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

Game Master Samnell

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Well, here is the crunch for my guy. I will later on do the fluff as well, but for now here you go.

He will be taking both the Champion and Archmage mythic paths via the Dual Path mythic feat.

Isandril Velahrn, Swordsman Mage:
ISANDRIL VELAHRN
Male Azata-Blooded (Musetouched) Aasimar Swashbuckler (Inspired Blade) 1/Magus 1 [Gestalt 1]
CG Medium Humanoid Outsider (Elf, Native)
Init +4; Senses Darkvision 60 ft.; Perception +5
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DEFENSE
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AC 15, touch 13, flat-footed 12. . (+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +3
Defensive Abilities Celestial Resistance, Dodging Panache; Resist Acid 5, cold 5, electricity 5
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OFFENSE
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Spd 30 ft.
Melee Cold iron rapier +5 (1d6+3/18-20/x2) or
. . Dagger +2 (1d4+1/19-20/x2) or
. . Unarmed strike +2 (1d3+1/20/x2/nonlethal)
Ranged Dagger +4 (1d4+1/19-20/x2/10 ft.)
Special Attacks Opportune Parry and Riposte, Spell Combat
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SPELLCASTING
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Magus Spells Prepared (CL 1st; concentration +5)
1st - color spray (DC 14), shield
0 (at will) - acid splash, detect magic, prestidigitation
Spell-Like Abilities (CL 1st; concentration +4)
1/day - glitterdust (DC 14)
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STATISTICS
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Str 12, Dex 17, Con 12, Int 16, Wis 12, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Fencing Grace, Weapon Finesse*, Weapon Focus (Rapier)
Traits Arcane Temper, Armor Expert, Stolen Fury
Drawbacks Pride
Skills (Trained) Acrobatics +7, Diplomacy +8, Knowledge (Arcana) +7, Knowledge (Nobility) +7, Perception +5, Sense Motive +5, Spellcraft +7, Stealth +4; Modifiers Skilled
Skills (Untrained) Appraise +3, Bluff +2, Climb +1, Craft +3, Disguise +2, Escape Artist +3, Fly +3, Heal +1, Intimidate +2, Perform +4, Ride +3, Survival +1, Swim +1
Languages Celestial, Draconic, Elven, Taldane
SQ Arcane Pool (4 points, +1), Deeds (Derring-Do, Dodging Panache, Opportune Parry and Riposte), Inspired Finesse, Inspired Panache (5 points), Scion of Elvenkind
Combat Gear Cold iron rapier, dagger, studded leather, spell component pouch; Other Gear Traveler's outfit, masterwork backpack (18.5 lbs: bedroll, elven trail rations x4, everburning torch, ink (black), inkpen, mess kit, soap, spellbook, waterskin), belt pouch (0 lbs: flint and steel), belt pouch (0.94 lbs: money), scroll case (0 lbs: parchment x4), spring loaded wrist sheath (1 lb: dagger), spring loaded wrist sheath (1 lb: dagger); Magic Items None
Money 0 platinum pieces, 31 gold pieces, 7 silver pieces, 9 copper pieces; Other Wealth None
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RACIAL TRAITS
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Celestial Resistance Gain acid resistance 5, cold resistance 5, and electricity resistance 5
Darkvision (Ex) See in the dark, black and white vision only
Scion of Elvenkind Count as outsider (native) and humanoid (elf) for effects related to race including feat prerequisites and spells that affect humanoids, pass for elf without using Disguise, replaces Celestial language and alters native subtype
Skilled +2 racial bonus on Diplomacy and Perform checks
Spell-Like Ability (Sp) Use glitterdust 1/day as spell-like ability at caster level equal to class level
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CLASS FEATURES
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Arcane Pool (Su) Gain arcane pool with points equal to 1/2 magus level (minimum 1) + INT modifier, expend 1 point to grant any held weapon a +1 enhancement bonus for 1 minute
Derring-Do (Ex) Expend 1 panache point when making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6 to the check, add another 1d6 each time a natural 6 is rolled up to a number of times equal to DEX modifier (minimum 1)
Dodging Panache (Ex) Expend 1 panache point as immediate action when opponent attempts melee attack to move 5 ft. and gain dodge bonus to AC equal to CHA modifier (minimum 0) against the triggering attack, does not count as 5-ft. step and provokes AoOs but not from the one that triggered the deed
Inspired Finesse (Ex) Gain Weapon Finesse with rapier and count as having the Weapon Finesse feat for the purpose of meeting feat prerequisites, gain Weapon Focus (Rapier) as bonus feat
Inspired Panache (Ex) Gain panache points equal to INT modifier (minimum 1) and CHA modifier (minimum 1), expend points to accomplish deeds and regain points by scoring critical hits with rapier
Opportune Parry and Riposte (ex) Expend 1 panache point and an AoO when opponent attempts melee attack to make attack roll (-2 for each size category the attacker is larger than the swashbuckler) and negate incoming attack (automatic miss) if swashbuckler's result is greater than opponent's, if parry successful and at least 1 panache point still remains make attack against opponent (if within reach) as immediate action
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other
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SPECIAL ABILITIES
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Arcane Temper +1 trait bonus on concentration and Initiative checks
Armor Expert Reduce armor check penalty by 1, to a minimum of 0
Pride When threatened, accused or challenged gain –2 penalty on Diplomacy and Sense Motive checks involving relevant creature until apologized to
Stolen Fury +2 trait bonus on CMB vs. demons
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SPELLBOOK
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0 - acid splash, arcane mark, dancing lights, daze (DC 13), detect magic, disrupt undead, flare (DC 13), ghost sound (DC 13), light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
1st - blend, chill touch (DC 14), color spray (DC 14), magic missile, shield, shocking grasp


This is Robert Henry’s application Ragnar Dyinglight: ranger guide and cleric separatist. His campaign trait is: touched by divinity, with intentions to follow the Mythic Path: Hierophant. His goal is to help stop the expanse of the worldwound and to find out more about the death of his parents. He knows the name of the place of the battle and approximately the day the battle happen. these are details we can sort out just before we start the game, I will need to communicate with you so that it fits your locations and timelines.

Intro.:

this must be the dream again, when I went to sleep there was no snow on the ground Ragnar looked around and quickly found the firefly, its tail flashing in the colors of the Aurora Iobara. there she is, hard to miss with the Aurora lights flashing, anyway only firefly I’ve seen in cold weather, only works in dreams, or if you’re a gods herald I guess. As the previous times he’s been shown things in dreams, he floats after the firefly; shooting across the plain where he is sleeping, speeding to the necessary location.

It was Gundrun home of the last image of Pulura at the Walk of Lost Gods; where Adonara, his paternal great great grandmother the last cleric of Pulara had decided to end her nomadic existence and await death. So I must go to Gundrun, it will be good to see grandma again.expecting to awaken and find himself back on the plain.

Instead the firefly circled around the image seven times and then took off again with Ragnar still in tow. well this is interesting, I usually wake up after she shows me my destination, we must not be finished yet this time the multi-colored firefly flew to Kenabres on the eastern bluffs above the West Sellen river, landing in the snow covered mall of Old Kenagres the firefly disappeared; arousing him from his waking dream.

So on to Kenagres, am I to give up my days of wandering and stargazing to enter the worldwound? Only time may tell, or maybe grandma will know she’s always had a little oracle in her Ragnar pondered as he packed his few belongings and started for Gundrun and then on to Kenagres.

Arriving in Gundrun he went immediately to the Walk of Lost Gods. As he approached the image of Pulura he saw Granma Adonara sitting on the side of the road; even though the sun was shining and it was a beautifully warm day she had her midnight blue cloak pulled up around her. She was surrounded by children and she was showing them her silver holy symbol, a Face formed from the northern lights, a symbol repeated on his own face, from birthmark and tattoo. She was obviously telling them one of her many stories about Pulura.

As he approached, near enough for her failing eyes to see him, she looked up and smiled waving; then her eyes looked off in the familiar distant way dropping her holy symbol and releasing her cloak. As it slid down around her frail body she went limp and her eyes rolled up into her head. Ragnar quickly kneeled beside her, lifting her head up off of the ground, he pushed her hair back and drew her near. First she was very still; muttering and stammering, then whispering, slowly at first:”She dies, take up the mantle, go to Kenabres” then a little louder, her body going stiff, the same words in a different order: “she dies, go to Kenabres, take up the mantle” then Adonara’s eyes shoot open she glares at Ragnar in shock grabbing his arms she screams Take up the mantle, go to Kenabres, she dies”

At this time the children who were politely sitting still or standing nearby watching, ran away. Adonara’s eyes returned to normal and she smiled and whispered I love you child, serve her well and slipped into her final sleep, she is a nomad no more, Pulura, except your servants soul, and watch over both of us. Ragnar collected his grandmother’s body and took it to the house she was staying in. The family she lived with assisted in the preparations. By sunset there was a proper funeral pyre prepared and her remains were burned as Pulura’s constellation became visible. No words were spoken and Ragnar left that night for Kenabres, Adonara’s cloak and holy symbol in his pack. After the proper period of mourning he would wear them as the last cleric of Pulura.

reasons not excuses:

Several ideas came into play creating Ragnar. I like melee clerics so I decided to make one. When I created him I did not have any particular AP in mind. In the process I was looking for a deity of a northern people, someone a little less common.

I found Pulura and liked the fact she was worshiped by Hunters, lonely travelers, nomads. I though a ranger would fit well as the melee part; also, I liked the idea of a cleric of the deity of lonely travelers being a guide for them.

I liked the fact the Kellids recognized Kostchtchie as the cause of the really bad cold weather, sort of a ying and yang. So as a nod to Kstchtchie I went looking for a hammer, a big hammer. To make it a one handed weapon I need to work in a Shriikirri-Quah connection, thus his uncle Istakkos, who could also teach him the way of a ranger.

This ying and yang pull will be reflected In Ragnars personality a little, probably when there is no moon. He will be a little grumpy, quiet, morose, that sort of thing. To reflect this more I made Ragnar a “separatist” not because he doesn’t believe “the canon” about Pulura; but his other domain is a nod to Kostchtchie, sort of a “sometime’s you have to be bad to be good” sort of thing, hey he’s chaotic it doesn’t have to make sense, on a side note the (Halfling) sling staff question becomes a moot point.


Dotting for interest. I have a human Ranger (Demonslayer)/Inquisitor of Iomedae I'm working on the backstory for. I'll post him once I've got it finished, hopefully later today.


And here he is. Tevin Lagos, Inquisitor/Ranger of Iomedae. I'm looking at the Trickster mythic path for him.

Stats:

Tevin Lagos
LG Humanoid (human) Inquisitor 1/Ranger (Demonslayer) 1 [Gestalt 1]
Init +3; Senses Perception +7
Favored Class: Inquisitor
FCB: +1 Spell Known
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 15 (1d10 + 2 Con + 3 Toughness)
Fort +4, Ref +5, Will +4
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OFFENSE
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Speed 30 ft.
Melee cold iron longsword +4 (1d8+3, 19-20/x2)
Melee cold iron morningstar +3 (1d8+3, x2)
Ranged longbow +6 (1d8, x3)
Special Attacks Favored enemy (Outsider (evil)) +2
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SPELLCASTING
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Spells known 0-level (4/day) acid splash, disrupt undead, guidance, light
1st-level (2/day) divine favor, ear-piercing scream, protection from evil
Spell-Like Ability
Seize the initiative 5/day
Judgment 1/day
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STATISTICS
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Str 16, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Armor Proficiencies (light, medium), Power Attack, Shield Proficiency, Toughness, Weapon Proficiencies (simple, martial)
Traits Armor Expert, Child of the Crusades
Skills Intimidate +3, Knowledge (nature) +5 (+7 to identify creature weaknesses and abilities), Knowledge (planes) +5 (+7 to identify creature weaknesses and abilities), Knowledge (religion) +5 (+7 to identify creature weaknesses and abilities), Perception +6, Sense Motive +6, Stealth +7, Survival +6 (+7 to track creatures)
Languages Taldane, Hallit, Abyssal
SQ Domain (tactics), monster lore, orisons, stern gaze, track, wild empathy
Combat Gear Studded Leather Armor, Armored Kilt, Longbow, cold iron longsword, cold iron morningstar, 40 arrows, 40 cold iron arrows, spell component pouch Other gear explorer’s outfit, cold-weather outfit, masterwork backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, manacles, mess kit, rope, soap, torches (10), trail rations (10 days), waterskin, silver holy symbol (Iomedae)), 15 gp, 5 sp
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Racial Traits
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Bonus Feat: Humans select 1 extra feat at 1st level
Skilled: Humans gain an additional skill rank at 1st level and one additional rank when they gain a level.
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Class Features
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Domain (Su) Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Favored Enemy (Ex) At 1st level, a demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders.

This ability is otherwise identical to and replaces the favored enemy ranger class ability.

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Judgement (Su) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Track (Ex) A ranger adds ½ his level (minimum 1) to Survival checks made to follow tracks.

Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
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SPECIAL ABILITIES
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Armor Expert (Ex) Reduce armor check penalty by 1, to a minimum of 0
Child of the Crusades (Ex) Once per day, reroll a failed saving throw against an effect created by a demon that would possess or incapacitate you mentally. You must take the second result, even if it is worse.
Seize the Intiative (Su) Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Backstory:

Tevin Lagos was born as the only child of a paladin of Iomedae and his wife. His great-great-great grandfather had joined the First Mendevian Crusade, and his family had lived in Mendev and fought in every crusade since. Tevin was born and spent the first couple of years of his life in Neroysan, but when the Fourth Crusade broke out, his father moved them to Kenabres to help hold back the demonic tide. As Tevin grew during the crusade, his father instilled in him the values of a noble crusader of Iomedae, and taught him the basics of combat in between missions. When Tevin was 12, the crusaders his father was riding with were ambushed by a large group of vrocks, dretches, glabrezu, and hezrou, led by a Balor. Though they fought well, they were slaughtered, including Tevin’s father. When he heard the news, Tevin swore vengeance against all of demonkind, and sought more formal training through the Church of Iomedae. He studied the tactics and abilities of demonkind, and sought to learn all he could in order to hunt and kill the demons who inhabited the Worldwound. He trained to become a demon slayer who would cause the demons to have nightmares about him. He swore to become a scourge to the demons, to be as great a terror to them as Yaniel had before. He has trained. He has studied. Now, he seeks to test himself against the horrors of the Worldwound, and prepares to leave Kenabres to embrace his destiny – and find the demons whom killed his father.

Appearance and Personality:

Tevin is a fit man of average height in his mid-20s. He often has a serious look on his face, but enjoys a good joke, though he doesn’t tell any himself. He treats demon hunting very seriously, and in combat against them his attitude is one of vengeful fury. He thinks of his father often, and uses that to fuel himself in combat. Though much of his training has been solo, he is willing to work with others so long as they further the destruction of demonkind.

Silver Crusade

Dot for intrest, I'll be submitting this character.


After further consideration, I think that I will submit a Wizard(Diviner)/Bard(Archeologist). Will cover most knowledge skills quite well and a number of other skills. Also will be the party investigator and trap smith, eventually.

Hope to have the character redone sometime later today or tonight.


Just wanted to stop in again and ask if there is anything more you want to know about my submission. I think I would make a couple of minor tweaks to it, but I will wait to see if I even get in the game first.

Also, I know I was light on the backstory, but I kinda wanted to play a guy that's a bit straightforward and angst-free. Just a humble kid with good intentions.


Like Tirion, I too am interested in submitting a Wizard (Diviner) / Bard. Great minds think alike! Apologies for the overlap, but I just think it was a good way to handle my proposed character.

Max is a follower of Aroden, an apologist who defends the faith against the mockery of the masses. Yet he himself has grown increasingly unsure of whether his faith is real. His goal is to find something - some incontrovertible proof - that Aroden yet lives. He also remains troubled by the mystery of his own parents, who apparently abandoned him as a newborn. Max's profile has all the details.

Max will be aiming for archmage. In addition to being a typical caster, Max is very good at face skills, by way of the Orator feat.

Liberty's Edge

OK,I have neatened up the character sheet and adjusted his Mutagen to make it a manifestation rather than a dose to imbibe.

I am at a bit of an impasse regarding purchases; I have bought Banded Mail, (so my AC is very Good) and a sling; I have enough for small stuff (Scroll case, belt pouch, sling bullets) and my main weapon is my fist, I have 4 scrolls of Cure Light Wounds, but I have just under 150gp left. Any ideas what I can do with it? I don't envision this character being equipped for long journeys, so I would probably leave 50gp or so to buy stuff if that happens, but that still leaves about 100gp. What should I buy? a reach weapon? (I am proficient with all Martial Weapons), some potions/scrolls? save it? any ideas?


Some cold iron, edged weaponry probably wouldn't be a bad idea: a dagger in a spring-loaded wrist sheath is good for cutting your way out if swallowed whole... Reach weapons have their uses too.

Something to take out any swarms, or holy water for incorporeals - I'm basically trying to think of anything that might be resistant to normal weapon damage.

Hope that gives some suitable inspiration!

EDIT: Ranged weapons! A sling has its uses, but a composite longbow is a very present help in time of trouble.


I'm always a fan of extra potions and scrolls.


Dave Herman wrote:

Just wanted to stop in again and ask if there is anything more you want to know about my submission. I think I would make a couple of minor tweaks to it, but I will wait to see if I even get in the game first.

Also, I know I was light on the backstory, but I kinda wanted to play a guy that's a bit straightforward and angst-free. Just a humble kid with good intentions.

Erovell looks complete to me.


All right, here's my application! Galin will eventually become a Champion. He's a melee character(fighter/warpriest) with great buffing capabilities and some magical versatility thanks to his access to the cleric spell list.

Stats:
Male Half-Elf Wapriest of Arqueros 1/Fighter(Dervish of Dawn) 1
NG Medium Humanoid (Human, Elf)
Init +4; Senses Low-Light Vision; Perception +11
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Defense
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AC 18, touch 14, flat-footed 14
HP 12/12
Fort +4, Ref +4, Will +4(+2 vs. enchantment)
CMD 16
Blessings 3/3
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Offense
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Speed 30 ft.
Melee
Rapier +6 (1d6+4/18-20)
Range
Longbow +5 (1d8/X3)
BAB +1
CMB +2
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Statistics
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Str 12, Dex 19, Con 14, Int 10, Wis 14, Cha 10
Skills(ACP-1): Knowledge(Religion) +4, Perception +11, Sense Motive +6, Spellcraft +4, Stealth +4
Feats: Weapon Focus(Rapier), Skill Focus(Perception), Weapon Finesse, Fencing Grace

Traits: Fate’s Favored, Child of the Crusade, Desperate Focus, Overprotective(Drawback)
Blessings: Good, Protection
Aura-Good/Lawful
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Spells-CL 1st, Concentration +5
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Cantrips
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Light; Detect Magic; Read Magic
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Lvl 1 Spells
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Bless, Divine Favor
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Special Abilities
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Blessings (Su): A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
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.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).
Protection Blessing: Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
====================
Gear
====================
Mwk Parade Armor
Buckler
1 Cold Iron Rapier
1 Flail
1 Longbow
1 Vial of Acid
Warpriest’s Kit
26 Gold


Backstory, personality and goal:
Galin Solatar, duelist extraordinaire of Kenabres, occasional preacher of Arqueros, and overall confusingly fantastic guy. This is his self-created reputation that he made up the last time someone asked him about himself. This dark-haired, well-dressed soldier has his own reputation as a sharp-tongued master of the saber.
The son of a former soldier, from a young age he had one thing drilled into his head, a mantra that still runs through his mind to this day. “Never leave a man behind. No matter what, never leave a man behind.” Those are the words to which Galin has lived his life, from the time he refused to graduate from military academy until his friend did, forcing him to stay another year in order to help said friend study and graduate with him to the times he has drawn fire from enemy troops in order to allow his squad time to rescue a fellow soldier. From the moment he entered training, he was aware that his greatest asset was his speed, for his strength would never compare to that of a mighty demon.

He’s usually very relaxed and light-hearted, content to let others take the lead, but in combat he becomes much more intense by taking the fight to his foes. The intent behind this is to allow his comrades to do what they’re best at, but to protect them and hopefully draw the attention of any enemies because chances are he can better survive their attacks than his friends. The rare times he becomes serious are when someone threatens his friends, at which point he becomes fiercely protective of the few people he considers close friends.

His goal is to rescue as many captured soldiers as possible. If a squad is defeated and not every soldier’s body is accounted for, he will often petition his commanding officer to go after the enemy and rescue any captured prisoners. To this end, he is known for advocating aggressive pushes into enemy territory, hoping to claim enemy camps and liberate any soldiers or civilians he can.

Grand Lodge

Was wondering as well if you wanted to know anything more about my submission, starting gear will be mostly adventuring basics, path will be heirophant or possibly dual pathed. Depends on how the character evolves in game.


Just a random addition - I looked at the mythic paths some more, and think that Max could also be a pretty good Marshal instead of (or in addition to) an Archmage. It fits in better with the bard/archivist side of the character - using his knowledge to help the party above and beyond his magical abilities.


Taenia wrote:
Was wondering as well if you wanted to know anything more about my submission, starting gear will be mostly adventuring basics, path will be heirophant or possibly dual pathed. Depends on how the character evolves in game.

Zja looks complete to me.


Is there a list somewhere we can see? My submission Korina is basically done (aside from any rebuilding necessary if accepted), so at the moment I'm just watching and waiting. XD


Korina, Daughter of Yog-Sothoth wrote:
Is there a list somewhere we can see? My submission Korina is basically done (aside from any rebuilding necessary if accepted), so at the moment I'm just watching and waiting. XD

Here you go. It's also just above the top post on each page of the thread.

Do you have a mythic path in mind for Korina?


Probably Dual Path Hierophant/Marshal, given that Hierophant doesn't have much besides Inspired Spell that's truly worth taking, while Marshal has nice things for summons. ^^

Korina's main role is party support - buffs for PCs and minions as meat shields to protect them while we face the hordes of evil. If the Lovecraftian bit (especially the summoning list) is too much, though, just let me know now and I'd be happy to submit something else that would be a little more in line with what you're looking for.


Darkness Rising wrote:

Some cold iron, edged weaponry probably wouldn't be a bad idea: a dagger in a spring-loaded wrist sheath is good for cutting your way out if swallowed whole... Reach weapons have their uses too.

Something to take out any swarms, or holy water for incorporeals - I'm basically trying to think of anything that might be resistant to normal weapon damage.

Hope that gives some suitable inspiration!

EDIT: Ranged weapons! A sling has its uses, but a composite longbow is a very present help in time of trouble.

Some Good ideas. The composite Longbow is only worth it if I can use my whole strength and invest feats (Point Blank Shot, Precise Shot, Deadly aim); this would make it expensive and feat intensive and change the whole calibre of the character; all I want is an occasional weapon for when I cannot close to melee, and the sling is cheap, easy and uses my strength bonus, which is why I picked it.

I will definitely pick up some cold iron daggers or somesuch; and I usually pick up some holy water. I will look into something for swarms (flask of acid, or alchemists fire) and then see how much I got left.


Samnell, did you have any questions about my submission, or am I good to go?


I would like to submit Shinari, who was also apart of the same Wrath as Korina.

Couple of important questions:

1) Is Leadership allowed? The woman in my backstory would be the cohort, if possible.

2) You made mention of abilities that negate DR not doing so. Does that include a Paladin's Smite and an Inquisitor's Smiting Judgement?

3) I know you said no 3pp, but I **strongly** suggest allowing Legendary Games mythic support material eventually, as it greatly expands options for that subsystem.

Oh, and I will probably go either Paladin, or Ranger, but leaning towards Pally.

Path will be Champion.


Shinari Dawnbringer. wrote:

I would like to submit Shinari, who was also apart of the same Wrath as Korina.

Couple of important questions:

1) Is Leadership allowed? The woman in my backstory would be the cohort, if possible.

2) You made mention of abilities that negate DR not doing so. Does that include a Paladin's Smite and an Inquisitor's Smiting Judgement?

3) I know you said no 3pp, but I **strongly** suggest allowing Legendary Games mythic support material eventually, as it greatly expands options for that subsystem.

Oh, and I will probably go either Paladin, or Ranger, but leaning towards Pally.

Path will be Champion.

1) No leadership. If it appears down the road that the group could benefit from cohorts and they might not turn things unmanageable, I'll reconsider when we get there.

2) I meant the negating DR proviso to apply only to mythic abilities, which for melee tend to give out DR bypasses like they're copper pieces. The paladin and inquisitor smites are fine as-is.

3) I'm looking forward to having a chance to see how Legendary addresses the mythic issues. If what they have looks reasonable then I'll probably be inclined to permit their mythic stuff in general.


Dragonflyer1243 wrote:
Samnell, did you have any questions about my submission, or am I good to go?

Seems that I missed Galin when I last updated the submissions doc. Fixed now.

What mythic path is he looking at?


Philo Pharynx wrote:

Clan Silverlight is ready for action. Barbarian/Oracle.

Yes, I am playing an entire barbarian tribe.

Hey! That is a very good idea!

Ill have to use that some time, make others for the Stonelord Paladin clan :)

For my submission, I want to build This Guy, or some form of it.
In a nutshell, he is:
1. Orc.
2. Heavy armor.
3. Tower shield.
4. Black :)

What that leaves me is someone who will be very heavily focused on combat, but I will see what i can do to make him more interesting then "Orc Smash! Orc Smash-proof!"

Quick questions.
1. Can i have a tower shield made out of metal? I dont mind if it weighs more and costs more.
2. Can i shield bash with the shield? Normally no, but i never understood why a 300lb man behind a full body shield couldn't just shoulder charge people :/
3. I forgot :///

Cheers =^-^=


John Valiant wrote:

OK,I have neatened up the character sheet and adjusted his Mutagen to make it a manifestation rather than a dose to imbibe.

I am at a bit of an impasse regarding purchases; I have bought Banded Mail, (so my AC is very Good) and a sling; I have enough for small stuff (Scroll case, belt pouch, sling bullets) and my main weapon is my fist, I have 4 scrolls of Cure Light Wounds, but I have just under 150gp left. Any ideas what I can do with it? I don't envision this character being equipped for long journeys, so I would probably leave 50gp or so to buy stuff if that happens, but that still leaves about 100gp. What should I buy? a reach weapon? (I am proficient with all Martial Weapons), some potions/scrolls? save it? any ideas?

I hate being a curmudgeon but isn't starting gold maximum for one class not both? So 180 or 300? Not 480, your at 350 and change.


So i have pretty much figured out the basis of my character.
he is an Orc Tower Shield Specialist Fighter gestalted with a Strategist/Standard Bearer Cavalier, later going into the Marshal Mythic path. (4 links)
He will wear heavy armor and use a tower shield.
Have lots of feats, which he will use for teamwork feats and supporting feats (like bodyguard/saving shield).
He has both the tactician and banner abilities (no mount) so can give lots of boosts to those around him.
a 14 Cha (16 before racials) is very high for an orc, he can be a decent party face!!

In essence, he is a heavily armored marshal, leading those around him and into effective battle :)
however... hes probably 1/4th as useless on his own, and the tower shield would mean his to his is radically lower ^-^

Question. Can I use the Ally Shield Teamwork/Betrayal feat? When i activate it, it would basically let anyone adjacent to me spend an immediate action to duck behind me and gain cover. Because I cant do that with the tower shield :(
Edit: Read the last bit of this link to understand what I am trying to do, and as a basis for it being rules legal :)


Not that it makes much difference crunch-wise (although he does have a relevant alternate racial trait), but since I see that you have mentioned it for another submission in your doc, I should perhaps say that Isandril is an azata-blooded aasimar of elven ancestry and even identifies himself as an elf fluff-wise.


F. Castor wrote:
Not that it makes much difference crunch-wise (although he does have a relevant alternate racial trait), but since I see that you have mentioned it for another submission in your doc, I should perhaps say that Isandril is an azata-blooded aasimar of elven ancestry and even identifies himself as an elf fluff-wise.

I made a note.


Robert Henry wrote:
John Valiant wrote:

OK,I have neatened up the character sheet and adjusted his Mutagen to make it a manifestation rather than a dose to imbibe.

I am at a bit of an impasse regarding purchases; I have bought Banded Mail, (so my AC is very Good) and a sling; I have enough for small stuff (Scroll case, belt pouch, sling bullets) and my main weapon is my fist, I have 4 scrolls of Cure Light Wounds, but I have just under 150gp left. Any ideas what I can do with it? I don't envision this character being equipped for long journeys, so I would probably leave 50gp or so to buy stuff if that happens, but that still leaves about 100gp. What should I buy? a reach weapon? (I am proficient with all Martial Weapons), some potions/scrolls? save it? any ideas?

I hate being a curmudgeon but isn't starting gold maximum for one class not both? So 180 or 300? Not 480, your at 350 and change.

It is the better of the two classes.


Samnell wrote:
Dragonflyer1243 wrote:
Samnell, did you have any questions about my submission, or am I good to go?

Seems that I missed Galin when I last updated the submissions doc. Fixed now.

What mythic path is he looking at?

Likely champion, but there's a small chance he would go marshal depending on how he develops as a character.


Cam James wrote:


Quick questions.
1. Can i have a tower shield made out of metal? I dont mind if it weighs more and costs more.
2. Can i shield bash with the shield? Normally no, but i never understood why a 300lb man behind a full body shield couldn't just shoulder charge people :/
3. I forgot :///

1) Yes. Let's say twice cost and weight. Same stats otherwise.

2) I'm going to say yes, but the tower shield precludes attacking with a weapon in the other hand when you do because it's so unwieldy.
3) The answer to that involves a well-greased marmoset emitting beta radiation.


Cam James wrote:

Question. Can I use the Ally Shield Teamwork/Betrayal feat? When i activate it, it would basically let anyone adjacent to me spend an immediate action to duck behind me and gain cover. Because I cant do that with the tower shield :(

Edit: Read the last bit of this link to understand what I am trying to do, and as a basis for it being rules legal :)

So you want to reverse the polarity on it so you tank the hit if they blow the immediate action?

I think that's pretty cool. Go for it. :)


Hi Samnell,

I just wanted to make sure that my submission makes the list! Let me know if you want more info to finalize the character.

Thanks!


@Gavmania. Well, you don't need to become an archery specialist to use a bow. After all, there will be times when you just can't get to the bad guy. It's always good to have options when your primary style doesn't work.

@Cam James. Between haunted, spirit totem, and spirit guide, I'm going to have ghosts everywhere. Yes, I'll get to have fun by switching between singular and plural, having conversations with things that aren't there, not understanding how I do half the things I do. Not to mention interesting roleplaying with characters that have issues with restless spirits.


Maximillian Akorius wrote:

Hi Samnell,

I just wanted to make sure that my submission makes the list! Let me know if you want more info to finalize the character.

Thanks!

On the list.


Screw finals I have a PC to make.

All jokes aside I'll have something up soon. I have read through the first 3 books before (I ran the first one) but I'm pretty good at separating PC knowledge from meta knowledge. If you have any concerns PM me or message me here.

My question is will you be allowing Dex to Damage and/or pummeling style.
If you do allow dex to damage will you allow the agile weapon ability.

I plan on going Paladin Brawler with a lot of dipping in the Paladin class line. I might take a level of MoMS but I'm not sure yet. I'm not going to use it to get pummeling charge early but rather to fuse two styles together.

I would be going the champion path. I have experience at high level play and as Mythic so I know the rules well and I have also done plenty of PbP so posting every day won't be a problem (I do work at a bar though so I'll post morning/afternoon most days not nights).

And I'll be playing as a Ghoran (plant people) if that's ok. I do plan on changing race flavor a little bit for my PC but I want him to be the only Ghoran like him as another reason as to why he's mythic.


A question, should we work the campaign trait backstory into our backstory? I was taking the trait back story as "another thing that happens to the characters" but should we do a more active weaving?


Ok, may I present Nnelzine Flargrat bookworm, scribe and researcher of old battlefields.

As posted above, she is a Wizard(diviner)(Scrollmaster) and a Bard(Archeologist). Should fill out a lot of skills and provides good trap disabling. Magic traps not for a few levels, but it should free up anyone else from having to take trap finding if Nnelzine is selected. The intention is to go Archmage with her, possibly dipping into something else, but mostly focussing on the casting side of things.

FYI - I rarely post with a new avatar until selected with a campaign so that I can delete it if not chosen.

I will work on the rest of the application later this evening, please let me know if I am missing anything.


Will Pratt wrote:
Screw finals I have a PC to make.

Go study! :)

Will Pratt wrote:


My question is will you be allowing Dex to Damage and/or pummeling style.
If you do allow dex to damage will you allow the agile weapon ability.

Dex to damage from which ability? I'd have to see the specifics. Agile weapon is fine, but if you're getting Dex added to damage from something else I would not permit you to count it twice.

I think pummeling style in itself is fine. It's good, but it costs you a full attack to use.

Pummeling charge combined with a paladin's smite looks like the same combination that I've read is quite a problem with mythic melee PCs. I know it's a long way ahead of us, but I don't see myself allowing that when the time comes.

No objection to ghorans.


Yuugasa wrote:
A question, should we work the campaign trait backstory into our backstory? I was taking the trait back story as "another thing that happens to the characters" but should we do a more active weaving?

If the trait is central to a PC's backstory or personality, then it only makes sense to weave it in. But some of them are pretty incidental, at least at present, and it's fine to have those as just additional things that happened. They'll all see development within the AP.


Samnell wrote:
Yuugasa wrote:
A question, should we work the campaign trait backstory into our backstory? I was taking the trait back story as "another thing that happens to the characters" but should we do a more active weaving?
If the trait is central to a PC's backstory or personality, then it only makes sense to weave it in. But some of them are pretty incidental, at least at present, and it's fine to have those as just additional things that happened. They'll all see development within the AP.

Alright, cool.


Samnell wrote:


1) Yes. Let's say twice cost and weight. Same stats otherwise.
2) I'm going to say yes, but the tower shield precludes attacking with a weapon in the other hand when you do because it's so unwieldy.
3) The answer to that involves a well-greased marmoset emitting beta radiation.

So you want to reverse the polarity on it so you tank the hit if they blow the immediate action?

I think that's pretty cool. Go for it. :)

So my tower shield weighs 90lbs and can be used to plow people over? Cool!

So 1d6 damage sound good? (Light is 1d3, heavy 1d4, tower 1d6)
I highly doubt I would ever be TWF, so it would only ever be one or the other :)

Well I think I don't have to worry about it getting stolen, I doubt anyone else would even try and use it :P

As for #3, I thought it was gamma radiation? And what about the Quark Matter?

Crunch is done, just got to get it uploaded :S


Cam James wrote:
So 1d6 damage sound good? (Light is 1d3, heavy 1d4, tower 1d6)

Sounds reasonable.

Cam James wrote:
As for #3, I thought it was gamma radiation? And what about the Quark Matter?

Gamma radiation is so 1960s. But I'll totally allow strange matter.


Samnell wrote:
Gamma radiation is so 1960s.

Lol ... So green too!

Getting closer to finishing my fluff, then it is review, proofread, and refine time.


Gavmania wrote:
The composite Longbow is only worth it if I can use my whole strength and invest feats (Point Blank Shot, Precise Shot, Deadly aim); this would make it expensive and feat intensive and change the whole calibre of the character; all I want is an occasional weapon for when I cannot close to melee, and the sling is cheap, easy and uses my strength bonus, which is why I picked it.

Fair comments, and I certainly get that you don't want to depart from your character's initial concept (my character is blind, which is why he has nothing beyond a thrown dagger). What the longbow has over the sling is twice the damage (d8 vs d4) which is better for getting through DR; and a significantly better range increment - again, without wishing to metagame too much, a lot of demons can fly, so being able to make them come to you is a definite advantage.


Mefika posting in with my character.

Decided to go with Ranger (Divine Tracker, Infiltrator)/Wizard. Going with a very scouty/knowledge based skillset, if the party needs some trapfinding capability I can also look at taking the Trapper archetype. Combat wise he's going with the ranged combat style on the ranger side and planning on mostly support/buffing abilities & spells on the wizard side, very backlines.

I'm still looking further into the Mythic ruleset and haven't completely decided on which path to take, looking at Archmage or Champion though.

Telenar hopes that he may one day find out what exactly happened to his parents out in the Worldwound wastes, though he has little expectation this will come to pass. He is confident however that the Worldwound will be beaten back and eventually closed off from Golarion and is determined to play his part, big or small, to ensure that this happens.

Background:
Over thirty years ago during the winding down of the Fourth Crusade, Telenar's parent came to the city of Kenabres from their homeland of Kyonin bringing their young son in tow with them, intent on conducting studies into the Worldwound and hopefully finding a way to save Golarion from falling into the Abyss. Their attempts were to be short lived however, and only traces were ever found from the third expedition that they joined into the wastes with all members that had joined it declared officially dead.

Telenar remembers this time starkly, being woken as he was in the middle of a night by strange sensations that began rapidly escalating in intensity until it seemed he was riding along the knifes edge of a blinding heat and suffocating cold. As the sensations started to fall away, a swirling mark rose to prominence on his left forearm which he gripped it in his other hand tightly as a sense of grief and great loss overcame him.

So it was that when news of the expeditions untimely fate made it's back way to Kenabres some weeks later, Telenar was unfortunately not surprised. To honor his parents memory, he created a simple memorial which he bured for their remembrance, sent a prayer onwards to Shelyn and Pharasma to speed their souls on to their final embrace and made a vow to himself that he would always carry on their dreams for the future in his heart.

In the years since that day passed Telenar has lived with, and spent much of his time serving as an apprentice to, Zaren Merisam, a human wizard that had been an aquaintance of his parents. For what free time his studies left him, and for when his master was called away, Telenar often seeks out training from friends signed up with the scout companies in learning survival skills and to ensure that his weapons skills remained sharp.

Description/Personality:
A tall elf with a strong lean frame, short, scruffy chestnut brown hair and subdued seablue eyes. He is mostly dressed rather simply in travelling clothes, however does wear a fine green coat, with a longsword balanced on one hip and a fine looking longbow held in one hand.

Telenar is still very young, for an elf, and has some habits of acting before properly thinking through his actions. Though he is normally quite optimistic and upbeat, the loss of his parents so young left it's marks, he does not reach out to others often and has few people he considers close friends.

Edit: Forgot to mention, character sheet still needs equipment to be added in. Will get onto this and have it updated when I can.


Robert Henry wrote:
I hate being a curmudgeon but isn't starting gold maximum for one class not both? So 180 or 300? Not 480, your at 350 and change.

Dang, your right. For some reason I was thinking 5x6x10 = 500. That's probably why I became an accountant.

I though it was a bit much for 1st level!

Still, I'll just buy a shield.

Liberty's Edge

OK, updated purchases. Got Splint Mail and Heavy Shield (which I'll dump next level when I get Brawler's Flurry), got the cold iron dagger and wrist sheath, got the flask of acid and got 2xscrolls of CLW. It's unlikely we will meet incorproreal at this stage, will get them later.


Ok I'm writing up my PC now and I'm going in a very different direction than I originally thought though you can still expect a lot of multi classing from my PC.

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