Wrath of the Hellknights (Gestalt, Mythic, Wrath of the Righteous) (Inactive)

Game Master Thackery Baxter J Thorington

The Current Map

Marching Order

The Road to Drezen
Key Items Tracker.

Map of Kenabres

New Character Submissions

The ultimate battle for the fate of the world shall not be fought between Good and Evil, but Order and Chaos! Join the Hellknights as they lead the charge of the Fifth Crusade to put an end to the Worldwound!


401 to 450 of 466 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

T_T you will be missed Ameline.

I understand about time, though. I've obviously been havinga time crunch, too

Thanks for letting us know. If you want to come back in, you can.


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

I am sorry for the delay. I am dealing with a work crisis and a heating emergency at home. Please bot Kevroth as needed for the next couple of days if I am too slow to post.


No problem!! i wanted to give you time to do awesomeness
:-p


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

So...was thinking. Given that this is gestalt and mythic, a pretty fun build idea.

Gestalt: Fist of the Gods Warpriest / Two Handed Fighter.

"Devoted to the divine control of law above all else, these zealots seek to establish absolute order. Disciplined and precise, they lead their allies against the chaotic hordes."

Why? Well...at lvl 6:

Race: Half-Orc
- Darkvision
- Intimidating (+2 intimidate)
- Sacred Tattoos (+1 luck bonus to saving throws)
- Weapon Familiarity (doesn't do much, but hey, it's fluffy)

Traits:
- Ancestral Weapon (weapon proficiency butchering axe)
- Fate's Favored (+1 all luck bonuses)

Feats:
Lvl 1: Weapon of the Chosen
Lvl 1 Warpriest: Weapon Focus (butchering axe)
Lvl 1 Fighter: Power Attack
Lvl 2 Fighter: Furious Focus
Lvl 3: Improved Weapon of the Chosen
Lvl 3 Warpriest: Detect Chaos
Lvl 4 Fighter: Weapon Specialization
Lvl 5: Greater Weapon of the Chosen
Lvl 6 Fighter: Vital Strike
Lvl 6 Warpriest: Alignment Channel

So...at lvl 6...assuming Str20, +1 butchering axe, and after a swift action divine favor:

To Hit: +17 (+6 BaB, +5 Str, +1 WF, +1 Enchant, +3 DF, +1 WT)
(roll twice and pick better)
Damage: 6d6+21

---

The ultimate one-shot. Almost guaranteed to hit with the re-roll. And when it does hit, he doubles his weapon damage and strength bonus. And if combat lasts more than 1 round, he can swift action to get more enchantment bonuses to his axe, and can swift action to get other spells (like bull's strength).

And when mythic gets involved? Well...besides of course having mythic power attack, this build grabs a legendary weapon. Why?

Mythic Tier 1....Returning (can summon the item to your hand. Never be unarmed again)

Mythic Tier 3...Foe Biting. (When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled. This ability can be applied only to weapons. An item must be a minor or major artifact to have this ability.)

----

Assuming Mythic Tier 3 happens around lvl 11...when he gets improved vital strike...

Str 22, +2 weapon, divine favor, mythic power attack

To Hit: +25 (roll twice, pick best)
Damage: 9d6+29 (x2!)

----

And best of all? It uses the Godfist Blessing. Which is just fluffy as hell.

Math might be a bit off, did this quickly. Just a thought experiment...but man, would be fun to splatter chaotic outsiders with an oversized axe, no?


that is quite scary.


Gay Male Inhuman

So hi. I'm currently going through some relatively serious issues in my personal life and may be unavailable for a while. I also might not be. One of those things where I have no idea how it's going to shake out or when I'm going to be capable of posting. It sucks and I'm sorry, but it's unavoidable. I'll do what I can.


no problem, dude!! take care of you and yours


soo where has Dragon been for .. a while?

last week: twice-daily IEPs every day (one of which was 3 hours long), a bomb threat that had the school on lockdown for 3 hours, and this weekend... a flu that left me in bed for 3 days.

anywho, i'm back. and ready to swing.


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

I’m here as well! Will get character updated after digesting the gameplay post


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Ok, level 6. Trickster Path.

ABP

+2 Wisdom

Mythic Trait
The PC gains a +2 trait bonus on Reflex saves. By expending one use of mythic power, the PC can take 2 0 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

Slayer

+10 HP
+1 BaB (iterative attack)
+6 Skill Points
+ Slayer Talent (Manyshot)
+1d6 sneak attack damage

Inquisitor

+1 use of bane
+1 lvl 2 spell slot
+lookout (If any ally can act in a surprise round, so can I)

Mythic Tier 1

* Hard to Kill (Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.)

* Surge (You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.)

* Mythic Feat: Mythic Manyshot (When making a full-attack action with a bow and using Manyshot, you fire two arrows with both your first and second attacks, instead of just your first attack.)

Trickster

* +4 bonus hit points
* Surprise Strike (As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.)

* Sniper’s Riposte (You’re an expert at defending yourself while aiming a ranged weapon. You don’t provoke attacks of opportunity from making ranged attacks. As a swift action, you can expend one use of mythic power to negate the Stealth check penalty for sniping for 1 round.)


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Character Updated. Sven is now a beast.

(1) No longer provokes when shooting in close combat
(2) If he has Studied Target, Divine Favor and bane up (1 round of buffing) his modifiers look like this...if he has sneak attack

To Hit: +16+16+11
Damage: 6d6+14 (I had forgotten that sniper slayer means his sneak attack adds his level to damage as well)

To break down the damage...

2d6 (hornbow)
2d6 (bane)
2d6 (sneak attack)

+2 (strength)
+3 (divine favor)
+2 (studied target)
+6 (sniper slayer sneak attack)
+1 (enchantment

And both of the +16s hit twice due to mythic many shot.

(3) Sneak attack is usually really hard to pull off. But he is on the trickster path. With 5 uses of mythic power, I have 5/day surprise strikes, which make the enemy flat footed.

(3a) Bane takes a swift action to start. Surprise strike takes a swift action. So I can't start both on the same turn, unfortunately.

(example)

Round 1: Standard Action-Divine Favor. Move Action-Studied Target. Swift Action-Bane (wastes 1 round...)

Round 2: Swift Action Surprise Strike. All vs flat footed AC

Hit 1 with surge: 1d20 + 16 + 1d6 ⇒ (5) + 16 + (5) = 26
Manyshot Damage: 6d6 + 14 + 6d6 + 14 ⇒ (2, 3, 4, 5, 3, 3) + 14 + (3, 5, 6, 3, 3, 5) + 14 = 73

Hit 2: 1d20 + 16 ⇒ (12) + 16 = 28
Manyshot Damage: 6d6 + 14 + 6d6 + 14 ⇒ (4, 1, 4, 5, 6, 5) + 14 + (5, 4, 1, 2, 4, 3) + 14 = 72

Iterative Hit: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 6d6 + 14 ⇒ (3, 4, 6, 4, 2, 2) + 14 = 35

180 damage after 1 round of buffing. Costs 2 uses of mythic power (surprise attack and surge), 1 lvl 1 spell, 2 uses of bane.

----

So yeah. Mythic has replaced his M6 with an M249.

It's just too bad that he can only do this trick a few times per day.

----

After this mythic/bane trick runs out...the best he can do is fall back on this:

Divine Favor (+3 hit +3 damage)
Studied Target (+2 hit +2 damage)
Judgement (+2 Damage)
Flames of the Faithful (flaming burst for +1d6 fire damage)

Not nearly as good. Damage goes down to...

+14
6d6+18

+14
6d6+18

+9
3d6+9


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Bump?


Inactive

Still here, just too many 12+ work days.


Giosue's still dealing with personal stuff.

I'll give until Saturday and then plot stuff along. fortunately, theres'a bunch of RP that needs to happen so character updates aren't 100% immediately necessary.


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

For what it is worth, my lvl2 spell is going to be “holy ice weapon.”

Costs 25 gold to cast. Creates for 6 minutes a returning, holy water spear. It will further do +6 cold damage.

Taking the spell as a backup in case Sven is ever without his bow.

Paranoid? Yes. But sometimes it is worth being paranoid.


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

I will get the level and tier updated tomorrow. :)


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Long post just got lost. Cue sadness...ah well. :(


Kevroth wrote:
I will get the level and tier updated tomorrow. :)

Yay!!


Sven the Mazebreaker wrote:
Long post just got lost. Cue sadness...ah well. :(

Happwna to me all the time T_T


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

I got leveling and tier done.

Unchained Rogue(Bandit)/Warpriest level 6. Trickster Path.

Mythic Trait
The PC gains a +2 trait bonus on Reflex saves. By expending one use of mythic power, the PC can take 2 0 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

Unchained Rogue(Bandit)

+10 HP
+1 BaB
+8 Skill Points
+ Rogue Talent (Trapspotter)
+1 to danger sense (total is +2)

Warpriest

+1 use of fervor
+1 use of blessing
+1 lvl 0 spell slot
+1 lvl 1 spell slot
+1 lvl 2 spell slot
+ Bonus Feat (I moved double slice to this spot. explanation below.)

Leve-Dependent Bonus

ABP: +2 Wisdom (+1 use of fervor)
Level 3 feat (I want to move double slice to Warpriest Bonus to free up a general feat) - Angelic Blood
Level 5 feat (I forgot to take this feat.) - Angelic Flesh (Steel)
(The surge of Mythic Power awakened something in Kevroth's angelic heritage. I plan on taking Angel Wings and Metallic wings soon next.)

Mythic Tier 1

* Hard to Kill (Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.)

* Surge (You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.)

* Mythic Feat: Mythic Two-Weapon Fighting (As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon fighting for a number of rounds equal to your tier.)

Trickster

* +4 bonus hit points

* Fleet Charge (As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.)

* Path Dabbling - Impossible Speed (Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.)


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Thoughts

* Impossible speed! Nice! I didn’t see that one. It sounds like it will really come in handy. Especially with fleet charge.

* It’s really fluffy to get the Aasimar racial feats.

* Yay for another trickster. :)


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

I am really hoping that the impossible speed and fleet charge, combined with his underhanded will work out really well.

If I can pull it off, he will be dishing out a lot of damage in the surprise round. Right now with just two-weapon fighting he will have three attacks that are doing 1d8+22 damage .. that is pretty good.

Though I am seriously considering taking him along the natural attacks route.

The Aasimar racials are lots of fluff, but I think the fly speed will come in handy. And the metal wing attacks kind of go along with his maw and claw thing ..


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Maw and claw is claws or bite attack. Let’s say you have 2x claws

Skill Focus Diplomacy then Eldritch Heritage Serpentine Bloodline gives bite

Aasimar Wings gives 2x wing attacks

Helm of Mammoth lord gives a gore attack

That’s 6x primary natural attacks


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Well, 4 primary and two secondary. The wings are secondary. But I think Multiattack will make that no more onerous than two-weapon fighting.


Is impossible let speed like ludicrous speed? Will you go to PLAID?


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Only if I gain Haste. Then I go Plaid!

OMG! I need to take Run and Mythic Run. Then I can get Haste and move at 630 feet per round!!!

YEAH!!!

Oh, I wanted to ask: According to RAW, Impossible Speed refers to base land speed, and Angel Wings simple gives a set fly speed. Would you be willing to allow the Impossible Speed to apply to flight as well? When that happens, that is...


Kevroth wrote:

Only if I gain Haste. Then I go Plaid!

OMG! I need to take Run and Mythic Run. Then I can get Haste and move at 630 feet per round!!!

YEAH!!!

Oh, I wanted to ask: According to RAW, Impossible Speed refers to base land speed, and Angel Wings simple gives a set fly speed. Would you be willing to allow the Impossible Speed to apply to flight as well? When that happens, that is...

Ya. that sounds like awesome.

You got a taste of the kinds of things that final battles will be like from now on......

so sure. I can always increase the threat in an arms race :_D


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Would now be a good time to redo equipment and a feat?


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Is it time to recruit another Hellknight or two?


You can retool if you want, Kevroth.

@Sven:
Let's see we have
Giosue
D'hara
Sven
Kevroth

Technically that is enough. I like the idea of having 7 corpses running around, but that proved a bit much, and, really, a bit overpowered for an already beefy party. The one traditional role the party lacks is a tank. So if you want, I can open up recruitment for a tank.


Inactive

I am the tank.


true


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

D’Hara, any way you can get mythic guided hand?

Wis to Hit and Damage could be huge for your dps


Inactive

Two regular feats and one mythic feat to add Wisdom to hit and damage only for the spiked chain. It's not really worth it to me. She's not really designed for DPS. She designed to occupy foes and inflict negative status effects.


Arcanist Spells:
3rd: 3/3 | 2nd: 6/6 | 1st: 6/6 | 0th: at will; Reservoir: 9/9
hp 39/39 | AC 13, T 12, FF 12 | CMB: +1, CMD: 11 | Fort +2, Ref +3, Will +8 | Init +1 | Perc +8, Darkvision 60 ft.

My experience with army combat, and the whole army subplot, was that it was dull and just slowed things down. Find with going commando here.


Inactive

I think that commando is more our style now. If we were still running with 7 people, a large quadruped, and a few paladins, I'd have gone with the army combat.


Agreed


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Commando works for me. I did the army thing last time, and basically one person got to do things.


Alright, that's 3 players voting for commando (i only get a vote to break a tie). So, gonna go with commando. *whew* i don't have to worry about managing mass combat rules

I will adjust the encounters accordingly


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Speaking of which have national guard training all week

So can’t access maps, and posting will be spotty. Bot me if needed


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Is the guided enchantment allowed?

Looking forward I was thinking of getting it at lvl9, due to ABP. Would be Wis to Hit and Damage with his bow.


Lemme check when I get home


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Can we dip outside of our two gestalt classes? Such as...

Lvl 8: Slayer (7) Constable Cavalier (1) Inquisitor (8)
Lvl 9: Slayer (7) Constable Cavalier (1) Hellknight (1) Inquisitor (8)

Figure that with mithril hellknight armor, Sven can walk around in style. Would look both very dwarven and like a hellknight.

Would also mean that he could eventually get fullplate with 0ACP that he can summon.


Yup. D'hara did.

you can dual-PrC, too if you want.


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

is there a hellknight PrC for either a Signifier or whatever would be the right kind of hellknight for a rogue type?


Cleric 9 | HP 120/120 | AC 19 (24) | T 13 | FF 17 (22) | CMB +17 |CMD 22 | Fort +11 | Ref +6 | Will +13 | Init +2 | Perc +5 | Channel 5d6 (0/4) | Acid Dart (8/8)| PoP lvl 1 (1/1) | Lvl 1 (3/8) D1 (0/1) | Lvl 2 (8/8) D2 (1/1) | Lvl 3 (4/6) D3 (1/1) |Lvl 4 (3/5) D4 (1/1) | D5 (1/1) Current Buffs (Endure Elements, Magic Vestment, Bless) Sven

Just throwing the idea out there, but...

* Hellknight. The armor is +9 AC, -5 ACP, +1 max dex.
* Mithril makes it +9 AC, -3 ACP, +3 max dex (your current dex modifier)
* Hellknight 2 makes it +9 AC, -2 ACP, +4 max dex (your modifier at lvl 8)
* Nimble Armor Modification (1k gold) makes it +8 AC, -0 ACP, +5 max dex
- You can take the armor adept feat to ignore the -1 AC penalty from this modification

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

The only issue would be the -10ft movement speed...but you're already fast enough that it probably won't matter. Plus, it is full BaB and d10HP, something which both your classes currently lack.

I, for one, would think that Kevroth would look quite cool in a suit of mithril hellknight armor. :)


Kevroth wrote:
is there a hellknight PrC for either a Signifier or whatever would be the right kind of hellknight for a rogue type?

Lemme check:

hellknight (melee class) Prc

Hellknight Signifier (casting class) PrC

Hmm.. do either of these work, maybe with Sven's work around?


Sven the Mazebreaker wrote:

Just throwing the idea out there, but...

* Hellknight. The armor is +9 AC, -5 ACP, +1 max dex.
* Mithril makes it +9 AC, -3 ACP, +3 max dex (your current dex modifier)
* Hellknight 2 makes it +9 AC, -2 ACP, +4 max dex (your modifier at lvl 8)
* Nimble Armor Modification (1k gold) makes it +8 AC, -0 ACP, +5 max dex
- You can take the armor adept feat to ignore the -1 AC penalty from this modification

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

The only issue would be the -10ft movement speed...but you're already fast enough that it probably won't matter. Plus, it is full BaB and d10HP, something which both your classes currently lack.

I, for one, would think that Kevroth would look quite cool in a suit of mithril hellknight armor. :)

Kind of agree with Sven on that point :)


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Well .. I kind of like both of those PrC. And sneaking in past an enemy while wearing full plate would be pretty boss.


You cns do both if u want

401 to 450 of 466 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Wrath of the Hellknights (Gestalt, Mythic, Wrath of the Righteous) Discussion All Messageboards

Want to post a reply? Sign in.