
ExiledMimic |

Here's my submission. I'm holding off on making an account to see if I'm chosen. I've revised this thing maybe ten times to get it where I wanted it (rp fluff+combat effective). I'll fill in all the side-fluff if I get picked as well. And yes, I do know the party is mostly LE and this is LG. I though it'd be more interesting than more of the same. Especially since the rules for this state the Hellknights will work with other religions and alignments who are of the same order. And I love any chance to cast off lawful stupid. So there's that.
Thanks for the consideration!
When he was sixteen the Chelian government discovered them and sent soldiers to destroy the temple. While most of the people fled through magical means, some had to remain behind to cover their escape. Realizing that it was the only life he'd ever known, he decided to remain and help defend the temple from invaders rather than flee. When the soldiers came the monks, guardians and other inhabitants put up a fight that left the once peaceful place nothing more than a graveyard. Defenders, fighting with no sense of self preservation, killing a dozen soldiers for each of them that fell, but they still fell.
As the last of them were struck down Marek rushed to defend his surrogate father, but was too late. In a fit of rage he charged their commanding officer, killing three soldiers and wounding the officer before he was taken alive. When he was properly secured he was taken to Cheliax to be interrogated. There he was turned over to Asmodean priests. His unwillingness to talk caused them to perform a strange ritual that somehow backfired. He remembers little of the ritual, having blacked out from pain, but he does remember awakening outside the temple in the cold raid afterwards.
He was found by an order of Hellknights who arrived to investigate the commotion. Marek was kneeling in the middle of the street before the Asmodean church. The Knight Commander had his sentence commuted to service. Taking the boy in he trained him as a squire to serve the Hellknights. He worked as his squire for two years, learning under his shadow as he traveled the Crusader's Road. Slowly he found a new place to belong. Training under the Knight, he learned how to better serve the Goddess he'd come to know as Iomadae. Together they worked with hunters, trappers and former bandits now reformed to clear the road of roaving bands of marauders and monsters.
Unable to remember much after the ritual in the church, Marek was always too afraid to ask what had happened. The few times the topic came up, the knight would change the subject and move on. Still he felt a kind of calling in his blood that seemed to point him elsewhere. Despite the looks he often got from members of the Godclaw they came across in their travels, he learned to fight in combination between the wild hunters they often worked with and the regimented styles of his commanding officer.
Now he works as an Armiger in the ranks of the Order of the Pike. He's spent the last year traveling the wilds to clear bandits and monsters who would ambush those who traveled the Crusader's Road as part of a small group. Despite his patronage to the Order of the Pike, his religious beliefs remain the same as the kindly knight who took him in. He's often called soft and chided for his willingness to rehabilitate when possible, but remains adamant that execution is wasteful if there is an alternative where the person could be made a productive member of society.
His good nature and willingness to educate first have gotten him into more trouble than not, but his odd style has seemed to work. Even odder still he has picked up the bush-hunter tendency to sing when idle, something most other Knights frown upon. Despite being a man with lofty notions of good and protection, he believes in the stability of law and order. However since the night he was taken into the Asmodean temple he has a small part of him that despises Asmodean priests. For them he is very quick to adhere to the very letter of the law, especially when it's not in their favor. However some of that is because he feels a particular shiver in his spine whenever he sees a demon spawn. Despite this he eagerly looks forward to his final test.
He currently is unaware he is an Aasimar and because of his human appearance he believes that it is the ritual that somehow granted him his odd special abilities.
Male Aasimar (Azata-Blooded) Paladin (Oath of Vengence) 5/Swashbuckler (Falcata Swashbucker) 5 Gestalt
LG Medium outsider (native)/humanoid (human)
Init +5; Senses: Perception +9
--------------------
Racial Abilities
--------------------
True Speaker: +2 Linguistics and Sense motive, learn 2 languages per rank in linguistics
Exhalted Resistance: SR 5 + level against spell-like abilities with evil descriptor and spells or spell-like abilities cast by evil outsiders.
Incorruptible: Corruption Resistance against evil 1/day. 1 hour/level on self.
Scion of Humanity
Darkvision 60ft
--------------------
Defense
--------------------
AC 21, Touch 16, Flat-footed 17
hp 55 (5d10+5)
Fort +9, Ref +11, Will +8
Defensive Abilities:
Divine Grace, Aura of Courage, Diving Health
--------------------
Offense
--------------------
Speed 30 ft.
Melee Attack Block:
+1 Large Falcata (Effortless Lace) (One Handed Sword) +10 (2d6+7+5[precision], 17-20x3)
w/Power Attack +8 (2d6+11+5[precision], 17-20x3)
Special Attacks:
Smite Evil 2/Day: +Level to Damage, +Cha to Attack and Damage against evil targets.
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 13, Int 14, Wis 10, Cha 16
Base Atk +5; CMB +4; CMD 16
Traits: Stolen Fury, Magical Knack (Paladin)
Feats:[b]
Weapon Focus (Falcata) (1st), Hands of Valor (3rd), Weapon Specialization (Falcata) (Bonus 4th), Power Attack (5th)
[b]Skills:
Acrobatics: 8, Bluff: 7, Climb: 2, Craft (Int), Diplomacy: 10, Escape Artist: 8, Handle Animal: 7, Heal: 4, Intimidate: 9, Knowledge (local): 6, Knowledge (nobility): 6, Knowledge (religion): 7, Linguistics: 10, Perception: 9, Perform (Sing): 12, Profession (Wis): , Ride: 7, Sense Motive: 6, Sleight of Hand: 7, Spellcraft: 6, Swim: 2
Languages: Common, Elvish, Celestial, *Abyssal, Infernal, Draconic, Skald, Dwarvish, Sylvan, Ignan, Auran, Giant, Taldane, Sign Language, Osiriani
Gear:
+1 Large Falcata (One Handed Sword) 2d6 19-20x3, 8lbs
Effortless Lace (Bonded to Falcata)
+1 Chain Shirt +4 AC, +4 Max Dex Bonus, -2 ACP, 25 lbs
Buckler +1 AC, -1 ACP, 15 lbs
Inheritor's Gauntlet
--------------------
Special Abilities
--------------------
Aura of Good
Smite Evil 2/day
Detect Evil At Will
Panache: 3
Dodging Panache
Opportune Parry and Reposte
Divine Grace
Lay on Hands 5/day
Aura of Courage
Divine Health
Mercy
Shield Catch
Menacing Swordplay
Precise Strike
Swashbuckler's Initiative
Channel Wrath
Divine Bond
--------------------
Mercies
--------------------
Fatigue (3rd)
--------------------
Automatic Bonus Progression
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Resistance Bonus +1
+1 to Falcata
+1 to Chain Shirt
Deflection Bonus +1
--------------------
Spells Prepared
--------------------
Caster Level -1 Paladin Level
1st: Veil of Heaven, Challenge Evil
Favored Class Bonus: +5 Fire Resistance

Lysander the Swordsman |

Ok, this is Ouachitonian. I decided to go with a concept I've had on the back burner for a while. Lysander is a Magus(Kensai/Black Blade)/Sorcerer(Wildblooded Sage). He can't wear armor, but with DEX and INT to AC (and Enduring Armor once we hit Mythic) he should be just fine. I'm also not fond of the Kensai losing Spell Recall*, but between Wild Arcana when we hit Mythic and taking the Broad Study Arcana at Level 6 so I can spellstrike with Sorcerer spells, I'll be fine. I'll also be picking up Mythic Weapon Finesse to make him even more DEX-SAD. I'll probably take both classes all the way up to 20, since diverting into the Signifer prestige class requires Medium Armor proficiency and Arcane Armor Training, which would be three wasted feats for me.
It's just occurred to me that my background has him being from Kintargo, to go with his background in the Order of the Torrent, but my campaign trait assumes local ancestry. Do I need to rework the background to bring that into line?
*Hoestly, I hated prepared casting in general. Spell Recall is one of my favorite features for that reason, and I'd be loathe to play a Kensai without the Wild Arcana or Broad Study workarounds.

Nikolaus de'Shade |

A ruling question please oh mighty Dragon GM!
How would you rule the following two class features interact?
At 2nd level, when unarmored, not using a shield, and unencumbered, an elemental ascetic adds his Wisdom bonus (if any) to his AC and his CMD.
These bonuses to AC apply even against touch attacks or when the elemental ascetic is flat-footed. He loses these bonuses when he is immobilized or helpless. This bonus increases by 1 for every 4 kineticist levels the elemental ascetic possesses beyond 2nd. The elemental ascetic’s kineticist levels stack with monk levels for the purpose of determining when the bonus increases. An elemental ascetic can never take the expanded defense utility wild talent.
This ability replaces elemental defense.
and
At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
The whole issue is slightly confused by the fact that they both talk about the Monk AC bonus, but neither of them are the Monk AC bonus. Specifically the Elemental Ascetic says it would stack with Monk to determine the bonus AC, Shifter says it doesn't. What would you rule - could they stack together or not?
So 1. Would I add Wis to AC twice? (I'm assuming not! It would help the whole 'no armour thing though...')
2. How would I calculate the bonus AC? (It could be 1, because shifter says they don't stack, so I just get +1 when I hit 4th level. 2, because Ascetic says they do so I get +1 from each class when I hit 4th, or stack the levels (so currently level 10) and calculate the bonus because Ascetic says they stack and this is gestalt...)
Personally I'd rule add Wis once, but get the AC bonus from each class, but thought I'd better ask! :)

Sven the Mazebreaker |

Well, this was my alternate idea for a character. Could work for you.
Class 1: Unchained Monk
AC Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Class 2: Sacred Attendant Cleric
Nimble (Ex)
The sacred attendant gains a +1 dodge bonus to AC and CMD when unarmored, unencumbered, and not denied her Dexterity bonus to AC (regardless of whether she has a Dexterity bonus). At 2nd level and every 4 cleric levels thereafter, the dodge bonus increases by 1 (to a maximum of +6 at 18th level).
This ability replaces the cleric’s proficiency with light and medium armor.
Feats
Lvl 1 Monk: Dodge
Lvl 1: Channel Smite
Lvl 2 Monk: Deflect Missiles
Lvl 3: Guided Hand (Wisdom To Hit)
Lvl 5: Selective Channel
Mythic Feat
Mythic Guided Hand (Wis for damage)
Unarmored AC with Dex14 Wis18 lvl5 no items
AC: 10 +2 (dex) +4 (wis) +1 (Monk) +2 (cleric) +1 (dodge) = 20
Max put your wisdom. Keep your Dex and Con fairly high. Stack those unarmored AC bonuses.

Ouachitonian |

How do you feel about orcs? How do you feel about an orc barbarian/druid?
Barbarians are specifically called out as banned in the original creation guidelines because they can't be lawful. Might I suggest a Bloodrager instead, since they don't have that issue? Or perhaps a Viking Fighter or Wild Stalker Ranger?

Dragonofashandflame |

A ruling question please oh mighty Dragon GM!
How would you rule the following two class features interact?
Elemental Ascetic wrote:At 2nd level, when unarmored, not using a shield, and unencumbered, an elemental ascetic adds his Wisdom bonus (if any) to his AC and his CMD.
These bonuses to AC apply even against touch attacks or when the elemental ascetic is flat-footed. He loses these bonuses when he is immobilized or helpless. This bonus increases by 1 for every 4 kineticist levels the elemental ascetic possesses beyond 2nd. The elemental ascetic’s kineticist levels stack with monk levels for the purpose of determining when the bonus increases. An elemental ascetic can never take the expanded defense utility wild talent.
This ability replaces elemental defense.
and
Defensive Instinct wrote:At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
The whole issue is slightly confused by the fact that they both talk about the Monk AC bonus, but neither of them are the Monk AC bonus. Specifically the Elemental Ascetic says it would stack with Monk to determine the bonus AC, Shifter says it doesn't. What would you rule - could they stack together or not?
So 1. Would I add Wis to AC twice? (I'm assuming not! It would help the whole 'no armour thing though...')
2. How would I calculate the bonus AC? (It could be 1, because shifter says they don't stack, so...
Since they’re effectively the same ability, they don’t stack at all. You take the better of the two and call it good. It’s why fort saves don’t stack in gestalt, or why a rogue and a slayer don’t have a billion sneak attack dice.

Dragonofashandflame |

Ok, this is Ouachitonian. I decided to go with a concept I've had on the back burner for a while. Lysander is a Magus(Kensai/Black Blade)/Sorcerer(Wildblooded Sage). He can't wear armor, but with DEX and INT to AC (and Enduring Armor once we hit Mythic) he should be just fine. I'm also not fond of the Kensai losing Spell Recall*, but between Wild Arcana when we hit Mythic and taking the Broad Study Arcana at Level 6 so I can spellstrike with Sorcerer spells, I'll be fine. I'll also be picking up Mythic Weapon Finesse to make him even more DEX-SAD. I'll probably take both classes all the way up to 20, since diverting into the Signifer prestige class requires Medium Armor proficiency and Arcane Armor Training, which would be three wasted feats for me.
It's just occurred to me that my background has him being from Kintargo, to go with his background in the Order of the Torrent, but my campaign trait assumes local ancestry. Do I need to rework the background to bring that into line?
*Hoestly, I hated prepared casting in general. Spell Recall is one of my favorite features for that reason, and I'd be loathe to play a Kensai without the Wild Arcana or Broad Study workarounds.
You don't need to rework the trait or background, unless you want to. I'm always a "more is more" kind of guy when it comes to backgrounds. The more complete the picture I have of the character pre-play the more confident I am in the selection of said characters.

Dragonofashandflame |

Do you have any limitations on the items we can buy besides the modifications made by the automatic progression system? I was wondering if a Ring of Sustenance would be fine. Seems to make sense that you would want something to sustain yourself in such a harsh environment.
nope. Just, remember you only have 1/2 the amount you'd normally get for your level because you get so much stuff for free through APB

Alias ad Tempus |

Alias ad Tempus wrote:How do you feel about orcs? How do you feel about an orc barbarian/druid?Barbarians are specifically called out as banned in the original creation guidelines because they can't be lawful. Might I suggest a Bloodrager instead, since they don't have that issue? Or perhaps a Viking Fighter or Wild Stalker Ranger?
Noted. Thanks. Back to the drawing board! Are orcs allowed?

"The Lucky Halfling" |

"The Lucky Halfling" wrote:Do you have any limitations on the items we can buy besides the modifications made by the automatic progression system? I was wondering if a Ring of Sustenance would be fine. Seems to make sense that you would want something to sustain yourself in such a harsh environment.nope. Just, remember you only have 1/2 the amount you'd normally get for your level because you get so much stuff for free through APB
Indeed, it's a hefty chunk of that. I think it's worth the investment though and I think the character would as well. I was planning on using craft (armor) to help reduce the costs of his armor, so I think his budget can afford it.

Dragonofashandflame |

How do you feel about orcs? How do you feel about an orc barbarian/druid?
I love orcs. I love Barbarians. I love druids (playing an invuln rager/goliath druid orc in an iron gods game).
I do not, however, love barbarians in this game. They can' be Lawful and you need to be lawful for this.
Options (for the raging goodness):
Skald,
Fighter (viking)
Bloodrager
Ranger (wild stalker)
if you're thinking of rocking the frenzy train, i'd recommend a class that gives a ton of feats..
there's all sorts of ways you could spoof get what you want.
if you're going for a tamed savage sort, an orc antipaldin could work, or an orc summoner (synethesist) merged with something else could work very well. You could even make the eidolon look like a suit of diabolic armor. Synthesist/brawler gives you something akin to the power of a goliath druid/barbarian: claws + large + scaling damage + self-buffs + flexible feats.
with the right archetypes, a cha penalty on an antipaladin isn't a thing at all. There are a few that give up casting for static debuffs/buffs in an area.

Ouachitonian |

Alias ad Tempus wrote:How do you feel about orcs? How do you feel about an orc barbarian/druid?I love orcs. I love Barbarians. I love druids (playing an invuln rager/goliath druid orc in an iron gods game).
I do not, however, love barbarians in this game. They can' be Lawful and you need to be lawful for this.
Options (for the raging goodness):
Skald,
Fighter (viking)
Bloodrager
Ranger (wild stalker)if you're thinking of rocking the frenzy train, i'd recommend a class that gives a ton of feats..
there's all sorts of ways you could spoof get what you want.
if you're going for a tamed savage sort, an orc antipaldin could work, or an orc summoner (synethesist) merged with something else could work very well. You could even make the eidolon look like a suit of diabolic armor. Synthesist/brawler gives you something akin to the power of a goliath druid/barbarian: claws + large + scaling damage + self-buffs + flexible feats.
with the right archetypes, a cha penalty on an antipaladin isn't a thing at all. There are a few that give up casting for static debuffs/buffs in an area.
Now that's a cool idea. It's a shame Synthesists are banned in so many games.

ExiledMimic |

Alias ad Tempus wrote:How do you feel about orcs? How do you feel about an orc barbarian/druid?I love orcs. I love Barbarians. I love druids (playing an invuln rager/goliath druid orc in an iron gods game).
I do not, however, love barbarians in this game. They can' be Lawful and you need to be lawful for this.
Options (for the raging goodness):
Skald,
Fighter (viking)
Bloodrager
Ranger (wild stalker)if you're thinking of rocking the frenzy train, i'd recommend a class that gives a ton of feats..
there's all sorts of ways you could spoof get what you want.
if you're going for a tamed savage sort, an orc antipaldin could work, or an orc summoner (synethesist) merged with something else could work very well. You could even make the eidolon look like a suit of diabolic armor. Synthesist/brawler gives you something akin to the power of a goliath druid/barbarian: claws + large + scaling damage + self-buffs + flexible feats.
with the right archetypes, a cha penalty on an antipaladin isn't a thing at all. There are a few that give up casting for static debuffs/buffs in an area.
Bloodrager has the Primalist archetype that lets you skip powers for rage powers if you want to get REALLY close to a barbarian this is the best way I know to do it. Pair that with whatever you feel rounds out what you want from a barbarian-ish character and voila: Easy-rage-oven! If it was a full blooded orc, and it was me, I'd go slayer or maybe Ranger and pick up all that strength and no dex needed to dual wield and run around pounce-wrecking everything that got in my way... until fatigue set in. But if I get lucky I can remove fatigue with mine so rage cycle FTW?
Sadly there was a race that allowed Lawful barbarians, but they're technically 3pp since it's the Psionics book. I think it was the Maenad that had a racial feat that let it be Lawful and still be a barbarian on top of their Psionic focus changing their alignment or something. But that's my back-brain nerd showing itself.

Dragonofashandflame |

Alias ad Tempus wrote:How do you feel about orcs? How do you feel about an orc barbarian/druid?I love orcs. I love Barbarians. I love druids (playing an invuln rager/goliath druid orc in an iron gods game).
I do not, however, love barbarians in this game. They can' be Lawful and you need to be lawful for this.
Options (for the raging goodness):
Skald,
Fighter (viking)
Bloodrager
Ranger (wild stalker)if you're thinking of rocking the frenzy train, i'd recommend a class that gives a ton of feats (like fighter... or brawler, maybe).
if you're going for a tamed savage sort, an orc antipaldin could work, or an orc summoner (synethesist, blood god disciple) merged with something else could work very well. You could even make the eidolon look like a suit of diabolic armor. Synthesist/brawler gives you something akin to the power of a goliath druid/barbarian: claws + large + scaling damage + self-buffs + flexible feats + extra evolution points when you feed + rage when you sacrifice your meat suit + grant evolutions to allies.
with the right archetypes, a cha penalty on an antipaladin isn't a thing at all. There are a few that give up casting for static debuffs/buffs in an area.

Sven the Mazebreaker |

Will characters have a safe place, as safe as places can be, to store extra equipment? I was thinking of having the character having a pre-made set of Masterwork Hellknight Plate that he refuses to wear until he is given the proper authority to do so.
From the Godclaw Mystery:
“Instant Armor (Su): Choose one type of heavy armor. You gain proficiency in that armor. At 3rd level, twice per day as an immediate action, you can instantly don or remove a suit of your chosen armor that you touch, causing it to teleport onto or off of your body. At 11th level, you can spend 1 minute placing a suit of your chosen armor into an extradimensional space. You can use this ability to immediately don or remove that armor, calling it from or removing it to that extradimensional space. While in the extradimensional space, the armor regains 1 hit point per hour when damaged.”
If you have a place to carry it, then you can teleport it there. Like a masterwork backpack, I suppose. Or a bag of holding (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag- of-holding/)

"The Lucky Halfling" |

I was considering the Hellknight Discipline that works in a similar fashion.
Call Armor (Su; any order) (Path of the Hellknight pg. 59): As a move action, the Hellknight can cause her armor to instantly appear on her body. Alternatively, she can dismiss it as a move action, causing it to vanish. (Doing either of these counts as one use of this discipline.) Where the armor appears from or vanishes to can be anywhere the Hellknight designates, but it must be a place the Hellknight has seen on the same plane of existence where she is, or be in an extradimensional space she controls, such as a bag of holding. This armor is a specific suit of Hellknight plate that the Hellknight designates when she selects this discipline. The Hellknight can attune this ability to a new set of armor, but doing so takes 1 week.
It takes a move action, but it's unlimited use.
I was also planning to focus revelations on boons and the like.

Dragonofashandflame |

I was considering the Hellknight Discipline that works in a similar fashion.
Call Armor (Su; any order) (Path of the Hellknight pg. 59): As a move action, the Hellknight can cause her armor to instantly appear on her body. Alternatively, she can dismiss it as a move action, causing it to vanish. (Doing either of these counts as one use of this discipline.) Where the armor appears from or vanishes to can be anywhere the Hellknight designates, but it must be a place the Hellknight has seen on the same plane of existence where she is, or be in an extradimensional space she controls, such as a bag of holding. This armor is a specific suit of Hellknight plate that the Hellknight designates when she selects this discipline. The Hellknight can attune this ability to a new set of armor, but doing so takes 1 week.
It takes a move action, but it's unlimited use.
I was also planning to focus revelations on boons and the like.
As far as you know.. Fort Nebarius in Kenabres will be a "safe place". I will not jerk you out of your toys. I promis.

Dragonofashandflame |

@lucky halfling: I don’t think it would. I really don’t see why THAT spell demands goodness.
@Tharasiph: the + enhancement would apply to one natural weapon st a time. So you could attune claws one day and then the bite the next day(and not the claws). For claws I see it like this: it never says that you have to use BOTH hands to attack. You get 2 attacks with claws, not an attack with two separate sets of claws.

Sven the Mazebreaker |

Just for fun, and Incase I don’t get the chance to play this character this lets me try out the build. Glad I did, as it helped me catch a mistake in the crunch.
——-
The Dwarven Armiger mumbled curses as he crouched behind a ruined wall. The main body was fighting at The Cathedral of Saint Clydwel while he was stuck in the rear. Glory they said it would be, to defend against ambushes. Important they said, to report word of any major assault that would cut them off. Bloody waste of his talents he thought bitterly as he saw three human corpses shamble down what was left of the road. Vermleks, he though bitterly to himself. He could tell because one of the heads had already blossomed. Sven was no scholar, but he remembered the unnatural creatures. A half smile crossed his ashen face. He waited until they came within sixty feet and then...
Surprise Round
Sven casts divine favor
Initiative
Vermlek: 1d20 - 1 ⇒ (9) - 1 = 8
Vermlek: 1d20 - 1 ⇒ (14) - 1 = 13
Vermlek: 1d20 - 1 ⇒ (14) - 1 = 13
Sven: 1d20 + 7 ⇒ (17) + 7 = 24
Round 1
Mulitshot from hiding. Gains sneak attack due to enemies being flat footed. Splits his shots between two targets. Uses swift action for bane and fires cold iron arrows. Then does 5ft step back.
First Shot: 1d20 + 12 ⇒ (11) + 12 = 23 (9 base -2 Rapid Shot +2 DF +2 Bane +1 WF)
Hit 1: 4d6 + 1d6 + 8 ⇒ (5, 4, 5, 6) + (3) + 8 = 31 (2d6+2 base, +2d6+2 bane, +1d6 sneak attack, +2 studied target, +2 divine favor)
0/30 HP
Second Shot: 1d20 + 12 ⇒ (18) + 12 = 30
Hit 2: 4d6 + 1d6 + 8 ⇒ (3, 2, 6, 6) + (4) + 8 = 29
1/30 HP
The first of the lesser demons fell, with an arrow in it’s chest. The arrow pierced it he demon within the corpse. Unfortunately his other target did not take a fatal wound. The dwarf’s smile faded as the two remaining demons broke out into shambling runs, coming right for him. He had expected to kill two in the ambush, and this complicated things. The gray dwarf hastily reached for more arrows as the element of surprise was well and truly gone.
Both Vermleks double move and are 5ft from Sven. Round 2 starts. Sven does not use bane.
Round 2
With arrows in hand Sven fired off two more arrows, each in rapid succession.
Hit against uninjured demon: 1d20 + 11 ⇒ (2) + 11 = 13 (+9 base -2 Rapid Shot +2 DF +1 PBS +1 WF)
Damage: 2d6 + 5 ⇒ (5, 1) + 5 = 11
Miss. Needed a 4+ To hit
Hit against injured demon with studied target: 1d20 + 13 ⇒ (11) + 13 = 24 (as above with +2 studied target)
Damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14
-13/30 HP
In his haste, the first shot went wide. It slowed the demon down though as it shambled to the side. The other demon leapt at Sven, it’s head blossoming into a gaping maw. A well placed arrow went down it’s gullet left it twitching on the ground.
Longsword: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Bite: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
The last creature slashed at Sven with an old, rusty longsword, but the gray dwarf raised his buckler, deflecting the blow. He quickly took several more steps back, not wanting to end up either a meal or a host.
Round 3
Hit against last demon: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 2d6 + 5 ⇒ (6, 6) + 5 = 17
Hit: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 2d6 + 5 ⇒ (4, 3) + 5 = 12
1/30 HP
Time seemed to slow down as he raised his first arrow. It slammed into the demon, staggering it. His second arrow hit it a moment later, forcing it to fall down onto one knee. His self satisfied smile died as it got back up...
Longsword: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Bite: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Round 4
Sven easily stepped back and avoided the wild lunge. In his surprise he dropped his bow. With a cry of ”Jus’ fookin’ die!” he raised his gauntleted fist and put everything he had into a vicious blow.
Gauntlet Punch with Studied Target: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d3 + 6 ⇒ (3) + 6 = 9
-8/30 HP
And with a single punch caved in what was left of the creature’s chest. fell to the ground twitching.
Dusting himself off, and wiping the gore off of his fist, he calmly walked over to each body, and put an arrow into each one again, making sure that the demons inside the corpses wouldn’t crawl out. He then collected his arrows.
Sven has 4/5 bane, 4/5 Lvl1 Spells, 3/3 Lvl2 Spells, 2/2 judgements remaining
”Bloody guard work. Why do the other armigers get to have all the fun?” He couldn’t help himself from saying that out loud as he returned to his position, and continued to watch the road. He knew that somewhere out there his fellow hellknights were winning honor and glory, while all he could claim were a few lesser demons. Maybe they’d change his name to Sven Zombieslayer after the campaign, or Sven Roadwatcher. He spat on the ground. But he was nothing if not Lawful, and he would obey his orders even to the death. So he watched, and waited.

Dragonofashandflame |

@Dragonofashandflame, I'm considering some sort of Alchemist and/or Gunslinger (or some combination of Feats and/or Archetypes to create similar abilities). Would you allow a character to use the Gunsmithing feat to craft advanced firearms such as a revolver or rifle?
Yup. totally ok

Kayri_Khaos |

Ok, I still need to write up the background and finish purchases, but here's the rough of the crunch.
Unnamed Hellknight Concept
Female kasatha alchemist (grenadier) 5/gunslinger (gun tank) 5/gestalt 5
LE Medium humanoid (kasatha)
Init +5; Senses Perception +11
Defense
AC 27, touch 15, flat-footed 23 (+10 armor, +1 deflection, +2 Dex, +2 dodge, +2 shield)
hp 55 (5d10+5)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +5
Offense
Speed 30 ft. (20 ft. in armor)
Melee morningstar +7 (1d8+2)
Ranged +1 revolver +7 (1d8+4/×4) or
bomb +8 (3d6+3 fire) or
tanglefoot bomb +8 (entangle) or
throwing axe +6 (1d6+1)
Special Attacks bomb 8/day (3d6+3 fire, DC 15), deeds (deadeye, gun tank's resolve, gunslinger initiative, pistol-whip, quick clear, utility shot), grit (3), gun training +3 (revolver)
Alchemist (Grenadier) Extracts Prepared (CL 5th; concentration +8)
2nd—barkskin, cure moderate wounds, enlarge person (DC 14)
1st—crafter's fortuneAPG (DC 14), expeditious retreat, polypurpose panaceaUM, true strike, waterproof
Statistics
Str 15, Dex 16, Con 12, Int 16, Wis 16, Cha 8
Base Atk +5; CMB +7; CMD 23
Feats GunsmithingUC, Hellknight Obedience, Martial Weapon Proficiency (kasatha spinal sword), Multiweapon Fighting, Quick Draw, Throw Anything
Traits adopted, firebug, gunworker, stolen fury
SQ +1 hp per die when healed by lawful divine spells, +1 skill point, alchemical weapon, alchemy (alchemy crafting +5), armor training, bullet defection, defensive training, desert runner, desert stride, discoveries (explosive missileUC, precise bombs [3 squares], tanglefoot bomb), gunsmith, jumper, multi-armed, mutagen (+4/-2, +2 natural armor, 50 minutes), scarred, stalker, swift alchemy
Skills Acrobatics -3 (-7 to jump), Bluff -3, Craft (alchemy) +11 (+16 to create alchemical items, +13 on Craft checks involving firearms, explosives, and alchemical weapons that deal fire damage), Craft (armor) +10, Craft (firearms) +11 (+13 on Craft checks involving firearms, explosives, and alchemical weapons that deal fire damage), Craft (weapons) +10, Disguise -6, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +4, Knowledge (engineering) +8, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +8, Knowledge (religion) +4, Perception +11, Spellcraft +11, Survival +11
Languages Common, Dwarven, Gnoll, Kasatha, Sphinx
Combat Gear mutagen; Other Gear mwk Hellknight plate, heavy steel shield, mwk revolver with 6 metal cartridge, metal cartridge (54), morningstar, throwing axe (6), handy haversack, ioun torch ioun stoneAPG, alchemist starting formula book, alchemy crafting kit, bandolier (2), bedroll, belt pouch, flint and steel, gunsmith's kit, mess kit, pot, trail rations (5), 554 gp, 7 sp, 9 cp
Tracked Resources
Armor Attunement (1/day) - 0/1
Bomb 3d6+3 (8/day, DC 15) (Su) - 0/8
Grit Pool (3/day) - 0/3
Metal cartridge - 0/54
Metal cartridge - 0/6
Mutagen: +4 Con, -2 Cha, +2 Nat AC - 0/1
Throwing axe - 0/6
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
Special Abilities
+1 HP per die when healed by lawful divine spells +1 HP per die when healed by lawful divine spells
+1 Skill Point +1 Skill Point
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bomb 3d6+3 (8/day, DC 15) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.
Bullet Defection (+5) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks.
Deeds Use Grit to perform special abilities with your firearms.
Defensive Training +2 dodge bonus to AC.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Exotic Weapon Proficiency (Firearms) You make attack rolls with the weapon normally.
Explosive Missile Use bomb with ranged weapon.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hellknight Obedience (Order of the Godclaw) Performing daily Hellknight reckonings grants you special boons.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Martial Weapon Proficiency (Kasatha spinal sword) You make attack rolls with the selected weapon normally.
Multi-Armed (Ex) Has one primary and 3 off hands.
Multiweapon Fighting Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Precise Bombs (Su) Exclude up to 3 squares from splash damage of your bombs.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Scarred -5 on disguise checks and -2 on bluff checks.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tower Shield Proficiency You can use a tower shield and suffer only the standard penalties.
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Dragonofashandflame |

Arkon the Thunderer ready to apply
Druid (Saurian Shaman) / Fighter
Is here to bring the natural laws back and to stomp any who would get in his way.
For the Order of the Pike!!!
Still has some money to spend.. but the rest should be all done.
so sorry i missed this! Glad to see ya