. Every kid in their little gang had their own corner, their own little kingdom carved out where they could beg or steal to their hearts content. If anyone violated that... he pushed himself to run a little faster. He hadn't had a choice, though, and they knew that. Pickings had been slim near the caravans, ever since those bandits came to town. He would've starved. Not that that mattered now.
He turned, caught a sniff of turnips and old fish, and bolted for it. Right before he reached it, though, he dove behind a pile of crates and sat perfectly still. He was fighting to control his breathing, and everything he had was focused on being invisible - just that, his body and mind curling up around that one idea. The other kids ran past him, cursing when they saw the crowd. Sheathing their knives, they spread out among the adults with beatific smiles or pitiful frowns. All but one. Izem - Che had always hated Izem - stayed behind and looked behind the boxes. And then something strange happened. Chej's breath caught in his throat and Izem looked straight at him - no, straight through him without a flicker of recognition. Frowning, the other boy moved off and Chej breathed again.
Izem stepped out into the street, and saw something strange. Three men, armored in ghastly full plate , were stepping through the market crowd like it didn't exist. People parted like water before them, and the poor boy was too enraptured to notice the fear on their faces. Opportunities like this came one in a lifetime, and what did he have to lose? His fingers were already itching as he stepped through the crowd towards them.
The crack of the Hellknight's backhand echoed through the market and the beggar boy went flying still clutching the knights purse in a death grip. The knight never broke his stride. Watching from the alley in awe, Chej could feel his life turning on a coin. The knight had left his purse behind. Chej could take it, and buy passage out of this town for good, or maybe, just maybe, he could make something out of this wretched life. He stole up to Izem's body, the other boy's kneck at such an unnatural angle it almost made him sick, and took the purse. It wasn't their strength that made him chase after the Hellknights, nor was it the respect they commanded. It was their surety. Then, and now, he was certain that whatever else came if he could just join them, he would never doubt again.
Half-Elf Vexing Daredevil Mesmerist
Ability Scores: STR 18; DEX 14; CON 14; INT 10; WIS 10; CHA 18
Traits:
Desperate Focus
Cold Heart
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Skills:
--------------------------------------
Acrobatics +7 (+9 to move through threaned areas), Bluff +14 (+16 to Feint), Diplomacy +12, Intimidate +12, Knowledge (History) +8, Perception +5, Perform (Comedy) +12, Sense Motive +8
--------------------------------------
Defenses:
--------------------------------------
AC: 18, Touch: 12, Flat-footed: 16
HP: 50
Fort: +4 Ref: +7 Will: +9 (+11 vs Emotion Effects)
CMD: 16
--------------------------------------
Offenses:
--------------------------------------
Initiative: +2, Speed: 20ft
BAB: +3, CMB: +7
Melee:
- Masterwork Greatsword +8 (2d6 + 6, 19-20, x2)
- Mithril Dagger +6 (1d4 + 4, 19-20, x2, 10ft increment)
Ranged:
None
Other:
Hypnotic Stare: As a swift action, a target within 30ft takes a -2 to Will saving throws. This lasts until the mesmerist stares at a new target, the target moves more than 30ft away, the mesmerist falls unconcious, or the target dies. This is a mind-affecting effect.
Painful Stare: Once per round as a free action, when the target of the mesmerist's Hypnotic Stare takes damage the mesmerist can increase that damage by 1/2 her class level (min 1). If the mesmerist uses this to increase her own damage, the damage is increased by 1d6 per three class levels.
--------------------------------------
Feats:
--------------------------------------
Power Attack, Order Obedience, Improved Feint, Furious Focus
--------------------------------------
Class Features:
-------------------------------------
Mesmerist Tricks:
- Mesmeric Mirror: The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.
- Mask Misery: The mesmerist can trigger this trick when the subject becomes affected by the fascinated or shaken conditions. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds confused, dazed, frightened, and sickened to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily.
Dazzling Feints:
- Outmaneuver: If her next attack hits, the vexing daredevil gains a +4 circumstance bonus on Acrobatics checks to move through the target’s space or threatened area for 1 round. She can also move up to half her speed after the attack hits as a free action. If she wants to use Acrobatics to move through the target’s threatened area or an enemy’s space during this movement, she must reduce her speed or the DC of the Acrobatics check increases by 10, as normal.
--------------------------------------
Spells:
--------------------------------------
Concentration: +11
Spells Known:
- Level 0: Detect Magic, Ghost Sound, Read Magic, Mage Hand, Prestidigitation
- Level 1: Obscuring Mist, Vanish, Expeditious Retreat, Heightened Awareness
- Level 2: Blur, Mirror Image, Object Reading
Spells Per Day:
- Level 1: 5
- Level 2: 3
--------------------------------------
Equipment:
--------------------------------------
Masterwork Greatsword (Free), Masterwork Breastplate (Free), Mithril Dagger (Free), Fighter's Kit (9g), Common Dungeoneering Kit (15g), Weapon Blanche (Silver) (5g), Skeleton Key (85g), Cloak of Resistance (1000g), Headband of Alluring Charisma (4000g), Retraining (100g), 286g
--------------------------------------
Alternate Racial Traits:
--------------------------------------
Kindred Raised: Gain a +2 bonus to Charisma and one other ability score of your choice. This racial trait replaces the half-elf’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.
Should be ready for the Trial.

SOLDIER-1st |

Chej
Appearance
** spoiler omitted **...
Really enjoyed the fluff, good job. You need at least 3 ranks in Knowledge Planes to get the Hellknight Obedience feat, so you'll have to correct your skill ranks.