The Spiral Wanderers (Inactive)

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And with ABP, Rods are relatively more affordable. Along with Divine Metamastery (or the arcane equivalent), and you can have a ton of free Quickens.


oyzar wrote:

There are plenty of ways to buff and support without spells. Bard comes to mind and marshal have a metric ton of such abilities. Fortune + cackle and chant or other hexes are yet other alternatives for buffing hexes. Hierophant allows your buffs to last all day...

With likely at least 3, possibly 5 characters having attacks as their main source of damage in the party, having a bard as a support focused character might be very good indeed. Not to mention marshal lets bard add their inspire courage bonus to all saves as well.

Don't for get the Helpful Halfling Cavalier!


After looking through options, and my choices for Spirits being shot down (not that I blame Archlich, since he seems to dislike houserules and re-flavoring, so it was a longshot anyway), and Medium being kind of a meh class anyway, I stumbled across something REALLY cool and pretty thematic for Pakiru: Ectoplasmatist Spiritualist.

It would require a change of his fighting style (Thrown to Reach user), but that's a minor change in the grand scheme (slightly diminished range, but increased Feat support), and the flavor of actually having the spirits fight for him rather than lifting a finger himself is way too cool.

It also eliminates the corner case interpretation of Mythic Weapon Finesse working with Thrown weapons which I imagine would have been tossed once I realized I should ask about that.


Sundakan wrote:

After looking through options, and my choices for Spirits being shot down (not that I blame Archlich, since he seems to dislike houserules and re-flavoring, so it was a longshot anyway), and Medium being kind of a meh class anyway, I stumbled across something REALLY cool and pretty thematic for Pakiru: Ectoplasmatist Spiritualist.

It would require a change of his fighting style (Thrown to Reach user), but that's a minor change in the grand scheme (slightly diminished range, but increased Feat support), and the flavor of actually having the spirits fight for him rather than lifting a finger himself is way too cool.

It also eliminates the corner case interpretation of Mythic Weapon Finesse working with Thrown weapons which I imagine would have been tossed once I realized I should ask about that.

Also I suppose I should ask for clarity: I can choose the Ectoplasmic Lash as my weapon for Weapon Training, correct? It counts as a weapon for other purposes. What weapon group it falls into is unclear(I'd say Flails), but that's not really an issue since I'm a Weapon Master so I just pick one specific weapon anyway.

Not an enormous deal if not (though -4 hit/damage hurts), but I need to know if I should pick a Fighter archetype that lacks Weapon Training.


Very cool archetype! Anyway, if you multiclass it with fighter on the same class path of the tristalt, you can use it for your weapon training.


By the way, I completely forgot about Samsarans! I apologize for the late ruling, but I'm blocking the race from being chosen for story matters.


Ki Metabolism: [...] needs only 2 hours of sleep each night (including to replenish his ki pool).

Does this also count for preparing spells?

Also, are Meditation Feats and Combat Stamina kosher?

Edit: Sorry, one more. Can we purchase a weapon (AoMF in my case) with a higher total bonus than we can afford to attune to, just to have it for the future? I'm thinking about maybe having a +1 Ghost Touch Amulet, even though I cannot attune to the Ghost Touch quality. Is it possible?

Edit2: Yeah, more :P Given Track mentions Survival, does it work if I get Perceptive Tracking?


@Kejak, yes including spells so both would be replenished in that time.

You can purchase the Ghost Touch quality, you just can not purchase the Enchantment to attack/damage.

Combat Stamina is permitted as a feat and free to fighters. Note: That one is actually on the character creation rules on the very first page under Stamina ... :-)


Guys, please don't respond questions about the rules, unless it's something I already answered or is on the first post.

Ki metabolism doesn't replenish spells, you still need 8 hours. It's only for resting and ki points.

About the feat questions, please read the first post.

You can buy the Ghost Touch amulet (as well as weapons, armors, etc.) but until attuned the magic properties of the item won't work.


Oops, sorry, you were right; Combat Stamina is mentioned there. I can't see anything about Meditation, though, so I suppose it's allowed through normal rules (also Skill Unlocks, I guess).

Thank you for your patience! :)


GM Archlich wrote:
Very cool archetype! Anyway, if you multiclass it with fighter on the same class path of the tristalt, you can use it for your weapon training.

That's...impossible since Fighter is my main, first class path.

So the answer is no then? If so I guess I'll pick up Martial Master.

Edit: Or Sensate! Sensate actually fits VERY well...

It means I'll need another Feat to take the Advanced Weapon Training stuff, but I don't need eleventy billion Feats for this fighting style like I did the other.


GM Archlich wrote:

Guys, please don't respond questions about the rules, unless it's something I already answered or is on the first post.

Roger :-)


Putting my hat in, already got some feedback in PM from archlich, so I have to rework my backstory a bit, but otherwise the character is about the same summary-wise.

Summary:

Race: Female Kitsune
Origin: Not critically relevant, probably decided by the party's group backstory more than anything.
First Class Path: Warpriest (Champion of the Faith)
Second Class Path: Rogue
Third Class Path: Fey-blooded Sorcerer
Mythic Path: Trickster or Champion, depending on party build
Secondary Mythic Path: Trickster, Champion or possible Archmage, depending on party build
Main Role: Flanker/Battle Buddy, Social skills, Scout
Secondary Roles: Blaster, Charm/Compulsion/Debuffs, Divine utility spells
Campaign Trait: Nature Shall Speak

Essentially I am going for an inquisitor character without actually using the inquisitor class - there was too many overlapping abilities. Warpriest will give some decent utility out of combat, Sorcerer used mostly for blasting and debuffs, rogue for skill monkey and damage. Should be fairly self sufficient on buffs, so generally just being a battle buddy for whatever big hitter/other martial character exists. Nothing too fancy or confusing about the build, other than Champion of the Faith archetype gives me Smite Evil and its a TWF build. I also invested heavily into the Magical Tail feats for kitsune - probably not optimal, but it fits with my theme and backstory and the rest is already pretty good as is.

Theme wise, inquisitor all the way. Less crazed religious zealot, more 'wannabe paladin do gooder, but doesn't quite get what paladins are really all about'. Backstory-wise, the character will also be heavily involved in fey and first world magic (thus the sorcerer bloodline).
Trickster or Champion mythic path would be fine by me, both thematically fit. Depending on how they work out, possibly archmage secondary to boost sorcerer spellcasting if the party is low on it.

About me:
Started playing pathfinder 4 or 5 years ago with buddies, quickly became the biggest RPG nerd I know in person. I started doing play by posts about a year ago, I'm playing in a couple campaigns currently. I've GM'd in-person games before, but not a play-by-post ones. I post as much as the rest of the players in campaigns allow - usually I'm checking the forums far more often than the post rate. Currently the longest PbP I'm in is about 9 months in, hoping for another long term game to replace some where the DM has disappeared.
I've never used the automatic bonus progression system before, but otherwise everything else in the campaign I've had experience with.

Other trivia about me: I like making subpar ms-paint doodles of the parties I'm in, I own a 4' tall plush banana, and I was nearly murdered by wind once. Twice if you include flying kites as 'wind'.

Will post my updated backstory/personality when I edit it!


Okay, GM Archlich, I think the profile is complete. I have gathered all the information in one place for your convenience. Crunch is in the profile. Any questions/comments/issues, let me know.

Race: Human
Origin: Taldor noble
First Class Path: Brawler (Shield Champion)
Second Class Path: Paladin
Third Class Path: Inquisitor (Preacher)
Mythic Path: Marshal
Secondary Mythic Path: Guardian
Main Role: Melee combat, social skills expert, leader-type, set up allies for devastating strikes
Secondary Roles: Buff allies with auras, healer, and debuffer
Campaign Trait: No rest for old man (malleable)

Background and other responses:

Background:
Leon D’Orr was born into a rich and well-off noble family. The only child and heir of the Duke, Leon was raised to be in the ways of nobility and diplomacy and even deception. He was rather sharp and good at lying to people and telling them what they wanted to hear. It did not hurt also that he was a charming and attractive young man. A career in politics beckoned him. He was rather spoiled by the riches of his family and he grew up, arrogant, and condescending. He even neglected his weapon studies, determined not to sully his hands with swords and weapons of the common class. He assumed he would never have need of martial skills; he could hire soldiers and mercenaries for that.

Leon had a good life, until he turned 14. The former Empire of Taldor had long collapsed, leaving behind a shadow of its former glory. Rival nobles battled each other with bitter knights and proxy armies for personal power rather than honor. That became all too real, when a rival noble’s forces (the Guillaume family) invaded the D’Orr estate and castle and lay siege to its forces. Leon’s father and mother were killed in front of him, while he stood helpless watching like a coward, unable to grab a sword to defend them or his family’s honor. He was scurried out of the castle by the Castellan, who decided to hide the young adult in a remote monastery, afraid the Gillaumes would seek to kill all D’Orr’s heirs.

Leon was overwhelmed by his shame and inability to defend his family. The monks took pity on him. With the monks’ help, he overcame the pain and then resolved to never be afraid again. He learned combat, both unarmed and with monk weapons, turning his skinny frame into a muscular and athletic body. 2 years later he emerged a different person from the monastery. He sought vengeance against the Guillaume family but he was smart enough to know he could not take on an army. He enlisted in various military units becoming familiar with the shield, his primary weapon of choice, remembering his late father’s words, “The best offense is a good defense.” Then one morning, upon saving a priestess, Amanda, from bandits in the woods, Leon felt the call of Iomedae. That and he fell in love with the priestess. He volunteered his services to the church and became both its holy warrior but its hunter, seeking our dens of evil and exterminating them. Along the way, he fell in with like-minded individuals and traveled the realm, in the support of good. His goal is to one day reclaim his parents’ ancestral home back for the D’Orr name. He cannot marry Amanda until his goal is complete. In the meantime, he watches over his comrades, to never again let his charges be harmed. He swore an oath on his parents’ gravesites that they would forever be proud of him, as a champion of good.

Physical description: Like this without the weapons obviously Pic

Leon is 6’1” tall, muscular, with black hair, green eyes, and a full beard. He is in his early 30’s, having entered into the adventuring life later in life.

Personality: Leon was a spoiled and arrogant heir of noble birth. Tragedy changed his life and he learned the importance of humility and charity. He still carries a bit of a rebellious streak inside of him, despite his orderly ways. He refuses to fight with any other weapons other than his trusted shield and his fists. He sees himself as the protector of the party and tries to keep them alive to the best of his ability. He takes his failures personally and sees himself as a martyr, and should the need arise, he will sacrifice his life for the greater good. He tries to lead the party by example, through living his life in a lawful good manner. That often creates conflict, but Leon has learned to accept other points of view.

Role and mechanics: Outside of combat, Leon will act as the social face of the party with his high Bluff, Diplomacy, Intimidation, and Sense Motive skills. In combat, he has various roles: Secondary hit point and adverse status healer (with his Channel Energy, Lay on Hands, Auras, and spells); he is a decent melee and ranged threat with his shield and flurry of blows style of combat (when he power attacks and even more so when he crits, he can do in excess of 100 points of damage; more so, when he smites); Buffer (as a Marshal, he can substitute his allies’ saves with his own; grant his allies his smite ability; give his allies pluses to hit when he hits on AoO; give his allies a d20 reroll; direct assault against BBEG; and assist allies with Preacher ability); and Debuffer (with Cornugon Smash, he will power attack opponent and try to demoralize him/her with his Intimidate skill, giving the enemy -2 to saves to then let the arcane users target with spells). He is the ultimate set-up man.

Tactics: As evident by the build, I have created the character to be both versatile and hard to kill. With evasion and stalwart abilities, on successful saves, he will take no damage (hence, why his saves are in the 20s). With Martial Flexibility, he is versatile as to what 3 combat feats he can enjoy for 1 minute. If I want damage, he can take 2 of the Vital Strike chain and Furious Focus; if he wants to not draw AoOs: Mobility and Spring attack; if he wants to trip: Combat Expertise, Improved Trip, and Greater Trip; etc. He will be very defensive in combat, depending on need. Fighting defensively, Smiting, Judgment, and with Osyluth Guile, he can get his AC to 50 against one opponent (+4 extra deflection, +3 dodge, +6 charisma, +3 sacred). Main trick will be to watch the overlapping of swift and immediate actions, since he has so many.

Player: I have been playing since Unearthed Arcana came out for D&D (barbarian was my first character). I am in one long term PbP here on these boards (Age of Worms game – I play currently a 19th level cleric). I do not think we have played together previously. I’ve tried GMing 2 games on these boards, but they ended prematurely, as it takes a lot of work and I did not have the time. I am regularly on, so posting regularly/frequently will not be an issue.

RPG Superstar 2012 Top 32

That was the pi post... Mmm, pie...

Remember, Monday is pi day!


We're not even on half recruitment yet, and I already I see lots of strong applications. I'll try to get some sort of list going on soon.


Here is my crunch, still need to do fluff.

~Anderlorn


I'll have my crunch done soon. This week at work was hectic, but I've got a reprieve. The biggest thing is making sure I'm not overlapping abilities or bonuses/penalties. I'm also writing everything down in Notepad so I can just copy/paste onto my profile to avoid timeouts from paizo.


I'm definitely interested in throwing my hat into the ring on this. I'm currently thinking through some ideas and taking the time to get acquainted with everything. I should have a general idea in by the end of the night and then I'll continue working it up after that.


Battlespy wrote:

Putting my hat in, already got some feedback in PM from archlich, so I have to rework my backstory a bit, but otherwise the character is about the same summary-wise.

Summary:
Race: Female Kitsune
Origin: Not critically relevant, probably decided by the party's group backstory more than anything.
First Class Path: Warpriest (Champion of the Faith)
Second Class Path: Rogue
Third Class Path: Fey-blooded Sorcerer
Mythic Path: Trickster or Champion, depending on party build
Secondary Mythic Path: Trickster, Champion or possible Archmage, depending on party build
Main Role: Flanker/Battle Buddy, Social skills, Scout
Secondary Roles: Blaster, Charm/Compulsion/Debuffs, Divine utility spells
Campaign Trait: Nature Shall Speak
Essentially I am going for an inquisitor character without actually using the inquisitor class - there was too many overlapping abilities. Warpriest will give some decent utility out of combat, Sorcerer used mostly for blasting and debuffs, rogue for skill monkey and damage. Should be fairly self sufficient on buffs, so generally just being a battle buddy for whatever big hitter/other martial character exists. Nothing too fancy or confusing about the build, other than Champion of the Faith archetype gives me Smite Evil and its a TWF build. I also invested heavily into the Magical Tail feats for kitsune - probably not optimal, but it fits with my theme and backstory and the rest is already pretty good as is.

Theme wise, inquisitor all the way. Less crazed religious zealot, more 'wannabe paladin do gooder, but doesn't quite get what paladins are really all about'. Backstory-wise, the character will also be heavily involved in fey and first world magic (thus the sorcerer bloodline).
Trickster or Champion mythic path would be fine by me, both thematically fit. Depending on how they work out, possibly archmage secondary to boost sorcerer spellcasting if the party is low on it.


About me:
Started playing pathfinder 4 or 5 years ago with buddies, quickly became the biggest RPG nerd I know in person. I started doing play by posts about a year ago, I'm playing in a couple campaigns currently. I've GM'd in-person games before, but not a play-by-post ones. I post as much as the rest of the players in campaigns allow - usually I'm checking the forums far more often than the post rate. Currently the longest PbP I'm in is about 9 months in, hoping for another long term game to replace some where the DM has disappeared.
I've never used the automatic bonus progression system before, but otherwise everything else in the campaign I've had experience with.
Other trivia about me: I like making subpar ms-paint doodles of the parties I'm in, I own a 4' tall plush banana, and I was nearly murdered by wind once. Twice if you include flying kites as 'wind'.

Got a 1st draft of backstory and such ready! Tried to leave open an easy hook for other players/the group to latch on to - since I'm guessing there's a good chance someone will have paladin or cleric as a class.

Appearance and Personality:
Appearance:
Lyra is a 5' tall female kitsune with tan and brown colored fur. She has a thin frame and eight poofy fox tails. Her pale pink colored eyes constantly scan her surroundings, evaluating both terrain and people. She wears light clothing, forgoing clothes in favor of a purple sash lined with chaimail. At her hips are two thin swords and nearly half a dozen finely crafted knives.

Lyra is a curious individual, and much of what she does in life is driven by a desire to discover new things. Some people sate that desire by researching the arcane secrets of the universe, or discover the best ways to earn a quick gold piece, but Lyra loves mysteries.
Those not worthy of divine wrath will find that Lyra keeps her promises - though few that are familiar with her skill-set seem to take her word.
Years of training in manipulation and social engineering have actually left Lyra a bit awkward in more 'normal' situations, and occasionally a bit stubborn when she disagrees with someone.

Backstory:
Lyra was born in a massive ancient forest far from the stone walls of other civilizations. Her mother and father lived deep within the forest, both were skilled druids that thrived off of the magic found there - the magic of the First World and the innumerable fey that roamed the lush region. Her parents were proud of their work, and wanted their daughter to follow in their footsteps. Her parents began preparing a powerful ritual, one that would forever link their daughter to the First World and its powerful magic, hoping it would ensure that Lyra would become a powerful druid later in life. At the center of a forest was an elder tree that stood taller and thicker than any other, and it was the focal point for all of the natural magic. Skilled though they were, the ritual unleashed a torrent of magic that threatened to destroy the baby, and overwhelmed them. Knowing that stopping the ritual could mean the death of their child, they sacrificed their own life energy to ensure it was completed, leaving Lyra an orphan. The ritual was a success - their sacrificed imbuing their child with even more power than they expected, but also drained her previously vibrant amber fur to dull tans and browns. The fey of the forest did their best to care for the baby, but ultimately were forced to bring her far from the elder tree, where a small human village sat at the edge of the forest.
There in the small town of Halbrook, Lyra was raised by the village - and it took the whole village to raise her. She was inextricably linked to powerful magic, that none in the village could truly understand, but the good-hearted people of the village did the best they could to treat her as one of their own. As she got older, she began sprouting extra tails as her magic got stronger. By the time she was nearing adulthood, her powers were getting out of hand - with no training and little understanding of her bloodline, the town had to put out more than a few accidental magical fires.
A traveling paladin of Iomedae stopped in the village one day, and seeing the potential for good in Lyra, offered to help train her to do good - her temple was in a large city where wizards and sorcerers may be able to train her in the arcane as well. Eager to see the world, Lyra accepted, and traveled with the paladin.
At the temple, Lyra was trained to become a cleric - the paladins of the temple found her far too unpredictable and stubborn for the paladin training that she kept asking for, but that didn't stop her from sneaking in and watching them train. During her own training, she tried to emulate them, to moderate success, but a natural kitsune predisposition towards trickery and desire to investigate mysteries pushed her more towards infiltration, stealth and manipulation. Many of the clergy at the temple disagreed with her methods, calling them dishonorable, but none could deny that she was dedicated to fighting evil.

*Insert the backstory of creation of the group and the group backstory*

*Notes for potentially tying stories together*
I left the paladin's identity vague - a character a few years older (Lyra being anywhere 18-23) could potentially be the paladin that originally found her, and then they continued on to do something with the rest of the party.
Paladin/Temple could be any god that likes fighting evil, really. And where the paladin temple is located is up in the air - it could very well be where other characters are from, or places that are relevant to them.

If that angle doesn't pan out, Lyra would be doing a lot of solo adventures - perhaps she was halfway through an infiltration and another character came barging in killing the baddies, and they had to team up to finish the mission.
Or maybe she messed up and got captured - who knows!


Race: Halfling
Origin: Absalom (May be changed depending on party.)
First Class Path: Inquisitor of Abadar 12
Second Class Path: Crossbowman (Fighter) 12
Third Class Path: Unchained Rogue 7 / Halfling Opportunist 5
Mythic Path: Trickster
Secondary Mythic Path: Marshal
Main Role: Skill Monkey
Secondary Roles: DPS, Ranged, Support
Campaign Trait: Vanguard on the Rearguard

This little Halfling has dedicated himself to the worship of Abadar and bringing down those that would see civilization burn. While he has trained to be self-reliant, traveling with the group has taught him how to work cohesively with a group.

I rather like the trait with this particular character as he has a few tricks up his sleeve for supporting his team based off the fact that he tends to hang back and make full use of his crossbow to hinder their enemies.

Please feel free to share your input everyone and I'll work on getting more put up before the end of the weekend.

Edit: Wanting to make a character with a bit of flair, my character will be making fond use of his grandfather's hand crossbow. Through the use of the Empty Quiver Style feat, he will be able to use this weapon as a light mace. That being said, the Automatic Bonus Progression gives us the option of giving two weapons a +1 enhancement bonus or a single weapon a +2 enhancement bonus at this level. Would you state that he can use the +2 despite how he wields the weapon or would you allow me to split it to a +1 between the two attack forms?


I also had a question about the automatic progression.
From what I am seeing of the rules, by level 20 you get +5 weapon attunement. Special abilities are purchased with gold, but also count against your attunement (their example was that with +3 attunement, a weapon with keen enchantment would end up being +2 keen weapon)

Doesn't this mean that even at level 20 you can never have a +5 weapon with a special enchantment? Seems really odd to be forced to choose between them, when a +6 equivalent weapon would normally be feasible by like level 14+ (technically you could purchase it at 11, but it would be most of your WBL)

Am I understanding all of this correctly? I like the concept, but it seems like a big power downgrade (though I suppose that's made up for in other ways).


Technically you can get weapon special abilities with "Legendary Gifts" at 18th+, but yeah that's the crappy part of ABP.

You get it all for free, but you get it much more slowly than usual and have to choose between the necessary Enhancement boosts or the neat weapon abilities instead of being able to get at least some of both.


Here is Mladris Genmaris... I will continue to work on fixing grammar and polishing up the verbiage but you can see what direction I am taking her.

BACKGROUND:

The orphanages in around Kyonin are usually for children whose parents had been killed in combat or other horrible events. However, Greengold's orphanages are the only orphanages that will receive unwanted Elven children with no questions asked and anonymity. Mladris never knew her mother and father for she was dropped off at a Greengold orphanage when she was a newborn. Elves are known to be good parents and family oriented unless they feel their individual honor or the honor of their people is at risk which was the case for Mladris. Every month, monks with exotic strong features from the local Gavir Di Wer Darastrix monastery come through the orphanage looking for children with "special" qualities. And again, Mladris was one out three orphans who the monks took interest in. A monk with an outreached open hand towards Mladris cordially asked what is this girl's name and the orphanage staff woman said, "We named her Mladris Genmaris." and like clockwork the monk replied, "A name she will keep." The children gathered their meager possessions and followed the monks on a long trek to the monastery which was still in Greengold's shire. The Grand Sifu who looks like a medium sized humanoid dragon walks up to them and introduces himself, "Welcome children to Gavir Di Wer Darastrix, I am known as The Grand Sifu. If you do not understand what I am saying, you will soon learn the language of your heritage for all of you have blood of dragons in you." He looks at all the children, "As well as, your brothers and sisters possess those same qualities as you do and you are all equal. The only thing that separates you from your brothers, sisters, and us is you are but a spark. In other words, there is seniority here and we expect you to follow it. My first order to you is to follow your class leaders to your dorm rooms." Mladris graciously obeyed and followed her class leader to the dorm room. She unpacked her meager belongings and started to fit in well with the other children. This dorm was filled with children and young adults who had both dragon blood and longevity. Those without longevity were separated into another dorm for their training was faster because they did not live as long. Faster trained karateka were not as well trained as the longevity karateka, but still dangerous none-the-less.

The next day, Mladris' day started a little earlier than when she was at the orphanage to clean up their dorm, eat, and then clean up what essentially is the cafeteria. The morning was filled with classes when the mind was sharper. Classes included Draconic, native language, philosophy, the metaphysical aspects of Kung Fu, and class dependent classes such as Ars Magica (Art of Magic), Ninjitsu non-fighting skill techniques, and others outside Mladris' path. The first two weeks determine what path the children were going to follow, Ars Magica and Ninjitsu was Mladris' path. All students were taught the fighting form of Kung Fu after lunch when the mind was slow from digesting. The children learned fast how much they shouldn't eat before afternoon Kung Fu class for they created a nice mess in which they all had to clean up and unfortunately, Mladris was no exception. Afternoon Kung Fu lasted until dinner, then the karateka ate, cleaned up, and meditated before bed time. This same process repeated for years except the classes became harder but more fun, and more interesting. Normally, this repetition would bore children but the masters made sure to instill both discipline in the children and keep the classes interesting into their adult years. When the masters felt that the students were ready for the final trials, they became final year students which only included extreme mental and physical training which included Kung Fu. At the end of training, the last event was the gauntlet and if the karateka made it through the gauntlet without major injury or worse, they had to pick up large containers full of liquid that would burn tattoos into the insides of their forearms to show the school they have the mental fortitude of a master. The liquid was different for each karateka because their draconic heritage may make them immune to just the default heated containers. When it was Mladris' turn, a blue light held her from continuing than mythical magical fire engulfed her leaving only special tattoos on the inside of her arms. These tattoos were not burned in and crude like the others but perfectly formed images of dragons that glow a dull red. Then the she was freed to go into the next room where the Grand Sifu and the school were waiting for her, "Congratulations Sifu Mladris Genmaris for passing the trials. Irori has chosen you and instead of you being released to spread equality and assistance to all living, you will be a part of our Tiger Dragon team."

The Tiger Dragon team is an elite team chosen by Irori and the Monastery's Masters to go forth and retrieve artifacts for the monastery, keep Irori's artifacts preserved, and to run missions for the host kingdom. In other words, run missions for Queen Telandia Edasseril to keep the host country happy with the monastery. All of these missions were extremely dangerous which included fighting demons, devils, and other divine minions which included mythical power. The first Tiger Dragon Mission Mladris was on was a request to assist her special forces in either destroying or pushing the Demon Treerazer back into the Tanglebriar. Queen Edasseril Special Forces and the Tiger Dragon Team were successful in pushing the Demon and his minions back into Tanglebriar. Mladris was injured in this campaign but was successful in your trial to Tier 2. The next mission was for Irori and this team Mladris found themselves in the Nine Hells to recover an important Irorian artifact from the Arch-Devil Nemisis (Spelled wrong on purpose). When they were recovering the artifact, they also found a Godling Child of Irori being detained by the Arch-Devil who had somehow kept the captured Adult child hidden from Irori. During this campaign, Mladris' key role of being a disruptor came to be. She would use her ability to teleport (abundant step) into the middle of the minion devil spell casters and spike throwers to disrupt them from focus firing on any one team member or disrupt spell casting. This mission was also a success and Mladris suffered various injuries but welcomed her to Tier 3 and more experience. The recovered artifact is kept at the monastery and Godling Adult child left on his own recognizance. The next mission involved rescuing the Grand Sifu and a Senior Sifu from the abyss in separate locations. This entailed a great deal of fighting that no normal mortal would survive. During this campaign, Mladris added some new tricks to repertoire which included dropping mythic fireballs around the team or teleporting into a group of demons and doing the same. In this campaign, Mladris did not sustain major injury and were successful welcoming her to Tier 4 and Senior Sifu. One day while she was meditating with the grand and senior masters, they felt a shift in the multi-universe which brought them all of meditation, Mladris stands up, "I must leave the monastery at once and join others to find out what is causing a distortion in the Multi-universe and spread our Monastic code in the process." The other monks stand up, she bows, and they bow back to her. Mladris gathers her belongings and leaves the monastery to find this group and discover the cause of the distortion...

THE CHARACTER:

Race: Elf
Origin: Greengold, Kingdom of Kyonin
First Class Path: Unchained Monk
Second Class Path: Sorcerer (Draconic Bloodline)/Dragon Disciple
Third Class Path: Ninja
Mythic Path: Trickster
Secondary Mythic Path: Archmage
Main Role: Disruptor/Striker/Clandestine (including Range)
Secondary Roles: Spells/Frontline Fighting/Buffs/Healing
Campaign Trait: Spectra of Another Life

Mladris is exotically beautiful and knows how to get what she wants which is part of her ninja disguise but she has other ways of disguising herself and getting what she wants. Most of her fighting style and philosophy stems from her Monk training. While her Sorcery is innate because her draconic blood and then refined in the monastery through training. She has elven features mixed in with draconic features making her elven features more sharp. From far away, you cannot see her scales until you get up close because she has soft scales similar to what you would see on a Clown Loach (a freshwater fish). She is not snobbish or abrupt like her elven kin nor filled with an unhealthy ego like her dragon kin. She will assist anyone in need and tries to treat everyone fairly. This does not mean she is naive or will turn her back on a foe unless she is setting them up for an advantage. When fighting she loves to cause chaos by teleporting in the fray, hitting one opponent, teleport again to hit another, and repeat until the end of her teleport kind of like playing checkers but on a visceral scale. In addition, she likes to teleport in the middle of her opponents or waits until they surround her to launch a fireball or other area of effect spell on top of her but select to leave herself out of the blast field. In a fight, she usually first concentrates on spell casters, then archers. When on a mission or quest, she is fully committed to see the end of that quest.

She is currently wearing a free flowing monk outfit made from silk that will not interfere with her movement but accentuates her curves. On her hands, she is wearing high quality heavy gloves, on her feet are high quality sandals, and she is wearing some jewelry. She has a high quality backpack on her back and the only weapon she has is a composite longbow. She has bronze colored skin, red hair with white highlights, and steely blue eyes.

THE PLAYER:

I have been playing Dungeons and Dragons and many other games off and on since 1981, through elementary school, high school, the military, college, and now. Most of my early playing time was table top. After moving in 2005 and unable to find a good local group, I joined The Only Sheet board, one other board, and ended up here. Since then, this has been my home and it will continue to be. I am currently in a cool Zeitgeist Game, a M6 Game (basically E6 but the M stands for Mythic), on the other end of the spectrum a crazy cool Multistalt game, and a 5e game.

THE SHEET:

Elven Female Adult Monk (Unchained) 12/sorcerer 10/Dragon Disciple 2/Ninja 12/Gestalt 12/Trickster 4 (Pathfinder Unchained 14)
LN Medium Humanoid (Elf)
Init +21; Senses Low-light Vision, Dark Vision 60'; Perception +20
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Defense
--------------------
AC 33, touch 30, flat-footed 23 (+2 deflection, +9 Dex, +1 dodge, +4 monk, +3 natural, +4 Wis)(+6 Mythic Mage Armor of Moderate Fortification, +4 Shield)
hp 204 (12d12+60)
Fort +14, Ref +20, Will +15; +2 vs. Enchantments
Defensive Abilities Hard to Kill, Improved Evasion, Improved Uncanny Dodge; Immune Sleep, Disease, Being Tracked by Scent Resist Fire 10
--------------------
Offense
--------------------
Speed 70 ft
***Attunement is on one weapon at a time.***
Melee Amulet of Attuned Mighty Fists - Unarmed Strike +22/+22/+22/+17/+12 (3d8+2)
Ranged Composite Longbow of Attunement +2 +23/+18/+13 (1d8+1/x3)
Ranged Touch +21 varies
Special Attacks Breath Weapon (10d6 fire, 60 ft. line, DC 18, 1/day), Claws (2, 1d6 plus 1d6 fire, treated as magic weapons, 6 rounds/day), Dragon Bite, Flurry of Blows (Unchained), Mythic Power, Sneak Attack +6d6, Stunning Fist (13/day, DC 20), Style strikes (Shattering Punch, Spin Kick)
Combat Stamina - 13/13 Pool
. . (Default) - Attack Rolls
. . (C.Feats) - Boar Ferocity (Combat), Boar Style (Combat, Style), Catch Off-Guard (Combat), Dodge (Combat), Improved Initiative (Combat), Improved Unarmed Strike (Combat), Spring Attack (Combat), Stunning Fist (Combat), Throw Anything (Combat),
Sorcerer Spells Known (CL 12th; Concentration +15)
. . 5th (4/day, DC 18) — Cloudkill[M], Spell Resistance[BL], Teleport
. . 4th (6/day, DC 17) — Fear[BL], Fire Shield [+1 die], Ice Storm[M], Secure Shelter
. . 3rd (7/day, DC 16) — Fireball[M, +1 die], Fly, Haste, Lightning Bolt, Water Breathing
. . 2nd (7/day, DC 15) — Burst of Radiance, Cat's Grace, Pilfering Hand, Resist Energy[BL], Scorching Ray [+1 die], See Invisibility
. . 1st (7/day, DC 14) — Burning Hands [+1 die], Feather Fall[M], Long Arm, Mage Armor[BL, M], Magic Missile[M], Shield
. . Ctp (@will, DC 13) — Detect Magic, Detect Poison, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic
. . BL Draconic Bloodline Spell
. . M Mythic Spell
. . Metamagic Quicken Spell (+4 Levels), Selective Spell (+1 Level)
Ninja Spell-Like Abilities (CL 12th; concentration +15)
. . Vanishing Trick -> Invisible Blade (Greater Invisibility w/Ki Perks)
. . Sudden Disguise (Disguise Self w/Ki Perks)
Mythic - Trickster (Mythic Power Points: 11/day, Surge: +1d8)
. . Base Mythic Abilities - Hard to Kill, Amazing Initiative, Recuperation, Surge
. . Mythic Feats-Campaign Free Feat - Dual Path (Archmage), Mythic Paragon, Mythic Spell Lore (T4+2)
. . Mythic Tricks and Arcana - Fleet Charge (Su), Surprise Strike (Su), Arcane Surge (Su)
. . Trickster and Archmage Path Abilities - Additional Trick - Fleet Charge(Ex), Transfer Magic (Su), Mirror Dodge (Su), Perfect Lie (Ex)
--------------------
Statistics
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Str 12, Dex 28, Con 12, Int 14, Wis 18, Cha 16
Base Atk +12; CMB +13; CMD 43 (45 vs. Grapple, 45 vs. Reposition, 45 vs. trip)
Feats Assassinate, Boar Ferocity, Boar Style, Combat Reflexes, Combat Stamina, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant, Dodge, Eschew Materials, Improved Initiative, Improved Unarmed Strike, Improved Uncanny Dodge, Mythic Paragon[M], Mythic Spell Lore[M], Piranha Strike, Quicken Spell, Selective Spell, Spring Attack, Stunning Fist, Reserved for Team Feats 1-3, Throw Anything, Toughness, Weapon Finesse
Traits Magical Knack, Warrior of Old, Spectra of Another Life
Skills Acrobatics +20 (+36 to jump), Bluff +15, Diplomacy +15, Disable Device +20, Disguise +15, Escape Artist +15, Fly +15, Intimidate +15 (+17 to demoralize opponents), Knowledge (Arcana) +16, Knowledge (Planes) +14, Knowledge (Religion) +14, Linguistics +7, Perception +20, Ride +15, Sense Motive +15, Sleight of Hand +20, Spellcraft +16 (+18 to identify magic item properties), Stealth +20, Survival +4 (+9 to follow tracks), Use Magic Device +18; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties.
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal
SQ Additional Trick (Fleet Charge)[M], Amazing Initiative[M], Bloodline Arcana (Energy spells that match bloodline energy (fire) deal +1 damage per die), Elven Magic, Fast Movement (Unchained), Fleet Charge[M], Light Steps, Monk Ki Pool (10+2 points Cold Iron, Lawful, Magic, Silver), Ninja Pool (9+2 points), Monk Ki Powers (Abundant Step, Diamond Soul, Elemental Fury, One Touch, Wholeness of Body), Ninja Tricks (Ki Powers - Assassinate, Fast Stealth, Invisible Blade, Sudden Disguise, Trap Spotter, Vanishing trick), No Trace +4, Mirror Dodge[M], Perfect Lie[M], Poison Use, Recuperation[M}, Style strikes (Shattering Punch, Spin Kick), Surprise Strike[MA], Transfer Magic[M]
Combat Gear Arrows (60), Masterwork Composite Longbow of Attunement (+1 Str), Amulet of Attuned Mighty Fists +1/+1, Sandals of Quick Reaction (Able to take a Move and Standard Action during a surprise round), Stonefist Gloves[M], Wand of Cure Critical Wounds (UMD: 20, 4d8+4 hit points restored);
Other Gear Cloak of the Hunt[M], Goggles of Night, Handy Haversack, Headband of Ki Focus, Monk's Robe, Ring of Ki Mastery, Ring of Sustenance, Sleeves of Many Garments, 1,397 gp
--------------------
Special Abilities
--------------------
Abundant Step (Su) As a move action, use 1 (2-1) ki to Dimension Door (self only).
Amazing Initiative (1/round) (Ex) As a free action, use 1 mythic power to gain an extra standard action (can't be used to cast a spell).
Arcane Surge (Su) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one of your spells known.
Assassinate (DC 19) (Ex) Can kill unaware foe with a prepared sneak attack (Fort neg).
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Boar Ferocity Add piercing damage to unarmed attacks, and demoralize opponents
Boar Style Deal bludgeoning or slashing with unarmed, +2d6 if hit with two or more strikes.
Breath Weapon (10d6 fire, 60 ft. line, 1/day, Reflex DC 18) (Su) As a standard action, deal energy damage in area (Ref half).
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Diamond Soul (SR 22, 12 rounds) (Ex) As a swift action, use 1 (2-1) ki to gain SR for several rounds.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action
Dimensional Maneuvers Gain +4 on combat maneuver checks while using Dimensional Dervish
Dimensional Savant Provide flanking from all squares you attack from when using Dimensional Dervish
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex):At 9th level, your energy resistance [Fire] increases to 10 and natural armor bonus increases to +2.
Elemental Fury (1d6 acid, 6 rounds) (Su) As a swift action, use 1 ki to add 1d6 elemental dam to natural attacks for several rounds.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement (Unchained) (+40 ft.) The Monk adds 10 or more feet to his base speed.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fire Claws (6 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Fire) that bypass DR as magic weapons.
Fleet Charge (Ex) As a swift action, use 1 mythic power to move speed & attack (+6 bonus, bypass all DR).
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2 (24).
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Invisible Blade (Su) Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Monk Ki Pool (10+2/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier, +2 from Ring of Ki Mastery.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Ninja Ki Pool (9+2/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier, +2 from Ring of Ki Mastery.
No Trace +4 (Ex) Survival DCs to track you are at +4, gain +4 to Stealth when you are stationary and not acting.
One Touch (+6 damage, touch attack) (Ex) As a standard action while have 1 ki, make single unarmed strike as touch attack with dam bon. Use 1 ki to double dam bonus.
Perfect Lie (Ex) Spend 1 power to make lie indiscernible from truth by Sense Motive and magic.
Piranha Strike -4/+8 You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Selective Spell You can cast a spell that does not affect some targets within its area.
Shattering Punch On fist hit, ignore DR and hardness for damage.
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spin Kick Kick attack targets flat footed AC, unless foe has uncanny dodge.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stunning Fist (13/day, DC 20) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Sudden Disguise (Su) As a swift action, a ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Transfer Magic (Su) Spend 1 mythic power and make melee touch attack to transfer magic effect from creature to you.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point. See Invisible Blade.
Wholeness of Body (1d8+12 hp) (Su) As a standard action, use 1 (2-1) ki to heal damage to self.

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~Anderlorn


Alright guys! I'm trying to list all applications. Please help me here - some people didn't have the summaries or things like that, so I did what I could. I'm trying to find the best way of keeping a list of the latest profile off each one. We still have more than two weeks to go, so if you're planning to change or apply, there's plenty of time.

Archmage

Nesipho Inkosi (bbangerter) - Magus/Slayer/Oracle
Pakiru Tamrat (Sundakan) - Fighter/shaman/Medium
Seraphine (Rednal) - Fighter/Occultist/Psychic
Theodoric Redner (Rikash) - Magus/Arcanist/Swashbuckler
Zenithrax, the Mad Drow (NarcoticSqurl) - Sorcerer/Magus/Fighter/Summoner/Eldritch Knight

Champion

Father Jean-Guy Corvus (Master Han Del of the Web) - Swashbuckler/Bard/Warpriest
Flint Blackwood (Zaine Itawani) - Gunslinger/Alchemist/Fighter
Malfurion, the Crimson Lord (WerePox47) - Bloodrager/Oracle/Sorcerer/Dragon Disciple

Guardian

? (GM Snowe) - Paladin/Cavalier/Fighter
Micah Haynes (nate lange) - Paladin/Magus/Dragon Disciple/Sorcerer

Hierophant

Aritian "Macabre" Gestavah (fearcypher) - Monk/Cleric/Sorcerer
Jaimikri "Tiller" Ket (Reckless) - Ranger/Shaman/Warpriest

Marshal

Leon D'Or (Jack Daniels) - Brawler/Paladin/Inquisitor

Trickster

Kejak (Jereru) - Monk/Inquisitor/Investigator
Lyra (Battlespy) - Warpriest/Rogue/Sorcerer
Mladris Genmaris (Anderlorn) - Monk/Sorcerer/Dragon Disciple/Ninja
"The Lucky Halfling" (Joshua Hirtz) - Inquisitor/Fighter/Rogue/Halfling Opportunist


As a side note, while class overlapping is fine and expected, I most definitely won't pick two people with the same prestige class. ;)


I had DD first!!


I realized I should probably give a brief rundown of myself as a player because I never did.

:
I've been playing pathfinder for 2 years now. before that I played 4E, I hated it, I always felt like it restricted you way too much with your character. Almost everything in the game was dedicated to combat and I didn't like that. I like dungeon crawls but I like it when my class abilities assist in interacting with the environment. I'm able to post very reliably as I am on these boards every day just about and often many times a day. I am a good player once I am in game but I'm not very good at writing a backstory. In real life I run my own local gaming group but none of them particularly want to GM and I don't think they're up for it anyway. My solution because I still want to play is to attempt to join an online campaign. I've been trying since January but only managed to get into one game and a PFS session. I really want to get into this game and even if I don't I'm still going to observe it as I want to see the mythic rules in action, and if it's possible to make them stand up to mythic tristalt then I may pick them up at some point.


WerePox47 wrote:
I had DD first!!

Yeah but ... but mine fits better, Monk/Ninja, Dragon ... Shaolin ... bows out of respect! ... ;-)

Aww, come on Mr GM, you know three Dragon Disciples would be cool! ... lol


Makes me glad I'm the only one using that particular prestige class, although there is some competition for the Trickster slot. Makes me wonder if I should have stuck with the Marshal slot like I was originally aiming for. We'll see what happens.

I'm still working on acquainting myself with some various topics while working up a backstory, so it's possible things will change before the deadline.


Grasshopper Halfling, I am Ninja, we have many disguises ... OSU!


Sorcerer/Bloodrager with Dragon/Orc bloodlines fits just a bit better fluffwise id have to say :)..


Eh, there's a lot of competition for Archmage as it is... so I'll make it easier on ya and step out. XD


WerePox47 wrote:
Sorcerer/Bloodrager with Dragon/Orc bloodlines fits just a bit better fluffwise id have to say :)..

Works for elves too, it is not completely unheard of that an Elven Maiden and a Good dragon being busy ... lol

As for Orcs, that is an abomination and tainted with evil! ... :-)

However, I am Ninja!


GM Archlich wrote:

Alright guys! I'm trying to list all applications. Please help me here - some people didn't have the summaries or things like that, so I did what I could. I'm trying to find the best way of keeping a list of the latest profile off each one. We still have more than two weeks to go, so if you're planning to change or apply, there's plenty of time.

Archmage

Nesipho Inkosi (bbangerter) - Magus/Slayer/Oracle
Pakiru Tamrat (Sundakan) - Fighter/shaman/Medium
Seraphine (Rednal) - Fighter/Occultist/Psychic
Theodoric Redner (Rikash) - Magus/Arcanist/Swashbuckler
Zenithrax, the Mad Drow (NarcoticSqurl) - Sorcerer/Magus/Fighter/Summoner/Eldritch Knight

Champion

Father Jean-Guy Corvus (Master Han Del of the Web) - Swashbuckler/Bard/Warpriest
Flint Blackwood (Zaine Itawani) - Gunslinger/Alchemist/Fighter
Malfurion, the Crimson Lord (WerePox47) - Bloodrager/Oracle/Sorcerer/Dragon Disciple

Guardian

? (GM Snowe) - Paladin/Cavalier/Fighter
Micah Haynes (nate lange) - Paladin/Magus/Dragon Disciple/Sorcerer

Hierophant

Aritian "Macabre" Gestavah (fearcypher) - Monk/Cleric/Sorcerer
Jaimikri "Tiller" Ket (Reckless) - Ranger/Shaman/Warpriest

Marshal

Leon D'Or (Jack Daniels) - Brawler/Paladin/Inquisitor

Trickster

Kejak (Jereru) - Monk/Inquisitor/Investigator
Lyra (Battlespy) - Warpriest/Rogue/Sorcerer
Mladris Genmaris (Anderlorn) - Monk/Sorcerer/Dragon Disciple/Ninja
"The Lucky Halfling" (Joshua Hirtz) - Inquisitor/Fighter/Rogue/Halfling Opportunist

That is less submissions than I thought. And a lot more focus on Archmage and Trickster too.


Rednal wrote:
Eh, there's a lot of competition for Archmage as it is... so I'll make it easier on ya and step out. XD

Aww you always back out of the neat campaigns


I'm not surprised in the slightest that there is such heavy competition for archmage. I still plan to submit one myself as well.

Though a paladin//bard//something marshal sounds quite enticing. Not sure what the something would be though. Maybe sentinel/evangelist to get double (Shelyn) boons. @Archlich: Chosing Sentinel as the aligned class for Evangelist works, right? For this I would quite like the master performer and grand master performer feats. http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Grand%20Master%20 Performer

If Archmage is combined with Champion it makes a lot more sense to go Archmage as the first path as you can't trade path abilities for more arcanas like you can with marshal. Would it still be possible to be considered for the Marshal slot of doing this(the same would apply for hierophant I guess)?

Spear dancing style would be quite flavorful, even if it's sadly a metric ton of feats for very little gain...


GM Archlich wrote:

Alright guys! I'm trying to list all applications. Please help me here - some people didn't have the summaries or things like that, so I did what I could. I'm trying to find the best way of keeping a list of the latest profile off each one. We still have more than two weeks to go, so if you're planning to change or apply, there's plenty of time.

Archmage

Nesipho Inkosi (bbangerter) - Magus/Slayer/Oracle
Pakiru Tamrat (Sundakan) - Fighter/shaman/Medium
Seraphine (Rednal) - Fighter/Occultist/Psychic
Theodoric Redner (Rikash) - Magus/Arcanist/Swashbuckler
Zenithrax, the Mad Drow (NarcoticSqurl) - Sorcerer/Magus/Fighter/Summoner/Eldritch Knight

I'm Hierophant/Champion. Archmage would be kinda silly since I don't have any Arcane classes. =)

And it's Fighter/Shaman/Spiritualist now.


Yeah, there might be a lot of people labeled with one as their main class, but with everyone getting Dual Path it should be pretty flexible.

RPG Superstar 2012 Top 32

WerePox47 wrote:
I had DD first!!

Lies!

Actually, as previously mentioned I'm working on a joint application with a friend- I'll still be a guardian (with either hierophant or marshal) but I'll be focusing on more of a 'tanking' role (sacred shield paladin/skald/invulnerable rager barbarian so no DD anymore) and my partner will be a hierophant focused on healing (paladin/arcane healer bard/life oracle).


Added the mythic abilities I forgot about. I noticed one ability of Champion is Limitless Range. Good for most ranged characters, insane for a gunslinger. Range for touch attacks would change from 20ft to 100ft. I did not take that to keep one of the few drawbacks about the gunslinger and because Flint, while ranged, is an up your face kind of combatant.


Placing in my point.
The main crunch is done, although i got a few feats still to select.

The background is coming, soon-ish


As far as completed DD there is no lies! There is no calling dibs!! First one to the line! Hahaha!!


GM Archlich wrote:

Champion

Father Jean-Guy Corvus (Master Han Del of the Web) - Swashbuckler/Bard/Warpriest
Flint Blackwood (Zaine Itawani) - Gunslinger/Alchemist/Fighter
Malfurion, the Crimson Lord (WerePox47) - Bloodrager/Oracle/Sorcerer/Dragon Disciple

I'm surprised there are not more completed Champ applications.

Flint Blackwood wrote:
Added the mythic abilities I forgot about. I noticed one ability of Champion is Limitless Range. Good for most ranged characters, insane for a gunslinger. Range for touch attacks would change from 20ft to 100ft. I did not take that to keep one of the few drawbacks about the gunslinger and because Flint, while ranged, is an up your face kind of combatant.

First of all, may I complement you on your choice of profile pic.

Secondly, I can say from first hand experience that Limitless Range is stupid fun for a Gunslinger but would recommend sinking two feats into Skill Focus (Perception) and Signature Skill (Perception) so you can actually see as far as you can shoot.


Updated. I also added people on the two paths they informed, to have a better idea of the race.

Archmage

Mladris Genmaris (Anderlorn) - Monk/Sorcerer/Dragon Disciple/Ninja
Nesipho Inkosi (bbangerter) - Magus/Slayer/Oracle
Shoremoth Plateskin (Itsme) - Arcanist/Alchemist/Brawler
Theodoric Redner (Rikash) - Magus/Arcanist/Swashbuckler
Zenithrax, the Mad Drow (NarcoticSqurl) - Sorcerer/Magus/Fighter/Summoner/Eldritch Knight

Champion

Father Jean-Guy Corvus (Master Han Del of the Web) - Swashbuckler/Bard/Warpriest
Flint Blackwood (Zaine Itawani) - Gunslinger/Alchemist/Fighter
Lyra (Battlespy) - Warpriest/Rogue/Sorcerer
Malfurion, the Crimson Lord (WerePox47) - Bloodrager/Oracle/Sorcerer/Dragon Disciple
Pakiru Tamrat (Sundakan) - Fighter/Shaman/Spiritualist
Zenithrax, the Mad Drow (NarcoticSqurl) - Sorcerer/Magus/Fighter/Summoner/Eldritch Knight

Guardian

? (GM Snowe) - Paladin/Cavalier/Fighter
Leon D'Or (Jack Daniels) - Brawler/Paladin/Inquisitor
Micah Haynes (nate lange) - Paladin/Magus/Dragon Disciple/Sorcerer

Hierophant

Aritian "Macabre" Gestavah (fearcypher) - Monk/Cleric/Sorcerer
Jaimikri "Tiller" Ket (Reckless) - Ranger/Shaman/Warpriest
Malfurion, the Crimson Lord (WerePox47) - Bloodrager/Oracle/Sorcerer/Dragon Disciple
Pakiru Tamrat (Sundakan) - Fighter/Shaman/Spiritualist

Marshal

? (GM Snowe) - Paladin/Cavalier/Fighter
Kejak (Jereru) - Monk/Inquisitor/Investigator
Leon D'Or (Jack Daniels) - Brawler/Paladin/Inquisitor
"The Lucky Halfling" (Joshua Hirtz) - Inquisitor/Fighter/Rogue/Halfling Opportunist

Trickster

Father Jean-Guy Corvus (Master Han Del of the Web) - Swashbuckler/Bard/Warpriest
Flint Blackwood (Zaine Itawani) - Gunslinger/Alchemist/Fighter
Kejak (Jereru) - Monk/Inquisitor/Investigator
Lyra (Battlespy) - Warpriest/Rogue/Sorcerer
Mladris Genmaris (Anderlorn) - Monk/Sorcerer/Dragon Disciple/Ninja
Nesipho Inkosi (bbangerter) - Magus/Slayer/Oracle
"The Lucky Halfling" (Joshua Hirtz) - Inquisitor/Fighter/Rogue/Halfling Opportunist


Father Jean-Guy Corvus wrote:
Flint Blackwood wrote:
Added the mythic abilities I forgot about. I noticed one ability of Champion is Limitless Range. Good for most ranged characters, insane for a gunslinger. Range for touch attacks would change from 20ft to 100ft. I did not take that to keep one of the few drawbacks about the gunslinger and because Flint, while ranged, is an up your face kind of combatant.

First of all, may I complement you on your choice of profile pic.

Secondly, I can say from first hand experience that Limitless Range is stupid fun for a Gunslinger but would recommend sinking two feats into Skill Focus (Perception) and Signature Skill (Perception) so you can actually see as far as you can shoot.

That confused me because I didn't remember making those comments.

The gunslinger's bread and butter is the first increment and I doubt I would need special bonuses to perception to see 100ft. Now, if I had placed my focus on the musket, I would definitely need that stuff. And a Far-reaching Sight.


That -10 Perception for shooting from 100 feet can hurt.


I was running it was a revolver and began to realized I could hit to touch further than I could reasonably see but that was the first three range increments and I had also slapped it with distance for the sake of overkill.


GM Archlich, due to the Dragon Disciple Infestation, I am revamping Mladris to Unchained Monk / Magus (Esoteric) / Unchained Rogue / Trickster and that version of her will be my submission because I am liking her more than the last :-)

She is still a RE-WIP.


I have this sudden and overwhelming urge to rewrite my character into an idiot savant that is just as capable of using skills untrained as he is using them trained...

...a character with a 70 IQ speaking what sounds like complete nonsense as the wizard sits there in disbelief realizing that almost everything coming out of this idiot's mouth is completely true and wondering to himself if this is all an act or simply sheer luck.

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