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

Game Master Thackery Baxter J Thorington

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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!


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Tease!


Ok, I think I have this sorted now. I will create the alias if chosen.

I would like to introduce Maedari Alkist of Dongun Hold

Crunch:

Female kasatha alchemist (grenadier) 5/gunslinger (gun tank) 5/gestalt 5
LN 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) or
throwing axe +7 (1d6+1)
Ranged +1 revolver +7 (1d8+4/×4) or
   bomb +8 (3d6+3 fire) or
   tanglefoot bomb +8 (entangle) or
   throwing axe +8 (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—barkskincure moderate woundsenlarge person (DC 14)
   1st—crafter's fortuneAPG (DC 14), expeditious retreatpolypurpose panaceaUM, true strikewaterproof

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 missile, 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) +12 (+17 to create alchemical items, +14 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) +7,
Knowledge (local) +7,
Knowledge (nature) +7,
Knowledge (planes) +8,
Knowledge (religion) +4,
Linguistics +4
Perception +11,
Spellcraft +11,
Survival +11
Languages Common, Dwarven, Gnoll, Kasatha, Osiriani, Sphinx

Equipment
Armor and Defense mwk Hellknight plate, heavy steel shield
Weapons mwk revolver with 6 metal cartridge, morningstar, throwing axe (6)
Ammunition black powder (30), metal cartridge (54)
Combat Gear mutagen, corrosenze (ash) (9)
Other Gear  handy haversackioun torch ioun stone, alchemist starting formula book, alchemy crafting kit, bandolier (2), bedroll, belt pouch, flint and steel, gunsmith's kit, mess kit, portable alchemist's lab, pot, trail rations (5)
Money 9 gp, 8 sp, 2 cp

Tracked Resources
Armor Attunement (1/day) - 0/1
Black powder - 0/30
Bomb 3d6+3 (8/day, DC 15) (Su) - 0/8
Corrosenze (ash) - 0/9
Grit Pool (3/day) - 0/3
Metal cartridge - 0/60
Mutagen: +4 Str, -2 Int, +2 Nat AC - 0/0
Mutagen: +4 Dex, -2 Wis, +2 Nat AC - 0/0
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 FCB (5) +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 (revolver 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 - All Proficient with all martial weapons.
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.
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.

Background and description:

The memories fade with time. It doesn't help that the earliest were only fragments to begin with. Wandering Gerund with her tribe, in search of something. A night of terror, a swarm of things mutated by the Mana Wastes. Squeezing into a chest with her brother. Being found by a team of dwarven prospectors. The March across the dangerous wastes, back to Dongun Hold.

Newer memories are clearer, sharper, more complete. Their new parents, dwarves, teaching them a new language, a new lifestyle. Learning the art of the forge, a fascination with fire. Her brother's propensity for pranks. Learning about chemicals and reagents and reactions, about firearms and alchemy. Watching her brother break rules, trying to keep him in line. Surviving the devastating explosion his incaution created. Losing another family, her brother, her adoptive parents. A long recovery, massive scars. Exile, a hazy trip north, learning to pray to the Godclaw pantheon, finding a relative of her adoptive family in Kenabres.

The most recent memories still sharp and fine, with edges that cut like a blade. Finding it hard to fit in again with the burn scars marring her face. Being kidnapped by cultists. Surviving their dark ritual, only to feel some power growing within. Finding and joining the Hellknights. Questing against the chaotic fiends. Building her revolver.

The memories last forever. But the memories fade with time.

Please let me know if there is anything that might be unclear.


It's 4:30 AM and having a hard time staying awake. If I am not chosen, I'll keep the build just in case and fix it up if there is another opening.

Crunch:

Aritian Parante
Male peri-blooded aasimar (emberkin) Arcanist (Twilight Sage) 5/cleric of Irori 5/gestalt 5 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Bestiary 7)
LN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex)
hp 45 (5d8+5)
Fort +5, Ref +4, Will +8
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 holy reliquary longspear +6 (1d8+4/×3) or
. . unarmed strike +5 (1d3+2)
Ranged light crossbow +5 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 holy reliquary longspear)
Special Attacks arcane reservoir (3/8), arcanist exploits (arcane barrier[ACG], consume magic items[ACG], metamixing[ACG]), consume spells, justice/law variant channeling 6/day (DC 15, 3d6 plus 2 channel bonus)
Spell-Like Abilities (CL 5th; concentration +8)
. . 1/day—pyrotechnics (DC 15)
Domain Spell-Like Abilities (CL 5th; concentration +8)
. . 6/day—rebuke death (1d4+2), strength surge (+2)
Arcanist Spells Prepared (CL 5th; concentration +8)
. . 2nd (4/day)—blindness/deafness (DC 15), create pit[APG] (DC 15)
. . 1st (5/day)—grease, magic missile, ray of enfeeblement (DC 14), shield
. . 0 (at will)—detect magic, detect poison, message, prestidigitation, read magic, resistance
Cleric Spells Prepared (CL 5th; concentration +8)
. . 3rd—cure serious wounds[D], communal resist energy[UC], summon monster III
. . 2nd—aid, bear's endurance, cure moderate wounds[D], communal protection from chaos[UC]
. . 1st—abundant ammunition[UC], bless, cure light wounds[D], divine favor, entropic shield
. . 0 (at will)—create water, guidance, purify food and drink (DC 13), stabilize
. . D Domain spell; Domains Healing, Strength
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 16, Wis 16, Cha 16
Base Atk +3; CMB +5; CMD 18
Feats Combat Reflexes, Improved Unarmed Strike, Selective Channeling, Still Spell
Traits exposed to awfulness, seeker
Skills Acrobatics -2 (-6 to jump), Climb +2, Diplomacy +8, Heal +8, Intimidate +8, Knowledge (arcana) +10, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (nobility) +10, Knowledge (planes) +8 (+10 to identify evil outsiders or items or effects created by evil outsiders), Knowledge (religion) +8, Linguistics +8, Perception +8, Sense Motive +8, Spellcraft +8 (+10 to identify evil outsiders or items or effects created by evil outsiders), Use Magic Device +8
Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal, Varisian
SQ celestial crusader[ARG]
Other Gear agile breastplate[APG], holy reliquary longspear, light crossbow with 20 bolts, handy haversack, ring of sustenance, arcanist starting spellbook, bedroll, belt pouch, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Irori Tenants)[UE], ink, inkpen, mess kit[UE], pot, silver holy symbol of Irori, soap, spell component pouch, trail rations (5), trail rations (5), waterskin, 4 gp, 3 sp, 1 cp
--------------------
Special Abilities
--------------------
Arcane Barrier (8 hp, 5 minutes) (Su) Use N reservoir (1 first time, 2 second time, etc) as a swift action, to gain temp hp.
Arcane Reservoir +1 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Consume Magic Items (3/day) (Su) Move act, destroy potion/scroll or -5 wand chg for +1/2 spell level to reservoir. Staves better.
Consume Life (Su) By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature’s Hit Dice equaled or exceeded the sage’s character level, or 1 point if the creature’s Hit Dice equaled at least 1/2 her character level. This ability is a death effect. This ability replaces consume spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Justice/Law Variant Channeling (±2 Sacred) Perception, Sense Motive, attack & save bonus/zone of truth
Justice/Law Variant Channeling 3d6 plus 2 channel bonus (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on casting time.
Necromantic Focus (Ex)Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
Still Spell You can cast a spell with no somatic components. +1 Level.
Strength Surge (6/day) (Sp) Grant +2 to a melee attack or strength check.
Twilight Barrier (Ex) A twilight sage’s arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage’s arcane barrier, the barrier’s negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier’s maximum temporary hit point capacity. This ability alters the arcanist exploit gained at 1st level.

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Background:

"I lie awake in my quarters sweating from horrible dreams every night. I see a devil ravaging a young angel but I do not recognize either, she calls out;

"PLEASE, ANYTHING BUT THAT! DON'T!"

"At which point, I see a devil laughing at this beautiful creature"

"MUHAHAHAHA!"

"I try to stay away, but I can't! The dream is too horrifying and I stay up the rest of the evening. Lucky for me, my Hellknight mentor gave me a ring he no longer needed and I can suffice on only (2) hours of sleep which is all that I have before I am startled awake soak and wet."

"It has been ten years since I arrived on the doorstep of the Order of the Gate at Fort Naberius, Kenabres. The first time I saw Vicarius Torchia, I was intimidated. I thought I had gone to a very unhappy place but then he spoke and calm me down. He told me that I was now in the care of the Hellknight Order of the Gate and due to circumstances, you are now a recruit of the Hellknights. You do not have to join my order once you killed your first devil but all Knights need to learn how to intimidate and know something about the planes. Other knowledge that will help you is learning geography around here, the history of all of the Hellknight Orders, and knowing the Hellknight Leadership including myself. Learning a few languages will help to. Training consisted of the usual weapon training and learning. I learned I eventually want to become a member of Order of the Nail. Their armor looks really sharp and intimidating."

"Another 5 years have passed and it seems like yesterday I arrived at Fort Naberius and I am now an Armigers or basically a Hellknight Initate. We have just been given orders to quiet some rioting. I became specialized in healing, summoning, debuffing, and damage spell casting. Instead of an offensive combatant, I better at defending. Recently, I have been finding myself battling my own self. At times, I want to save people and definitely my fellow Hellknigts but when I am angry, I noticed that I have a darker side. The other day, during a cultist arrest, I felt myself draining the soul from one of the cultist. And worse yet, I enjoyed it! By our tenants, it is permissible but of course, there are rules I must follow or I will feel the wrath of my brothers and sisters. Well time to go to the riot, let us see if I drain any more enemies of the Hellknights at the riot?"

Who is Aritian Parante:

~ He is an offspring of a Demon and Celestial of Irori
~ He was left on the door step by his mother. Irori still grants him spells because he follows Irori's tenants as well as the Hellkights, be he was cast out.
~ Aritian's mother left him on the door step to get revenge on the demons and because she could not take care of him around Irori.
~ Aritian is a specialized healer
~ Aritian is a Reach Cleric, meaning he threatens 10' from with (3) AoOs.
~ Aritian can summon but not specialized yet.
~ Aritian can buff/debuff but not a specialist.
~ Aritian can cast arcane damage spells but not a specialist.
~ Aritian can suck the soul from the helpless and near death.
~ Aritian fights himself every day between right and wrong because of his light side (healer) and darkside (consuming enemy souls).


Good luck all submitters!


Aw man, bummed I missed the time slot for this. Looks like a lot of fun!


I hear ya Bane, I didn't have long to make as strong as a character as I wanted and my initial choices were already taken so I will probably not make the selection?


And the votes are in!!! Sven Mazebreaker and Amaeline come on down to Discussion board

Everyone else, you had all strong character offerings, and I could see having all of you in a game. Thank you for your interest and happy gaming.


Wonderful! Look forward to joining the group :)


Thank you for the consideration Dragons! Next time, not to curse your game or anything, I need to see the recruitment post sooner ... LOL


Good luck guys

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