
Zac Rydell |

Here is the crunch for him. Mostly, I think I like it overall. Considering taking shining Knight and warrior of holy light archetypes for paladin.
I picked the exposed to awfulness trait to go along with his view. When he was about 14 his near death experience left him with both mental and physical scars. The physical scar is a brand on the back of his hand in the holy symbol of Rovagoug, the "patron" of the demon that almost claimed his life and soul. The mental scar is the every encroaching feeling of meaningless/hopelessness As he had in fact all but died in the event. During his limbo he experienced void, a nothingness, a feeling of existence without existence. This would lead him to his thoughts on existence/life and to his eventually rebellion to that end. He uses music and craft as ways to take his mind off things and albeit with limited success, do something meaningful. Also, his companion Alduin(his mount) provides a surprisingly intelligent friend.
more detailed story should be finished in a day or two depending on free time.
EDIT: Do you want me to keep the LG alignment of a paladin?

Lyj |

Alright, so my crunch and whatnot are coming along (double spellcasters=so complicated, what on earth was I thinking). I'm debating between the Empiricist and Questioner archetypes for Investigator at the moment, but in the meantime: a couple quick questions.
I saw you approved a Drawback and extra trait for somebody, so I figured I'd hang on to Meticulous, if that's alright, and go with Riftwarden Orphan for my Campaign Trait.
Also, technically speaking, Breadth of Experience is restricted to dwarves, elves, and gnomes, but tieflings also live plenty long. Would you be alright with waiving the normal (pretty arbitrary) race prereq on that feat?
Finally, just an odd note - despite being largely disinterested in talking to people, thanks to an odd combination of traits and Tiefling bonuses, Lyj will end up an oddly good face man, subbing in Intelligence for Charisma in several social skills (after first level, anyway - turns out there's a lot of knowledge skills).

Tazo |

I'm considering submitting a Rakshasa-spawn Mesmerist/Sorcerer of the Order of the Rack. (Pretty set on the Mesmerist half; still thinking on the other half of the gestalt.) Thinking ahead, would psychic spells and abilities play nice with Archmage, which is worded to affect arcane spells and abilities?

Dragonofashandflame |

Dotting for interest. I have a few ideas and will probably get a character up later today. How do skills work in Gestalt again? Do we get the number of skill points from the class that gives us more?
You combine the lists but use the class with the bigger skill point pool. So for example, a rogue/wizard would have both wizard and rogue skill lists as class lists, but would use the 8+int from the rogue for points.
Same thing with HD, you take the more advantageous dice. So a wizard/barbarian would use d12s

![]() |

Dragonofashandflame |

I am working on a Gunslinger/Rogue might have him/her up tonight.
Are the Hell Knights mostly human?
They're mostly human, but they accept any race. Core races, tiefling, and aasimar are easiest sells tot the HK, but the mistress of blades for the order of the nail is a centaur, and there tengu and other races in the mix, too. So you might get a few odd looks, especially if you're from a "savage" race. But it wouldn't be a problem.

Dragonofashandflame |

Here is the crunch for him. Mostly, I think I like it overall. Considering taking shining Knight and warrior of holy light archetypes for paladin.
I picked the exposed to awfulness trait to go along with his view. When he was about 14 his near death experience left him with both mental and physical scars. The physical scar is a brand on the back of his hand in the holy symbol of Rovagoug, the "patron" of the demon that almost claimed his life and soul. The mental scar is the every encroaching feeling of meaningless/hopelessness As he had in fact all but died in the event. During his limbo he experienced void, a nothingness, a feeling of existence without existence. This would lead him to his thoughts on existence/life and to his eventually rebellion to that end. He uses music and craft as ways to take his mind off things and albeit with limited success, do something meaningful. Also, his companion Alduin(his mount) provides a surprisingly intelligent friend.
more detailed story should be finished in a day or two depending on free time.
EDIT: Do you want me to keep the LG alignment of a paladin?
ya. he should be LG. but, you can play him favoring the law side more than the good side.

Dragonofashandflame |

Alright, so my crunch and whatnot are coming along (double spellcasters=so complicated, what on earth was I thinking). I'm debating between the Empiricist and Questioner archetypes for Investigator at the moment, but in the meantime: a couple quick questions.
I saw you approved a Drawback and extra trait for somebody, so I figured I'd hang on to Meticulous, if that's alright, and go with Riftwarden Orphan for my Campaign Trait.
Also, technically speaking, Breadth of Experience is restricted to dwarves, elves, and gnomes, but tieflings also live plenty long. Would you be alright with waiving the normal (pretty arbitrary) race prereq on that feat?
Finally, just an odd note - despite being largely disinterested in talking to people, thanks to an odd combination of traits and Tiefling bonuses, Lyj will end up an oddly good face man, subbing in Intelligence for Charisma in several social skills (after first level, anyway - turns out there's a lot of knowledge skills).
drawbacks are allowed.
breadth of experience sounds ok.
there are TONS of knowledge skills. and, they're all useful... i had a character who rocked history and nobility to pretty much locate several key places in an adventure (as wll as who the villains were) simply because they had been big movers and shakers back int he day .

Dragonofashandflame |

I'm considering submitting a Rakshasa-spawn Mesmerist/Sorcerer of the Order of the Rack. (Pretty set on the Mesmerist half; still thinking on the other half of the gestalt.) Thinking ahead, would psychic spells and abilities play nice with Archmage, which is worded to affect arcane spells and abilities?
Good thought. Tentatively, yes. since WotR predates occult.

Dragonofashandflame |

![]() |

Ok so here he is, I have one question though and I didn't look to hard. Do bards suffer Arcane spell failure on armor higher than Light?
Ythaar Gunard
Male human bard 1/gunslinger (gun tank) 1/gestalt 1 ( Pathfinder RPG Ultimate Combat 9, 50)
LN Medium humanoid (human)
Init +3; Senses Perception +5
—————
Defense
—————
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +3; +2 trait bonus against fear while you have a firearm drawn
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee rapier +1 (1d6/18-20)
Ranged blunderbuss +4 (1d8)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire
courage +1), deeds (deadeye, gun tank's resolve, quick clear), grit (1)
Bard Spells Known (CL 1st; concentration +3)
1st (2/day)— abundant ammunitionUC, sleep (DC 13)
0 (at will)— daze (DC 12), detect magic , read magic , unwitting ally APG (DC 12)
—————
Statistics
—————
Str 11, Dex 17, Con 14, Int 13, Wis 12, Cha 15
Base Atk +1; CMB +1; CMD 14
Feats GunsmithingUC, Point-Blank Shot, Rapid Reload
Traits armed grit, exposed to awfulness
Skills Acrobatics -1 (-5 to jump), Bluff +6, Craft (alchemy) +5, Diplomacy +6, Intimidate +6, Knowledge
(arcana) +6, Knowledge (engineering) +6, Knowledge (geography) +6,
Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge
(planes) +6, Perception +5, Perform (oratory) +6, Spellcraft +5, Survival +5
Languages Common, Dwarven
SQ bardic knowledge +1, gunsmith
Combat Gear potion of cure light wounds ; Other Gear scale mail, alchemical cartridge (paper) UC (12),
black powder UC (20), blunderbuss UC, pellets UC (20), rapier, bedroll, belt pouch, flint and steel, gunsmith's
kitUC, hemp rope (50 ft.), masterwork backpack APG, powder horn UC, waterskin, 12 gp, 9 sp, 3 cp
—————
Special Abilities
—————
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss,
musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other
creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Blunderbuss) You can reload fast with one type of Crossbow or Firearm.

![]() |

Individuals need order to live peacefully with one another. A soul cannot ignore the need for rules when he desires to live a life of righteousness, and when he strays away from that path, he can only return to it by upholding order. Such is the cost of Redemption, as law is the gateway to redeeming one’s tainted soul.
That is the creed of Ezechias, a young half-orc redeemer in service of Sarenrae, born about 24 years ago in the Estrovian forest in Mendev. While his birth remains a mystery, his early childhood was marked by a tragedy. All we know is that the half-orc’s real parents were dedicated Sarenites who happened to live in that eerie forest. Much later, when the child was found and returned to civilized lands, it was known that he was still carrying his father’s holy symbol of the Dawnflower, a beautiful ornament made of silver and bearing the child’s name, Ezechias.
The exact circumstances of the tragedy that befell the young boy are hazy, but it is believed that a vicious demon known as a babau somehow succeeded in bypassing the weakened wardstones and ventured further in the Mendevian lands. Upon encountering the Sarenite family in the Estrovian forest, that very demon slew both of Ezechias’s parents, baptizing the 4 year-old child in their blood. Demons are not known for their mercy, and that babau was no exception – he struck Ezechias with all his might, yet something the demon did not foresee happened. The boy survived. Against all odds, a boy designated by fate itself managed to endure the demon’s blow. What happened next is unclear, but Ezechias’s foster father later told him that he and his kin had found the child in a comatose state and decided to whisk him away to their haven, on the First World. Ezechias‘s saviors were indeed fey who had witnessed the terrible event.
On the First World the child was cared for, his fell wounds were healed. Yet even his fey abductors couldn’t help but marvel at the child’s resiliency. Ezechias eventually recovered, and accepted his new life at first. One of the fey known as Noraelys became the boy’s foster father, taking upon himself to awaken the child to the First World’s wonders. The half-orc, oblivious of his real origins, endeavored to adapt to the primal plane’s strange and chaotic environment. However that part of his life was a daily struggle, as his very body tried to resist change and chaos with every fiber of his being, though Ezechias gained some features of the faerie people due to his long stay on the First World. In time, it became clear to Noraelys that Ezechias would never fit in among the fey. Where the fey revelled in freedom, the young boy wanted moral landmarks, rules, order. More than that, the half-orc child felt deep inside an unfulfilled destiny, a sacred duty that was drawing him elsewhere.
When the boy turned fourteen, Noraelys finally chose to let go. He told Ezechias the tale of how he came to be taken away from Golarion, his own world, and the dire fate of his real parents. Ezechias’s foster father gave him the medallion he found on the child ten years earlier, and agreed to take the teenage boy back to Mendev. There was a price, however: the boy wouldn’t remember his stay on the First World, as the veil between worlds would twist and rationalize all that occured to him there. To this day Ezechias is unable to find any specific memories of that period of time, but clearly remember his foster father, perhaps an elf, telling him the gruesome tale of his parents‘ untimely death. This trauma still causes him nightmares, in which eerie things he cannot explain occur.
As he was brought back to Golarion, Ezechias was found by crusaders patrolling near Nerosyan. They took him to their headquarters and upon considering the holy symbol he was bearing they assigned him to be brought up and trained by the church of Sarenrae. There he felt at home once again, as he was able to express his dedication, discipline and righteousness fully. While the lawful life he desired was not at the core of most Sarenrae devouts‘ creed, his eerie nature and acceptance of others whatever their origins were naturally led him to become a redeemer, one of the Dawnflower’s paladins dedicated to bringing back to righteousness those who strayed too far from that path.
The more time went by, the more his legalistic views came to clash with some Sarenites’ own opinions. While the young paladin was under the belief that pure law and order are the gateways for an earnest redemption, some of the clergy’s prominent members disagreed. Ezechias chose to leave the monastery before the conflict escalated further, and sought an organization who would share his beliefs, or at least allow them to guide the paladin’s hand. He found a new path the day he joined the Hellknight Order of the Chain, who saw in Ezechias a great potential and possibly a different way to deal with criminals: offer redemption and atonement instead of shackles and a hangman’s noose. The young silver-tongued paladin has somehow managed to convince a Maralictor of his views, thus allowing him to join the Hellknight order as an armiger. After two years of hard training in Citadel Gheradesca near Corentyn, Ezechias returned to the Worldwound border where he was stationed with several other Hellknights. The longing and sense of unfinished business he felt all his life was drawing him there, fate was waiting for him to reveal himself as one of the scions of law in a great conflict to come.
*** Description ***
Before you stands a towering half-orc clad in a scaled iron armor. The armor’s spaulders are linked to the chestplate with large lock and chain-like designs, and the gauntlets have been fashioned to look like large manacles, a very reminiscent feature of the armors the Order of the Chain frequently wear. Ezechias’s face is burly and scarred, displaying the many hardships he has been through in life. Some of these scars, you wonder, may never heal.
Yet despite its impressive and hulking figure, the half-orc has an eerie look about him. His blue eyes seem constantly lost in a haze, disconnected from the reality that surrounds him. His skin has a dark green hue, somehow forbidding anyone to ignore the armiger’s origins.
His long fingers rest on the hilt of a beautiful enameled scimitar made of a strange metal, wrought with the holy symbol of Sarenrae. Upon closer inspection, the same symbol is repeated several times on his armor, shield, and even a large tattoo somehow half-visible on his forearm.
*** Important notes about Ezechias ***
- Ezechias can and will work alongside evil people, as long as they behave in a lawful manner. Of course he may try to redeem them, in time.
- Mechanically speaking, Ezechias is a paladin (redeemer) / oracle (with the legalistic curse, that befits the Hellknight theme perfectly I think). He is a party face, healer, support caster, and will be quite apt at melee combat. He's designed to follow the Guardian Mythic Path, and to gain levels in the Holy Vindicator Prestige Class.
- He belongs to the Order of the Chain, an order devoted to hunting down criminals. Ezechias just offers a slightly different approach to that order than the usual "Manacles-Jail" routine.
- The Redemption theme especially appeals to me, and I tried to build this character around that theme. I hope you've enjoyed the read!
- Please let me know what you think! Any feedback is very welcome, and nothing is set in stone.
*** About me ***
Hi, I'm Lithrac, I'm a 37 year-old passionate Pathfinder player and GM. I've been roleplaying for over 20 years, playing Pathfinder since beta, and enjoying the format of PbP games (PFS, as well as several APs) for three years. I'm a frequent poster and love to roleplay (this is one of the reasons PbP is so great - lots of time to do so!). I would define myself as a dedicated player.

Dragonofashandflame |

Nice, a Paladin/Oracle. I'll have to re-do everything then.
Don't take my dot too serious, all my ideas have been taken and I'm a bit blank, I don't know if I'll be able to come up with something.
make a character you think would be fun, who cares if someone did a similar build. I might like your build or more than theirs!
but, don't worry about making an optimized character, make somethign that sounds fun

![]() |

Ok I changed him to Warpriest instead of Bard
Ythaar Gunard
Male human gunslinger (gun tank) 1/gestalt 1/warpriest of Abadar 1 ( Pathfinder RPG Advanced Class
Guide 60, Pathfinder RPG Ultimate Combat 9, 50)
LN Medium humanoid (human)
Init +3; Senses Perception +6
—————
Defense
—————
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +4; +2 trait bonus against fear while you have a firearm drawn
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee rapier +1 (1d6/18-20)
Ranged blunderbuss +5 (1d8)
Special Attacks blessings 3/day (Law: axiomatic strike, battle companion, Protection: aura of protection,
increased defense), deeds (deadeye, gun tank's resolve, quick clear), grit (2), sacred weapon (1d6, 0)
Warpriest Spells Prepared (CL 1st; concentration +3)
1st—bless, magic weapon
0 (at will)— detect magic , enhanced diplomacy , read magic
—————
Statistics
—————
Str 11, Dex 17, Con 14, Int 13, Wis 15, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats GunsmithingUC, Point-Blank Shot, Rapid Reload, Weapon Focus (blunderbuss)
Traits armed grit, exposed to awfulness
Skills Acrobatics -1 (-5 to jump), Bluff +5, Craft (alchemy) +5, Craft (weapons) +3, Handle Animal +5,
Intimidate +5, Knowledge (engineering) +5, Knowledge (geography) +2, Knowledge (local) +5, Knowledge
(planes) +2, Perception +6, Sleight of Hand +3, Spellcraft +5, Survival +6
Languages Common, Dwarven
SQ gunsmith
Combat Gear potion of cure light wounds ; Other Gear scale mail, alchemical cartridge (paper) UC (12),
black powder UC (20), blunderbuss UC, pellets UC (20), rapier, bedroll, belt pouch, flint and steel, gunsmith's
kitUC, hemp rope (50 ft.), masterwork backpack APG, powder horn UC, waterskin, 12 gp, 9 sp, 3 cp
—————
Special Abilities
—————
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss,
musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other
creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Blunderbuss) You can reload fast with one type of Crossbow or Firearm.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Dragonofashandflame |

Here are the submissions so far, including the ones that are mostly done, but missing a few things.

Zac Rydell |

I hadn't even realized I had made a potential "train" paladin build O.o lol. I just didn't see him signing on to a god to get cleric/war-priest levels, arcane wouldn't really work with him either. I had considered bard, but the flavor I wanted from that is as simple as perform(music). so, I just went with a non-spellcaster build haha. sub-optimal for gestalt I suppose, but it fits, and I think it will be sufficient.

Dragonofashandflame |

I hadn't even realized I had made a potential "train" paladin build O.o lol. I just didn't see him signing on to a god to get cleric/war-priest levels, arcane wouldn't really work with him either. I had considered bard, but the flavor I wanted from that is as simple as perform(music). so, I just went with a non-spellcaster build haha. sub-optimal for gestalt I suppose, but it fits, and I think it will be sufficient.
eh, i don't really care about optimization. As long as the PC's fun to play for you, and fits into my game, Im good.
also, Zac Rydell, can i get a background?

The Dread Pirate Hurley |

Would you be willing to entertain the possibility of a Kuthite attached to the Hellknight force? Nidal and Cheliax have a history of cooperation and it's not unforeseeable that more militant shadowcasters would align themselves with Hellknights. If no, that's totally fine, I just thought it'd be worth asking.
MisterLurch, Javell, good to see you two again.

Jereru |

Jereru wrote:Nice, a Paladin/Oracle. I'll have to re-do everything then.
Don't take my dot too serious, all my ideas have been taken and I'm a bit blank, I don't know if I'll be able to come up with something.make a character you think would be fun, who cares if someone did a similar build. I might like your build or more than theirs!
but, don't worry about making an optimized character, make somethign that sounds fun
The build's too similar, the background's too similar. I like to have fun, it's not about optimizing; I hate playing too similar characters, and I don't like submitting mirror characters.
I'll try to think of something different. Not a problem, just that I'll need new inspiration.

Dragonofashandflame |

Would you be willing to entertain the possibility of a Kuthite attached to the Hellknight force? Nidal and Cheliax have a history of cooperation and it's not unforeseeable that more militant shadowcasters would align themselves with Hellknights. If no, that's totally fine, I just thought it'd be worth asking.
MisterLurch, Javell, good to see you two again.
Kuthites can be members of the Hellknights. in fact...
in the Hellknights book, there's a rumor of starting a 6th secret arm of the Godclaw that would incorporate Zon-Kuthon's teachings to help weed out chaos.
Religion doesn't determine membership (although, openly worshiping neutral gods would be cause for... scrutiny). But, there's NPCs in the Hellknkight book who worship Shelyn, Iomedae, even Sarenrae. A chaotic deity would be highly suspect, though. So, worship the god you want

Lyj |

Here are the submissions so far, including the ones that are mostly done, but missing a few things.
Nice. A note, though: this version of Lyj is actually gonna be Lawful Evil, not Neutral. My fault, I left the alignment on the profile different from the previous game I submitted him to. Changed it now!

Lyj |

A couple of things you asked for I didn't actually address directly yet.
First, Mythic Path! It was probably obvious, but I'm going for Archmage.
Next, Lyj's major goals. First; For most of his life, Lyj has been working to reconcile all the different paths to arcane magic under one theory. He has used his scholarly bent to turn his natural sorcerous powers towards the path of the arcanist, and later the investigator, in an attempt to conquer the nuts and bolts of magic itself. He is convinced there is a way to unify the various schools of magic under a single umbrella, possibly even unlocking the secret to divine power without faith. Whether he's right or not, well...that's another question. But it's his theory, and his life's work; he intends for it to be his legacy to the world (if he doesn't figure out how to achieve immortality, that is). Think of it as string theory, but for magic. You've heard of quantum mathematicians? Well, he's a quantum magician. =D A relevant quote from a brief little story I put together for a previous version of him:
"Logic demanded that he look into the root of the problem and put an end to it before it encroached on his studies. He had worked too hard to establish a place within this particular society. Tieflings were not widely accepted anywhere, let alone taciturn reclusive ones with a talent for mind-affecting sorcery. According to his calculations, it would take approximately another century before his thesis on the Unified Theory of Magic was complete, and the maximum known lifespan of a being with his particular heritage only allowed for perhaps another century and a half. He could afford no further significant delays if he was to leave his mark on the arcane world."
Of course, this has the side benefit of possibly unlocking the key to ultimate power - which is also pretty much fine by him.

Lyj |

After a bit of consideration, I think I'm actually going to switch Lyj's secondary class to Alchemist (Mindchemist archetype). It makes me very sad to do so, since the flavor of Empiricist definitely appealed to me; Lyj is totally trying to be a Holmes-ish detective, the flavor fit so perfectly! But... I would essentially be getting no use whatsoever out of the Investigator's studied strike ability, since I intend to avoid melee like the plague, so I'd basically be using the class for the inspiration mechanic and a bonus to some skills. Not that I didn't like that idea - it was kinda awesome, actually - but I can get a hell of a lot more out of Alchemist bombs, mutagen (or more specifically, cognatogen), and that sweet double Int bonus to knowledge checks.
So yeah, Mindchemist. Unless you can talk me out of it, that is (I'm almost hoping you do - Investigator is such a good fit, flavor-wise).

drbuzzard |

OK, decided that an fighter/inquisitor suited what I want the best, so here's
Tadius Vulmo. He's a fighter/inquisitor of Abadar from Cheliax. Link provided to make it easier for listing purposes. I'll make an alias if chosen.
Tadius Vulmo
Born to a minor lordling in House Tilernos in the out of the way town of Senara, Cheliax, Tadius was raised on tales of the Shining Crusade as well as the Mendavian Crusades. His family hosted a long line of proud warriors who had served in both noble causes (most recent was his Uncle Stanos, a Paladin of Abadar). Tadius was a particularly disciplined youth, quite devoted to his studies and other duties as a member of his line. Not the brightest child, but well endowed in common sense, he made his way effectively though his education, eventually finding his devotion in the law.
He went through training to be a barrister, and was adequate in his studies, eventually finishing his training. However, the blood of his forefathers called him to a higher purpose, and eventually he abandoned the profession of the law for a closer devotion as an inquisitor in the Church of Abadar. Seeing that the greatest affront to the law in Golarion is the World Wound, he set off to join the Mendavian Crusade. This led to him arriving in Kenabres just in time for the festival.
Tadius is a very stern man. He is all about the law, and is extremely fastidious in appearance and proper in manners and etiquette. He sees laws as the foundation of civilization, seeing civilization as the only worthy attainment by man.
Tadius Vulmo
Human (Chelaxian) fighter 1/inquisitor of Abadar 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 38)
LN Medium humanoid (human)
Init +4; Senses Perception +7
Defense
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +5
Defensive Abilities hard to kill
Offense
Speed 30 ft. (20 ft. in armor)
Melee cold iron rapier +6 (1d6+4/18-20)
Special Attacks judgment 1/day, mythic power (5/day, surge +1d6)
Inquisitor Spells Known (CL 1st; concentration +4)
1st (2/day)—divine favor, shield of faith
0 (at will)—create water, detect magic, light, stabilize
Domain Heresy inquisition
Statistics
Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +2; CMD 16
Feats Fencing Grace, Weapon Finesse, Weapon Focus (rapier)
Traits child of the crusades, schooled inquisitor
Skills Acrobatics +0 (-4 to jump), Intimidate +8, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (planes) +4 (+6 to identify abilities and weaknesses of creatures), Knowledge (religion) +4 (+6 to identify abilities and weaknesses of creatures), Perception +7, Profession (barrister) +7, Sense Motive +8
Languages Common
SQ monster lore +3, stern gaze +1
Combat Gear acid (2), oil (5); Other Gear breastplate, cold iron rapier, backpack, candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern, piton (4), sack (2), tindertwig (4), torch (2), 23 gp
Special Abilities
Fencing Grace Use Dexterity on rapier damage rolls
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inquisitor Domain (Heresy Inquisition) Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon. Granted Powers: Often it is hard to tell heretics from the f
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

![]() |

Just a couple questions before I go forward with building the idea I have in my head.
1. The Agatheil Vigilante archetype has a wildshape-like ability, starting at 4th level while they are assuming their vigilante identity, they take the shape of an animal as per Beast Shape. Similar to Wildshape, this means that they cannot speak, would you consider letting them take Wild Speech despite not being a druid or having Wild Shape?
2. The Wolf Style chain of feats are found in the Blood of the Moon Book under the Witchwolf entry for skinwalkers, but they don't require you to be a Skinwalker, witchwolf or otherwise, would these feats be ok? Wolf Style Wolf Trip Wolf Savage.
My idea is a Vigilante who turns into a wolf - some might think he's an actual werewolf, who fights using Wolf Style. His other gestalt side is likely to be an Unlettered Blood Arcanist with the Psychic bloodline, which would allow him to cast without any issues while in wolf form since Psychic spells do not require somatic or verbal components.

Dragonofashandflame |

Just a couple questions before I go forward with building the idea I have in my head.
1. The Agatheil Vigilante archetype has a wildshape-like ability, starting at 4th level while they are assuming their vigilante identity, they take the shape of an animal as per Beast Shape. Similar to Wildshape, this means that they cannot speak, would you consider letting them take Wild Speech despite not being a druid or having Wild Shape?
2. The Wolf Style chain of feats are found in the Blood of the Moon Book under the Witchwolf entry for skinwalkers, but they don't require you to be a Skinwalker, witchwolf or otherwise, would these feats be ok? Wolf Style Wolf Trip Wolf Savage.
My idea is a Vigilante who turns into a wolf - some might think he's an actual werewolf, who fights using Wolf Style. His other gestalt side is likely to be an Unlettered Blood Arcanist with the Psychic bloodline, which would allow him to cast without any issues while in wolf form since Psychic spells do not require somatic or verbal components.
1) Odd, i can't find the archetype on the srd. Link me? But, if it works the way you say it does, then yes.
2) Yes, you can take it

![]() |

Dylos wrote:Just a couple questions before I go forward with building the idea I have in my head.
1. The Agatheil Vigilante archetype has a wildshape-like ability, starting at 4th level while they are assuming their vigilante identity, they take the shape of an animal as per Beast Shape. Similar to Wildshape, this means that they cannot speak, would you consider letting them take Wild Speech despite not being a druid or having Wild Shape?
2. The Wolf Style chain of feats are found in the Blood of the Moon Book under the Witchwolf entry for skinwalkers, but they don't require you to be a Skinwalker, witchwolf or otherwise, would these feats be ok? Wolf Style Wolf Trip Wolf Savage.
My idea is a Vigilante who turns into a wolf - some might think he's an actual werewolf, who fights using Wolf Style. His other gestalt side is likely to be an Unlettered Blood Arcanist with the Psychic bloodline, which would allow him to cast without any issues while in wolf form since Psychic spells do not require somatic or verbal components.
1) Odd, i can't find the archetype on the srd. Link me? But, if it works the way you say it does, then yes.
2) Yes, you can take it
It's not in the PFSRD yet, it just came out at the end of last month in Pathfinder Player Companion: Spymaster's Handbook. I can however quote it for you.
Agathiel (Vigilante Archetype)
The legends of Golarion teem with intelligent beasts who emerge from the wild to right wrongs perpetrated by a nation, aid a virtuous family, or extract long-overdue vengeance. Many of these trace back to the agathiel tradition, first stolen from agathion celestials by the elves of Kyonin and again later by Old-Mage Jatembe. Agathiels surrender a portion of their immortal souls to Nirvana in exchange for a measure of animalistic might to aid them in their righteous crusades. This exchange is permanent, and each agathiel commits the rest of his mortal life to service of others and the constant thrum of wild instincts.
Though agathiels can be found in small numbers all over Golarion, the rituals to transform a mortal into an agathiel are common only in Kyonin and the Mwangi city-states, and among the wandering scholars of the Mwangi Expanse. The elves in particular relied upon these abilities to scout Golarion before reclaiming their abandoned territories after the Age of Darkness, leading to reports of extraordinary fey animals stalking elven ruins in the century before their return.
Immortal Commitment (Su): Becoming an agathiel commits a portion of the vigilante’s soul to Nirvana, and in turn invests him with a portion of the plane’s power. An agathiel’s social and vigilante identity alignments must both be within one step of neutral good. If either of the agathiel’s alignments moves outside this range (because of his own actions or magical manipulation), he gains 1 permanent negative level and loses the ability to assume his vigilante identity until both of his alignments are within one step of neutral good. This negative level cannot be overcome in any way (including by restoration spells) until the agathiel’s alignment reverts.
Bestial Identity (Su): At 1st level, an agathiel’s vigilante identity must invoke the appearance and behavior of a single Small or Medium creature of the animal type. The vigilante can attempt to appear to be a normal member of this animal type, but doing so imposes a –10 penalty on his Disguise check. The bonus provided by seamless guise still applies to the vigilante’s attempts to appear to be an ordinary animal. Once the vigilante’s animal form is selected, it cannot be changed.
Beginning at 4th level, when an agathiel assumes his vigilante identity, he physically transforms into an animal, though he always retains unusual traits that set him apart from ordinary animals, as if using beast shape I, except the vigilante gains no ability adjustments and can select only a single animal ability from those listed in the spell’s description. His social identity remains his true form, and unlike with beast shape I, an agathiel can remain in his animal form indefinitely. The agathiel’s vigilante identity is considered a polymorph effect, and while in his vigilante identity, the agathiel is immune to other polymorph effects. Unlike with normal polymorph effects, the agathiel’s equipment does not meld into his form, and instead changes shape to fit his animal form and provides the same function, though any equipment requiring hands cannot be used until he returns to his social identity.
At 8th level, when assuming his vigilante identity, the vigilante can select two abilities provided by beast shape I, or select a single ability provided by beast shape II. At 12th level, he can instead select two abilities provided by beast shape II, or a single ability provided by beast shape III. At 16th level, he can instead select three abilities provided by beast shape III, or a single ability provided by beast shape IV.
This ability alters dual identity and replaces the vigilante talents gained at 4th, 8th, 12th, and 16th levels.
Agathion Blessing (Su): Beginning at 2nd level, an agathiel gains Aspect of the Beast (APG) as a bonus feat while in his vigilante identity. If he selects the claws of the beast option, he can select a bite attack (1d8), a gore attack (1d8), or 2 slam attacks (1d4 each), as appropriate to his animal identity.
This ability replaces the vigilante talent gained at 2nd level.

Dragonofashandflame |

Dragonofashandflame wrote:Dylos wrote:Just a couple questions before I go forward with building the idea I have in my head.
1. The Agatheil Vigilante archetype has a wildshape-like ability, starting at 4th level while they are assuming their vigilante identity, they take the shape of an animal as per Beast Shape. Similar to Wildshape, this means that they cannot speak, would you consider letting them take Wild Speech despite not being a druid or having Wild Shape?
2. The Wolf Style chain of feats are found in the Blood of the Moon Book under the Witchwolf entry for skinwalkers, but they don't require you to be a Skinwalker, witchwolf or otherwise, would these feats be ok? Wolf Style Wolf Trip Wolf Savage.
My idea is a Vigilante who turns into a wolf - some might think he's an actual werewolf, who fights using Wolf Style. His other gestalt side is likely to be an Unlettered Blood Arcanist with the Psychic bloodline, which would allow him to cast without any issues while in wolf form since Psychic spells do not require somatic or verbal components.
1) Odd, i can't find the archetype on the srd. Link me? But, if it works the way you say it does, then yes.
2) Yes, you can take it
It's not in the PFSRD yet, it just came out at the end of last month in Pathfinder Player Companion: Spymaster's Handbook. I can however quote it for you.
Pathfinder PC: Spymaster's Handbook, pg 25 wrote:...Agathiel (Vigilante Archetype)
The legends of Golarion teem with intelligent beasts who emerge from the wild to right wrongs perpetrated by a nation, aid a virtuous family, or extract long-overdue vengeance. Many of these trace back to the agathiel tradition, first stolen from agathion
sure. i'll allow you to take wild speech