Wrath of the Righteous- go to 11 (Inactive)

Game Master drbuzzard

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combat map

Environs of Drezen


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OK, as first edition Pathfinder is winding down a bit as PF 2 spools up, it's time to get downright stupid and run a final over the top AP campaign.

Of course if you are doing over the top in an AP, it has to be Wrath of the Righteous. If you are going for downright stupid, you must throw in gestalt.

So, I'm going to run a gestalt/mythic Wrath of the Righteous campaign. Also because the campaign has the temerity to start you pre-mythic, we can't have that. You will be starting in the second book of the AP at 7th level with 2 mythic tiers (it is the best place to start story wise IMO).

Now as with all my campaigns this is a Beer and Pretzels tone. So here's character build rules.

25 point buy
7th level
2 tiers
only Paizo. If you ask about 3rd party I will simply ignore any and all further posts.
Good only

2 traits.
23500 GP to start

For background, I don't expect much. A paragraph is sufficient. More is not desirable.

right now I have 2 players, and only intend to run a table of 4 so 2 more needed. I'll give this a week or so. If I get 2 people I like sooner I might close early, so don't tarry.

There's a couple minor rules changes.

Disruptive no longer gives a +4 static bonus, but 1/2 BAB.

Shatterspell is no longer limited to dwarves.

Mage's Disjunction will always pop an anti-magic shell.

No gunslingers, unchained summoners only.


Well, if you plan on going over the top... what are the other players considering?

Because I have a wizard/fighter (using the Child of Acavna and Amaznen archetype) to make a blatant Iron Man concept that blasts anything and everything in sight. And still reveres Aroden (even though he's supposed to be dead)


Background Skills? How are we handling HP past level 1?


So far I have a fighter/inquisitor. The other said wizard/magus or wizard/arcanist.

No background skills (if you feel a need for skills, you are playing gestalt, pick a class with lots of skill points).

1/2max+1 for Hp.


Interesting.
I am thinking a magus/swashbuckler..


Pathfinder Adventure Path Subscriber

Background:

Lotho Proudheart grew up among his halfling family in the village of Rubyblossom. His mother, a Halfling of Aasimar parentage, raised him on stories of good deeds and noble knights ... so one day when a group of brigands attacked Rubyblossom, Lotho rallied the village to its defense. There he felt the divine power of Erastil flow through him, and came to relish the feel of combat against an evil foe. As Champion of Fallowleaf Field, he began his destiny as a Paladin ... a destiny that took him far from Rubyblossom, eventually starting to unlock the mythic nature of his own divine heritage and his patron's power. His destiny now guides this once simple farmer toward the Worldwound and his greatest battle against evil.

I don't have time to stat him up right now, but wanted to get this in the running.


Oh, I should say, no crafting.


Jovich wrote:

Interesting.

I am thinking a magus/swashbuckler..

oh no. That's what I wanted to suggest :D


Pathfinder Adventure Path Subscriber

So, I posted the background, realized that I buried the lead (omitted it entirely, actually), clicked on Edit ... and apparently crashed the whole website.

The background should begin:

The half-orc Lotho Proudheart grew up among his halfling family in the village of Rubyblossom.

So he's orc on his father's side, and his mother's side is a mix of Halfling and Angelic. I don't know system-wise how all that would balance out, I'd have to look at a few of the Paizo "Blood of" sourcebooks to figure out what the options are. If anything, the Halfling background can just be flavor, and he can be a half-orc with some divine powers that manifest through his classes.

As for class, I have to look at how some combinations work out. I am somewhat leaning toward Paladin/Spiritualist (the phantom bonded to him is his mother who has since passed on ... well, died at least, but not so much "passed on" it seems), although a Paladin/Bloodrager(Celestial Bloodline) also occurs to me as a good alternative in Wrath of the Righteous.


I will adjust soon


I would love to join in with a Brawler/Magus//Sorcerer if there is still room.

Simple background:
Greus Tephret grew up the son of an innkeeper. As a child he always got into some sort of trouble or another with travelers and locals alike. It was quite the shock to the town when he started to manifest magical abilities. There was quite the riot until it came to light that the innkeeper's grandfather was a great mage, and the power had skipped a few generations. Greus took pride in his powers, and despite his lack of common sense quickly grew in fame as a local folk hero.


No custom races, as I should have mentioned.

I'd prefer core races+tiefling or aasimar.


Okay, I'm looking to submit a Human Paladin (Oath Against Fiends)//Bloodrager (Steelblood). Working on stats now.

GM:

Since I'm making a Paladin, I wanted to ask about Radiance, if that's going to be an option for me if I am chosen, and how much starting gold I would need to give up if it is.


I'd charge you the base value for the sword (+2 cold iron at that point in time), though you will have to spend on legendary item ability.


Would love to play in this. Not sure what class(es) yet. Witch coupled with investigator or alchemist perhaps?


Heh I've got a Warpriest/BloodRage (Steelblood) that is level 2 that I have to raise up to 7 and would love to try out!

If I can create the character by your timeframe I'll submit him!


A great story needs heroes and someone to tell the tale.
Inspired by Kings of the Wyld, the best book I have read in a very long while, I would apply with a Paladin/Bard of Shelyn.
Armed with a glaive and ready to jump into the battle against the demons, supporting his comrades and gracefully slaying its foes!


Definitely dotting! Would love to submit a concept. I’ll get something ready tomorrow or early next week, buzzard :)


Throwing my hat into the ring. Since this is a fairly light hearted game, it seems perfect for my Barbarian/Monk/Mythic Champion who hurls enemies into each other.


Doomed Hero, that sounds hilarious. Dot!


Dotting as well. I started this campaign in tabletop, and would find it fun to finish.

I am going to submit a mythic Guardian Chained Monk/Fighter, so I can really seal in that supposed "bad class" flavor.


I will try to submit a Goliath Druid/Tetori Champion. A wrestler like the demigod hercules.


I'm so torn, a Paladin of L'Oréal (hair like he just stepped out of a salon). Or a Whitehaired witch / brawler with ki throw, greater trip, and whirlwind attack.


Since we're going for Over-The-Top rp, I made a version of Saitama from One-Punch Man.

Saitama:

CG Human Monk 7 | Fighter 7 | Guardian 2

STR 20/22
DEX 14/16
CON 15
INT 8
WIS 16/18
CHA 8

HP
AC 21 (10 base +1 armor +3 dex +5 wisdom +1 deflection +1 dodge) T: 20; FF: 18
BAB 7
Init +4

Fort +8
Ref +9
Will +10

Speed 50'

Unarmed Strike: +17/12 to hit; 1d8+14; 20/x2 crit

Skills: Acrobatics r7 +12/27, Intimidate r7 +9, Perception r7 +13, Sense Motive r7 +13, Swim r7 +14

Feats: Toughness, Power Attack, Stunning Fist, Deflect Arrows, Martial Focus, Dodge, Weapon Focus (Unarmed), Dragon Style, Weapon Spec (Unarmed), Dragon Ferocity, Combat Reflexes, Vital Strike, Combat Style Master

Traits: Quain Martial Artist, Reactionary

Class Features:
*Monk: Archetype (Martial Artist); Flurry of Blows, Unarmed Strike (1d8), Evasion, Fast Movement (+20'), Maneuver Training, Pain Points, Exploit Weakness (+11 vs. DC 10+Hardness or CR), Martial Arts Master, High Jump, Extreme Endurance (fatigue), Physical Resistance (1)

*Fighter: Archetype (Brawler); Bravery +2, Close Control, Close Combatant (+2/4), Menacing Stance

Equipment:
Belt of Physical Might (Str/Dex) +2, Headband of Wisdom +2, Amulet of Mighty Fists +1, Ring of Protection +1, Cloak of Resistance +1, Bracers of Armor +1, 1500 gp

Mythic Abilities:
Path: Guardian
Guardian's Call: Sudden Block

Base Abilities: Hard to Kill, Mythic Power (7), Surge +1d6, Amazing Initiative,

Mythic Feats: Mythic Power Attack

Mythic Powers: Fast Healing, Mule's Strength


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One thing I failed to mention in the first post, is I expect a post every day during the week and at least once on weekends would be nice. If someone fails to do that without warning me, I will give them a little warning (2 times) and then they are dropped like a hot potato.

Also, I do initiative calls by players before combat starts. This makes sure everyone is around so I am not left waiting for people do go in the middle of combat (in theory). If someone goes 24 hours without posting initiative, they take '1' on the roll.

If this all sounds harsh, it is to keep the game moving. If games don't move they die. WotR has quite the history of dying on these forums (I've been in at least 5 campaigns of this as a player which croaked. I never made it past the first book in fact-I intend to finish this, so if you don't really care if you finish, don't apply).


Sounds like a good opportunity to get stupid with a clone of my HealBot2000. If you need a stupid Cleric that needs more cheese.


If there is a lack of healing, I'll consider it. Though I'm not sure what you'll do for the other half of the gestalt. Though of course life oracle would be over the top.


Okay, that's what I was going to do anyway. Here's my character. I'm working on the alias now.

Crunch:

Kendren Nollt
Male Paladin (Oath Against Fiends) 7//Bloodrager (Steelblood) 7//Gestalt 7 Champion 2
NG humanoid (human)
Init +8; Perception +10
Favored Class: Bloodrager
FCB: +7 rounds of Bloodrage
--------------------------------------------------------------
DEFENSE
AC 26, touch 12, flat-footed 24 (+2 Dex, +10 armor, +2 shield, +1 natural, +1 luck)
HP 68 (7d10+22)
Fort +12, Ref +9, Will +10
Special Defenses aura of courage, blood deflection, blood sanctuary, channel positive energy, divine grace, hard to kill, indomitable stance, lay on hands 3d6 6/day, mercy (fatigued, staggered); Immune disease, fear
--------------------------------------------------------------
OFFENSE
Speed 25 ft
Melee +2 cold iron longsword +16/+11 (1d8+8, 19-20/x2)
Melee masterwork cold iron morningstar +13/+8 (1d8+6, x2)
Ranged masterwork composite longbow (Str +4) +10/+5 (1d8+4, x3)
Special Attacks bloodrage (Str +4, Con +4, AC -2, Will +2), champion’s strike (sudden attack), destined strike +3 3/day, divine bond 7 rounds/day, smite evil 3/day
Paladin Spell-like Abilities (CL 7th, Concentration +10)
At-will - detect evil
Bloodrager Spells Known (CL 7th, Concentration +10)
2nd-level (2/day) - resist energy, see invisibility
1st-level (2/day) - blade lash, enlarge person, expeditious retreat, longarm, shield
Paladin Spells Prepared (CL 4th, Concentration +7)
2nd-level - litany of righteousness
1st-level - divine favor (2)
Bloodline Destined
Mythic Power 7/day
-------------------------------------------------------------
STATISTICS
Str 22, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +7/+2, CMB +14 (+16 vs demons), CMD 25 (26 vs overrun)
Traits Stolen Fury, Student of the Great Beyond
Feats Following Step, Improved Initiative, Power Attack, Step Up, Step Up and Strike, Weapon Focus (longsword)
Mythic Feats Mythic Power Attack
Skills (ACP -6) Climb +4, Diplomacy +13, Knowledge (planes) +10, Knowledge (religion) +11, Perception +10, Sense Motive +10, Survival +9, Swim +4
Languages Common, Dwarven
SQ Armored swiftness, armor training, aura of good, divine health, fated bloodrager, mythic path abilities (legendary item (Intelligent, Returning), mythic smite), mythic surge +1d6
Combat Gear 2 potions of cure moderate wounds, 2 potions of darkvision Other Gear +2 cold iron longsword (Radiance), masterwork cold iron morningstar, masterwork composite longbow (Str +4) with 40 cold iron arrows, belt of giant strength +2, headband of alluring charisma +2, cloak of resistance +1, amulet of natural armor +1, paladin’s kit, 27 gp

Backstory:

Born in the city of Kenabres, Kendren was kidnapped by cultists of Baphomet as a child. They conducted some strange ritual that he didn’t understand, but failed and caused him to absorb the power of the ritual. He was able to use it to escape the cultists and return to freedom. Since then, he’s had nightmares, and developed a strong hatred of demons. He joined the crusades as soon as he was old enough and has focused his rage against them as a paladin of Iomedae. He believes he has a destiny to defeat the demonic invaders and, perhaps, even close the Worldwound. His role in driving the demons from Kenabres after their attack has only further convinced him of this, and he believes he cannot fail.


drbuzzard wrote:

One thing I failed to mention in the first post, is I expect a post every day during the week and at least once on weekends would be nice. If someone fails to do that without warning me, I will give them a little warning (2 times) and then they are dropped like a hot potato.

Also, I do initiative calls by players before combat starts. This makes sure everyone is around so I am not left waiting for people do go in the middle of combat (in theory). If someone goes 24 hours without posting initiative, they take '1' on the roll.

If this all sounds harsh, it is to keep the game moving. If games don't move they die. WotR has quite the history of dying on these forums (I've been in at least 5 campaigns of this as a player which croaked. I never made it past the first book in fact-I intend to finish this, so if you don't really care if you finish, don't apply).

If I can manage to put an app together, I can promise you that 1/day is my absolute minimum. I hate waiting days for posts.


As much as I wasn’t planning on adding any games, I don’t think I can pass this up. I’m thinking Magus/Sorcerer.


I have no problem with the strict posting requirements. I have similar requirements in the games I run :)

Godwin Solace is good to go. Went hard on the heavily armored angel demon slayer theme with a celestial steel bloodrager archon blooded aasimar. I hope to give him wings soon!

Very similar build to Phantom88. Great minds think alike. Good luck all!

Backstory:

Growing up an Aasimar orphan in Kenebras, Godwin has a strong innate connection to the celestial realm. His divine blood was targeted by evil cultists who captured him to use as a sacrifice.

He was saved at the last moment by an Aasimar Paladin of Iomedae who took the young child to a temple. He was put under the tutelage of a kindly tiefling cleric who gave him a good education. The churce of Iomedae is his family now and his deep connection to the good planes manifested itself many times as he grew up into a formidable warrior.

The World Wound calls to him and he wishes nothing more than to cleanse it of every last piece of demonic filth with his demon bane Falchion!

Crunch:

Male Archon Blooded Aasimar Warpriest of Iomedae/Steelblooded Celestial Bloodrager 7 | Mythic Tier 2
LG medium humanoid
Init +3 (0 dex +2 mythic 2 + 1 ioun stone)
Perception + 2 (2 wis)
STR 22 (+2 from mythic 2 +2 from belt)
DEX 10
CON 16 (+2 from race)
INT 8
WIS 18 (+2 from race +1 4th level +2 from circlet)
CHA 12

DEFENSE: Hide
AC 22 (10 + 10 armor +0 dex + 1 natural armor +1 deflection )
T 11 (22 - 11 armor )
FF 22 (22 - 0 dex )
hp 74( 10 + 6x6 + 7x3 (con) + 7x1 (class bonus))
Fort 9 (5 base + 3 con + 1 cape )
Ref 3 (2 base +0 dex +1 cape)
Will 13 (5 base + 4 wis +1 trait +2 feat +1 cape)
CMD 23 (10 + 6 Str + 7 BAB)

Conditional:
+1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype
+2 bonus on saving throws against effects with the evil descriptor and on Con checks to stabilize.
+2 bonus on saving throws against spells that he or an ally casts
5 resistance acid or cold
+1 AC to attacks from evil outsiders (race)
+1 CMD to Overrun +1 Reflex to trample

OFFENSE: Hide

Speed 60ft/50 ft in armor (Heavy armor plus Impossible Speed mythic and Armored Swiftness Celestial Bloodrager)
Melee +1 demon bane Falchion 16 (6 str + 2 mythic weapon focus + 7 BAB +1 enchanemtn) (2d4+6+1/18-20/x2)
Space 5 Reach 5
BAB 7
CMB 14 (6 STR +7 BAB + 1 steelblood)
Conditional:
+4 to bullrush maneuvers and no AOO (Feat)
+2 to combat maneuver checks against demons (Trait)
+1 Insight to Attack evil outsiders (race)
Celestial BloodRager +1d6 against evil outsiders plus melee considered holy

LANGUAGE:: Hide
Common, Celesital

TRAITS:: Hide

Race
Stolen Fury: +2 trait bonus on all combat maneuver checks against demons

Religion:
Purity of Faith: +1 trait bonus on Will save and +1 trait bonus on saving throws against spells and effects from evil outsiders

Faith:
Fate's Favoured: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Combat:
Demon Smiter: You grew up around those who fight the demons streaming out of the Worldwound, and from their stories you learned about the demons’ weaknesses.

You are likely from Mendev or have joined that nation’s cause as a crusader. Once per day when fighting demons, you gain a +4 trait bonus on a single attack

roll.

FEATS: Hide

Warpriest Bonus First: Weapon Focus Falchion
First: Angelic Blood (Aasimar)
Mythic: Weapon Focus Falchion (Mythic)
Third: Additional Traits
Third Warpriest Bonus: Power Attack
Bloodrager Bonus Fourth: Eschew Materials
Fifth: Angelic Flesh Steel: Gain +1 natural armor bonus to AC and unarmed strikes and natural weapons count as cold iron
Sixth Bloodrager bloodline feat: Iron Will
Sixth Warpriest Bonus feat: Improved Bull Rush
Seventh: Greater Bull Rush

SKILLS: Hide

3 per level (4 bloodrager -1 int)

Adventuring:
Skills with ranks

Climb +6 (+6 str - 4 acp + 1 Rank +3 class) 1 Rank
Diplomacy +6 (1 cha + 1 rank +3 class) 2 Rank
Intimidate +8 (1 cha + 3 rank + 3 class) 4 Rank (+2 against demons with Halo)
Knowledge (religion) +3 (-1 int +3 class +1 rank) 1 Rank
Knowledge (planes) +3 (-1 int +3 class +1 rank) 1 Rank (+5 to identify demons due to MW tool +2 to identify evil outsiders trait)
Perception +10 (+4 wis + 4 rank + 3 class) 3 Rank
Swim +6 ( +6 str -4 acp + 2 Rank + 3 Class) 1 Rank
Sense Motive +10 (4 wis + 4 Rank + 3 Class) 3 Rank

Skills without ranks

Acrobatics +0 dex - 5 acp
Bluff +1 cha
Escape Artist +0 dex - 5 acp
Fly +0 dex - 5 acp
Heal+2 wis
Ride +0 dex - 5 acp
Stealth +0 dex - 5 acp
Survival +2 wis

Skills that can't be used without ranks and untrained

Spellcraft -1 int (+2 to identify evil spells)

Background skills (no additional):
Skills with ranks
Profession Solider +7 (2 wis + 2 rank +3 class) 2 Rank
Kn:History 1 (-1 int +1 rank) 2 Rank

GEAR: Hide

Weapon: Falchion with weapon cord ( 75.1 gp)
Armor: MW Banded Mail +7 armor bonus +1 max dex bonus -5 Armor check Penalty (400 gp)

Misc:
8375.1 falchion +1 evil outsider bane w/weapon cord
4000 belt giant strength +2
4000 circlet wisdom +2
1000 cape resistance +1
2000 ring of protection
2650 mw full plate +1
500 cracked dusty rose prism Ioun Stone
16 warpriest kit
50 mw backpack
50 mw tool for religion checks

22141.1 GP spent
858.9 left

Special Abilities: Hide
Racial:

Celestial Crusader: +1 insight bonus to AC and attack against evil outsiders, +2Kn:Planes and Spellcraft to identify evil outsider or evil outsider effects

Incorruptible: Cast Corruption Resistance evil 1/day as a spell like ability

Halo: Can create light centered on her head at will as a spell-like ability. When using halo gain a +2 circumstance bonus on Intimidate checks against evil

creatures and on saving throws against becoming blinded or dazzled.

*********
WARPRIEST
*********

First Level:
Aura: Lawful Good

4 minor Blessings per day

Good: Glorious Presence (Minor)
War: War Mind (Minor)

Bonus feat Weapon Focus (Falchion)

Second Level:
3 uses of fervor a day. 1d6 heal or swift action spell cast

Third Level:
Bonus Combat Feat

Fourth Level:
Channel Energy (Holy) for 2 fervor

Sacred Weapon:
SwiftAction Enhance Falchion to +1 enchantment bonus that can be used for following special abilities
brilliant energy, defending, disruption, flaming, frost, keen, and shock
ghost touch, holy
axiomatic, merciful

For number of rounds equal to warpriest Level

Fifth Level:
Fervor heal goes to 2d6

Sixth Level:
Bonus Feat

Seventh Level:
Sacred Armor
SwiftAction Enhance armor to +1 enchantment bonus
can be used for following special abilities:
Energy resistance, fortification, glamered
For number of minutes equal to warpriest level

Bloodrager:

Bloodline - Celestial:

First Level:

Bloodline Power: Angelic Attacks - melee attacks are considered good aligned weapons for the purpose of bypassing DR. Deal +1d6 additional damage against

evil outsiders

Bloodrage: Can bloodrage for a number of rounds per day equal to 4 + 3 (con modifier) = 7 rounds. Gain +4 morale bonus to Str, Con, +2 morale bonus to Will,

-2 penalty to AC, 2 hp per HD

Indomitable Stance (Ex) : At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex

saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.

This ability replaces fast movement.

Second Level:
Armored Swiftness (Ex)

At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in

that armor, to a maximum of his unencumbered speed. This ability replaces uncanny dodge.

Third Level:
Blood Sanctuary (Su)
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus

on saving throws against spells that he or an ally casts.

Fourth Level:
Blood Casting (Su)
At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration

checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other

classes cannot be cast during this state.
Eschew Materials
At 4th level, the bloodrager gains Eschew Materials as a bonus feat.

Bloodline Power: Celestial Resistances (Ex)
At 4th level, you gain resistance 5 to acid and cold.

Fifth Level:

Armor Training (Ex)
At 5th level, a steelblood learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a

maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (9th, 13th, and 17th), these bonuses increase by

1, to a maximum 4-point reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus. This ability stacks with the fighter class

feature of the same name. This ability replaces improved uncanny dodge.

Sixth Level:

Bloodline Feat - Iron Will

Seventh Level:

Blood Deflection (Su)
At 7th level, as an immediate action a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell

sacrificed. The deflection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood,

allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough. This ability replaces damage reduction.

Mythic:
Path Champion:

Tier 1
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability

that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to

lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your

Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of

different abilities. Each day, you can expend an amount of mythic power equal to 3 plus your mythic tier. This amount is your maximum amount of mythic power.

If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just

made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can

change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Feat

Champion's Strike - Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This

is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the

attack roll. Damage from this attack bypasses all damage reduction.

Champion Ability - Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base

land speed increases by 10 feet per mythic tier.

Tier 2

Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another

ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
+2 Str

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can

expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You

can't gain an extra action in this way more than once per round.

Wall Smasher (Ex): Whenever you succeed at a ki throw or a bull rush or reposition combat maneuver, you can smash your opponent against a wall (or suitable

large obstacle) within the range you could move the target into as a result of the maneuver, dealing unarmed strike damage to your opponent and the wall. If

you expend one use of mythic power when you use this ability, this damage ignores the hardness of the wall. If the damage destroys the wall, you move the

opponent into the space beyond the wall and it immediately falls prone.

Spells Warpriest: Hide

Orisions (DC 12)
Detect Magic
Enhanced Diplomacy
Create Water
Purify Food and Drink
Mending

Level 1
Divine Favor x2
Detect Demon
Shield of Faith
Protection From Evil

Level 2
Bear's Endurance
Burst of Radiance
Ironskin x 2

Level 3
Channel Vigor
Deadly Juggernaut

Spells per day
0th
5
1st
5
2nd
4
3rd
2

Spells Bloodrager: Hide

Spells Known
1st
* Long Arm
* Wave Shield
* Mirror Strike
* Stone Shield
2nd
* False Life
* Ablative Barrier
* Bonus Spell Bless

Spells per day
1st
2
2nd
1


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Steelblooded works beautifully with an armored warrior like a Paladin or a Warpriest, so I'm not surprised we had similar thoughts. We almost ended up with the same bloodline, but I decided Celestial had too much overlap with being a Paladin, so I went with Destined.

Here is Phntm888's alias, with the character in it.


I've put together an unusual aasimar cleric/monk for your consideration. As a Blossoming Light cleric of Erastil and Sohei Monk, she is mostly focused on mounted combat with her wolf companion and channeling positive energy. She should be able to dish out large chunks of damage fairly often, and provide divine caster support and healing when necessary. Details are in her profile, but I've attached them below.

Basic Info:

Name: Lyanniel Winterborn

Race: Aasimar (Elf)

Alignment: Lawful Good

Deity: Erastil

Class(es): Cleric (Blossoming Light) 7 // Unchained Monk (Sohei) 7

Mythic Path(s): Hierophant/Marshal

Background:

Lyanniel was born in the wilderness outside of Kenabres to an elven paladin of Erastil in the Mendelev Crusade. She has always sworn to her daughter that she has no idea who her father is, though she admits that she had a dream that she received a blessing from her god, and that He told her that she had to leave the battle for a short time in service to his purposes. She didn't realize she was pregnant until it was almost too late, and she was badly injured while fleeing, but fortunately Lyanniel was a relatively easy birth.

Growing up in Mendelev Lyanniel knew she was different, not like other elf girls. Although she could pass for a normal person, she carried a celestial spark within her that sometimes drove her to do strange things. She often snuck away from her mother and grandparents, but instead of exploring the city or getting up to mischief, they would find her praying in the temple or in the wild. Clearly, Erastil had called her to his priesthood, and she quickly became his devoted follower, both in body and in spirit.

Description:

There is a strange, luminous quality to Lyanniel, and though she presents herself like a crusader knight she wears no armor and does not bear a sword, carrying instead a finely-crafted lance (stylized to look like an arrow) and an elven longbow. Her voice is quiet but resonant. In battle, she rides an enormous wolf, white like an ash grove with a gray patch of fur surrounding his left eye. Both of them are generally very gentle and sedentary, but in the face of evil they become positively fierce and unyielding.

Stats:
Abilities: Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 8 (-1), Wis 15+2+1+2 (+5), Cha 14+2 (+3)

HP: 56/56 (7d10+14)

AC: 18 (+2 Dex, +6 monk)

Initiative: +9 (+2 Dex, +2 Eyes of the Hawk, +3 Devoted Guardian, +2 Amazing Initiative)

Speed: 30 (no armor)

Saves: +7 Fort / +7* Reflex (evasion) / +10 Will

BAB: +7

Weapons: +1 bane (evil outsiders) lance +13/+13/+8* (1d8+7*, x3)

Armor: none

Race Traits: Darkvision (60), Exalted Resistance (SR 12), Heavenborn (+2 Knowledge Planes, +1 CL good/light spells), Scion of Humanity (counts as elf and outsider)

Favored Class Bonus: Cleric, +7/2 channel damage

Traits: Fate's Favored (+1 luck bonuses), Touched By Divinity (silver holy symbol, divine favor as spell-like ability 1/day)

Cleric Abilities: spellcasting (CL 7), aura (lawful/good), channel positive energy (4d6, DC 13+CHA, 8+CHA/day), deity (Erastil), domains (Animal/Feather, Good), domain powers (Animal Companion: wolf of level-3+4; Eyes of the Hawk: half level+4 racial bonus to Perception, +2 initiative; Touch of Good: half level+4 sacred bonus to attacks/saves/skills/ability checks for 1 round, 3+WIS/day), luminous font (half level bonus to Diplomacy vs good creatures/evil creatures acting good; channel harms chaotic evil outsiders/worshipers of chaotic evil deities/creatures with light sensitivity or blindness as undead; 1 use while channeling to cause daylight for level rounds), spontaneous casting

Cleric Spells Prepared: (orisons, 4) enhanced diplomacy, guidance, resistance, vigor); (1st, 6/day) divine favor x2, shield of faith x2, empty x2; (2nd, 4/day) empty x4; (3rd, 3/day) empty x3; (4th, 2/day) empty x2

Monk Abilities: AC bonus (WIS+1), devoted guardian (can always act in surprise round, half level bonus to initiative), evasion, flurry of blows (bonus attack), ki pool (half level+WIS), ki powers (qinggong power: barkskin, 1 ki), ki strike (cold iron/silver, magic), ki weapon (1 ki, swift, +1 enhancement bonus to any weapon), monastic mount (1 ki, mount gets twice level temp hp for level hours, gains ac bonus/ki strike/still mind and any ability that costs ki), still mind (+2 vs enchantment), style strike (dirty strikes: when attacking in flurry, may make free dirty trick attack at -5), unarmed attack (1d6), weapon training (spears +1)

Feats: Improved Bull Rush (level 3), Improved Unarmed Strike* (from Monk 1), Mounted Skirmisher* (from Monk 6), Power Attack (level 1), Quick Channel (level 5), Ride-By Attack* (from Monk 1), Spirited Charge* (from Monk 2)

Skills: Diplomacy 1+6* (+3 vs good/evil acting good), Handle Animal 1+6, Knowledge (Planes) 1+4, Knowledge (Religion) 5+2, Linguistics 2+2, Perception 5+13, Ride 5+5, Sense Motive 1+8

Languages: Celestial, Common, Elven

Equipment: +1 bane (evil outsiders) lance (8,000 gp), arrows x40 (2 gp), cold iron arrows x40 (4 gp), composite (Str +2) longbow (300 gp), exotic military saddle (60 gp), gloves of dueling (15,000 gp), silver holy symbol (free), spell components pouch (5 gp), traveler's outfit (free), 29 gp remaining

Mythic Path Abilities: Amazing Initiative (+tier initiative, 1 mythic power for extra standard action), Divine Surge (Inspired Spell: 1 mythic power, standard action, cast any spell you could prepare on spell list), Hard to Kill (auto stabilize), Marshal's Order (Advance: 1 mythic power, swift action, allies get extra move action or 5' step), Mounted Marshal (mount and rider count as flanking, mount heals on surge, triple damage on mounted charge with lance), Mythic Domain (domain powers add 4 levels), Mythic Power (3+tier x2/day), Surge (1 mythic power, immediate action, add 1d6)

Mythic Feats: Dual Path (Marshal)

Wolf Animal Companion:

Name: "Bo"

Size: Large

Abilities: Str 23 (+6), Dex 15 (+2), Con 20 (+5), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)

HP: 88/88 (8d8+48)

AC: 19* (+8 natural armor, +2 Dex, -1 size, +2* monastic mount)

Initiative: +2 (+2 Dex)

Speed: 60 (no armor)

Saves: +10 Fort / +7* Reflex (evasion) / +3 Will

BAB: +5

Weapons: bite +10 (1d8+9, x2), trip +12; overrun +14

Armor: none

Animal Companion (Racer) Abilities: evasion, fast movement, link, low-light vision, scent, sprint

Feats: Charge Through, Improved Overrun, Power Attack, Toughness

Skills: Acrobatics 7+5

Tricks: attack (x2), maneuver (overrun)


Tongue firmly in cheek.

High concept: Lawful Vain swashadin with a heart of gold, and uh an electric touch.

Comedic inspiration: The Cat & Ace Rimmer, Lord Flasheart (RIP Rik Mayall) with a touch of the original Captain Kirk (I can’t hear you over the sound of how awesome I am).

May I present: Lord Adonis:
Trembling the scout approached the tent, ”Uh lord? The uh demons are approaching!” Full of confidence and bravado, the man looked as if he was a statue of the first men made by the gods come to life. The lord didn’t turn round, he was too busy inspecting himself in the full length mirror but he replied immediately, ”Never fear Hobbs! I’m almost ready, just a few last minute preparations…” The braying horns of the legions of hell where louder now as they drew close. Hobbs watched the lord with bemusement, what the heck was he doing?! It was as if he was getting ready for a date night not a battle...

Sounding pleased with what he saw in the mirror, the Lord spoke, ”Designer shirt? Check! Lame gold hot pants with sequins up the side? Check! Hair looking like I stepped out of a salon? Check!” He then frowned for a moment, ”Hmmm Hobbs, I’ve forgotten something, now what was it?”
”The uh war your lordship?” replied Hobbs tentatively.
”Nonsense! Ah! Mouthspray.” He reached down past the various cosmetics spread out on the table to pick up a jeweled spray of alchemical mint, he gave it two squirts then a third for luck, ”Right we’re all set!” With that Lord “Flasheart” Adonis flounced out of his tent, needlepoint rapier in hand, humming the tune to Blood on the Dancefloor! It was almost unfair, the onrushing hordes of darkness had no idea what was about to hit them...

Preliminary crunch:
Lord Flasheart
Male human magus (eldritch scion) 7/paladin (virtuous bravo) 7/gestalt 7/Champion 2 (Pathfinder Player Companion: Heroes of the High Court 12, Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Ultimate Magic 9)
LG Medium humanoid (human)
Init +8; Senses Perception +11
Aura courage (10 ft.)
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Defense
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AC 19, touch 13, flat-footed 17 (+5 armor, +1 deflection, +2 dodge, +1 natural)
hp 63 (7d10+17)
Fort +15, Ref +9, Will +12
Defensive Abilities hard to kill, nimble +2; Immune disease, fear
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Offense
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Speed 30 ft.
Melee +1 rapier +12/+7 (1d6+5/18-20+7 Precision)
Special Attacks channel positive energy 4/day (DC 19, 4d6), eldritch pool (+2, 9 points), magus arcana (empowered magic[UM], lingering pain[UC]), menacing swordplay, mythic power (7/day, surge +1d6), opportune parry and riposte, panache (6), precise strike, smite evil 3/day (+6 attack, +0 AC, +7 damage), spell combat, spellstrike
Paladin Spell-Like Abilities (CL 7th; concentration +13)
. . At will—detect evil
Magus (Eldritch Scion) Spells Known (CL 7th; concentration +13)
. . 2nd (5/day)—bladed dash, invisibility, mirror image
. . 1st (6/day)—shield, shocking grasp
. . Bloodline Arcane
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Statistics
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Str 18, Dex 10, Con 12, Int 15, Wis 10, Cha 23
Base Atk +7; CMB +11; CMD 24
Feats Artful Dodge, Blind-fight, Eldritch Assault, Improved Initiative, Intensified Spell[APG], Redirect Attack, Spontaneous Metafocus[UM]
Traits seeker, stolen fury
Skills Diplomacy +16, Fly +10, Knowledge (planes) +12, Knowledge (religion) +12, Perception +11, Sense Motive +10, Spellcraft +12
Languages Common, Elven
SQ amazing initiative, bloodrager bloodline (arcane[ACG]), bravo's finesse, display of charisma[MA], divine bond (angelic spirit [1/day] 1/day), dodging panache, fleet charge[MA], lay on hands 9/day (3d6), medium armor, mythic smite[MA], swashbuckler initiative
Other Gear +1 mithral chain shirt, +1 rapier, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of mental prowess +2 (Int, Cha), ring of protection +1
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Pool +2 (9/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Artful Dodge Gain +1 dodge bonus to AC vs. opponent only you threaten.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Deed: Dodging Panache +6 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +6 to AC vs. attack.
Deed: Menacing Swordplay (Ex) While 1 panache, as a swift action when hit, attempt demoralize check.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +7 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, free hand draws light or 1-hand pierce wep as part of the init roll.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Display of Charisma (Su) As a free action, use 1 power for +20 to a Cha skill or check.
Divine Bond (Angelic, 1/day) +3 (Su) As a standard action, halo sheds light and grants enhanced protection from evil to allies in 20 ft.
Eldritch Assault When have total concealment from magic, first threat each rd is auto-confirmed.
Empowered Magic (1/day) (Su) 1/day, cast a spell as if Empowered without altering the casting time or level.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Lay on Hands (3d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lingering Pain (Su) 1 Arcane Pool: Damage considered continuous for purposes of concentration checks.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Nimble +2 (Ex) +2 dodge bonus to AC.
Paladin Channel Positive Energy 4d6 (4/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Redirect Attack Once a turn redirect a failed attack from opoonent to another target.
Smite Evil (3/day) (Su) +6 to hit, +7 to damage, +0 deflection bonus to AC when used.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (only in mystic focus) (Su) Deliver touch spells as part of a melee attack.
Spontaneous Metafocus (Shocking Grasp) Apply metamagic to one spell and keep the standard casting time
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

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It's a little bit bare-bones (short background, and I haven't picked out spells yet), but here's Ouachitonian's submission. He's basically a Dex Magus, but using his Sorcerer slots for his attack spells (Broad Study allowing them to be used with Spellstrike) and his Magus slots for more niche spells he doesn't need to use as often (since Kensai doesn't get Spell Recall and otherwise I'd have to do annoying amounts of guesswork about how many of each to memorize). He'll use Energy Conversion with his spellstriking to get around Demons' energy resistance. I might change the picture. I'm not super set on that one.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

dotty dot dot with an Arcanist / Psychic


Are Prestige classes allowed? A7 / B6 + P1?
I would love to finally get to play a Horizon Walker


Do you want to see demons hurled into orbit?

Either the answer is yes, or something is deeply wrong with you.

Doomed Hero here with my submission, Raxus. You wanted over the top insanity, so you have no one to blame for this but yourself.

Raxus is a walking trebuchet. Once he gets his hands on someone, they're going for a ride. And he will get his hands on them. He can grapple at range, and then they're coming right to him. Then leaving again at high velocity. Usually he's content to throw bad guys into other bad guys, but if they make him real made, he'll introduce them to Desna the hard way.

Raxus is Scorpion mixed with the Incredible Hulk. He's Kratos mixed with Zangief. He's a raging monster with a heart of gold. He's a zealous devotee of the goddess of dreams, and his dream is to kill every demon everywhere. He also wants to find friendship and love and a family and all that stuff, but mostly he wants to turn demons into splattered craters.

Oh, and with his high Perception and Disable Device, Raxus can fill the role of the party Rogue.

Best rogue ever.

Pick me.


Preliminary mechanical deliberations:
Dwarven Hierophant 2
Deep Marshal Magus 7/Warpriest of Torag 7
AC 22, T 11, FF 21, CMD 17, FFCMD 16
Hp 67
Fort +9, Ref +4, Will +11 (+5 vs Spells & SLA, +2 vs Poison & disease)
20ft.
Warhammer +12, 1d8+8
Spell Combat +10, 1d8+8
Spells (Magus/Warpriest, CL 7/7)
Orizons/Cantrips(DC 14/15): 5/5
1st: 5/6
2nd: 4/4
3rd: 2/2
Str 13, Dex 13, Con 16(14+2R), Int 18(15+1lvl+2E), Wis 21(15+2R+2M+2E), Cha 8(10-2R)
Feats 1Steel Soul, W1Weapon Focus: Warhammer, 3Shield Focus, W3Power Attack, 5Channel Smite, M5Shielded Mage, W6Weapon Specialization: Warhammer, 7Guided Hand
Mythic Feats Dual Path(Archmage), Mythic Guided Hand
Traits Glory of Old, Fate's Favored

Gear: +1 Breastplate, +1 Warhammer, +2 Int & Wis headband, +1 Mithral Heavy Shield, Cloak of Resistance +1 (~17000gp)

Racial Abilities: Hatred, Hardy, Slow & Steady, Stonecunning, Greed
Class Abilities: Arcane Pool 6/d, Fervor 8/d, Blessings(Good & Protection) 6/d
Mythic Abilities: Mythic Power 7/d, Hard to Kill, Surge 1d6, Amazing Initiative, Extra Mythic Feat(Mythic Guided Hand), Inspired Spell, Wild Arcana, ???

Inspirational picture

I do have one question for the DM; Does Shielded Mage allow spell combat with a shield? I sort of supposed it did, but I can see an argument against it too. I'll just switch to a buckler and unhindering shield if you don't think so:

Shielded Mage. Link for convenience in deliberating.


"Hello my friends. Welcome adventurers! Welcome to Kenabres and to the fifth Mendevian Crusade. My name is Norardrut Brightfoot, call me Nor. I will be your guide for this tour. In fact, you are lucky! I am the best guide you will ever have. I am a master of all lands, an expert in both earth and planar geography. During our trip I will tell you all there is to know about the wonders and dangers ahead and beyond. I will also help and guide you, be it dark dungeons, wild forests or abyssal depths. If you seek aid in any particular task, feel free to ask. My qualifications, you ask? I have a very big hammer." Presenting his Dwarven Longhammer he goes on. " Not enough? Well, I've been hunting undead and slaying demons for the past four decades now. And I am still alive, am I not?"



Crunch:

Norardrut Brightfoot
Male Dwarf Hunter 7 / Ranger 6, Horizon Walker 1, Archetypes Forester / Demonslayer
LG Medium humanoid (dwarf)

Init +4
Senses Darkvision; Perception +14
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DEFENSE
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AC 23, touch 12, flat-footed 21 (+7 armor, +2 Dex, +1 deflection, +3 natural)
hp 84 (d10 +3 CON +1 FCB)
Fort +8, Ref +7, Will +6, Bonus +5 against spells, spell-like abilities, +1 against poison, +2 against evil outsiders
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OFFENSE
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Speed 20 ft.
Melee Dwarfen Boulder Helmet +10 (1d4+9)
Melee Dwarfen Longhammer +10 (2d6+13 /x3)
Hunter Spells Known (CL 7th; concentration +11)
3rd-Instant Enemy, greater Longstrider,
2nd-Barkskin, Fog Cloud, Mud Buddy, Stone Call,
1st-Longstrider, Lead Blades, Resist Energy, Feather Step, Entangle,
0th-Detect Magic, Detect Poison, Create Water, Guidance, Mending
Ranger spells prepared (CL 6th; concentration +10)
1st-Protection from evil, one open slot
Special Abilities Favored Enemy (evil Outsider +4), Favored Enemy (Undead +2), Favored Terrain (Underground +6), Favored Terrain (Forest +2), Favored Terrain (Astral Plane +2)
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STATISTICS
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Str 20, Dex 14, Con 16, Int 10, Wis 18, Cha 6
Base Atk +7; CMB 12; CMD 25
Feats Power Attack, Combat Reflexes, Steel Soul, Endurance, Vital Strike, Pushing Assault, Outflank, Bonded Mind, Phalanx Formation, Blind Fight, Mythic Vital Strike
Skills Acrobatics +11, Climb +9, Knowledge (Dungeoneering) +4, Knowledge (Nature) +4, Knowledge (Geography) +10, Knowledge (Planes) +10, Linguistics +4, Perception +14, Profession (Guide) +8, Ride +6, Spellcraft +4, Stealth +11, Survival +8 (+3 follow tracks), Swim +9 ACP -2 (not included)
Traits Glory of Old, Armor Expert
Languages Common, Dwarfen, Abyssal
Gear Longhammer, Boulder Helmet, Breastplate, 3x Scroll of Terrain Bond
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SPECIAL ABILITIES
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Spoiler:

Racial
Barrow Warden Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.
Lorekeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Hunter (Forester)
Favored Terrain A forester gains the ranger’s favored terrain ability. She gains her first favored terrain at 5th level and a new favored terrain every 4 levels thereafter. In addition, at each such interval, the bonuses on initiative checks and skill checks in one favored terrain (including the one just selected, if so desired) increase by 2. Starting at 5th level, a forester adds half her favored terrain bonus on damage rolls while in her favored terrain and fighting a creature native to that terrain. This replaces animal companion.
Camouflage At 7th level, a forester can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn’t grant cover or concealment.
Tactician At 3rd level as a standard action, a forester can grant the benefits of one teamwork feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the forester has. Allies do not need to meet the prerequisites of these bonus feats. The forester can use this ability once per day at 3rd level, plus one additional time per day at 7th level and every 5 levels thereafter. This replaces hunter tactics.
Animal Focus, Evasion, Woodland Stride, Wild Empathy, Track

Ranger (Demonslayer)
Demonologist At 3rd level, a demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to 1/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon’s disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy.
Favored Enemy At 1st level, a demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders.
Favored Terrain The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunter’s BondAt 4th level, a ranger forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Horizon Walker
Favored Terrain At 1st level, a horizon walker may select a favored terrain from the ranger favored terrains table. This works exactly like the ranger favored terrain ability. The horizon walker gains an additional favored terrain at 2nd, 4th, 5th, 7th, 8th and 10th level, and he can increase the bonus from an existing favored terrain as described in the ranger ability. If the horizon walker has abilities from other classes that only work in a favored terrain (such as a ranger’s camouflage and hide in plain sight abilities), those abilities work in favored terrains selected as a horizon walker.

Mythic
Sudden Attack As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Endless Hatred You can expend one use of mythic power as a free action to increase all of your favored enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a favored enemy bypass all damage reduction. You must have the favored enemy class feature to select this ability.
Ever Ready Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic tier. You can make attacks of opportunity while flat-footed, even if you don’t have the Combat Reflexes feat. At 3rd, 6th, and 9th tier, the number of attacks of opportunity you can make each round increases by one.
Hard to Kill, Surge +1d6, Amazing Initiative


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BACKGROUND
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"Hello my friends. Welcome adventurers! Welcome to Kenabres and to the fifth Mendevian Crusade. My name is Norardrut Brightfoot, call me Nor. I will be your guide for this tour. In fact, you are lucky! I am the best guide you will ever have. I am a master of all lands, an expert in both earth and planar geography. During our trip I will tell you all there is to know about the wonders and dangers ahead and beyond. I will also help and guide you, be it dark dungeons, wild forests or abyssal depths. If you seek aid in any particular task, feel free to ask. My qualifications, you ask? I have a very big hammer." Presenting his Dwarven Longhammer he goes on. " Not enough? Well, I've been hunting undead and slaying demons for the past four decades now. And I am still alive, am I not?"
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GEAR
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Ring of Protection +1 2000
Headband of inspired wisdom +2 4000
Belt of Giant Strength +2 4000
+1 cold Iron Dwarven Longhammer 6740
+1 Breastplate 2350
Cloak of Resistance +1 1000
Dwarven Boulder Helmet 20
3x Scroll of Terrain Bond 3000


There are so many monks already I hesitate to submit one more, but it’s too much fun not to. Here’s a Monk/Kineticist dwarf who uses unarmed strikes in a jabbing style augmented by kinetic fist and elemental fury up close, but who can fly at will and shoots air and earth blasts from a (significant) distance when that makes more sense. She has a visible aura when powering up and can spend time to charge up attacks. She’d fit right in as a Z-fighter from Dragonball. The melee attacks really start humming around level 11, but she should be competent for ranged or melee striker/scout at level 7.

Name: Bodgrit Stonefist
Race: Dwarf
Class: Kineticist 7 / Unchained Monk 7 / Champion 2
Sex: Female
Alignment: Lawful Good
Initiative + 9
Perception + 14

Background:
Bodgrit was captured by a Demon Cult as a child and forced to take part in a demonic ritual. Not only did it fail, but it awakened her latent Aerokineticist talents. After escaping she joined the local Monastery to become the strongest fighter she could to seek out and destroy evil. Nothing like this would happen to anyone again. You know, standard childhood.

Defense:

AC 10 + 5 Dex + 4 Wis + 1 Monk + 1 Dodge + 1 Armor + 1 Deflection = 23
TAC 22
FF 18
HP 10 + 6x6 + 7x4 Con + 7 FCB + 10 Mythic = 91
Fort +11 Ref +12 Will +8
Special Defenses: Enveloping Winds (25% miss chance for ranged attacks from physical weapons); +2 to save vs poison, spells and spell like effects; +4 to save vs enchantment spells and spell like effects

Offense:

Melee
Unarmed Strike (Kinetic Fist) + 13 + 13 +8 (1d8 + 6 + 1d6/x2)
Unarmed Strike (Kinetic Fist + PA) + 11 + 11 + 6 (1d8 + 10 + 1d6/x2)
Ranged
Air Blast + 12 (4d6 +8/x2, Range 60 ft, 0 burn or Range 240 ft, 1 burn)
Earth Blast +12 (4d6 +8/x2, Range 30 ft, 0 burn or Range 120 ft, 1 burn)
Sandstorm Blast +12 (8d6 +12/x2, Range 60 ft, 2 burn or Range 240 ft, 3 burn)
Space 5 ft.; Reach 5 ft.

Statistics:

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STR 13 (+1)
DEX 16 + 2 M2 +2 Ench = 20 (+5)
CON 15 + +2 R + 1 L4 = 18 (+4)
INT 10 (0)
WIS 14 + 2 R +2 Ench = 18 (+4)
CHA 10 – 2 R = 8 (-1)
BAB +7 CMB +9 CMD 24
Move 20 + 20 Monk +30 Impossible Speed = 70 feet

Feats:

Stunning Fist Monk Bonus
Improved Unarmed Strike Monk Bonus
Weapon Finesse First Level
Dodge Monk First Level Bonus
Combat Reflexes Monk Second Level Bonus
Jabbing Style Third Level
Power Attack Fifth Level
Mobility Monk Sixth Level Bonus
Jabbing Dancer Seventh Level
Mythic Weapon Finesse Mythic Tier One

Traits:

Stolen Fury
Reactionary

Skills:
28 ranks
Acrobatics + 15 (+5 +3 +7)
Fly + 10 (+5 + 3 + 2)
Knowledge (Nature) + 3 (-1 +3 + 1)
Knowledge (Religion) + 3 (-1 +3 +1)
Perception +14 (+4 +3 +7)
Sense Motive +10 (+4 +3 +3)
Stealth +15 (+5 + 3 +7)

Languages:

Common, Dwarven

Racial Traits:

Lasting Grudge: Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon

Monk Class Features:

Flurry of Blows First Level
Evasion Second Level
Fast Movement +20 Feet
Ki Pool 7 points
Ki Strike Magic, Cold Iron and Silver
Ki Power: Quingong Barkskin Level Four Power
Still Mind Fourth Level
Purity of Body Fifth Level
Style Strike: Flying Kick Level Five Style Strike
Ki Power: Elemental Fury (Cold) Level Six Power

Kineticist Class Features:

Elemental Focus: Air Level One
Air Blast Level One
Infusion: Extended Range Level One
Utility: Air’s Reach Level Two
Infusion: Pushing Infusion] Level Three
[b]Utility: Air’s Leap
Level Four
Infusion: Kinetic Fist Level Five
Metakinesis: Empower Kinetic Blast, 1 Burn Level Five
Utility: Wings of Air Flight at Level Six
Expanded Element: Earth Level Seven
Earth Blast Level Seven
Sandstorm Blast Level Seven

Champion Mythic Path Features:

Mythic Power: 7/day
Champion’s Strike: Fleet Charge Tier One
Impossible Speed Tier One
Mythic Ki Tier Two

Equipment:

Amulet of Mighty Fists +1 (4000), Belt of Incredible Dexterity +2 (4000), Bracers of Armor +1 (1000), Cloak of Resistance +2 (4000), Handy Haversack (2000), Headband of Inspired Wisdom +2 (4000), Ring of Protection +1 (2000)
2,500 gold (some to be spent on various items which I’ll think about if selected.)

Let me know if there are any questions or issues, and thanks for consideration!


Been having trouble posting.

Answering a couple questions.

A) Don't much like prestige classes in my gestalt.

B) Unhindering shield would be needed for a Magus to do spell combat.

Damn, it finally posted. Been bouncing these since Saturday.


drbuzzard wrote:

Been having trouble posting.

Answering a couple questions.

A) Don't much like prestige classes in my gestalt.

B) Unhindering shield would be needed for a Magus to do spell combat.

Damn, it finally posted. Been bouncing these since Saturday.

Paizo had some serious problems with the website.

A) that's unfortunate, in the mean time I put quite some effort into my horizon walker. Wanted to go all in on favored terrain


Gestalt is fun. Here’s one more submission (I’d be happy to play either, but this one is mechanically simpler in combat without the jabbing style so it might be a better choice for forum play,) my Mutation Warrior/Goliath Druid/Champion. Dual Wielding Falcatas in some sort of giant form, mutagenicly amped, and getting access to rage at the next level she should have no trouble causing death and destruction on the battlefield without even accessing her spellcasting. As a druid she’ll add a ninth level caster to help in any out of combat situation; she could even be the primary healer if needed, because why not? But she should be able to complement any party with divine goodness and martial rage.

Name: Tinnath Lyhorne
Race: Human
Class: Mutation Warrior 7 / Golaith Druid 7 / Champion 2
Sex: Female
Alignment: Neutral Good
Initiative + 8
Perception + 13

Background:
Tinnath is an Ulfen Human born in the Linnorm Kingdoms. When she was young she was captured by a Demon Cult and forced to take part in a demonic ritual. When the ritual failed and Tinnath escaped she was able to absorb the powers and channel them into her Goliath Druid magic. With this as a base she trained with dual falcatas to become a one Ulfen Demon-slaying force. Now she’s been drawn to the World Wound to test her mettle in a holy crusade.

Defense:

AC 10 + 3 Dex +7 Armor + 1 Deflection = 21
TAC 14
FF 18
HP 10 + 6x6 + 7x1 Con + 7 FCB + 10 Mythic = 70
Fort +9 Ref +7 Will +9
Special Defenses: +2 to Will saves vs Fear; +4 bonus on saving throws against the spell-like and supernatural abilities of giants.

Offense:

Melee
+1 Cold Iron Falcata + 11 + 6 (1d8 + 9/19-20 x3)
Offhand +1 Cold Iron Falcata + 11 + 6 (1d8 + 9/19-20 x3)
Space 5 ft.; Reach 5 ft.
In Rock or Ice Troll Wild Shape with Mutagen and Power Attack
+1 Cold Iron Falcata +13 +8 (2d6 +19/19-20 x3)
Offhand +1 Cold Iron Falcata +13 +8 (2d6 +16/19-20 x3)
Bite +9 (2d6 +12/x2)
Space 10 ft.; Reach 10 ft.
Ranged
Longbow +11 +6 (1d8/x3, Range 100 ft.)

Statistics:

--------------------
STR 16 +2 M2 +2 Ench = 20 (+5)
DEX 16 + 2 R +1 L4 = 19 (+4)
CON 12 (+1)
INT 10 (0)
WIS 15 +2 Ench = 17 (+3)
CHA 7 (-2)
BAB +7 CMB +12 CMD 26
Move 20 +30 Impossible Speed = 50 feet

Feats:

Power Attack Human Bonus
Exotic Weapon Proficiency: Falcata Level One
Two-Weapon Fighting Fighter Level One Bonus
Weapon Focus: Falcata Fighter Level Two Bonus
Combat Reflexes Level Three
Weapon Specialization: Falcata Fighter Level Four Bonus
Double Slice Level Five
Improved Two-Weapon Fighting Fighter Level Six Bonus
Weapon Versatility: Falcata Level Seven
Mythic Power Attack Mythic Tier One

Traits:

Stolen Fury
Reactionary

Skills:
35 ranks
Acrobatics +5 (+4 +0 +1)
Climb +9 (+5 + 3 +1)
Knowledge (Dungeoneering) +4 (+0 + 3 +1)
Knowledge (Engineering) +4 (+0 + 3 +1)
Knowledge (Geography) +4 (+0 + 3 +1)
Knowledge (Nature) +4 (+0 + 3 +1)
Knowledge (Local) +4 (+0 +3 +1)
Perception +13 (+3 +3 +7)
Sense Motive +10 (+3 +0 +7)
Spellcraft +10 (+0 +3 +7)
Survival +12 (+3 +3 +6)
Swim +9 (+5 +3 +1)

Languages:

Common

Racial Traits:

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Mutation Warrior Class Features:

Bravery +2: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Mutagen: At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist’s mutagen ability, using his fighter level as his alchemist level.
This ability replaces armor training 1.
Weapon Training (Heavy Blades):
Mutagen Discover (Feral Mutagen): Level Seven. Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

Goliath Druid Class Features:

Nature Bond (Rage Subdomain): You revel in ruin and devastation, and can deliver particularly destructive attacks. Domain Spells: 1st—true strike, 2nd—bull’s strength, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—moonstruck, 7th—disintegrate, 8th—earthquake, 9th—implosion.
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Primal Size: A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself.
She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person.
This ability replaces nature sense.
Primal Empathy: A druid can improve the attitude of an animal size large or larger. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Wild Shape 2/day (Su): Druids’ ability to wild shape into a creature of the animal type allows a goliath druid to assume only the form of a dinosaur or megafauna. She doesn’t gain the ability to become an elemental or plant.
At 6th level, the goliath druid can use wild shape to become a Large humanoid of the giant subtype. This functions as the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus. If the Large humanoid form she takes has rock throwing, she gains rock throwing (range 40 feet, 1d8 damage). If the form has the aquatic subtype, she gains the aquatic and amphibious subtypes.
At 12th level, when taking the form of a giant, the goliath druid’s wild shape functions as giant form I.
At 14th level, the goliath druid can also use wild shape to change into a Huge giant. When taking the form of a giant, the goliath druid’s wild shape functions as giant form II.
This ability alters wild shape.
Face Nature’s Might (Ex): At 4th level, a goliath druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of giants.
This ability replaces resist nature’s lure.
Primal Summons: A goliath druid adds the following creatures to the list of creatures she can normally summon using summon nature’s ally spells: Summon Nature’s Ally I: Compsognathus; Summon Nature’s Ally II: Dimorphodon; Summon Nature’s Ally III: Velociraptor; Summon Nature’s Ally IV: Ogre, parasaurolophus; Summon Nature’s Ally V: Glyptodon, iguanodon; Summon Nature’s Ally VI: Baluchitherium, megalania; Summon Nature’s Ally VII: Cliff giant; Summon Nature’s Ally VIII: Spinosaurus; Summon Nature’s Ally IX: Diplodocus.
This ability replaces venom immunity and a thousand faces.

Champion Mythic Path Features:

Mythic Power: 7/day
Champion’s Strike: Fleet Charge Tier One. As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Impossible Speed: Tier One. Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Every Ready: Tier Two. Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic tier. You can make attacks of opportunity while flat-footed, even if you don’t have the Combat Reflexes feat. At 3rd, 6th, and 9th tier, the number of attacks of opportunity you can make each round increases by one.

Equipment:

Belt of Giant Strength +2 (4000), Cloak of Resistance +1 (1000), Cold Iron Falcata +1 x2 (9272), Dragonhide Agile Breastplate +1 (ACP -3, -0 for Acrobatics and Climb, Max Dex +3) (1900), Headband of Inspired Wisdom +2 (4000), Longbow (75), Ring of Protection +1 (2000)

1,253 gold (some to be spent on various items which I’ll think about if selected.)


Again, let me know if there are any questions or issues, and thanks for consideration!


Posting is doable again, still interested.


Hey DB, glad you're running this (we played together in Age of Worms game). I present a fighter/rogue gestalt character (really hope the inquisitor in the party is built for range and not melee) built around charging and moving to get sneak attack and is pretty solid even without it. With mutagen and cat's grace buff, he can do 1d8+21 damage normally as a front-line fighter and his AC can reach the low 30s. Enjoy!

Personality:
Rayne sees himself as a wanderer and protector of the weak and innocent (reminds himself how he was bullied by the orcs in his tribe before he escaped). He travel and tests his skills against the greatest threats and enemies (demons will suffice!). While physically weak, his fighting style is all about speed and agility and defense and striking his opponents before they can react and disorienting them to set up his allies' attacks. He is happiest in combat when he is dancing freely across the battlefield.

Physical description:
He is only 5'6", short for his race, with whip scars across his back, which he tends to keep hidden from strangers on account of his shame. There is intelligence behind his eyes, as his fighting style is about speed and defense.
He looks something like this: Rayne

Crunch:

Rayne Blood-Tusk
Half-orc fighter (mutation warrior) 7/unchained rogue 7 (scout/skulking slayer)/gestalt 7/Guardian 2
CG Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 26, touch 21, flat-footed 15 (+5 armor, +6 Dex, +5 dodge)
hp 84 (7d10+38)
Fort +11, Ref +14, Will +11 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities evasion, hard to kill, sacred tattoo
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron aldori dueling sword +16/+11 (1d8+15/19-20)
Special Attacks bold strike, mythic power (7/day, surge +1d6), scout's charge, shifty, sneak attack (unchained) +4d6/+4d8, weapon training (heavy blades +3)
--------------------
Statistics
--------------------
Str 9, Dex 22, Con 14, Int 13, Wis 14, Cha 10
Base Atk +7; CMB +4; CMD 27 (31 vs. disarm, 31 vs. sunder)
Feats Advanced Weapon Training, Combat Expertise[M], Dodge, Exotic Weapon Proficiency (aldori dueling sword), Grudge Fighter, Iron Will, Toughness, Twist Away, Weapon Finesse, Weapon Focus (aldori dueling sword), Weapon Specialization (aldori dueling sword)
Traits fate's favored, resilient
Skills Acrobatics +16, Bluff +10 (+13 to feint), Craft (alchemy) +5, Disguise +0 (+3 to conceal half-orc heritage), Escape Artist +16, Fly +7, Intimidate +2, Knowledge (local) +10, Perception +12, Sense Motive +10, Stealth +16, Survival +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ absorb blow[MA], amazing initiative, armor master[MA], burst through[MA], debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, mutagen (+4/-2, +2 natural armor, 70 minutes), mutagen discovery (wings), orc blood, pass for human, rogue talents (combat trick, slow reactions, weapon training), underhanded maneuvers (+0 dirty trick, +0 steal)
Combat Gear mutagen, potion of cat's grace (3); Other Gear +1 mithral chain shirt, +1 cold iron aldori dueling sword, cloak of resistance +1, gloves of dueling, 10 gp
--------------------
Special Abilities
--------------------
Absorb Blow (10 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Armed Bravery (+2/+4) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Bold Strike (Ex) Sneak attack uses d8 when you charge with a two-handed weapon.
Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Grudge Fighter +1 attack and damage against creatures that attacked you in current combat.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 70 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pass for Human +3 (Ex) Bonus to disguise when conceal half-orc heritage and no pen to appear as specific individual of another race.
Sacred Tattoo +1 to all saves.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Shifty +3 (Ex) Add listed bonus to Bluff checks to feint.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Underhanded Maneuvers (+0 dirty trick, +0 steal) Forgo extra sneak attack dam for a free dirty trick/steal maneuver at a bonus.
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades
Wings (7 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.


Hello Jack.. (Also was in the AoW game..)

I am one of the two players at the table. I am playing a mostly supportive character in Cleric/Wizard combo. Feel free to inspect her profile for crunch. She is not complete however so keep that in mind..


This is my application, Aramyr. I am a Paladin/Rogue, melee debuffer, damage dealer and face. If trapfinding is requested, I can switch something around, too.

Crunch & short background:

Aramyr
Male Elf Paladin 7 / Rogue 7 (unchained), Archetypes Oathbound (Oath against Fiends) / Thug, Scout
LG Medium humanoid (elf)

Init +8
Senses Low-light Vision; Perception +12
=================================================
DEFENSE
=================================================
AC 21, touch 16, flat-footed 15 (+4 armor, +6 Dex, +1 natural)
hp 70 (d10 +1 CON +1 FCB +10 mythic)
Fort +9, Ref +14 (Evasion), Will +8 immune sleep, fear, diseases
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee mw Dagger +14 (1d4+2 19-20/x2)
Melee Elven Curve Blade +13 (1d10+16 18–20/x2) (Power attack)
Ranged Ray of Frost +13 vs. touch (1d3)
Ranged Longbow +13 (1d8+1 /x3)

Paladin Spells Prepared (CL 7th; concentration +10)
2nd-Mythic Heroism, Detect Thoughts (DC 15, oath),
1st-Hero’s Defiance, Mythic Divine Favor, Resist Energy (oath),
Spell-like Abilities (CL 7th; concentration +9)
0th-Ray of Frost at will
Special Abilities Smite Evil 3/day, Lay-on-hands 6/day (3d6, Mercy: shaken, haunted), Divine Bond 7 min/day, Sneak Attack 3d6
=================================================
STATISTICS
=================================================
Str 13, Dex 23, Con 12, Int 14, Wis 10, Cha 16
Base Atk +7; CMB +8; CMD 24
Feats Power Attack, Weapon Focus (Curve Blade), Weapon Finesse, Dazzling Display, Shatter Defenses, Signature Skill (Intimidate), Cornugon Smash, Unsanctioned Knowledge, Dual Path (Mythic)
Skills Acrobatics +16, Bluff +7, Climb +5, Disable Device +16, Diplomacy +13, Escape Artist +10, Intimidate +18, Knowledge (Religion) +12, Knowledge (Planes) +9, Linguistics +6, Perception +12, Ride +10, Sense Motive +4, Stealth +16, Swim +5, Use Magic Device +13 ACP 0
Traits Fate's Favored, Memorable
Languages Common, Elven, Abyssal
=================================================
SPECIAL ABILITIES
=================================================

Spoiler:

Racial
Silent Hunter Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

Paladin (Oathbound: Oath against Fiends)
Unsanctioned Knowledge (Feat): Pick one 1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 4th-level spell from the bard, cleric, inquisitor, or oracle spell lists. Add these spells to your paladin spell list as paladin spells of the appropriate level. Once chosen, these spells cannot be changed. 1st - True Strike, 2nd - Heroism, 3rd - Displacement, 4th - Dimension Door
Aura of Good, Detect Evil, Smite Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Divine Bond (+1 weapon), Channel Positive Energy

Rogue (Thug, Scout)
Brutal Beating At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces danger sense.
Debilitating Injury One of Bewildered, Disoriented or Hampered
FrighteningWhenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.
Rogue Talents Weapon Training, Combat Trick, Minor Magic
Scout’s Charge At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.
Sneak Attack, Finesse Training, Evasion

Mythic: Champion / Hierophant
Inspired Spell You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Display of Charisma As a free action, you can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on one Charisma-based skill check or Charisma ability check.
Mythic Spellcasting You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
Hard to Kill, Surge +1d6, Amazing Initiative


=================================================
BACKGROUND
=================================================
Role Melee debuffer, damage dealer and face
Concept A righteous, traditional elven soldier with a skill set ten times bigger than your default paladin. Trained to annihilate evil by any means necessary. (Not your stereotypical redeemed thief!)
Story Aramyr was raised and trained in one of the prestigious military academies of Kyonin. There he learned the traditional fighting techniques with the longbow and the curve blade. He learned the art of war as well as guerilla techniques, because there is no honor in loosing. His inveterate purpose was the defense of the elven people against evil forces. Quickly he climbed the ranks and his name became known beyond the academy. When finally the gods recognized him as a worthy agent, they ascended him. In return he took an oath to defeat all fiends. The Kyonin rulership decided to send him to Mendev as an official representativ of the elven people. His duty now lies in aiding the other races in the crusade and bringing glory to his own.
=================================================
GEAR
=================================================
+1 Cold-Iron Elven Curveblade 6460
Belt of Incredible Dexterity +2 4000
Darkleaf Studded Leather +1 2775
Maiden’s Helm 3500
Headband of Alluring Charisma +2 4000
Amulet of Natural Armor +1 2000
mw Dagger 302
spring-loaded wrist sheath 5
Longbow, composite (+1) 200
40 arrows 2
256 gp


Sorry about the delay. I'll have picks posted today.


This is Zaniah Riverthorn, gestalt gunslinger/oracle for another thread which died.

I can level her to 7 if you want her, but if it's too late no big deal.

EDIT: Ah, you said no gunslingers. XD

Nevermind then, ya'll have fun. Ignore me.

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