Samnell's Gestalt, Mythic Wrath of the Righteous (Inactive)

Game Master Samnell

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Hello! I’m Samnell, or I’m wearing his underwear, or possibly some other Samnell and/or underwear combination. Best not delve too deeply. I propose, as the thread title suggests, to run the Wrath of the Righteous adventure path for four to five gestalt PCs who will become mythic, with an outside option for six if I really can’t decide between a few. One of these spots is bespoken, so there’s room for three or four, maybe five, others.

With gestalt PCs. And mythic. Both. Together. Am I a crazy person?:
No, I am not a crazy person. My last therapist may have written that in his own blood, but that’s still an official judgment. There will be significant modifications to the more problematic aspects of the mythic rules, many swiped from posters here, with an eye toward still having fun without being able to splatter Iomedae with blood from the bowels of the Abyss when you attack Deskari, miss, and slightly graze the air. Cool powers are fun, but they’re much less fun when they reduce any challenge to the initiative roll.

About Me:
If I am not a crazy person, then who am I to think I can run this thing? This will be my first PBP as the all-quivering horror behind the great cardboard wall, but I’ve been running games online since 2000, mostly via email. My current projects are a Second Darkness game (early in book 5) and an all-Hellknights Carrion Crown (late in book two). I tried Wrath with some of my regulars, but it didn’t quick click. I still like the big ideas and Paizo has these nice PBP tools, which a friend of mine recommends highly. So here I am, a bit inspired by Acid Milk Hotel’s late Wrath game where I was a player, to give it another go. How are you?

This is WotR, but I’ll change some things:

It would be shifty, or something else spelled roughly that way, to advertise a Wrath game and then run something radically different. I don’t plan to do that, but I do reserve the right to spindle, mutilate, expand/shorten, and all the other usual GM prerogatives. I’ll certainly adjust foes. All this probably goes without saying, but I’ve gone and said it anyway because I really wanted to write the first sentence of this paragraph. You can still trust the advice of the player’s guide when planning your character.

Non-rules things to include with your PC:
Each PC should come with a paragraph, more if you like, of backstory. This should explain how and why your PC is in Kenabres, their relation to the crusade, and give me an idea of their personality.

Additionally, please give me at least one goal that your PC hopes to achieve in-game. It doesn’t have to be a huge deal, but should be something important to him or her.

Finally, give me an idea of what mythic path you intend to pursue. This needn’t be final. I’d just like it as a heads-up for when the time comes. Despite the fact that you are gestalt, you will only get the one path unless you buy access to another through some mythic ability.

Ready for rules?:

You can draw on any Paizo content you like, aside playtest stuff, but I reserve the right to say no if something seems out of whack.

PCs should be made with the gestalt rules, available at this finely crafted link. We start at first level and will level up based on hitting various story milestones rather than by XP accumulation. Please be sure to wrestle your PC into the normal Paizo statblock format for ease of reference.

Generate your PCs with 25 point buy. Feel free to avail yourself of the calculator here. You may reduce no more than one ability score below 10, before racial modifiers.

You may play any non-evil alignment that you like, provided you can play it in a way that doesn’t constantly cause needless strife. It’s fine to have some RP tension in the party, but when things really get to the point of players at cross-purposes everyone tends to lose out.

PCs begin with the maximum gold specified for their class to spend on gear, keep, give to poor orphans, or whatever else you’d like. You can stretch that gold (but not the orphans) further through the use of crafting skills. Assume all pre-game rolls are successful. During the game, item crafting and item crafting feats are fair game. There will be significant periods when you are not racing any particular clock and can take time out to invest in making things and other pursuits.

PCs begin play with two traits, one of which must be a Wrath of the Righteous campaign trait. They’re in the Player’s Guide. The campaign traits make certain assumptions about your mythic path and then give you an extra benefit for choosing the “right” one. Ignore those. Traits will function the same way regardless of your mythic choices.

I have long disliked the flavor of a continental-scale common tongue. The common tongue of the crusade is Taldane. Most people in Mendev who deal with crusaders often will have at least basic competency in it, but at home most speak Hallit. You get Taldane for free and can choose Hallit as a bonus language, unless a Mendev native. Natives can have both for free.

Rather than roll for hit points, at each level just take your maximum. Foes in this AP tend to hit hard.

Norms and Expectations:

I plan for a post a day. If it’s been roughly that long and I haven’t heard from you, I may bot your PC in the interests of keeping things moving. I know from experience that it’s really easy to get into a waiting loop in online games.

Please list key stats (current/total hit points, ACs, saves, initiative, perception) on the little text bar under your alias. You can include more if you want, but those are the big ones that I’ll likely need from everyone all at once and rather often so having them in the thread is very convenient.

I’ll roll combat-beginning things like perception and initiative, as well as anything else that would benefit from immediate resolution. So if I throw a fireball at you, I’ll roll the saves. You are free, and encouraged, to write flavor text for how you dodged and made your save or how you failed to do so. I’ll do all these rolls in the open using the dice commands. I’ll probably bury the lot of them in a spoiler and just put descriptive text outside it to avoid making walls of numbers. That does mean that the dice gods may cruelly frown upon you, even lethally, but I think that mythic PCs will end up with plenty of built-in plot armor. If it comes to that point, I will make raise dead and its cousins readily available.

When you do something that requires a roll from an NPC, like casting a hostile spell, I’ll roll that save. There are too many conditional bonuses, resistances, and immunities that might come into play to frontload a listing of them all and at times the PCs should be surprised by them. When foes come loaded with buffing spells and the like, I will do my best to remember to indicate that in their descriptions under the premise that active magical effects in close proximity generally have some visible manifestation.

I aim to be a bit more forthcoming with ACs, as they tend to be all-or-nothing affairs. Thus you should ordinarily be able to resolve things requiring attack rolls in the post with your declaration. You’re encouraged to flavor your hits and misses how you like. Most of the time, I plan to outright give you the hit point totals of your targets so you can know right away if you did them in or not. For important NPCs and monsters, I’ll keep the hit point total hidden but plan to give you general descriptors of their condition like “unharmed” and “near death”.

Please try to get along, at least so far as the game threads go, OOC. We’re going to be spending a fair bit of time together.

I’m new at this medium and will probably screw it up. Be patient. :)

General House Rule:

One of the big issues I’ve read about with mythic is that you get multipliers on top of multipliers to your critical hits, plus it becomes easier to make crits, plus you get much bigger modifiers to be multiplied. Some more than once. My fix for that is a global change to crit rules:

When you confirm a critical hit, you do not roll twice and you do not multiply your non-precision damage modifiers. Instead, a crit translates into an automatic maximum damage roll, to which you add your modifiers as normal. If your crit multiplier is greater than x2, you get 50% more weapon damage per point. So x2 gives the base 100%, x3 brings you to 150%, x4 to 200%, etc.

Mythic Stuff:

This isn’t going to come up for a long while, but here are the high-level basics of my changes. I can’t foresee every possible combination and reviewing every ability in the book would be tedious even by my standards. I plan to establish some basic principles instead and then we’ll work through things together.

So here are those basic principles:

Mythic power will regenerate at the rate of 1d4 points per day. Completing a mythic trial will grant an immediate additional recovery roll.

Abilities that give you additional actions do not stack with one another. You can only have one extra of anything per round. When you can buy an extra action, it will cost you 5 mythic power and at least a swift action, possibly more depending on the ability.

The “cast any spell on your class spell list for free” abilities will cost you a swift action to expend the mythic power. They further cost 1 mythic power per spell level. If compatible with metamagic, the cost is determined by the spell’s adjusted level rather than its base. They also require the normal action necessary to cast the spell. These are over and above any restrictions in the text.

You can get off more than one spell per round by metamagic, or by casting spells which already permit it, but not by use of mythic abilities.

Abilities that bypass energy immunities and damage resistance will not do so, but will retain any other functions.

Abilities, notably mythic power attack and vital strike, which allow you to multiple your damage modifiers do not do so.

If anything's unclear, question away.

Submissions are due at 5 PM, Eastern Time, April 17, 2015.


ooh, dotting for interest


DOT!

thinking: rogue/hunter, ninja/monk (for maximum ki potential), or something with a paladin.


How about Dragoon Fighter/Cavalier?


d'Eon wrote:
How about Dragoon Fighter/Cavalier?

Looks like a neat combination. I can't promise the mount will always be available or feasible to use, but where I can make adjustments to facilitate it I would. Of course if you go with a small-sized PC and an appropriate mount, then most of those concerns go away since.


Dotting with considerable interest - I've been wanting to play around with the "blind swords(wo)man" trope for a while now, and a gestalt paladin/oracle (clouded vision curse, natch) strikes me as worth trying.

I'm crazy busy this weekend prepping for a job interview so I'm unlikely to get anything substantive done on the character before Tuesday - when does recruitment close?


Darkness Rising wrote:

Dotting with considerable interest - I've been wanting to play around with the "blind swords(wo)man" trope for a while now, and a gestalt paladin/oracle (clouded vision curse, natch) strikes me as worth trying.

I'm crazy busy this weekend prepping for a job interview so I'm unlikely to get anything substantive done on the character before Tuesday - when does recruitment close?

Submissions close at 5 PM Eastern, Friday the 17th. So you'll have a few days in there after Tuesday.


hmmm.... Ok current ideas:

ninja/monk
samurai/hunter
rogue/sorcerer
rogue/ranger
paladin/warpriest.

crumbs.. those are a lot of idears

:-p


This appeals to my desire to try crazy things. I'm currently thinking Slayer/Inquisitor follower of Erastil. Or maybe Bloodrager/Cavalier. Or Swashbuckler/Rogue. Or Summoner/Ninja. Can I play 20 characters?


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Dave Herman wrote:
This appeals to my desire to try crazy things. I'm currently thinking Slayer/Inquisitor follower of Erastil. Or maybe Bloodrager/Cavalier. Or Swashbuckler/Rogue. Or Summoner/Ninja. Can I play 20 characters?

You can play infinitely many characters...but only one in this game. :)


and.. now i'm thinking about a wizard/arcanist


Interesting.

Currently leaning towards a male azata-blooded (musetouched) aasimar swashbuckler (inspired blade)/magus of elven ancestry, who identifies himself as an elf fluff-wise. Basically a retooled version of this guy:

Isandril Velahrn

A couple of questions:

1) Do you allow a drawback in exchange for a third trait?

2) Would you allow tweaking the Scion of Humanity alternate racial trait from the Advanced Race Guide into a sort of Scion of Elvenkind variant, basically replacing "human" with "elf" in its description? It would become something like this:

Scion of Elvenkind: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (elf) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for an elf without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

For comparison, here is a link to the original alternate racial trait.

Scion of Humanity


Hmm... how are favored class options handled? Not really a big deal for my submission anyway, but curious. And is that max gold for both classes, or just the best one?


Working on an Aasimar (Garuda-Blooded) Hunter/Slayer


Dave Herman wrote:
Hmm... how are favored class options handled? Not really a big deal for my submission anyway, but curious. And is that max gold for both classes, or just the best one?

I hadn't thought about favored classes at all. :) You can claim favored class benefits for one of the two in your gestalt.

Gold is max for best of the two classes.


Got it.


F. Castor wrote:


1) Do you allow a drawback in exchange for a third trait?

I'll allow one drawback for one extra trait...which I think is the standard but I've never really used the things before so they weren't on my radar when I wrote the rules stuff. :)

F. Castor wrote:


2) Would you allow tweaking the Scion of Humanity alternate racial trait from the Advanced Race Guide into a sort of Scion of Elvenkind variant, basically replacing "human" with "elf" in its description? It would become something like this:

I think that's totally reasonable. Go for it.


Errr... what is the normal PC statblock format? I don't think I've seen a standard version... Sorry, haven't used the PbP boards in ages.


Dave Herman wrote:
Errr... what is the normal PC statblock format? I don't think I've seen a standard version... Sorry, haven't used the PbP boards in ages.

No problem. It's the same as the statblock in the books. Here's an example.


My Submission:

Erovell Enu:

Male Aasimar (Garuda-Blooded) Hunter (Feral Hunter)/Slayer (Sniper) Gestalt 1
NG Outsider (native)
Init +3, Senses: Perception +7, Darkvision 60 ft

DEFENSE
AC 15, touch 13, flat-footed 12
(+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +3
Resist Acid, Cold, Electricity 5
OFFENSE
Speed 30 ft., (30 ft. in armor)
Melee short sword +2 (1d6+1) or
Ranged longbow +4 (1d8) or
longbow +5 with point blank shot (1d8+1)
Special Attacks Studied Target +1 attack/damage
Spell-Like Abilities 1/day See Invisibility (CL 1)
Hunter Spells Known (CL 1; concentration +4):
1st (2/day)--Negate Aroma, Pass Without Trace, Summon Nature's Ally 1
0th (at will)--Create Water, Guidance, Know Direction, Spark
STATISTICS

Str 13, Dex 17, Con 13, Int 13, Wis 17, Cha 12
Base Atk +1; CMB +2; CMD 15

Special Abilities
Traits: Chance Encounter (1/day – reroll Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check)
Toxophilte (+2 to confirm criticals with a bow)
Feats: Point-Blank Shot
Skills: Acrobatics +9, Climb +5, Fly +5, Knowledge (Geography) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Perception +7, Stealth +7, Survival +7
Hunter Abilities: Feral Focus, Animal Empathy
Slayer Abilities: Studied Target, Accuracy (Halve range increment penalties)

Equipment: Longbow, Short Sword, Leather Armor, Backpack, Hunter's Kit, Spell Component Pouch, Quiver, Arrows (Common) x40, Arrows (Blunt) x20, Arrows (Barbed) x20

I will post the fluff paragraph after I sleep...


Background::

Erovell is a younger man, good hearted but not the most self-confident. He earns his living as a scout and guide for travelers to and from Kenabres. He views the crusaders with as reserved respect, admiring their bravery and valor in in their stand against demons from the worldwound, but feeling a bit discomfited by the more zealous and fervent members. He sometimes daydreams about joining in the good fight, but doubts his capacity for heroism in the face of real danger.

Mythic path would most likely be Trickster


Dodge, dip, duck, dive, dot.

I'm probably going with either a Bloodrager (Draconic)/Paladin, feeding into Dragon Disciple/Paladin, although builds like Inquisitor/Shaman sound interesting as well. Blah, too many choices.

I have to ask, though, would I be able to use the Blood of Dragons ability from Dragon Disciple to increase the Bloodrager abilities? It seems like it should work that way, but since DD was created before Bloodrager, there's an oversight in the rules.

Blood of Dragons:

Blood of Dragons

A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.


Dotting for interest. I'm thinking Paladin (Enlightened Paladin)/Bloodrager with the Celestial bloodline. Mythic path shall be Champion.


here is a character that i have dying to play for wrath or the Righteous

i think everything is in order ^_^

i can post many times a day with no issue

-=Statistics=-:
KoboldInquisitor{Sacred Huntsmaster}/Warpriest
Small Reptilian (Kobold)
Alinement:Neutral Good
Init +5(+4Dex,,+1Tactician))
Senses Perception +6|{DV} 60'
------------------------------
-=DEFENSE=-
------------------------------
AC 19, touch 15, flat-footed 15 (+4 armor,+4dex,+0shield,+1size)
hp 9{1d10,-1Con}
Fort +1,{+2base;-1con}
Ref +4,{+0base;+4dex}
Will +5,{+2base;+3wis}
CMD+12 {10base,+4dex+0str-1size}
cold resistance 5

------------------------------
-=OFFENSE=-
------------------------------
Speed:30 ft.
BA:: +0
CMB::+ 2(0srt,+1size)

-=Range=-::+6{+7|30'range} (+0BA,+4dex,+1size,+1WF{Long bow},+1{with in 30')
-=Melee=-::+2 (+0BA,+0srt,+1size, )

-=Range=-::Small size long bow
-------{damage:1d6 x3 60' P }
-------{Arrows:40}
-=Melee=-::Small size Spear
-------{damage:1d6 x3 P Brace}
------------------------------
-==STATISTICS==-
------------------------------
Traits
---------
Touched by Divinityyou 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
Tactician
------------

--==Drawbacks==--
-------------------------
--==Feats==--
Point Blank shot
--------------------------
Skills (6 points; 6 class, 0INT)
-----------------------
Bluff(Cha)____+0{+0rank,+0Cha,+3 ICS}
Climb*(Str)____+0{+0rank,+0Str,+3 ICS}
Craft (Int)____+0{+0rank,+0Int,+3 ICS}
Diplomacy(Cha)____+4{+1rank,+0Cha,+2triat,+3 ICS}
Disguise (Cha)____+0{+0rank,+0Cha,+3 ICS}
Fly*(Dex)+0{+0rank,+4Dex,+3 ICS}
Handle Animal (Wis)+0{+0rank,+2Wis,+3 ICS}
Heal(Wis)____+0{+0rank,+2Wis,+3 ICS}
Intimidate(Cha)____+0{+0rank,+0Cha,+3 ICS}
Knowledge (Arcana)(Int)____+0{+0rank,+0Int,+3 ICS}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int,+3 ICS}
Knowledge (Nature)(Int)____+0{+0rank,+0Int,+3 ICS}
Knowledge (Planes) (Int)____+0{+0rank,+0Int,+3 ICS}
Knowledge (Religion) (Int)____+4{+1rank,+0Int,+3 ICS}
Perception(Wis)____+6{+1rank,+2Wis,+3 ICS}
Profession(Wis)____+0{+0rank,+2Wis,+3 ICS}
Ride*(Dex)____+0{+0rank,+4Dex,+3 ICS}
Sense Motive(Wis)____+6{+1rank,+2Wis,+3 ICS}
Spellcraft(Int)____+0{+0rank,+0Int,+3 ICS}
Stealth* (Dex)____+12{+1rank,+4Dex,+4size,+3 ICS}
Survival(Wis)____+6{+1rank,+2Wis,+3 ICS}
Swim*(Str)____+0{+0rank,+0Str,+3 ICS}
Use Magic Device(Cha)____+0{+0rank,+0Cha,+3 ICS}

ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses
Wrymcrownd+2 trait bonus diplomacy

Languages Common,Draconic

-=Special Abilities=-:

------------------------------
--==SPECIAL ABILITIES==--
------------------------------
--==Warpriest Class==--
------------------------
Aura
Blessings
Focus Weapon
Sacred Weapon
---===Blessings===---
--==Good Blessing==--
-Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
--==Scalykind Blessing==--
-Scaly Touch (minor): At 1st level, you can touch an ally as a standard action to grant it reptilian scales. For 1 minute, the ally gains a +1 enhancement bonus to its natural armor. At 5th level and every 5 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

--------------------

--==Inquisitor Class==--
----------------------
Monster Lore
Orisons
Stren Gaze

Animal Companion


--==Domain/God==--:

God Aspu
-=Scalykind Domain=-
--==Sub-Dragon==--
Granted Powers:

Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Replacement Power: The following granted power replaces the serpent companion ability of the Scalykind domain.

Dragonbreath (Su)

At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your cleric level + your Wisdom modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 1 4th level you can use it three times per day.

-=Spells=-:

-------------------

----------------
-=Inquisitor Spells=-
---------------
The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
----------------
level 0 Spells at will
----------------
Acis Splash
Detect Magic
Create Water
Gidance
Stabilize
--------------
Level 1 Spells
--------------
Cure Light Wounds
Ear Piercing Scream
Magic Weapon
------------
spell from touch of divinity trait
------------
1/day
Magic Fang

-=Gear/Possessions=-:

------------------------------
GEAR/POSSESSIONS
------------------------------
Weapons:
--long bow 35 GP
small Spear 2 GP 3 lbs
arrow 40 4 GP
--Weapons:
Armor:chain shirt AC+4 DEX+4 ACP 0 50 gp 6.lbs
Backpack,masterwork 50 gp 2 lbs
Inqisitor kit{small} 9gp 14.
.
Carrying Capacity
Light 0-28.5 lb. Medium 29.5-57. lb. Heavy 58-86.25 lb.
Current Load Carried 30.5lb(medium load) .

Money 50 GP 100 SP 100 CP

-=Racial Traits=-:

--------------------

Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.
Type: Kobolds are humanoids with the reptilian subtype.
Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: Kobolds have a base speed of 30 feet
-------------------------
Defense Racial Traits
-------------------------
Dragon-Scaled Silver:
Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold's scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.
-------------------------
Senses Racial Traits
-------------------------
Darkvision: Kobolds can see perfectly in the dark up to 60 feet.
-------------------------
Weakness Racial Traits
-------------------------
Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.
-------------------------
Alternate Racial Traits
------------------------
Wyrmcrowned:

Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces crafty.

-=Background=-:

Background The last egg of the brood finally shook and cracked, yielding forth a scrawny, lanky whelp of a hatchling. It’s mottled, pale gray scales lacked the signs of any great draconic bloodline. The matrons looked on in disgust as it tried to clamber out of the pack. A larger, black scaled hatchling swatted the whelp down and pounced on top of it, going in for its next meal. Surprisingly the whelp threw the black-scale off it and, snapping out with it’s own jaw, tore a large chunk out of its would-be assailant. This one had a strength to it after all.

The Stonefangs valued strength and greed, and so the whelp was raised among his kin. Xidhal grew quickly, exhibiting a strength rare among the kobolds. At five years the small nubs normally seen on a broodling were instead already three inches long and growing sharp. Xildhal’s jaw continued to elongate, yet still its scales remained pale and gray. As other broodlings wrestled and fought for each shell, bone and coin, he often wandered to the side, shying away from the rest of its kin. He had little passion for the fighting, and lacked much of the knack for traps and mechanics the others exhibited. While not shunned by his Tribe, Xidhal had few friends, for the ideals that they espoused held little desire for him, though he knew not why.

Approaching his tenth year, Xidhal was sent to face the broodling’s final challenge before full admission into the tribe - the journey to the Hall of the Undying. The Halls were in fact a grand chamber in the Darklands where it was rumored dragons went for ‘the long rest’. A warrior was expected to return with a bone recovered from there, which would be added to the chief’s throne. While there, several of Xidhal’s broodmates snuck up behind him and ganging up on him cast him from a cliff down into the boneyard below. One of the bones thrust up through his chest, and as he felt the blood flowing out of his body, the others abandoned him.

Yet something happened. The pain turned to warmth, and a strange energy flowed into his body. A moment, a vision, a call. The bone had belonged to an ancient silver dragon that had been mortally wounded during the First Crusade and had come under the mountain to pass. And thus Xidhal was exposed to the great battle between good and evil, the horrors of the Worldwound, and the teachings of Apsu.

And in that moment he felt a power erupt. His muscles grew further, his horns stretched longer, and his mottled, gray scales erupted in a shiny, silver sheen. As Xidhal stood, he slowly pulled the bone from his chest, yet no more blood came. And as he did, he heard a name, "Xill".

Traveling through tunnels he did not know toward something he could not see, Xidhal trusted the voice in his heart. It drew him further and further toward his calling, his crusade. He knew he would join those fighting the evil of the Abyss. Stumbling to an old ruin, he found the remains of a half-ling adorned in chain shirt, and from its possessions Xidhal recovered a well made short bow and a stout spear.

The next morning as he awoke, Xildhal found a strange silver dragonkin kneeling at his feet, waiting excitedly. It had a unique rune on its forehead, and at the same moment he felt a warmth on is own. Holding up his hand to the small silver dragon. And then he heard it again, "Xill".

And so he and Xill emerged from the Darklands and looked to the north, toward the strange clouds that hang hauntingly above the Worldwound. Not knowing what was ahead. Traveling north, they came across a company of knights destined for the distant city of Kenabres. The warrors of Iomedae were intrigued by the shimmering young kobold and his companion, and took the pair as a sign of providence. They told Xildhal of the great wyrm Terendelev, equipped him with armor, and even fashioned a saddle for his companion.

Thus Xildhal arrived in Kenabres, riding at the front of Knights of the Regal Blade, serving as their squire and mascot, with the desire to serve the Crusade, uphold the teachings of Apsu, fight the evils of the Abyss, and one day perhaps meet the glorious Terendelev.

-=Appearance and Personality=-:

Appearance Xidhal stands well above his kin, with a regal air that projects authority and respect. His radiant silver scales combined with his long, white horns and strong, elongated snout portray the image of a young silver dragon . His gaze is bright azure, like the great northern ice.

Ref pic 1


Hmm, looks like the caster business is lacking at the moment, so perhaps an Oracle/Sorcerer.

Hmm, I'll have to figure out the details. Figure life on the oracle side since they make good healers, but while I like illusion stuff, that's probably a bad idea since so many demons get true seeing. I'll have to ruminate.


"Hello friends. I am Abdul-Azim Usama Samad. I have came a great distance. I hail from Qadira. I have come to find my friend Hana and to swear my loyalty to the crusade as she did. If you could point me to a proper inn I would like a warm meal and some rest. May peace be with you my friend."

Azim was in a wrath game that died around the second encounter and I would love to play him again. Everything is in the alias. As a player I can and do post multiple times a day. I am in for the long hall as 2 games I'm in are over 2 years old and a third is over a year now. Thanks for the consideration.

Azim will be going Champion dual pathed with Archmage. He will be a Hospitaller paladin to help with healing and will be a front line fighter.

Dark Archive

with a few tweaks this character's stats, gear, ect. will be up to date for this alias.

Male Tiefling Arcanist (School Savant)/Rogue

Theme: teleporting rogue (flanker/Secondary melee), and crafting.

Post will follow with more details, and backstory, but I wanted to get my name in immidiatly... since I'm dying to play a gestalt/mythic game.

Thank you for running this Samnell


OK, decided to change things a bit from the initial build because it made for better backstory.It does, however give up some utility. Won't be as good a healer since no channel.

Gunther Story:

Gunther was left in a basket at the temple of Iomedae in Kenabres. Nobody was quite sure who left him there, but there was a curious spiral rune on his right arm. He seemed a normal enough kid growing up, smart, healthy, and a pretty smooth talker. However things were often odd around him. It was like he got an extra dose of Murphy's Law. He seemed agile enough, but things would always fall in the least convenient direction around him, or he would fumble things that should have been easy. He would also sometimes talk to himself and be able to do things he otherwise couldn't. People eventually came to the conclusion that he was haunted (some thought he was possessed, but the priests of Iomedae investigated that when this first manifested, and dispelled that notion.)

Gunther himself knew what was going on, but didn't bother to explain it to people. They would just think him crazy. He was constantly surrounded by the spirits of his riftwarden ancestors, and this close to the Worldwound, they could not help but be constant pests all trying to help out, but often getting in each other's way. He could concentrate and focus on one spirit at a time, and gain insight from it, but otherwise, it was just bedlam. He actually learned to concentrate better overall because of this exposure. This came in handy when his spell casting abilities began to manifest.

He has lived in Kenabres all his life, and is eagerly awaiting the celebrations.

Gunther Crunch:

Gunther
Human (Taldan) oracle 1/sorcerer 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +6; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Ranged light crossbow +0 (1d8/19-20)
Oracle Spells Known (CL 1st; concentration +7)
. . 1st (4/day)—cure light wounds, protection from evil, remove fear
. . 0 (at will)—create water, ghost sound (DC 14), mage hand, purify food and drink (DC 14), read magic, stabilize
. . Mystery Ancestor
Sorcerer Spells Known (CL 1st; concentration +7)
. . 1st (4/day)—burning hands (DC 15), feather fall
. . 0 (at will)—acid splash, detect magic, light, prestidigitation
. . Bloodline Imperious
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Eschew Materials, Improved Initiative
Traits resilient, riftwarden orphan
Skills Bluff +8, Diplomacy +8, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Spellcraft +6; Racial Modifiers student of humanity
Languages Hallit, Kelish
SQ oracle's curse (haunted), revelation (sacred council)
Other Gear light crossbow, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 15 gp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Imperious +Spell level to intimidate creatures adversely affected by your spells.
Sacred Council (4/day) (Su) As a move action, you can call upon your ancestors to provide council. This advice grants you a +2 bonus on any one d20 roll. This effect lasts for 1 round. You can use this ability a number of times per day equal to your Charisma bonus.
Student of Humanity +4 (Ex) Bonus to learn, study, or gather information about humans.


"The name is Steele. Flynt Steele." coyly smiles at his company of strangers.

(Archmage)


Thannor Brightleaf wrote:

Dodge, dip, duck, dive, dot.

I'm probably going with either a Bloodrager (Draconic)/Paladin, feeding into Dragon Disciple/Paladin, although builds like Inquisitor/Shaman sound interesting as well. Blah, too many choices.

I have to ask, though, would I be able to use the Blood of Dragons ability from Dragon Disciple to increase the Bloodrager abilities? It seems like it should work that way, but since DD was created before Bloodrager, there's an oversight in the rules.

That's a-ok by me.


Small thing I forgot to mention in the rules stuff:

I'll pick the characters I think work best together, present the most interesting story options, and so forth. Getting the traditional balanced party isn't my main objective. I figure between the normal ability to work out cooperative tactics, adjusting treasure and difficulty, and gestalt we'll manage just fine. Of course, if the balanced party emerges anyway then that's also fine. It would be silly to decline an otherwise fun choice just to be different.

Also I threw together a table of the PCs I've seen stats for. If you've shown me and aren't on there, hop up and down and scream and I'll fix it. :)


come come! Let us have some fun! Strongarm seeks to partake in your campaign! Bwahahaha!

I'll update crunch later.

Silver Crusade

And.. So take mythic abilities that boost stats or give flat bonuses. Got it.


rorek55 wrote:
And.. So take mythic abilities that boost stats or give flat bonuses. Got it.

You don't start the game mythic, so it's nothing to worry too much about yet.


Ya. Gonna submit an elf arcanist(school savant-teleportation)/wizard(foresight) he's going to focus on battlefield control, summoning, and preparation/support. His familiar will be a raven, I'm thinking for recon and general humor. (The raven is bit crass)

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

I have never played by post before and think this would be a lot of fun.

I am considered a Monk/Druid since we don't seem to have a lot of front liners so far. Defininitly Monk Druid


I'd love to put together a paladin/crossblooded bloodrager(destined/arcane), but since I'm seeing a few other bloodrager/paladin applicants, I may put together something else entirely. Either way, I'm definitely going to submit something, as I'd love to play Wrath of the Righteous!


@Samnell

is there any issues with my character submission you have?


I'd like to play in this campaign, as Shaserai, an aasimar oracle/sorcerer hierophant with dual path into archmage. I'll post the crunch and backstory later.


Riuk wrote:

@Samnell

is there any issues with my character submission you have?

Doesn't look like it on first blush, save that you're missing a planned mythic path and your animal companion needs stats.


Oh, archmage path for gunther since I skipped that.


Taenia wrote:

I have never played by post before and think this would be a lot of fun.

I am considered a Monk/Druid since we don't seem to have a lot of front liners so far. Defininitly Monk Druid

Sounds like a neat combination. Lots of nice monk defensives to bolster fighting in wildshape.

If you wanted to use the monk unarmed attacks while wearing a giant bear suit or something, then my reading of the rules is that they're mutually exclusive with natural weapons. So you could do your claws, etc and get their damage and specials as per the wild shape rules and form particulars, or you could do monk unarmed attacks with flurry and so forth and do damage as a monk. But the two don't interact, so no flurrying claws and bites.


I think there's a feat for using natural attacks on a monk's flurry?

EDIT: It seems I'm blind, as I didn't see there was already an oracle/sorcerer. I'll think of something else.


Dotting interest ... any chance for (3) Gestalt classes instead of the normal (2)? ... lol

And, are Dreamscarred Psionics Permitted?

Thirdly, Half-Celestial Template permitted - Usual counterbalance is single class only or knock (2) levels off second Gestalt class?

Lastly, status of firearms and who made up this rule in regards to one-handed firearm? ... Explosive Missile

It should be permitted on rifles too. A grenade launcher is attached to a rifle and not a handgun.

Silver Crusade

Samnell wrote:
Taenia wrote:

I have never played by post before and think this would be a lot of fun.

I am considered a Monk/Druid since we don't seem to have a lot of front liners so far. Defininitly Monk Druid

Sounds like a neat combination. Lots of nice monk defensives to bolster fighting in wildshape.

If you wanted to use the monk unarmed attacks while wearing a giant bear suit or something, then my reading of the rules is that they're mutually exclusive with natural weapons. So you could do your claws, etc and get their damage and specials as per the wild shape rules and form particulars, or you could do monk unarmed attacks with flurry and so forth and do damage as a monk. But the two don't interact, so no flurrying claws and bites.

Please review feral combat training. It allows any and all unarmed effects and feats to be used for natural attacks :3


Samnell wrote:
Riuk wrote:

@Samnell

is there any issues with my character submission you have?

Doesn't look like it on first blush, save that you're missing a planned mythic path and your animal companion needs stats.

here is my pet and i should be going the champion path ^_^

Monitor Lizard
Totem Guide (Companion Archetype)

N Small animal
Init +2;low-light vision, scent;
___________________________________________________

Defense:

_________________________________________
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural,+1size,)
---Evolved:Ac: 16, Touch: 13, Flat Footed: 14 (+2dex,+3Natural,+1size)
hp: 31 (3d8+1con,+9Toughness)
Fort: +4(+3base,+1con)
Ref: +5(+3base,+2dex)
Will: +1(+0base,+1wis)
CMD: +12 (vs.trip+16)(+1srt,+2dex,-1size,+4 against trip)

__________________________________________
Offense:

__________________________________________
Speed 30 ft., swim 30 ft.
BA:+2
melee:+3(+1base,+1srt,+1size)
Melee: bite +6 (1d6+1 plus grab)
------------------------Evolved(Constrict (Ex)
-------Evolved:Claw +6 (1d6+1)


_______________________________________________
Primal Transformation(Su):

____________________________________
evolutions 1min/level
___________________________________
Improved Natural Armor (Ex): 1point
--------An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.

Claws (Ex):1point
---------An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

-------Constrict (Ex) 2 points

Source: Advanced Player's Guide

An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution is only available to eidolons of the serpentine base form.

___________________________________________________
[spoiler=Statistics]
____________________________________________
Str 13,
Dex 17,
Con 12,
Int 2,
Wis 12,
Cha 6

____________________________________________

Feats:

_______________________________________________
Skills:
:
Acrobatics* (Dex),
Climb* (Str),
Escape Artist (Dex),
Fly* (Dex),
Intimidate (Cha),
Perception* (Wis), +5 (+1rank,+1wis,+3 ICS)
Stealth* (Dex), +15 (1rank,+3dex,+4size,+4race,+3 ICS)
Survival (Wis),
Swim* (Str).

_______________________________________
tricks:

------------------
Number is tricks 7 (int2) (Bonus+1)
Attack (2) :
The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Flank (1):
You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

Exclusive (1):
The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.

Sneak (1):
The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.

Stay (1):
The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

Hunt (1):
This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.

Description:

Zxill is covered in silvery scales and under his right paw he pars the mark if Apsu.
When Zxill activates his primal from his arms grow in strength and big silver bone plates grow around his body adding protection to his already strong scales.

Racial Modifiers +4 Stealth (+8 in undergrowth)
____________________________________________________
Special Qualities
________________________________________
Primal Transformation (Su)


Feral Combat Training


Shaserai will be a destined bloodrager//time oracle that will go into hierophant and dual path into champion.


rorek55 wrote:


Please review feral combat training. It allows any and all unarmed effects and feats to be used for natural attacks :3

Ah. Right you are. I was searching for something with flurry in its name. :)

Taenia, ignore what I said about the monk attacks. If you want to spend the feats on each down the line, have fun with it.


Anderlorn wrote:

Dotting interest ... any chance for (3) Gestalt classes instead of the normal (2)? ... lol

And, are Dreamscarred Psionics Permitted?

No to both.

Anderlorn wrote:
Thirdly, Half-Celestial Template permitted - Usual counterbalance is single class only or knock (2) levels off second Gestalt class?

I'm going to say no to half-celestial PCs too. Sorry.

Anderlorn wrote:

Lastly, status of firearms and who made up this rule in regards to one-handed firearm? ... Explosive Missile

It should be permitted on rifles too. A grenade launcher is attached to a rifle and not a handgun.

I'm going with the emerging firearms standard and I'll allow explosive missile to be used with a two-handed gun.

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