Wrath of the Righteous- go to 11 (Inactive)

Game Master drbuzzard

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Understood. Will have a quick gander at your initial rules, post a build and you can have a look


Ahh. My third try to get into your game :)


whats the GP limit? WBL? or something else?

Litium:

Litium
Angel-blooded aasimar (angelkin) ninja 9/paladin (oath against fiends, tempered champion) 9/gestalt 9/Champion 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 13, Pathfinder RPG Ultimate Magic 60, Weapon Master's Handbook 7)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +12
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 27 (+11 armor, +1 deflection, +2 Dex, +1 natural, +4 shield)
hp 113 (9d10+55)
Fort +17, Ref +14, Will +10; +2 vs. [evil]
Defensive Abilities hard to kill, improved uncanny dodge; Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
--------------------
Speed 60 ft. (40 ft. in armor), climb (non-smooth walls only) 20 ft.
Melee +1 keen adamantine bastard sword +13/+8 (1d10+14/17-20) or
. . dagger +11/+6 (1d4+11/19-20)
Special Attacks channel positive energy 4/day (DC 18, 5d6), mythic power (7/day, surge +1d6), smite evil 3/day (+4 attack and AC, +9 damage), sneak attack +5d6
Spell-Like Abilities (CL 9th; concentration +13)
. . 1/day—alter self
Paladin Spell-Like Abilities (CL 9th; concentration +13)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 18, Int 10, Wis 8, Cha 18
Base Atk +9; CMB +11; CMD 27
Feats Angelic Blood[ARG], Blessed, Critical Focus[M], Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Traits natural flier, seeker, stolen fury
Skills Acrobatics -1 (+3 to jump, +0 while flying), Bluff +16 (+18 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Climb +10, Diplomacy +16 (+14 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +18 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Disguise +7 (+9 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Fly +12, Heal +1, Intimidate +16 (+18 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Knowledge (religion) +12, Perception +12, Sense Motive +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +12; Racial Modifiers +2 Heal
Languages Celestial, Common
SQ amazing initiative, anchoring aura, burst through[MA], divine bond, divine bond (weapon +2, 2/day), divine weapon specialization, fleet charge[MA], holy vessel, impossible speed[MA], ki pool (10 points), lay on hands 8/day (4d6), light steps, mercies (cursed, diseased), ninja tricks (ki pool[UC], offensive defense[APG], vanishing trick[UC], wall climber[UC]), no trace +3, poison use, pride
Other Gear +2 champion mithral full plate, +2 evil outsider-defiant mithral heavy steel shield, +1 keen adamantine bastard sword, dagger, amulet of natural armor +1, belt of physical might +2 (Str, Dex), cloak of quick reflexes +1/+2[MA], ring of protection +1, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, medium tent[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 16 gp
--------------------
Special Abilities
--------------------
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).
Anchoring Aura (DC 18) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blessed +1 DC on spells & +2 on Cha skills vs. good outsiders. -2 on Cha skills vs. evil outsiders.
Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Climb (20 feet, non-smooth walls only) You have a climb speed, but only on limited surfaces.
Critical Focus [Mythic] Auto confirm crits vs. non-mythic foes and roll fortification twice to negate, taking worse.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
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.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Uncanny Dodge (Lv >= 13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Lay on Hands (4d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Light Steps (Ex) When moving up to x2 normal movement, you may ignore difficult terrain and can move over any surface.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
No Trace +3 (Ex) Survival DCs to track you are at +3, gain +3 to Stealth when you are stationary and not acting.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Paladin Channel Positive Energy 5d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Smite Evil (3/day) (Su) +4 to hit, +9 to damage, +4 deflection bonus to AC when used.
Sneak Attack +5d6 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.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 9 rounds.
Wall Climber (Su) Climb non-smooth vertical surfaces.


I'll toss Tinnath in as an option again as well. If selected I'd have to level her up from eight to nine, but that would be simple enough!


Actually to be fair, WBL for 8 (as there will be treasure to split)


Okay. Need to drop a few items/enhancements then. Cause I went with 9

For a total of 13000 I will drop my cloak and drop my AC by 3. 1 less on my armour pieces and the amulet of natural armour. Otherwise done =^^=


Right, everything is now up to date with level 9 information and a bit more gear.

The one thing that might be worth pointing out is that Tinnath's AC looks low, but she'll gain a fair amount from buffs before she enters most fights. If you're looking for a frontliner that will matter for survivability.


@Bloodpaw, I don't want to complain, but when I look at your equipment (taking into account your reductions mentioned) I still have you at more than 8,000 over WBL for 8th level. Just with enchantments and special materials I get 13K for the armor, 5K for the shield, 11K for the sword, 10K for the belt, and 2K for the ring for 41K vs. the 33K limit. Or am I missing something?


I'll go have a look and see on my HL I may have done something wrong when I edited some of the equipment. Thanks for the headsup


Sheet Edit:

Litium
Angel-blooded aasimar (angelkin) ninja 9/paladin (oath against fiends, tempered champion) 9/gestalt 9/Champion 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 13, Pathfinder RPG Ultimate Magic 60, Weapon Master's Handbook 7)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +12
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 23 (+10 armor, +2 Dex, +3 shield)
hp 113 (9d10+55)
Fort +16, Ref +12, Will +9; +2 vs. [evil]
Defensive Abilities hard to kill, improved uncanny dodge; Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 60 ft. (40 ft. in armor), climb (non-smooth walls only) 20 ft.
Melee +1 keen adamantine bastard sword +13/+8 (1d10+14/17-20) or
. . dagger +11/+6 (1d4+11/19-20)
Special Attacks channel positive energy 4/day (DC 18, 5d6), mythic power (7/day, surge +1d6), smite evil 3/day (+4 attack and AC, +9 damage), sneak attack +5d6
Spell-Like Abilities (CL 9th; concentration +13)
. . 1/day—alter self
Paladin Spell-Like Abilities (CL 9th; concentration +13)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 18, Int 10, Wis 8, Cha 18
Base Atk +9; CMB +11; CMD 26
Feats Angelic Blood[ARG], Blessed, Critical Focus[M], Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Traits natural flier, seeker, stolen fury
Skills Acrobatics -1 (+3 to jump, +0 while flying), Bluff +16 (+18 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Climb +10, Diplomacy +16 (+14 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +18 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Disguise +7 (+9 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Fly +12, Heal +1, Intimidate +16 (+18 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Knowledge (religion) +12, Perception +12, Sense Motive +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +12; Racial Modifiers +2 Heal
Languages Celestial, Common
SQ amazing initiative, anchoring aura, burst through[MA], divine bond, divine bond (weapon +2, 2/day), divine weapon specialization, fleet charge[MA], holy vessel, impossible speed[MA], ki pool (10 points), lay on hands 8/day (4d6), light steps, mercies (cursed, diseased), ninja tricks (ki pool[UC], offensive defense[APG], vanishing trick[UC], wall climber[UC]), no trace +3, poison use, pride
Other Gear +1 mithral full plate, +1 mithral heavy steel shield, +1 keen adamantine bastard sword, dagger, belt of physical might +2 (Str, Dex), backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, medium tent[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 16 gp
--------------------
Special Abilities
--------------------
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).
Anchoring Aura (DC 18) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blessed +1 DC on spells & +2 on Cha skills vs. good outsiders. -2 on Cha skills vs. evil outsiders.
Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Climb (20 feet, non-smooth walls only) You have a climb speed, but only on limited surfaces.
Critical Focus [Mythic] Auto confirm crits vs. non-mythic foes and roll fortification twice to negate, taking worse.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
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.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Uncanny Dodge (Lv >= 13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Lay on Hands (4d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Light Steps (Ex) When moving up to x2 normal movement, you may ignore difficult terrain and can move over any surface.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
No Trace +3 (Ex) Survival DCs to track you are at +3, gain +3 to Stealth when you are stationary and not acting.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Paladin Channel Positive Energy 5d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Smite Evil (3/day) (Su) +4 to hit, +9 to damage, +4 deflection bonus to AC when used.
Sneak Attack +5d6 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.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 9 rounds.
Wall Climber (Su) Climb non-smooth vertical surfaces.

The problem occurred when i edited items it didnt subtract from my given gold, my bad. should be fixed now


Nice! Looks like a solid character! Good luck to both you and Ellioti! The good news for this recruitment is that we don't have long to wait to know who gets in!


Looking forward too. =^^=

Once again, thanks for the sheet checkup


This is Rogar the human half-giant half-dwarf, a Ranger (Infiltrator, Divine Tracker) 9 / Warpriest (Molthuni Arsenal Chaplain) 9 / Champion 2:

Crunch & Background:

Rogar Aradan
Male human Ranger (Infiltrator, Divine Tracker) 9 / Warpriest (Molthuni Arsenal Chaplain) 9 / Champion 2
NG Medium humanoid (human)
Deity: Gozreh

Init +7
Senses Perception +15
=================================================
DEFENSE
=================================================
AC 23, touch 14, flat-footed 20 (+8 armor, +3 Dex, +1 natural, +1 deflection)
hp 95 (d10 +2 CON + FCB +10 mythic)
Fort +10, Ref +11 (Evasion), Will +11, Bonus +1 vs. spell, spell-like and poison
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee large Dwarfen Sphinx Hammer +14 (2d8+21 19-20/x2) (Power Attack)
Ranged large Dwarfen Sphinx Hammer +17 (2d8+18 19-20/x2) (Startoss Style, Range increment 100 ft)

Warpriest Spells prepared (CL 9th; concentration +12)
3rd-Channel Vigor, Dispel Magic, Stone Shape, Wind Wall
2nd-Resist Energy, Grace, Burst of Radiance, Divine Trident, Lesser Restoration
1st-Mythic Divine Favor, Mythic Divine Favor, Mythic Protection from Evil, Mythic Protection from Evil, Liberating Command, Shield of Faith
0th-Detect Magic, Light, Read Magic, Detect Poison, Guidance

Ranger Spells prepared (CL 6th; concentration +9)
2nd-Barkskin, Barkskin
1st-Longstrider, Lead Blades, open slot

Special Abilities Favored Enemy (Evil Outsider +4, Giant +2), Adaptation 90 min/day (Iron Will, Darkvision, Resist Energy 10 (fire)), Storm Strike and Zephyr's gift 7/day, War Mind 7/day, Fervor 7/day
=================================================
STATISTICS
=================================================
Str 23, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk +9; CMB 16; CMD 29
Feats Normal Progression: Power Attack, Startoss Style, Startoss Comet, Startoss Shower, Improved Critical; Ranger bonus: Point-Blank Shot, Endurance, Two-Handed Thrower; Warpriest bonus: Weapon Focus, Quick Draw, Vital Strike, Quicken Blessing (War), Ricochet Toss; Mythic: Mythic Vital Strike
Skills Climb +10, Craft (Weapons) +4, Diplomacy +3, Heal +7, Knowledge (Engineering) +4, Knowledge (Nature) +12, Knowledge (Religion) +12, Linguistics +5, Perception 15, Profession (Soldier) +15, Ride +7, Stealth +13, Survival +7 (+4 follow tracks), Swim +10; ACP -3 (not included)
Traits Adopted (Glory of Old), Fate's Favored
Languages Common, Dwarfen, Giant
Gear see bottom
=================================================
SPECIAL ABILITIES
=================================================

Spoiler:

Racial
Adoptive Parentage Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.
Giant Ancestry Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled.

Ranger (Planar Scout)
Favored Enemy At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
Track A ranger adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Combat Style Faithful of Gozreh
Blessings (Air, Weather) At 4th level, a divine tracker forms a close bond with his deity’s ethos. He selects two warpriest domains from among the domains granted by his deity, and gains the minor blessings of those domains. A divine tracker can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a divine tracker isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. At 13th level, a divine tracker gains the major blessing from both of his domains.
Adaptation At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type . A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.
At 8th, 13th, and 15th-level, the Ranger chooses another one of his favored enemy types and selects one adaptation from that type’s list, as well as an additional adaptation from any one list of a creature type he’s selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.
Zephyr’s Gift (minor) At 1st level, you can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity.
Storm Strike (minor) At 1st level, you can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. This additional damage doesn’t stack with the additional damage from the shock or shocking burst weapon special abilities.
Woodland Stride, Swift Tracker, Evasion

Warpriest
War Blessing
An arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing.
At 7th level, an arsenal chaplain gains Quicken Blessing (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level.
Weapon Training At 5th level, an arsenal chaplain gains weapon training as per the fighter class feature, but the benefits of this weapon training apply only to the his sacred weapons (weapons with which the warpriest has taken Weapon Focus). This ability replaces channel energy.
War Mind (minor) At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Sacred Weapon, Fervor

Champion
Mythic Spellcasting Divine Favor, Protection from Evil
Fleet Charge
Limitless Range Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you.
Hard to Kill, Surge +1d6, Amazing Initiative


=================================================
BACKGROUND
=================================================
Rogar is a tall Human standing more than 7 feet which can be traced back to some giant blood in his veins. Nobody really knows where he comes from, but he was found an orphan in an abandonned giant hideout. The Kraggodan dwarfs that found him raised and trained him as one of their own. When his size became obvious, eventually he almost doubled them, they hatched a plan. He was supposed to become their spy and infiltrate their giant enemy. Of course, he neede a weapon and they started crafting him one. In their enthusiasm, however, they accidently made it too big even for him. Nevermind, he is still using the oversized hammer today.
Rogar is a spiritual man with a love for all nature. Naturally, he started worshipping Gozreh, although he disagrees with the god's neutral position and favors a more militant approach towards all those that spoil nature. But the dwarfs trained him as a soldier first and not an outdoorsman. So, while he fights for their cause, he also fights against corruption of nature.
Kraggodan was recently involved in diplomatic talks for trade agreements with Molthuni city of Korholm, whose military academy hopes to secure dwarven weapons and armor. Rogar, being human but also somewhat half-dwarfen accompanied the delegation. During his time in Korholm, he got the chance to train with the famous Molthuni military adding several new skills to his fighting style.
Eventually, after rising in the ranks much quicker than your typical dwarf, he became contemplative and started to see a bigger picture. He had heard of the Mendevian Crusade and knw he needed to join it to prevent massive disaster.
=================================================
GEAR
=================================================
large Dwarfen Sphinx Hammer +1 2340
Warpriest's Kit 16
lesser Belt of Mighty Hurling 14000
ring of protection 2000
Breastplate +2 4350
Headband of Wisdom 4000
Amulet of Natural Armor 2000
cloak of resistance +2 4000
scrolls of cure moderate 150
2x potion of enlarge 100
44 gp


How did you get ricochet toss without having weapon training?


@Ellioti, don't forget your 10 HP for mythic champion tiers.

@drbuzzard, Arsenal Chaplains actually do get weapon training. They're cool that way.


Learn something new every day.


Tinnath Lyhorne wrote:
@Ellioti, don't forget your 10 HP for mythic champion tiers.

Thank you.

Rogar is, of course, not at all inspired by a certain Marvel norse god...


Ok, thanks for the submissions everyone.

I'm going to go with Tinnath. Please head over to gameplay.

Rogar isn't a front liner as requested (which is a shame since I like throwers as they are novel), and dealing with a ninja with a weapon that makes him proof against detection gets into the category of 'too broken' (which is not to demean the idea, it's a good one, just more trouble than I want to have to GM around).


Thanks for the invitation! I'll head on over now.


too bad. I built him as a switch hitter. He has Power Attack and Vital Strike, which is more than enough for a front-liner. Most of the feats went into throwing, because it's so damn difficult to be viable at it. And every frontliner should have an option against stuff he can't charge.

But gz at Tinnath ;)

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