GM Anthorg's Rise of the Runelords - everyone's a cleric!

Game Master Anthorg

This is a Rise of the Runelords campaign. All players can only pick cleric levels.

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GM Anthorg - RotR wrote:
By the way, did you just trash your Nature-themed cleric idea?

Yes, I did. I had like three ideas, and that's the one I went for, mostly because of the low PB.


The Lobster here, submitting Ribitta (Betty) Andersen. Sorry for this absolute novel of a post.

Background:
27 years ago, on a rainy day in early Calistril, a strange child was born to Varisian nomads. The babe was sickly with a rasping cough, its eyes were dull and unfocused, its skin damp, grey and sticky, with sparse patches of scales and a long thin tail. Fearful and superstitious, the nomads saw their child as an ill omen and left it to die in the Brinestump Marsh, and their caravan simply moved onward.

But despite the swamp and the storm, the newborn clung to life. As the rain fell and the storm worsened, its cries eventually attracted the attention of a toad in the shape of a man, a boggard. It greedily collected the baby in its arms and opened its mouth wide to swallow it whole when thunder clapped before the lightning struck. An omen. A sign of the great god Bokrug, king of storms.

The boggard lowered the baby and clutched it tight against its chest. The Priest-king needed to know.

The Priest-king, Brekekèx, led their tribe in spirit and in deed, father and mother to every boggard. He spent many years in hibernation, waking to interpret signs and receive visions and guidance from their gods, as well as to birth and foster tadpoles. Presently, Brekekèx was attempting to grow an heir, to foster a child into a being of great power like himself when his subject walked in with the baby.

"Bokrug calls for this one," croaked the subject, proffering the baby towards the Priest-king. "He made the thunder call before the lightning."

Brekekèx stretched forth his tongue and wrapped it around the child, pulling it towards him. "Fortuitous. All this time searching, praying, and god simply provides." He placed the babe back in the hands of the lesser boggard and unwrapped his tongue. "Take it to the birthing pool, my birthing pool. It may take several seasons to fully develop but it is a choice candidate." And Brekekèx resumed his hibernation.

The boggards attending Brekekèx's children took care to protect the baby from both the water and its tadpole siblings, weaving it a basket to float in. All of the Priest-king's children were fed the same: a slurry of poisonous, hallucinogenic dragonflies intended to cull the weak and grant the survivors with enhanced mental and magical capabilities, to allow them to hear the call of their god.

After four months, the child was the only one left alive, and Brekekèx was awoken to stand witness.

"Why is it still so small?" he asked, gathering the baby once more in his tongue and pulling it towards him.

"The land folk grow much slower than us, seer," answered an attendant. "It is pathetic and helpless, when it voids it cries until we wash it, even."

"And yet Bokrug has chosen you," he pondered, and cradled the child in his arms, loosing his tongue. "Very well. I shall raise it as my own and teach it everything I know. How to croak, how to hop. It shall want for nothing."

He named the child Ribbita, and cared for them intently, never sleeping for twelve years. Brekekèx quickly found that his child lacked the throat to speak the boggard language, and taught them to speak the common tongue of the land folk instead. Ribitta still ate only the slurry of dragonflies, bathing in the visions and ecstacy of Bokrug.

They longed for peers and companionship, but while Ribitta grew slowly, boggard tadpoles grew through to maturity within a year's time. Besides, they were the Priest-king's second. They had no peers.

When Brekekèx finally reached exhaustion and entered a brief hibernation, Ribitta ran, and none stopped them, fearful of angering the Priest-king.

The wind whipped and rain poured as they ran out of the swamp. Bokrug had feelings about this, but Ribitta had no intent to interpret his whims.

They came across a cabin, a far cry from the mud huts and hovels of the boggard village. They knocked, desperate for something other than all they had ever known.

An answer came, an older woman who welcomed Ribitta in, saying, "the cold and the rain was no place for a child like you. What is your name?"

"Ribitta."

"Roberta? A beautiful name for a young girl. I'm Susan. Susan Andersen."

"What's a girl?" asked the child, having no prior concept of gender; it was meaningless among the boggards.

Susan laughed, and then answered, "not many would say so these days but I like to think of myself as one. You can be one too, if you'd like."

Desperate for identity, Ribitta nodded, once and then again, waiting for acknowledgement as she had been taught, before realizing that Susan was blind. "I would. How do you live out here, alone, and blind?" asked the young girl.

"Oh I get by. Sometimes travelers or people from town will stop by and bring me things."

"I could help you," Ribitta offered.

She spent two years with Susan Andersen. It took Ribitta a long time to adjust to eating food other than dragonfly slurry, vomiting often at first, both because of her new and varied diet and also from withdrawals brought on by the lack of the poison and hallucinations she had dealt with her whole life.

The travelers and townspeople who visited Susan never liked Ribitta. They would always stare, sometimes leaving without talking. One even yelled at her. She didn't like any of it.

But then the goblins came.

Ribitta had plenty of experience with goblins, as the boggards and the Licktoad goblins were constantly warring with another for control over the marsh; she had even had to find and kill one to prove to Brekekèx that she was an adult and ready for his teachings at age seven.

But the boggards were ready for invasion at any time. Susan was caught entirely by surprise. They murdered her and set her home aflame with Ribitta still inside. Her screams and the rain both summoned her family to her.

Awakened, Brekekèx came for her; with powerful magic, he extinguished the flame and slaughtered the goblin horde. "The rain called for me," he croaked. "You brought me here to you. Welcome home, child."

She did not struggle, finding a strange comfort in her return to the swamp. Brekekèx nurtured her hate and desire for vengeance against the goblins, explaining that Bokrug was not just the god of water and storms, but revenge also. "You shall be a holy warrior, and lead our people into victory over the Licktoad tribe."

He gave her his ranseur, Bokrug's holy weapon, and instructed her in its use daily, until it became an extension of herself, easy and efficient.

"You have spent time already with the land folk and become accustomed to their ways. Now that you can defend yourself also, lost one, you shall be our emissary. Go to the village and get supplies for us."

That was her new role as Brekekèx slept once more, go into Sandpoint and barter for whatever the tribe required. She learned quickly to hide her face; she had seen what she looked like and people just, didn't look like her. Her skin was grey and wet, and no one here had scales or a tail or those bumps on her forehead; the boggards didn't even have tails, except the tadpoles.

Sometimes she found her curious appearance came to her advantage, usually she could just growl or croak at someone bothering her and they would leave her alone all together.

As much as the people of Sandpoint distrusted her, she grew to crave her visits, to be among people like her, who couldn't hop or croak nearly as impressively as boggards, and who liked food other than just squirrels, rabbits and insects. She grew especially fond of Brodert Quink, a man largely unbothered by her appearance, who welcomed her into his house as long as she pitched in with his research into ancient Bakhrahn and Thassilon as a whole. He called her Betty.

The thought of lost civilization fascinated Ribitta, and she spent hours and days with Quink, studying his books and writings and learning the language to the best of her ability.

And then the Unpleasantness began. People were less welcoming of her in Sandpoint, spitting at her and throwing bread and rocks at her when she passed, and things weren't easy in the swamp, either. Something had changed in Brekekèx since his last awakening.

He was angrier, more aggressive. He began to hunt and kidnap goblins and humans who, as he put it, "trespassed into my swamp," and crucified them along the outskirts of his self declared territory "as a warning." He left Borguk behind entirely, and began to focus his worship on the demon lord, Gogunta.

Ribitta tried to spend as much time away from the swamp as possible, fearful of the boggard she once called father, but he would call for her with new tasks and assignments, and she had no choice but to answer.

Eventually she discovered that he had begun trying to replace her. Dragonflies were being fed to his tadpoles, as he searched for someone strong enough to take up the mantle in her place. None yet survived.

But they grew quick, and he kept trying.

Eventually, the Licktoad tribe grew entirely quiet, and he challenged her. "Find out what the Licktoads are plotting, or I will eat you."

That night he resumed hibernation, planning to skip the nine months of waiting to see which, if any, of his new tadpoles was a viable candidate. She waded gently through the slime of his bedchambers, stood over his slumbering form and plunged her ranseur- his ranseur -, deep into his fat body.

It rained that night. Bokrug bowing his head in gratitude, but also a reminder of a night long ago. Thirteen years back, a fire. She must follow through on Brekekèx's last request; the Licktoads had killed Susan, and she still owed Bokrug her vengeance.

And so she left the swamp behind her forever, and headed into town, into Sandpoint.

Crunch:
Ribitta Andersen, CN Demon-spawn Tiefling Cleric of Bokrug (Elder Mythos Cultist) 1
Init +1; Perception -2
------------------------------------------
DEFENSE
------------------------------------------
AC 16, touch 11, flatfooted 15 (+1 Dex +4 Armor +1 Natural)
HP 10 (1d8+2)
Fort +4, Ref +1, Will +5
DR/5 Fire
------------------------------------------
OFFENSE
------------------------------------------
Speed 20 ft.
Melee
Mwk Ranseur 2d4 P, Reach, 20x3 (+4/+4)
Ranged
-
------------------------------------------
STATISTICS
------------------------------------------
Str 16, Dex 12, Con 14, Int 10, Wis 7, Cha 16
Base Attack +0; CMB +3; CMD 14
F: +4 R: +1 W: +5 (-2 vs Mind Affecting, auto fail confuse/insane/nightmare if the opposing caster level is higher than my own)
Feats: Monstrous Mask
Traits: Omen, Scholar of the Ancients
Favored Class: Cleric (Tiefling Bonus)
Skills (2/level):
Bluff: +7 (0 ranks, 3 CHA, 4 racial to tell lies)
Intimidate: +13 (1 ranks, 3 CHA, 3 class, 1 trait, 5 feat)
Knowledge (arcana): +7 (1 ranks, 0 INT, 3 class, 1 trait, 2 profane)
Background Skills:
Craft (Sculpture): +4 (1 rank, 0 INT, 3 class)
Linguistics: +4 (1 rank, 0 INT, 3 class)
Lore (Ancient Bakrakhan): +4 (1 rank, 0 INT, 3 class)
Languages: Common, Abyssal, Goblin
Equipment:
Mwk Ranseur 310 gp
Hide Armor 15 gp
Cleric's Kit 16
Collapsible Bathtub 15 gp
4 gp
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Forbidden Knowledge (Ex): An Elder Mythos cultist gains a +2 profane bonus on all Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (planes), and Knowledge (religion) checks, and can attempt these checks untrained. This bonus doubles if the check is related to the Elder Mythos.

Unhinged Mind (Ex): Bartering sanity for unspeakable knowledge, an Elder Mythos cultist props up his crumbling sanity with a darkly enigmatic personality. An Elder Mythos cultist uses Charisma instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, bonus on concentration checks, and so on), to determine the effects and umber of uses of his domain powers, and to modify his Will saving throws. However, because of the fragile state of his mind, the Elder Mythos cultist takes a –2 penalty on Will saves to resist mind-affecting effects. An Elder Mythos cultist automatically fails any save to resist the effects of confusion, insanity, and nightmare, and other similar effects so long as the effect’s caster level is higher than his character level.

Channel the Void (Su): At 1st level, when an Elder Mythos cultist channels energy, he taps into the unthinkable void between the stars. This is similar to channeling negative energy, but instead of healing undead, this blast of energy harms and devours living beings, corporeal non-skeletal undead, and constructs crafted from flesh (such as flesh golems). This is not negative energy damage; instead, the damage manifests in the form of wounds from supernatural deterioration and rot. A creature that would take damage from this energy can attempt a Fortitude save to halve the damage, rather than a Will save. At 8th level, a creature that both fails the Fortitude save and would be killed or destroyed by this effect is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. This ability still counts as channel energy, but it counts as neither positive nor negative energy specifically (for example, the Elder Mythos cultist couldn’t take the Turn Undead or Command Undead feat). For the purposes of feats that require channel energy but refer to what happens if the character channels positive or negative energy, this ability alters the listed effect for negative energy. For instance, an Elder Mythos cultist could use Channel Smite to damage living or fleshy creatures with his melee attack.

This ability alters channel energy and replaces spontaneous casting.

Aura of Chaos

Domains: Chaos

Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom Charisma modifier.

Spells Prepared:
0
Create Water
Mending
Read Magic

1
Murderous Command
Shield of Faith
-
Protection from Law

Alternate Racial Traits: traded out Fiendish Sorcery for Prehensile Tail, Fiendish Resistance for Scaled Skin, Skilled for Beguiling Liar, traded out SLA for All Around Vision


Edward Sobel wrote:
Ok here is what I got for poppy

Looking good. Uhm, when you get Martial Weapon Proficiency, it applies to all martial weapons (not one specifically like Exotic Weapon Proficiency). Poppy would probably just use for the warhammer, but the feat has a broader range than that.

I have to know. Would you be planning to go for the feat Throw Anything and working towards getting a warhammer with the Returning magical property?

Ribitta Andersen wrote:
The Lobster here, submitting Ribitta (Betty) Andersen. Sorry for this absolute novel of a post.

That's some growing up right there.

I'm afraid I'm not allowing negative stats (except Dex and Con) pre-racials (sorry), so please review that. Also, you forgot to add Thassilonian to your Languages, which you acquired from the Scholar of the Ancients campaign trait.

Also, your channel the void (su) ability makes me shiver. Not complaining, just a comment.


first d00: 1d100 ⇒ 34
second d00: 1d100 ⇒ 85
third d00: 1d100 ⇒ 36

meh, won't pick any of those.

GM Anthorg - RotR wrote:

...

- Please link eldritch heritage chain.
...

Eldritch Heritage

Improved Eldritch Heritage

Greater Eldritch Heritage

Basically they use up about half of your feats to give you a sorcerer bloodline at -2 levels.


Revolving Door Alternate wrote:

[dice=first d00]1d100

[dice=second d00]1d100
[dice=third d00]1d100

meh, won't pick any of those.

Were you rolling Tiefling variant ability?

Revolving Door Alternate wrote:

Eldritch Heritage

Improved Eldritch Heritage

Greater Eldritch Heritage

Basically they use up about half of your feats to give you a sorcerer bloodline at -2 levels.

That's in the legal feat sources, so perfectly fine.


GM Anthorg - RotR wrote:


Were you rolling Tiefling variant ability?

Aaisimar, but those were pretty lousy possibilities. There are really only a few that I think are worth it.

I don't want to spoil anything, but I also don't want a collection of useless abilities. Will there be any/enough demons that a Mendevian Priest could be worth while? Will there be any/enough seagoing stuff that a priest of the oceans could be worth while?

I have seen several references in the Guide to the six most popular deities in the area. But I can't figure out which six those are? Is it somewhere in there that I am just missing?

Grand Lodge

Updated all of the stats and skills and such on Dart so he has all the numbers and such to go with the backstory. Wasn't sure if he was an official submission without it, so just wanted to make sure you saw it.


GM Anthorg - RotR wrote:
Edward Sobel wrote:
Ok here is what I got for poppy

Looking good. Uhm, when you get Martial Weapon Proficiency, it applies to all martial weapons (not one specifically like Exotic Weapon Proficiency). Poppy would probably just use for the warhammer, but the feat has a broader range than that.

I have to know. Would you be planning to go for the feat Throw Anything and working towards getting a warhammer with the Returning magical property?

never really thought about it, until now. was going to see how things play out in the game and the needs of the party as well.

but I were to get a +1 Adamantine throwing, returning and called warhammer I wouldn't be complaining. or get the throw anything feat.


Darthain "Dart" Brindleflame wrote:
Updated all of the stats and skills and such on Dart so he has all the numbers and such to go with the backstory. Wasn't sure if he was an official submission without it, so just wanted to make sure you saw it.

It seems you are missing your background and quirk skill points. Did you miss that part in the OP?

Grand Lodge

GM Anthorg - RotR wrote:
Darthain "Dart" Brindleflame wrote:
Updated all of the stats and skills and such on Dart so he has all the numbers and such to go with the backstory. Wasn't sure if he was an official submission without it, so just wanted to make sure you saw it.
It seems you are missing your background and quirk skill points. Did you miss that part in the OP?

Maybe misunderstood. I thought that performance would be the quirk skill point as acting is artistry. I guess artistry is its own separate thing. And yes, I'd meant to put the background skill point in linguistics. Good catch! I'll go update that


returning is not a great enhancement for a throwing weapon imho. it returns at the start of your next turn, so you can only throw it once a round regardless (well, twice if you have it called as well, but still).

If you want to throw a hammer and have it hit multiple things, consider a ricochet hammer.

Grand Lodge

Nice!


I have a question.

Would you allow the blending of the Divine Paragon and the Ecclesitheurge archetypes?

They overlap in both altering domains but they do so in, as I see it, compatible ways.

The Divine Paragon gives you one full domain, her devoted domain, and one domain for which you only get spell and the abilities are replaced by Deific Obedience.
The Ecclesitheurge chooses a primary domain and a secondary domain. The primary domain functions as normal except that you can also use normal spell slots to prepare the domain spells. For the secondary domain you get the powers but every day you can pick the spell list from a different domain available to your deity.
All other features don't need adjustment.

My suggestion for combining would be as follows: The devoted domain and the primary domain are the same. It's the domain you get in full but you can prepare the spells in non-domain slots.
The second domain is gone. In it's place you get the powers from Deific Obedience at the accelerated rate found in the Divine Paragon and every day when you pray for spells you pick the spell list from one of your domains to be your second domain spell list for that day.

The Exchange

Pathfinder LO Special Edition, PF Special Edition Subscriber

Tallin has his crunch and background below. In summation he is a scholar of ancient civilization and magic with some family secrets. Uses a rapier and spells to inflict debilitating statuses on enemies. Channel Smite will be the next feat he would pick to go in that direction further. With high charisma it also allows him to be a face for the party.

Hastur is certainly the most interesting and charismatic Outer God but I can always shift to the more intangible Yog-Sothoth.

My history with this AP is mostly a mountain of applications and never getting to run in APs. Only GM them but this specific one I have not GMed.

Tallin Vortimos Crunch:

Male vishkanya cleric (elder mythos cultist) of Hastur (Outer God) 1 (Pathfinder RPG Bestiary 3 281, Pathfinder RPG Horror Adventures 48)
CN Medium humanoid (vishkanya)
Init +3; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5 (-2 vs. mind-affecting efffects); +1 bonus vs. poison
Defensive Abilities poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk rapier +4 (1d6/18-20)
Special Attacks channel negative energy 6/day (DC 13, 1d6), it came from beyond
Cleric (Elder Mythos Cultist) Spells Prepared (CL 1st; concentration +4)
. . 1st—feather fall[D], infernal healing[ISWG], inflict light wounds (DC 14)
. . 0 (at will)—enhanced diplomacy, guidance, read magic
. . D Domain spell; Domain Void (Dark tapestry[HA] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse
Traits planar savant, scholar of the ancients
Skills Artistry (philosophy) +4, Diplomacy +7, Escape Artist +5, Knowledge (arcana) +3 (+5 when related to Elder Mythos, for a total of +4), Knowledge (history) +3 (+5 when related to Elder Mythos, for a total of +4), Knowledge (planes) +9 (+11 when related to Elder Mythos, for a total of +4), Knowledge (religion) +2 (+4 when related to Elder Mythos, for a total of +4), Perception +2, Perform (oratory) +4, Sense Motive +4, Stealth +5; Racial Modifiers +2 Escape Artist, +2 Perception, +2 Stealth
Languages Common, Thassilonian, Vishkanya
SQ channel the void, forbidden knowledge, poison use, toxic, unhinged mind
Other Gear leather armor, mwk rapier, 30 gp
--------------------
Special Abilities
--------------------
Channel the Void (Su) Channeled eneregy harms living beings, flesh constructs, and non-skeletal corporeal undead.
Cleric (Elder Mythos Cultist) Domain (Dark Tapestry) You worship not only the vast emptiness of space, but the sinister and alien powers that reside therein.
Cleric Channel Negative Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Forbidden Knowledge (Ex) Additional +2 profane bonus on Know (arcana, dungeoneering, history, planes, rel) vs. Mythos.
It Came From Beyond (1/day) (Su) Your spells that require Will saves can have confusion added to their effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Resistance +1 Gain listed bonus to saves vs. poison.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Toxic (1/day, DC 11) (Ex) Can apply poisonous blood/saliva to a weapon as a swift action.
Unhinged Mind (Ex) -2 to save vs. mind-affecting, auto-fail confusion, insanity, and nightmare.
Vishkanya Venom (DC 11) (Ex) Weapon—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
--------------------
Tallin is the eldest son of the Vortimos family of Cyphermages from Riddleport. The family are outwardly followers of Nethys and focus their research on ancient civlizations such as Thassilon. However, below the surface they have turned their eyes to the Dark Tapestry with a focus on following Hastur.

In the past a family member was driven mad by excerpts of The King in Yellow when investigating a site of ruins linked to Great Elder Ones. Some branches of the family would research to spread the madness while others sought to protect the weak minded from ancient magic. His family dubbed themselves Shepards to the ignorant and focused their attention on containing the powers themselves.

Tallin himself prays to Hastur for his power and receives it within maddening whispers. With a goal to master forbidden powers rather than be driven mad...time will tell if Hastur or his cleric will succeed.

Having made some breakthroughs on the rune magic of Thassilon Tallin makes for Sandpoint to continue his research.

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Vrog Skyreaver wrote:
ricochet hammer

I didn't know that one. That's so cool and so Thor-like.

Cuàn wrote:
I have a question.

Since the secondary domain is actually stronger (more versatile) than a vanilla cleric's domain, I'll allow that. Just be sure to pick a deity that doesn't wear armor or shields and also only uses the weapons allowed to the Ecclesitheurge. A Divine Paragon would not make the Ecclesitheurge's Vow otherwise.

Agent Eclipse wrote:
Tallin has his crunch and background below.

Well, I'm not allowing evil deities, so you'll have to stick with Yog-Sothoth, even if you find Hastur to be more fitting to your character (sorry). Also, please write why would Tallin care about Sandpoint and its people.

Your 'channel negative energy..., it came from beyond' got me a little confused. The 'it came from beyond' part is just because of the 'Channel the Void' ability, right? Please just write 'Channel the Void' so we don't mistake it with the ability to actually heal undead.

Also, Infernal Healing is not in the allowed spell resources. Neither is Enhanced Diplomacy, but this one I'll allow. Also, I find it interesting that you picked philosophy as artistry and not lore. Any reasons why?

I'm having trouble figuring out your skills bonuses and points. What does 'Knowledge (arcana) +3 (+5 when related to Elder Mythos, for a total of +4)' mean? Also, could you break down on which skills you spent your 2 (3 with favorite class?) adventuring skill points?

Your 'It came from beyond' ability from the Dark Tapestry sub-domain alters a summoned creature to add an advanced creature template. If I mis-searched that ability, please link the correct one.

I think that is all for now.


GM Anthorg - RotR wrote:
Ribitta Andersen wrote:
The Lobster here, submitting Ribitta (Betty) Andersen. Sorry for this absolute novel of a post.

That's some growing up right there.

I'm afraid I'm not allowing negative stats (except Dex and Con) pre-racials (sorry), so please review that. Also, you forgot to add Thassilonian to your Languages, which you acquired from the Scholar of the Ancients campaign trait.

Also, your channel the void (su) ability makes me shiver. Not complaining, just a comment.

Damn I forgot about that first, I'll fix that, it just changes WIS to 10 and both 16's to 15's. And thank you for reminding me about the language.

Grand Lodge

I've noticed the whole "Thor throwing the hammer" conversation and just wanted to interject that I have a PFS character who used the startoss feat chain and it's amazing! +2 damage for each feat (whether the weapon is used as ranged or melee) and it allows it to ricochet. to multiple targets. Might be a good one to look into.

Of course, Dart will be happy to give the inspire courage bonus to the attack and damage of each hit and ricochet!


The ricochet hammer is good, bad part is that it is not a weapon property but rather a specific item. A light hammer not a warhammer


GM Anthorg - RotR wrote:


Cuàn wrote:
I have a question.

Since the secondary domain is actually stronger (more versatile) than a vanilla cleric's domain, I'll allow that. Just be sure to pick a deity that doesn't wear armor or shields and also only uses the weapons allowed to the Ecclesitheurge. A Divine Paragon would not make the Ecclesitheurge's Vow otherwise.

I'll still make him a follower of Barzahk. As you can see here and here he wears a robe of sorts. The weapon he wields is a heavy mace / walking stick but his favoured weapon actually is the club so I should be fine.

EDIT: On Poppy and the hammer business, there is also a feat solution to it all, assuming the GM will allow those feats as they are outside the outlined sources.

You'll need 2 feats outside those sources (and 1 inside, Quick Draw). It's Ricochet Toss for instant returning and Martial Focus to get past the requirement for Weapon Training that Ricochet Toss has.

Grand Lodge

I'll swap out my Enhanced diplomacy


Problem is that Richochet Toss requires your weapon training to be a ranged weapon (weapons with the thrown trait are not ranged weapons unfortunately).


I decided to throw my holy symbol into the ring so to speak. I offer Elan Crew Samsarian Ecclesitheurge of Sarenrae. He'll do some blasting and has disable device and stealth.

The Exchange

Pathfinder LO Special Edition, PF Special Edition Subscriber

Withdrawing my application.


DM Trawets wrote:
I decided to throw my holy symbol into the ring so to speak. I offer Elan Crew Samsarian Ecclesitheurge of Sarenrae. He'll do some blasting and has disable device and stealth.

Elan looks solid. The only thing is that I think your domain spell is Burning hands, not Shield of Faith.


DM Trawets wrote:
I decided to throw my holy symbol into the ring so to speak. I offer Elan Crew Samsarian Ecclesitheurge of Sarenrae. He'll do some blasting and has disable device and stealth.

These are good news! Hoping we get in it together Trawets.


GM Anthorg - RotR wrote:
DM Trawets wrote:
I decided to throw my holy symbol into the ring so to speak. I offer Elan Crew Samsarian Ecclesitheurge of Sarenrae. He'll do some blasting and has disable device and stealth.
Elan looks solid. The only thing is that I think your domain spell is Burning hands, not Shield of Faith.

I can memorize spells from the fire domain in my regular spots since it is my primary domain.


DM Trawets wrote:
I can memorize spells from the fire domain in my regular spots since it is my primary domain.

Ah, my bad. Consider yourself with a ready submission.


Here is Takraa as he is now.

I still need to spend all his gold but beyond that and his familiar (more on that below) he's done.

As far as his role in the group goes, he'll be group support (though his spell selection at the moment is based on living on his own). Eventually he'll grow into what I'll describe as the group's travel agent as he'll be very mobile himself and help the group cover large distances in little time.
In combat he'll be hopping around the battlefield to where he's needed most.
But that all is later.

He is trained in Diplomacy, Knowledge(Geography), Spellcraft and Use Magic Device (and Lore[the Dead Roads], but I suspect that'll be mostly flavor)

I do have a question though, for Tohrs my familiar, are you ok with familiar archetypes?


Cuàn wrote:
Here is Takraa as he is now.

Ok, seems good, seems good. Loved the skill breakdown in the end. Really helps me. I'm confused with two things though. Why does Takraa have Blessing of the Faithful if he's not an Ecclesitheurge? Also, you get another background skill.


GM Anthorg - RotR wrote:
Cuàn wrote:
Here is Takraa as he is now.
Ok, seems good, seems good. Loved the skill breakdown in the end. Really helps me. I'm confused with two things though. Why does Takraa have Blessing of the Faithful if he's not an Ecclesitheurge? Also, you get another background skill.

Happy that you liked the breakdown.

I misremembered the part on the quirk skill point, fixed now.

As for why Blessing of the Faithful, it's because I was silly and forgot to update the archetype(s). Fixed as well.


I think I might have come up with a concept I like and a personality to go with it. However, with the work stuff it would take a while to complete the build stuff. How long are you going to be still accepting submissions?


I believe 'til May 20th, RDA.


The field of choices grows. The mighty Poppy stand ready to squash goblins.

It's time to bring the hammer down!

Liberty's Edge

I have not updated the alias yet but this is what I am looking at:

Brand Brasswell
NG Cleric of Sarenrae (Devilbane Priest) 1
(Red hair, gray eyes, 4'2", 165#)

Background:

Gorn Brasswell was an enterprising dwarven merchant in Fentail, a small village west of the Mushfens. Gorn traded on a regular basis with those in the fens and neighboring villages. He soon set his sights higher and starting taking local items into Magnimar where they would fetch a good price on the open market. Things were going well, but he wanted them to go better.

Gorn felt they needed diversity of thought in the family and so he sent his second son, Brand to become a priest in one of the many churches in Magnimar. Not being overly religious himself, he did not specify what temple Brand must go to other than it could not be Torag, he wanted to break from the dwarven stereotype. Brand initially thought of going to serve Iomedae but he eventually shifted his heart to Sarenrae. The sun was vital to all and the ability to heal could be useful anywhere.

Like many of the temples, the temple of Sarenrae took children as young as 9 or 10 to begin their training. Brand was ten when he left for the temple, although there were numerous opportunities to return home. He learned about the tenets of the faith, the different disciplines within the church. He would have to choose a discipline at the age of fourteen. He was looking forward to it, with a plan to focus on healing.

Gorn invited Brand to join him on one of his caravans to Magnimar. Brand thought this would be an excellent opportunity to show his father around. Normally, Gorn did not go about the city but merely met with a select group of merchants with whom he would haggle, sale, and then return home.

They set out early in the morning. It was nearly a military patrol for Gorn never liked to take chances. There were men and dwarves alike marching with the wagons. Even so, their weapons and skill had not prepared them for what happened. About halfway to Magnimar, on a lonely stretch of path that could hardly be called a road, the caravan was set upon by a gang of ogres led by a brutish hill giant.

When it was over, half of the caravan was killed to include Gorn. The survivors continued on to Magnimar in order to request assistance in ending the scourge of the ogres. Magnimar had interests elsewhere and failed to provide assistance. Brand was taken to his temple where he was healed of his wounds.

The funeral for his father was held a week later in Fentail. Brand's outlook changed then. He began to focus on the more martial disciplines of the order, choosing to follow the path of the Devilbane. When he had free time he sought out those who could teach him how best to fight giants. He trained with dwarves to hone his ancestral giant fighting skills and even sought out the help of men who claimed to have fought giants.

When he was granted the title of Devilbane Priest of Sarenrae he chose to become a wandering minister of the faith so he could bring the cleansing fire of the faith to those who oppressed others. Rumors of giants stirring soon made it to his ears and so he has headed north to Sandpoint. Conveniently, they are holding the opening ceremony for a new temple which includes veneration of Sarenrae. He hires on with the merchant guards of a caravan going north. If he finds no giants there, he will continue his travels until he does.

Defense:
 

Initiative +1
AC 20, touch 11, Flat Footed 19 (+1 Dex, +7 Armor, +2 Shield) 
HP 12 (1d8+3con+1fcb) 
Grazed (-1) 9; Wounded (-2) 6; Critical (-3) 3; Disabled -3
Fort +5 Ref +1 Will +3 

Offense:
 

Speed 20ft 
Melee  Scimitar +3 (1d6+2/18-20 x2)
+2 hit/dmg vs giants

Ranged 
crossbow +1 (1d8 /19-20 x2, 70')
+2 hit/dmg vs giants

Statistics:
 

Str 14 Dex 12 Con 16 Int 12 Wis 13 Cha 8 
BAB +0 CMB +2, CMD 13

initial S 14 D 12 C 14 I 12 W 11 C 10
Cost S 5 D 2 C 5 I 2 W 1 C 0
Race C 2 W 2 C -2
Level

Traits:

Militant Merchant: You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

Giant Slayer: You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Feats:
 

1. Weapon Focus: Scimitar

3. Shield Focus

5. Power Attack

7. Toughness

Skills:
 

Skill Points = 3 (2 class + 1 INT)
Background = 2 (2/level)

Appraise* (0 rank, 0 class, 1 Int)
Climb 3 (0 rank, 0 class, 3 Str)
Diplomacy* (0 rank, 0 class, -1 Cha)
K: arcana* 6 (0 rank, 0 class, 1 Int)
K: history* 6 (0 rank, 0 class, 1 Int)
K: nobility* 6 (0 rank, 0 class, 1 Int)
K: planes* 6 (1 rank, 3 class, 1 Int)
K: religion* 6 (1 rank, 3 class, 1 Int)
Perception* 5 (1 rank, 3 class, 1 Wis)
Profession* (0 rank, 0 class, 1 Wis)
Sense Motive 1 (0 rank, 0 class, 1 Wis)
Spellcraft 5 (0 rank, 0 class, 1 Int)

Background
K: History* 6 (1 rank, 3 class, 1 Int)
Profession: Merchant (1 rank, 3 class, 1 Wis)
Lore Ogres: 2 (1 rank, 1 Int)

 

Languages:
 

Common (Taldan), Dwarven, Giant

Racial Traits:

Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

xDefensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype

xHardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

xStability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

xGreed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

xStonecunning: 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.

xDarkvision: Dwarves can see perfectly in the dark up to 60 feet.

xGiant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

xWeapon 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.

Class Abilities:
 

Weapon and armor proficiency: The devilbane cleric is proficient with all simple weapons, light armor, medium armor, heavy armor, shields (except tower shields), and the favored weapon of his deity.

Diminished domains: Only one domain. Fire.

xFire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

xDomain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

xDemonic Knowledge: At 1st level, when making Knowledge (planes) checks regarding demons, demonic cults, and their magic, the cleric gains a bonus on the check equal to half his class level (minimum +1) and can make these Knowledge skill checks untrained.

Channel Energy: 2/day 1d6

Gear:
 

Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel, compass) 2.75#
Backpack (candles x5, rations x3, silk rope 50', torches x3, pitons x3, 5 fish hooks, string 50', sewing kit, mess kit, ) 19.5#
flast of oil 1#
Water skin 2#
Steel lamellar armor 35#
Armored kilt 15#
Scimitar 4#
Light crossbow 4#
Bolts x10 1#

Light Load 58, Medium Load 116, Heavy Load 175 
Total Gear Weight: 94.75 pounds, Medium Load 

PP 0 GP 14 SP 7

Spells:

Orisons (3)
Detect magic
Create water
Stabilize

1st Level (2+1)
D. Burning hands
1. Bless: caster and all allies w/in 50', +1 morale bonus on attack rolls and saves vs fear. 1 min/level.
2. Shield of Faith: +2 deflection, 1 min/level


I have just one remaining question to finish up Takraa: Are you ok with archetypes for familiars?

In particular I'm looking at making my familiar an Emissary as he is indeed sent by a (demi-)god.

Beyond that he is done. He even carries a wand of CLW with 13 remaining charges for easy healing, because that's what we need in a party of clerics.

I do wonder what the next AP with all 1 class will be. Perhaps War for the Crown but everyone's a Barbarian. Let's play the Ulfen Guard(which would be the 1 allowed PrC)!

Grand Lodge

That actually sound awesome


TheWaskally wrote:
I believe 'til May 20th, RDA.

The date is correct. I don't know what RDA means.

Brand the Bold wrote:
Brand Brasswell

I sort of worry with the last sentence of your background. Will Brand really leave Sandpoint if he doesn't find giants there?

Maybe the church in Magnimar sought to free him of his desire for vengeance, but deep down Brand never forgot his hatred?

Also, how did you get Weapon Focus without having +1 BAB? I also think you miscalculated your knowledge bonuses. 1 rank, 3 class skill and 1 intelligence adds up to +5. Also, review your bonuses for the knowledges and spellcraft on which you didn't spend points. Your climb uses +3 Str, but you only have +2, and also ACP applies. Another thing, Lore is a class skill for everyone, so you get +5 on your Lore (instead of +2).

Other than that Brand seems solid.

Cuàn wrote:

I have just one remaining question to finish up Takraa: Are you ok with archetypes for familiars?

In particular I'm looking at making my familiar an Emissary as he is indeed sent by a (demi-)god.

Beyond that he is done. He even carries a wand of CLW with 13 remaining charges for easy healing, because that's what we need in a party of clerics.

I do wonder what the next AP with all 1 class will be. Perhaps War for the Crown but everyone's a Barbarian. Let's play the Ulfen Guard(which would be the 1 allowed PrC)!

Ok with Emissary archetype. Sorry if you asked that before and I didn't answer (I have a feeling you did). I'm curious how useful that wand would be.

Also, it may be that monoclass is the new black, but I don't think I'll be GMing anything else for a while. I chose monocleric because I wanted to try some spice with a core class which is very versatile. But let's see what the community comes up with!

Grand Lodge

Did a little narrative of Dart in Absalom (and no, Dart does not face a demi-gorgon) just so you could get a feel for my writing/role-playing in case that's helpful. If it's too much to read on top of all the fantastic applications, feel free to ignore it, but in case it's helpful, I'll spoiler it here.

Dart's Adventures in Absalom:

The blue-haired Half-Elf crawled on his knees and one hand across the stage, his other hand he clutched tightly to his chest. “I...can’t go on…” he winced, pain sounding in his voice, “Go on…without me. I…expire,” and he collapsed bodily to the floor of the stage.

His performance finished, a smattering of polite applause could be heard from various points in the tavern. Dart stood and flashed a bright smile before bowing deeply to the crowd. The movement of his standing and bowing seemed to clue in a few more patrons, who had not really been paying attention, that the performance had ended, and some joined half-heartedly in the applause.

As was the custom in this particular tavern, Dart took the plumed cap he wears and began moving from table to table to give any patrons who felt moved by the performance to drop a coin or two in as a show of appreciation. As was also custom, the coins were mostly copper and were not plentiful. Still, it was not the coin that drove Dart to perform, it was the sheer love of acting and the desire to make the crowd love him. To that end, he flashed his winning smile at each patron and had kind words for every member of “his public.”

As he approached the sixth table, he found himself being stared down by a leather armor-clad Half-Orc whose face showed several scars and whose snarl was less than inviting. The similarly armored Dwarf at the table just shot a scowl at the Half-Elf as he approached then turned back to his tankard.

Evening, gentle friends,” Dart said with a slight bow, “did you enjoy the show?” and he held out the hat.

Pretty little half-breed,” sneered the Half-Orc, starting to rise, somewhat drunkenly, from the table. “You gets ta walk around and be loved fer yer pretty little Elf face,” then, gesturing at the scars on his face, “I gets these fer mah face!” He then looked down menacingly at the smaller Half-Elf who simply stood smiling up at him. “Mebe Ah’ll give ye some scars. See how pretty they thinks ye are then,” and he started going for the dagger sheathed at his hip.

By this point, Dart’s mentor, Father Mortimer Bellings, a high-ranking priest of Shelyn, and a rather good-sized human man, had started to make his way over to get between the two half-blooded potential brawlers.

No need, Uncle Mort,” Dart said, never moving his still smiling face from holding eye contact with the Half-Orc, “he doesn’t really want to fight.

Oh dinnah Ah?” growled the Half-Orc, knife fully drawn now.

Nope!” Dart responded cheerily. “In fact, you want to drop your weapon in your tankard.” A strange impulse came over the Half-Orc, and he did exactly what the little actor had told him to do.

Hey, what’re ye…” the Half-Orc started, staring unbelievingly at his dagger sitting in the remnants of his ale.

You want to lay down,” Dart said. And the Half-Orc immediately flopped on the ground, sheer confusion all over his scarred face.

Ah think me friend’s ‘ad too many,” the Dwarf said, standing up and trying to pull his larger friend to his feet. “Beg pardon, sirs. We’ll jist be goin’,” he said, a look of concern in his eyes as he looked at the slightly built Half-Elf who had disarmed and dropped his large ally without doing anything more than speaking.

As the leather armored duo left the tavern, Dart continued making his rounds with his hat. He had never gotten more coins for a performance than he did that night.

Liberty's Edge

Ahh! The dangers of modifying an existing character sheet. Made the corrections and moved WF to 3rd level and put toughness at 1st. I noted a couple other discrepancies in the skills and fixed those. I also modified the last sentence to make it more open ended. Also, particularly as the church found he was drifting toward the more militant disciplines I would say they began to try to channel his anger vice trying to rid him of it.

Brand Brasswell
NG Dwarf Cleric of Sarenrae (Devilbane Priest) 1
(Red hair, gray eyes, 4'2", 165#)

Background:

Gorn Brasswell was an enterprising dwarven merchant in Fentail, a small village west of the Mushfens. Gorn traded on a regular basis with those in the fens and neighboring villages. He soon set his sights higher and starting taking local items into Magnimar where they would fetch a good price on the open market. Things were going well, but he wanted them to go better.

Gorn felt they needed diversity of thought in the family and so he sent his second son, Brand to become a priest in one of the many churches in Magnimar. Not being overly religious himself, he did not specify what temple Brand must go to other than it could not be Torag, he wanted to break from the dwarven stereotype. Brand initially thought of going to serve Iomedae but he eventually shifted his heart to Sarenrae. The sun was vital to all and the ability to heal could be useful anywhere.

Like many of the temples, the temple of Sarenrae took children as young as 9 or 10 to begin their training. Brand was ten when he left for the temple, although there were numerous opportunities to return home. He learned about the tenets of the faith, the different disciplines within the church. He would have to choose a discipline at the age of fourteen. He was looking forward to it, with a plan to focus on healing.

Gorn invited Brand to join him on one of his caravans to Magnimar. Brand thought this would be an excellent opportunity to show his father around. Normally, Gorn did not go about the city but merely met with a select group of merchants with whom he would haggle, sale, and then return home.

They set out early in the morning. It was nearly a military patrol for Gorn never liked to take chances. There were men and dwarves alike marching with the wagons. Even so, their weapons and skill had not prepared them for what happened. About halfway to Magnimar, on a lonely stretch of path that could hardly be called a road, the caravan was set upon by a gang of ogres led by a brutish hill giant.

When it was over, half of the caravan was killed to include Gorn. The survivors continued on to Magnimar in order to request assistance in ending the scourge of the ogres. Magnimar had interests elsewhere and failed to provide assistance. Brand was taken to his temple where he was healed of his wounds.

The funeral for his father was held a week later in Fentail. Brand's outlook changed then. He began to focus on the more martial disciplines of the order, choosing to follow the path of the Devilbane. When he had free time he sought out those who could teach him how best to fight giants. He trained with dwarves to hone his ancestral giant fighting skills and even sought out the help of men who claimed to have fought giants.

When he was granted the title of Devilbane Priest of Sarenrae he chose to become a wandering minister of the faith so he could bring the cleansing fire of the faith to those who oppressed others. Rumors of giants stirring soon made it to his ears and so he has headed north to Sandpoint. Conveniently, they are holding the opening ceremony for a new temple which includes veneration of Sarenrae. He hires on with the merchant guards of a caravan going north to see what he can find.

Defense:
 

Initiative +1
AC 20, touch 11, Flat Footed 19 (+1 Dex, +7 Armor, +2 Shield) 
HP 13 (1d8+3con+1fcb+1feat) 
Grazed (-1) 9; Wounded (-2) 6; Critical (-3) 3; Disabled -3
Fort +5 Ref +1 Will +3 

Offense:
 

Speed 20ft 
Melee  Scimitar +2 (1d6+2/18-20 x2)
+2 hit/dmg vs giants

Ranged 
crossbow +1 (1d8 /19-20 x2, 70')
+2 hit/dmg vs giants

Statistics:
 

Str 14 Dex 12 Con 16 Int 12 Wis 13 Cha 8 
BAB +0 CMB +2, CMD 13

initial S 14 D 12 C 14 I 12 W 11 C 10
Cost S 5 D 2 C 5 I 2 W 1 C 0
Race C 2 W 2 C -2
Level

Traits:

Militant Merchant: You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

Giant Slayer: You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Feats:
 

1. Toughness

3. Weapon Focus: Scimitar

5. Power Attack

7. Shield Focus

Skills:
 

Skill Points = 3 (2 class + 1 INT)
Background = 2 (2/level)

Appraise* (0 rank, 0 class, 1 Int)
Climb -3 (0 rank, 0 class, 2 Str, -5 armor)
Diplomacy* -1 (0 rank, 0 class, -1 Cha)
K: arcana* 0 (0 rank, 0 class, 1 Int)
K: history* 0 (0 rank, 0 class, 1 Int)
K: nobility* 0 (0 rank, 0 class, 1 Int)
K: planes* 5 (1 rank, 3 class, 1 Int)
K: religion* 5 (1 rank, 3 class, 1 Int)
Perception* 5 (1 rank, 3 class, 1 Wis)
Profession* (0 rank, 0 class, 1 Wis)
Sense Motive 1 (0 rank, 0 class, 1 Wis)
Spellcraft 0 (0 rank, 0 class, 1 Int)

Background
K: History* 5 (1 rank, 3 class, 1 Int)
Profession: Merchant (1 rank, 3 class, 1 Wis)
Lore Ogres: 5 (1 rank, 3 class, 1 Int)

 

Languages:
 

Common (Taldan), Dwarven, Giant

Racial Traits:

Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

xDefensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype

xHardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

xStability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

xGreed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

xStonecunning: 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.

xDarkvision: Dwarves can see perfectly in the dark up to 60 feet.

xGiant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

xWeapon 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.

Class Abilities:
 

Weapon and armor proficiency: The devilbane cleric is proficient with all simple weapons, light armor, medium armor, heavy armor, shields (except tower shields), and the favored weapon of his deity.

Diminished domains: Only one domain. Fire.

xFire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

xDomain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

xDemonic Knowledge: At 1st level, when making Knowledge (planes) checks regarding demons, demonic cults, and their magic, the cleric gains a bonus on the check equal to half his class level (minimum +1) and can make these Knowledge skill checks untrained.

Channel Energy: 2/day 1d6

Gear:
 

Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel, compass) 2.75#
Backpack (candles x5, rations x3, silk rope 50', torches x3, pitons x3, 5 fish hooks, string 50', sewing kit, mess kit, ) 19.5#
flast of oil 1#
Water skin 2#
Steel lamellar armor 35#
Armored kilt 15#
Scimitar 4#
Light crossbow 4#
Bolts x10 1#

Light Load 58, Medium Load 116, Heavy Load 175 
Total Gear Weight: 94.75 pounds, Medium Load 

PP 0 GP 14 SP 7

Spells:

Orisons (3)
Detect magic
Create water
Stabilize

1st Level (2+1)
D. Burning hands
1. Bless: caster and all allies w/in 50', +1 morale bonus on attack rolls and saves vs fear. 1 min/level.
2. Shield of Faith: +2 deflection, 1 min/level


That was almost perfect. Toughness gives you +3 HP at level 1 XD

Liberty's Edge

Touche


[crosses his fingers]


Still one day to go. I'll post a round up later of the complete submissions to make sure everyone is duelly included.


Ok, the submissions end tonight. So far, there are 1314 characters.

From my account, it seems that everyone that started a character finished them. I compiled a list (in no particular order) to see if I missed someone or misinterpreted their contributions to the party. Please review your place here and let me know if I need to change anything.

Character name - archetype - deity - party role
Jonathan Kitandal - Channeler of the Unknown - none - charming/caster/diplomat
Rooke Xandarian - Divine Paragon - Cayden Cailean - light hearted/caster/drunkard/diplomat
Darthain "Dart" Brindleflame - Evangelist - Shelyn - Full caster/bard party bonuses
Poppy Pomagranite - Crusader/Separatist - Torag (sort of) - Chris Hemsworth's Thor (lightning > hammering)
Mashaka Lyra - Channeler of the Unknown - none - high AC/book worm/martial spell hybrid
Izumi Shinano - Divine Paragon - Shizuru - good at everything.
Tanwen Anwyl - Sacred Attendant/Divine Paragon - Arshea - magical charmer/diplomat/seducer
Ugzk Fellhand - Divine Paragon - Gorum - Doesn't hit like a truck: picks up the truck and hits you with it/intimidating/solves everything with the brute force
Colee Dike - none - Irori - monk replacement
Dolgrin Stonecaller - Herald Caller - Torag - caster martial hybrid/book worm-ish
Ribitta Andersen - Elder Mythos Cultist - Bokrug - melee DPR/really really really really scary/liar
Elan Crew - Ecclesitheurge - Sarenrae - balanced/rogue substitute
Takraa - Divine Paragon/Ecclesitheurge - Barzahk - group support with mobility
Brand the Bold - Devilbane Priest - Sarenrae - tanky/pyro-sort-of-maniac

Edit: Included someone that the Archlich reminded me of


Listing here - hopefully I didn't forget anyone. My apologies if it's the case.

adsapiens - Mashaka Lyra - Changeling Ex-Cleric (Channeler of the Unknown) - Reference

chunky04 - Ugzk Fellhand - Half-Orc Cleric (Divine Paragon) of Gorum - Reference

Cuàn - Takraa - Duskwalker Cleric (Divine Paragon/Ecclesitheurge) of Barzahk - Reference Reference 2

Daniel Stewart - Mordecai - Dhampir Cleric (Undead Lord) of Urgathoa - Reference

Dylos - Tanwen Anwyl - Ifrit Cleric (Sacred Attendant/Divine Paragon) of Arshea - Reference

Edward Sobel - Poppy Pomagranite - Gnome Cleric (Crusader) of Torag - Reference

Ellioti - Dolgrin Stonecaller - Dwarf Cleric (Herald Caller) of Torag - Reference

Helaman - Izumi Shanano - Aasimar Cleric (Divine Paragon) of Shizuru - Reference

ironperenti - Brand Brasswell - Human Cleric (Devilbane Priest) of Sarenrae - Reference

The Lobster - Ribitta Andersen - Tiefling Cleric (Elder Mythos Cultist) of Bokrug - Reference

Patrickthekid - Colee Dike - Cleric of Irori -Reference

pippinTook - Darthain "Dart" Bindleflame -Human Cleric (Evangelist) of Shelyn - Reference

trawets71 - Elan Crew - Samsaran Cleric (Ecclesitheurge) of Sarenrae - Reference

Vrog Skyreaver - Jonathan Kitandal - Aasimar Ex-Cleric (Channeler of the Unknown) - Reference

TheWaskally - Rooke Xandarian - Human Cleric (Divine Paragon) of Cayden Cailean - Reference

Grand Lodge

Since I saw you'd mentioned it for some other entries, thought I'd point out that Dart is not just Bard-like in his inspiring, but also in his diplomacy and even moreso in his lying.

Good luck to everyone and thanks to all of you for sharing these brilliant ideas and for all the great conversations that were shared to help improve each others' characters! And of course, thanks, GM Anthorg, for setting this in motion and setting up this nightmare you have on your hands of choosing the best entries :=)

Grand Lodge

This has been an interesting exercise. Lots of solid ideas coming out.

An all rogue game of Curse of the Crimson Throne/Hells Rebels is peculating in my head.


I think an all Occultist game of Strange Aeons would be pretty fantastic too...


I think I'm done. WHY IS THIS SO HARD?! Anyway, there were some very inspired submissions here and I thank everyone for the effort put into these characters. Unfortunately, as I realized, I will have to let people down, for which I'm sorry.

Against my better judgement, I have decided to open two tables *sigh* with two very heterogeneous parties. I hope I don't regret it, but it probably means I'll end up posting less often than I wished. But here we go.

Table 1
Jonathan
Dart
Poppy
Dolgrin
Izumi

Table 2
Elan
Brand
Ribitta
Tanwen
Mashaka

All players in Table 1 please report to the Discussions tab. Players in Table 2, please post here.

If you were not selected for this game, but wish to be put on hold if anyone ends up leaving, please say so. You will be asked if you want to join before a new recruitment is opened.

Grand Lodge

Oh my gosh! I'm so excited!
Thanks for being gracious enough to do two tables so more people get to take part in this awesomeness!!!

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