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!


201 to 250 of 310 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

=^^=
9:30 am Saturday here


1 person marked this as a favorite.

Greetings!

The time has come! Now is the time! Now is the hour! Ours is the magic! Ours is the power!

Seriously,though, these decisions are never easy! I liked all of the characters and really wanted to see them all in play. I've decided, however, that I will take 7 total submissions instead of 6, because I liked the submissions that much.

Will the following characters please sign in on the discussion thread?

Giosue Rhigetti
Darsanga Barstos
Ezechias
Kevroth
D'hara
Iavdi
Chakat Hellstrider

Thank you all for your wonderful submissions!


Thanks for accepting me.

Finally get to play her :)


Wooo! Thanks for accepting me!


Rats. Congrats all.


Alas, the dark thoughts overcame Zac, and he took his own life in his hopelessness. HF all.


1 person marked this as a favorite.

Dang, another time then. glhf guys


Greetings one and all!

I am in need of 2 new champions of law and order who wish to crush the hordes of the Abyss beneath their hell-forged boots! And replenish the ranks of fallen Hellknights (For some reason, I've decided I want to keep the number of players at 7. There's a fun... symmetry to it)

Crunchy goodness is here:
http://paizo.com/campaigns/WrathOfTheHellknightsGestaltMythicWrathOfTheRigh teous/recruiting&page=1

Players are currently at 5th level

I'd like to get selections done by nextweek Friday, depending on interest. If only 2 people apply, then things get done sooner :)


What Mythic tier (if any) is the group? Also, Dotting.


currently, none. we're just about to finish the Gray garrison.. They're LITERALLY almost there. So, soon to be 1?


Okay, I just wanted to make sure before I started making my character. Is there anything the group really needs/has to have?


Need someone Lawful? How about...

Submitting Sven the Mazebreaker. Lawful Neutral Zen Archer / Inquisitor of Torag. Order of the Godclaw.

Background:
Long ago, the dwarven keep of Kar Khazok fell into ruin. For generations it had been cut off from the rest of the dwarven kingdoms. With the lands around it swarming with orcs, it survived due to its tunnels leading to the darklands. This, however, proved to be the doom of the dwarves. The Orc Warlord Bolg Irongut allied with a minortaur Lord Brahmn and his tribe. The orcs launched a brutal assault upon the dwarves from the surface, drawing their attention and armies away from their underground gates. And that, is of course, when the minotaurs struck. Caught on a war from two fronts, with no chance of reinforcements, the dwarves soon realized that they were doomed. Hall by hall, room by room, the dwarves were slaughtered. They fell back slowly, collapsing ceilings and laying traps behind them. But to no avail. Eventually, when even their stubbornness had reached its limits, they attempted to break out. They managed to fight their way into the darklands, where they fled into the tunnels, leaving their home behind them. With the keep fallen, Bolg and Brahmn betrayed each other nearly immediately. Indeed, their treachery is what allowed the dwarves to escape.

Sven is one of the survivors of Kar Khazok. Once just a fletcher, his time in hiding forged him into an embittered warrior. Their hearts burning with vengeance, he and his fellows, kept watch over the tunnels of their clan. Knowing that the orcs and minotaurs were warring over the ruins, it was the goal of his unit to ensure that neither side got the upper hand over the other. For once both sides were significantly weakened, the clan planned to invade their own home and to take it back.

Sven won great acclaim in this role as a hunter of minotaurs. With his runic bow in hand, he would stalk them through the ruins of the hold, and he would even harass those that still lived deep under the earth in their maze-like lairs. So skilled was he in both tracking the creatures that he earned the name 'maze-breaker.'

This came to an end though, when his group of partisans did too well. His comrades managed to slay Bolg, and in retaliation the full might of the orcs fell on them. Sven barely managed to escape the slaughter, carrying Bolg’s Hornbow with him. The last memory of a fallen people.

For weeks he fled, before finally escaping to the surface. Bereft of his clan he wandered aimlessly. The people of the surface disgusted him. The world he found was chaotic, without any sense of order or discipline. It was the antithesis of what his old clan stood for. He did not fit in.

That is, until he came across a monestary dedicated to the Godclaw. For the bitter dwarf, the Godclaw adherents were the closest thing he could find to a home. He quickly fell into their belief structure, and their goal to bring law and order to the world. He made his vows, and with a donation of all his worldly possessions save his bow, he became a monk.

Sven has now been sent by his order as a reinforcement for a hellknight operation. With bow in hand and ice in his heart, he is ready to do what needs to be done.

Brings a solid archer to the party. Fully buffed, within 30ft:
To Hit: +15/+15 (+5 effective BaB, +4 Wis, +1 enchantment, +1 PbS, +2 studied target, +2 divine favor, +2 bane, -2 Flurry)
Damage: 4d6+10 damage

And when bane runs out he can instead fire 3 shots a round.

With an extra 1d6 if he can somehow apply sneak attack to it as well. Though that’s more for if he ever has to melee.

Has good Face Skills (+14 Sense Motive, +14 intimidate, +12 diplomacy, bluff) and survival skills (+13 Perception, +12 survival, +10 Stealth). Also brings discern lies to the table.


Here is my character submission:

Aura:

LN Elf Rogue 5/Fighter 5

Str 10
Dex 18
Con 14
Int 16
Wis 12
Cha 10

HP 65
AC 21 (+5 armor, +1 shield, +4 dex, +1 deflection) Touch 15 Flat-Footed 21
BAB 5 CMB +5/9 CMD 20
Init +6

Fort +7
Ref +9
Will +3

Speed 30'

Dagger:
*Normal +11 to hit; 1d4+7 damage; 19-20/x2 crit
*Bane +14 to hit; 1d4+2d6+10 damage; 19-20/x2 crit

Skills: Acrobatics r5 +12, Stealth r5 +15, Perception r5 +11, Knowledge (Planes, Religion) r5 +8, Climb r5 +8, Swim r5 +8, Sense Motive r5 +9, Disable Device r5 +12, Sleight of Hand r5 +12, Escape Artist r5 +12

Background Skills:
Knowledge (Local) r5 +11
Linguistics r5 +11

Feats: Point Blank Shot, Weapon Focus (Dagger), Weapon Spec (Dagger), Skill Focus (Stealth), Precise Shot, Quick Draw

Class Features:
ROGUE: Sneak Attack +3d6, Finesse Training (Dagger), Trapfinding, Danger Sense +1, Evasion, Uncanny Dodge, Debilitating Injury, Rogue's Edge (Escape Artist), Rogue Talents (Ninja Trick: Pressure Points*, Fast Stealth)

FIGHTER: Bravery +, Armor Training +1, Weapon Training (Light Blades +1)

Alternate Racial Features: Light against Darkness (+1 bonus to attack rolls vs. Demons. Replaces Elven Magic)

Traits: Exposed to Awefulness, Reactionary

Equipment: Bane (Evil Outsider) Dagger, Cold Iron Dagger x5, Alchemical Silver Dagger x5, Ironwood throwing dagger x8, Mithral Shirt

Background:

Aura joined the Hellknights for one reason only: to hunt demons and their cultists. Most of the time, she treats people with decency and respect, but when cultists appear, she goes out of her way to murder them in as violent a way as possible.

Her vendetta actually began when she was a young girl. Not all Elves returned at the same time from the first world stronghold where they fled to; some were performing tasks there that required time to finish. One such family was Aura's family. When they returned a century ago, Aura was a young girl. Her family discovered that their tree had been almost completely corrupted by Treerazor.

Many members of her family took their own lives, but her father forbade any more to do so, instead sundering their line and calling a hunt on all demons and those who summon them to this world.

Each family member crafted weapons from the tree, and Aura was no exception: She carved a set of 10 throwing knives that her cousin, a Druid, enchanted to make as hard as steel. Finishing her training at the childish age of 20, Aura set out to find Demons and avenge her family upon them. She was captured almost immediately.

Cultists of Treerazor drug her into the woods kicking and screaming and bound her in a summoning circle. A powerful demon was summoned, who spent some time torturing her, to the point of what they thought was death. They discarded her body into an open grave and left to gather more sacrifices.

Aura survived, however, and crawled her way through the woods for days until she was found by a group of Hellknights that were heading into the Worldwound. Upon hearing her story, a detachment went to the ritual spot and killed all of the cultists, returning her belongings to her. She joined up with the Hellknights, agreeing to work with them to kill all demons and cultists.

During the evenings, Aura rises after her trance and stalks through the streets, hunting cultists and then killing them. Whereever her band of Hellknights goes, a rash of murders crops up and remains unsolved.

A natural scout, Aura typically performs those duties for her unit.

Grand Lodge

Dot...Going mesmerist and something.


I really shouldn't join another game... but dot.


I’m interested.


Me too - although not my original submission...


Dot, not quite sure what I am going for yet.


What are the current characters' classes, so our concepts don't conflict?


Chakat: Cavalier/Anti-Paladin
D’Hara: Unchained Monk/Warpriest-Inquisitor
Giosue: Wizard/Arcanist
Kevroth: Warpriest/Unchained Rogue Bandit
Iavdi: Battle Host Occultist/Cavalier

I saw this and figured that the party is missing 2 things. (1) a dwarf and (2) ranged.

My first though when I saw the crunch was a Bloodrager/Oracle. Rage cycling for days. But they seem to have melee sorted out quite well.


Do we still need a campaign trait?


Thanks for the breakdown, Sven!

I have an interesting character that I'd like to propose, which looks like she would fit in well. She's a Paladin//Skald, and she's all about inspired rage and healing effects. I'll post the details later today.


You still need a campaign trait. The group is very melee focused. The cavalier is a variant of a centaur, so is large.

The hook will be that you are armigers returning to post after dealing with chaos in the streets. They were ordered to go to the gray garrison to reinforce the contingent already sent. The party is LE. Paladins CAN work with the group, but they’d need to emphasize the law more than the good (and probably worship the godclaw)

Depending on how things go, we can probably get you inserted before the final battle


The party is very lawful evil...as such, to fit in a bit better, I’ll make Sven deurgar. He’ll be lawful evil.


Right - and now for something completely different!

I'm going to build a LN Aerokineticist/Shifter - a crusader who was infected by the taint of the Worldwound and turned to the rigid discipline of the Hellknights to help control himself when he started uncontrollably changing shape.

First aspect will be either Falcon or Owl to mix well with the Aerokineticist bit. :)


Is there a wealth adjustment for level 5? I only ask because I was looking at how to equip and stopped to wonder.


We’re using automatic bonus progression and this thing called virtual gearing. Virtual hearing means every level you just buy the gear you want because it’s assumed you found it as you adventure


Wealth by level for 5th level is 10,500 - 50% = 5,250.


I just ask because of a neat wondrous item I saw. I'm an RP nerd and saw something I thought was wonderful for flavor. That's why I asked, honestly

Grand Lodge

Hmmm thinking maybe a Bard/Archer Ranger? or maybe a ranged fighter?


Updated Background:
Years ago the duergar keep of Kar Khazok fell into ruin. For generations it had been cut off from the rest of their darkland bretheren. Located far too close to the surface, the lands around it swarmed with orcs. The only thing keeping the duergar safe was Orc infighting and Orcish territorial disputes with a Minotaur tribe.

Doom came to the duergar when the Orc Warlord Bolg Irongut allied with a minortaur Lord Brahmn and his tribe. The orcs launched a brutal assault, their ranks bolstered by savage Minotaurs. With both threats United, there was little the dwarves could do. Hall by hall, room by room, the dwarves were slaughtered. They fell back slowly, collapsing ceilings and laying traps behind them. But to no avail. Eventually, when even their stubbornness had reached its limits, they attempted to break out. With the keep fallen, Bolg and Brahmn betrayed each other nearly immediately. Indeed, their treachery is what allowed the dwarves to escape.

Sven is one of the survivors of Kar Khazok. Before the fall he earned the name ‘Mazebreaker’ for his accomplishment of assassinsting a Minotaur shaman within it’s own maze. When the fall came, Sven was separated from his kinsmen. The majority of his brethren fled deeper into the darklands. Sven, pursued for miles my orcs, was driven up. Towards the surface.

For weeks he fled, hounded by not only orcs, but mongrelmen and other darkland denizens, before finally escaping to the surface. Bereft of his clan he wandered aimlessly. The people of the surface disgusted him. The world he found was chaotic, without any sense of order or discipline. It was the antithesis of what his old clan stood for. He did not fit in. Worse yet, the color of his skin preceded him. The bright, disgusting, weak world, was no more hospitable to him than the darklands. He eventually became a mercenary for clients who cared little for how their marks were killed. It was a rough life, and one fraught with more than one town fled from, but he made it work.

Seeking meaning in life, Sven followed rumors of a monastery dedicated to the Godclaw. For the bitter dwarf, the Godclaw adherents were the closest thing he could find to a home. He quickly fell into their belief structure, and their goal to bring law and order to the world. He made his vows, and with a donation of all his worldly possessions save his bow, a trophy from one of his most prized kills. It was there that he abandoned the faith of Droskar and took up the Godclaw in earnest. He rose, becoming a skilled inquisitor, using divine power to supplement his archery.

Sven has now been sent by his order as a reinforcement for a hellknight operation. With bow in hand and ice in his heart, he is ready to do what needs to be done.

There we go. Lawful Evil deurgar archer, ready to report.


Human Armiger (Fighter) | Legalistic Oracle of the Godclaw

Further progression would result in Hellknight taking over the Armiger (Fighter) side and, slightly later, Hellknight Signifier taking over the Oracle side.

Recognizing the order's five deities, the character would gain various powers.


  • Might of the Godclaw, focusing on obediences as opposed to gaining further powers from any one diety.
  • Abadar's Boon
  • Asmodeus's Boon
  • Iomedae's Boon
  • Irori's Boon
  • Torag's Boon

The character would start off in Full Plate and work his way into Hellknight Plate at 7th level when he gains his 2nd level in Hellknight. He would also gain his Signifier at 7th level as well since that is when he would gain his 1st level in Hellknight Signifier.

While the character is melee orientated in combat, the character can act as a secondary/primary source of healing through spells.


"The Lucky Halfling" wrote:

Human Armiger (Fighter) | Legalistic Oracle of the Godclaw

Further progression would result in Hellknight taking over the Armiger (Fighter) side and, slightly later, Hellknight Signifier taking over the Oracle side.

Recognizing the order's five deities, the character would gain various powers.


  • Might of the Godclaw, focusing on obediences as opposed to gaining further powers from any one diety.
  • Abadar's Boon
  • Asmodeus's Boon
  • Iomedae's Boon
  • Irori's Boon
  • Torag's Boon

The character would start off in Full Plate and work his way into Hellknight Plate at 7th level when he gains his 2nd level in Hellknight. He would also gain his Signifier at 7th level as well since that is when he would gain his 1st level in Hellknight Signifier.

While the character is melee orientated in combat, the character can act as a secondary/primary source of healing through spells.

That sounds like an interesting concept. I can see some great use out of it. There's Oracle archetype for the Godclaw if you're interested.


Dragonofashandflame wrote:
"The Lucky Halfling" wrote:

Human Armiger (Fighter) | Legalistic Oracle of the Godclaw

Further progression would result in Hellknight taking over the Armiger (Fighter) side and, slightly later, Hellknight Signifier taking over the Oracle side.

Recognizing the order's five deities, the character would gain various powers.


  • Might of the Godclaw, focusing on obediences as opposed to gaining further powers from any one diety.
  • Abadar's Boon
  • Asmodeus's Boon
  • Iomedae's Boon
  • Irori's Boon
  • Torag's Boon

The character would start off in Full Plate and work his way into Hellknight Plate at 7th level when he gains his 2nd level in Hellknight. He would also gain his Signifier at 7th level as well since that is when he would gain his 1st level in Hellknight Signifier.

While the character is melee orientated in combat, the character can act as a secondary/primary source of healing through spells.

That sounds like an interesting concept. I can see some great use out of it. There's Oracle archetype for the Godclaw if you're interested.

What book was that from? I knew there was a Mystery, but I was not aware of there being an archetype.


ExiledMimic wrote:
I just ask because of a neat wondrous item I saw. I'm an RP nerd and saw something I thought was wonderful for flavor. That's why I asked, honestly

As long as you can afford it, take it

You have 5250 gp.

Stat boosting items don't exist (or function if they're only of an item's powers) because you naturally get stat bosts through Automatic bonus progression.

This means that a Paladin's boon won't give +1 static bonus, because you already have that. instead, it'll give a +1 power (like, flaming, or whatever).


1 person marked this as a favorite.
"The Lucky Halfling" wrote:
Dragonofashandflame wrote:
"The Lucky Halfling" wrote:

Human Armiger (Fighter) | Legalistic Oracle of the Godclaw

Further progression would result in Hellknight taking over the Armiger (Fighter) side and, slightly later, Hellknight Signifier taking over the Oracle side.

Recognizing the order's five deities, the character would gain various powers.


  • Might of the Godclaw, focusing on obediences as opposed to gaining further powers from any one diety.
  • Abadar's Boon
  • Asmodeus's Boon
  • Iomedae's Boon
  • Irori's Boon
  • Torag's Boon

The character would start off in Full Plate and work his way into Hellknight Plate at 7th level when he gains his 2nd level in Hellknight. He would also gain his Signifier at 7th level as well since that is when he would gain his 1st level in Hellknight Signifier.

While the character is melee orientated in combat, the character can act as a secondary/primary source of healing through spells.

That sounds like an interesting concept. I can see some great use out of it. There's Oracle archetype for the Godclaw if you're interested.
What book was that from? I knew there was a Mystery, but I was not aware of there being an archetype.

The Hellknights book. Maybe it's only a mystery. I'm at work, and can't access my books T_T stupid life getting in the way of gaming. I only need a job to pay for things like food and shelter. it can't be THAT important.


Dragonofashandflame wrote:
"The Lucky Halfling" wrote:
Dragonofashandflame wrote:
"The Lucky Halfling" wrote:

Human Armiger (Fighter) | Legalistic Oracle of the Godclaw

Further progression would result in Hellknight taking over the Armiger (Fighter) side and, slightly later, Hellknight Signifier taking over the Oracle side.

Recognizing the order's five deities, the character would gain various powers.


  • Might of the Godclaw, focusing on obediences as opposed to gaining further powers from any one diety.
  • Abadar's Boon
  • Asmodeus's Boon
  • Iomedae's Boon
  • Irori's Boon
  • Torag's Boon

The character would start off in Full Plate and work his way into Hellknight Plate at 7th level when he gains his 2nd level in Hellknight. He would also gain his Signifier at 7th level as well since that is when he would gain his 1st level in Hellknight Signifier.

While the character is melee orientated in combat, the character can act as a secondary/primary source of healing through spells.

That sounds like an interesting concept. I can see some great use out of it. There's Oracle archetype for the Godclaw if you're interested.
What book was that from? I knew there was a Mystery, but I was not aware of there being an archetype.
The Hellknights book. Maybe it's only a mystery. I'm at work, and can't access my books T_T stupid life getting in the way of gaming. I only need a job to pay for things like food and shelter. it can't be THAT important.

And books, don't forget books.

It's a mystery you were thinking of and that was totally the plan for this character. Recognized by the Godclaw pantheon from birth, the character has been held to a legal way of thinking and reacting. Over the years, he has learned to embrace aspects of each. The character would be lawful neutral.


It’s really too bad that the Eldritch Archer and Armored Batllemage Magus archetypes don’t stack. I’d feel silly being a Hellknight runnning around in light armor (though I guess that’s what most Signifers do, isn’t it?). I guess I could always wear mock armor. lol


Armored Hellknights is so last year.


Godclaw Oracle Mystery


Are you using Spheres of Power?


Realized that to do mythic archer properly, I'll need mythic rapid shot and many shot. Can't do that with a zen archer. So made Sven into a Sniper Slayer/Inquisitor. Actually ended up with +1 AC, more HP, judgements, and better ranged sneak attack. At the cost of -10ft movement, and a horrible touch AC. Well worth the trade.


Alias ad Tempus wrote:
Are you using Spheres of Power?

No 3rd party. Paizo only except for gestalt rules and gearing hearing houserule


Background:
Before the Hellknights: Son of a wealthy merchant in Cheliax he never really stood much of a chance to inherit much given a number of older siblings. For a while he went to sea on merchant vessels, picturing himself as something of a dashing swashbuckler or a pirate. This rebellious streak in his youth eventually led to the death of several of his crew mates in a demonic ritual and that more than anything broke him out of his lawless and reckless behavior. To make amends he sought counsel from the priesthood and that led him to the church of Abadar. His father had been a worshiper of the God of the First Vault so he wasn't unfamiliar. But while his father had mostly paid service to him in honor of his financial success the church showed Othello the way to crush his rebellious side and better his life with order and regulation. He loved the regulated beauty of it, how everything operated together in its own time to serve a greater purpose. His training as a warpriest of Abadar, an enforcer of law, made him sick with his past and he did everything in his power to set himself apart from it. Even going as far as to hunt down some of the more lawless associates whom he had known back in the day.

Personality: Not necessarily brilliant Othello likes to think that he makes up for it with a bit of sensibility and charm. He is attentive and can often get people to talk with him when they might otherwise brush off an agent of the law. That's good because while he has no problem with taking lives to maintain order he doesn't gain any real pleasure from it either. The law, above all else, must be upheld. Great acts of good or evil can contribute to that. Without law and order all falls into chaos and depravity. Not just being lawful and upstanding but always appearing that way is also very important to him. That said he's not beneath doing some covert work if it should be demanded of him. Any means that might justify a well ordered end are acceptable.

Hellknight Order: Othello is a low ranking member of the Order of the Gate. Although his spellcasting potential is not as noticeable as some of the Order's members he does possess some noticeable divine blessings. The fact that he has had long prior training in the use of their chosen weapon, the dagger, is something of a bonus. Largely his job up to this point has been acting as muscle for high ranked and more influential casters of the Order.

Goals: He wants to prove himself and rise through the Order of the Gate. Although the prestige class Hellknight Signifer is probably a little too odd to fit with the build Im creating I think he'd love to achieve the titled rank of Signifer within the Order and eventually go on to higher ranks as well. Again appearance is big to him so while a title might sound petty when its given by superiors he respects as as sign that he had enforced order, it would mean a great deal to him.

OOC Info: I've made a lot of builds but rarely gotten to play any of them. Thrown weapon builds are hard. Because without a Blinkback Belt things just kind of suck later on. But I found out about the feat Ricochet Toss and feel like that accomplishes the same at the cost of being very feat intensive. Still it gave me the chance to build a very flavorful ranged damage dealer who tosses out daggers at his enemies. I like it thematically and think that it could be a blast to play a former swashbuckler gone staunch upholder of law and order.

Crunch:
Othello Debois
Human (Chelaxian) swashbuckler (flying blade) 5/gestalt 5/warpriest of Abadar 5 (Pathfinder RPG Advanced Class Guide 56, 60, 124)
LN Medium humanoid (human)
Init +7; Senses Perception +10
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 16 (+5 armor, +1 deflection, +5 Dex, +1 dodge)
hp 55 (5d10+5)
Fort +6, Ref +10, Will +7
Defensive Abilities charmed life 3/day, hard to kill, nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +12 (1d8+7/17-20+5 Precision) or
. . dagger +12 (1d8+7/17-20+5 Precision) or
. . evil outsider-bane dagger +12 (1d8+7/17-20+5 Precision plus 2d6 vs. Evil Outsider)
Special Attacks blessings 5/day (Protection: increased defense, Travel: agile feet), channel positive energy 2/day (DC 14, 2d6), deeds (derring-do, opportune parry and riposte, precise strike, swashbuckler initiative), fervor 4/day (2d6), mythic power (5/day, surge +1d6), panache (3), sacred weapon (1d8, +1, 5 rounds/day)
Warpriest Spells Prepared (CL 5th; concentration +7)
. . 2nd—ironskin, protection from outsiders, lesser restoration
. . 1st—abadar's truthtelling (DC 13), divine favor, infernal healing[ISWG], protection from evil, shield of faith
. . 0 (at will)—detect fiendish presence, detect magic, guidance, light
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 10, Wis 14, Cha 14
Base Atk +5; CMB +5; CMD 22
Feats Martial Focus, Point-Blank Shot, Precise Shot, Quick Draw, Ricochet Toss, Slashing Grace[ACG], Weapon Focus (dagger)
Traits scholar of the great beyond, stolen fury
Skills Acrobatics +9, Bluff +6, Craft (weapons) +5, Diplomacy +6, Heal +6, Intimidate +6, Knowledge (local) +4, Knowledge (nobility) +4, Knowledge (planes) +9, Knowledge (religion) +4, Perception +10, Ride +9, Sense Motive +7, Sleight of Hand +13, Spellcraft +8, Survival +6
Languages Common
SQ swashbuckler finesse
Other Gear mwk mithral chain shirt, dagger, dagger, evil outsider-bane dagger, handy haversack, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (The Order of Numbers)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Abadar, 128 gp
--------------------
Special Abilities
--------------------
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Charmed Life +2 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Fervor (2d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Martial Focus (Light Blades) You have honed your skills with a group of related weapons. Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Sacred Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slashing Grace (Dagger) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Warpriest Channel Positive Energy 2d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.


Man, I'm having a really hard time coming up with something I like that meets the groups needs. Not sure if I'll submit or not, as cool as this game sounds.


The group doesn't really have any needs, maybe range. Make something that will motivate you to play it. Don't force it.


I would much rather play with an awesome character concept in which you are invested than something made to fit the needs of the group...


I agree (and I'm not even one of the current players!) You should always make a character you want to play, mainly because a good party can overcome any perceived "imbalances".


Agreed. It’s better to play what you want, not what you think is needed.. I don’t care much for the idea of party balance to begin with. Follow your bliss

Dark Archive

Dotting for interest, have a couple ideas rolling around for ranged or magic based characters.

1 to 50 of 310 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Wrath of the Hellknights (Gestalt, Mythic, Wrath of the Righteous) All Messageboards

Want to post a reply? Sign in.