Wrath of the Righteous Team 1 (Inactive)

Game Master bigrig107

Roll20 campaign

Kenabres Now


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Hmm I'm thinking Team Shelyn here, some kind of Paladin/Bard using a glaive to make art out of the demons. I guess Virtuous Bravio into Devoted Muse on the Paladin side, will have to think about the bard side.

Silver Crusade

Silas Hawkwinter wrote:
Hmm I'm thinking Team Shelyn here, some kind of Paladin/Bard using a glaive to make art out of the demons. I guess Virtuous Bravio into Devoted Muse on the Paladin side, will have to think about the bard side.

If I could make a suggestion- Warrior poet(samurai) after paladin 2 may be worth looking into

Silver Crusade

Would you be open to allowing the feat- Vicious Spring attack? I only just realized as I was building the level 1 sheet, it was actually a third party feat. It basically allows you to vital strike when you make a spring attack. (Wouldn't work with improved/greater spring attack)

If not, well, I may have to go back to the drawing board, though the improved/greater spring attack line may still work out. The other Idea is to go for a cleric of Abadar/ Crossbowmen (fighter) with the overwatch feats.


I'm pretty hard line against 3rd party stuff. Way too much stuff to police and work through, so I'm not taking any third party stuff, no.

As for multiple characters, I'd prefer you narrow it down to one submission, as there will likely be plenty of options for me to choose from. I won't tell you not to make one, but at least tell me which of the two is your "primary" submission.


Silas Hawkwinter wrote:
Hmm I'm thinking Team Shelyn here, some kind of Paladin/Bard using a glaive to make art out of the demons. I guess Virtuous Bravio into Devoted Muse on the Paladin side, will have to think about the bard side.

Ooh, another Shelynite! Here's hoping we get a full party's worth.

Silver Crusade

I'm interested but am still new-ish to PF and I've never read the gestalt rules before. I'll research them and see what I can come up with!


Mus wrote:
Silas Hawkwinter wrote:
Hmm I'm thinking Team Shelyn here, some kind of Paladin/Bard using a glaive to make art out of the demons. I guess Virtuous Bravio into Devoted Muse on the Paladin side, will have to think about the bard side.
Ooh, another Shelynite! Here's hoping we get a full party's worth.

*Shakes her fist*


I have a lot more detail to fill in, but, I think it's important to note that my character will become enraged if anyone says, "I am helpful, am I not?"

;)

Silver Crusade

In that case, I will go the route of the crossbowmen noble cleric of abadar. Because that sounds like fun. I'll get to lead our rag tag band to victory! From the back, as any noble should. ;)

"After all, someone has to keep these bleeding heart shelnites in order. Otherwise we will end up sparing every demon we run across... not that I don't respect Shelyn. I do, for building a city, growing a civilization... these are art forms in themselves. I just think she goes a bit too far in her idealist optimism. A society cannot survive in such a way. What would be the point of laws? Though I suppose, everyone should get one chance. Demons excluded."

Crunch wise, I'm thinking on one side bolt ace X/fighter 5 or 9/ ranger 1 and the other side cleric 20. Maybe a divine prc if any strike me as fitting.

The first side is still a bit under contention for me.


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Cevendyl wrote:

I have a lot more detail to fill in, but, I think it's important to note that my character will become enraged if anyone says, "I am helpful, am I not?"

;)

As a Skald/Bardbarian making you enraged is part of my job description, so "THE WORLD IN CRIMSON".


I'll stick with just the one. I figured I'd ask. I'm not sure on the exact etiquette and I didn't want to overstep.


mittean wrote:

Here is a rough first-level build for Ceilidh.

** spoiler omitted **...

I know JJ has said that you can combine cross and wild blooded, it can you do the regular bloodlines and the wild blood version? Wouldn't that be like taking levels in Rogue and Ninja?

Silver Crusade

Are we making use of background skills?


rorek55 wrote:
Are we making use of background skills?

I believe the GM said yes back here. Which is great news for me, since it would be pretty hard to squeeze Perform (oratory) and Linguistics into my cleric//summoner's 2+Int skill ranks.


Yeah, we are! I love Background Skills, perfect way to increase the flavor of a character through a slight mechanical advantage.


Mus wrote:
rorek55 wrote:
Are we making use of background skills?
I believe the GM said yes back here. Which is great news for me, since it would be pretty hard to squeeze Perform (oratory) and Linguistics into my cleric//summoner's 2+Int skill ranks.

Also quick note right here: Summoner must use the Unchained version of the class. I assume that won’t be a problem given the multitude of other power choices, but I don’t like base summoner that much.

Monks, Rogues, and Barbarians may choose whichever version they wish, although archetypes can’t cross over.


Probably going to tweak Aerianna's background so that the 'Phantom Thief' archetype of Rogue is applicable (and I have some skill points to actually buy skills with). My current task is to strip out her gear; the link above is the original version of the character.


Ooh, exciting! So, what I'm feeling is a sort of criminal street rat turned paladin kind of character with the Chance Encounter campaign trait. Basically they'd seem like your typical knight-in-shining-armor type on the surface but they'd also be very sly and like to bend the rules, both to get the job done and just help more people. Since redemption seems to be a big theme in this AP according to the player's guide, I wanted to make a character who's on their own path to redemption and who's able to reach out and talk to the bad guys on their level.

Mechanically, they'd be a combat-y Trickster path Paladin with the Chosen One Archetype/Something Roguish. I'm a bit torn between two ideas on bringing this character to life though:

My first idea is a Kitsune Paladin/Ninja. I usually don't like to get my wuxia in my fantasy but I'm digging the east-meets-west here for some reason. Thematically, the iconic idea of the benevolent kitsune trickster is very on-brand for the type of character I'm going with.

Second idea is for a Aasimar Paladin/Slayer. AP seems very planar so Aasimar's otherworldliness fits nicely. It also fits with the kind of good-bad reversal thing I'm going for; they'd be someone who used to use the reputation of Aasimar in their favour in the past and their Angelkin alter self ability for conning people and other criminal acts.


GM of the Crusade wrote:
Mus wrote:
rorek55 wrote:
Are we making use of background skills?
I believe the GM said yes back here. Which is great news for me, since it would be pretty hard to squeeze Perform (oratory) and Linguistics into my cleric//summoner's 2+Int skill ranks.

Also quick note right here: Summoner must use the Unchained version of the class. I assume that won’t be a problem given the multitude of other power choices, but I don’t like base summoner that much.

Monks, Rogues, and Barbarians may choose whichever version they wish, although archetypes can’t cross over.

Okay, good to know! I mentioned earlier I was planning on using the master summoner archetype, any chance you'd allow that to work with the unchained version? I'm just envisioning a character who'd rely more on summons than her eidolon for combat.

If not, no worries! I might just go with monster tactician inquisitor, that fits well with the theme and solves my skill point issues handily.

Definitely not concerned about lacking powerful options, if anything mythic gestalt seemed like a great chance to try my hand at summoning precisely because there's no need to worry about summons outshining other party members.


Mus wrote:
GM of the Crusade wrote:
Mus wrote:
rorek55 wrote:
Are we making use of background skills?
I believe the GM said yes back here. Which is great news for me, since it would be pretty hard to squeeze Perform (oratory) and Linguistics into my cleric//summoner's 2+Int skill ranks.

Also quick note right here: Summoner must use the Unchained version of the class. I assume that won’t be a problem given the multitude of other power choices, but I don’t like base summoner that much.

Monks, Rogues, and Barbarians may choose whichever version they wish, although archetypes can’t cross over.

Okay, good to know! I mentioned earlier I was planning on using the master summoner archetype, any chance you'd allow that to work with the unchained version? I'm just envisioning a character who'd rely more on summons than her eidolon for combat.

If not, no worries! I might just go with monster tactician inquisitor, that fits well with the theme and solves my skill point issues handily.

Definitely not concerned about lacking powerful options, if anything mythic gestalt seemed like a great chance to try my hand at summoning precisely because there's no need to worry about summons outshining other party members.

Think I’m going to stick to the no crossing archetype rule.

And especially with something so complicated as Mythic Gestalt will get, I’m sure you can find something else that fits your vision of the character.


For sure!


GM of the Crusade, what is your ruling on the Prestige class I mentioned?


mittean wrote:
GM of the Crusade, what is your ruling on the Prestige class I mentioned?

I’m going to stay on my Paizo only ruling. If I allow one thing I have to look at allowing everything, so I am going to say official Pathfinder material only.

There are a multitude of options to build your character, I am sure you’ll find something to fit!


On playing around with the combinations a bit, I have fallen in love with a strange combination:

I plan to create an Archon-Blooded Aasimar Halcyon Druid Ravener Hunter Sacred Huntsmaster Inquisitor. It's not full BAB/d10 and doesn't have all good saves, but it does have so many tasty goodies that I can't pass up. Massively expanded spellcasting, the best animal companion in the game, part druid, part wizard, part inquisitor, part oracle, and part hunter, and all demon-smashing glory.

I envision a Magaambyan-trained follower of Desna and/or Pulura with a Lion buddy, coming to set right all that has gone wrong in Sarkoris.

I'll work up a profile and background soon.


Mightypion wrote:
Cevendyl wrote:

I have a lot more detail to fill in, but, I think it's important to note that my character will become enraged if anyone says, "I am helpful, am I not?"

;)

As a Skald/Bardbarian making you enraged is part of my job description, so "THE WORLD IN CRIMSON".

I haven't researched if there's a mod for her dialog yet ... only in Wrath could the pretty half-elf sound more like Amiri


I'm gonna trash my human cleric/swashbuckler. Too radical a concept using a 20-pt. buy. I'll put some more thought into a better submission, but doubt I'll have it ready in time for the deadline. We'll see.


TheWaskally wrote:
I'm gonna trash my human cleric/swashbuckler. Too radical a concept using a 20-pt. buy. I'll put some more thought into a better submission, but doubt I'll have it ready in time for the deadline. We'll see.

You have until next Saturday, a week from now, to get it done. I'm sure you'll have plenty of time!


Submitting Tart "TC" Cranberry, a vine leshy slayer/telekineticist. He's joining up to find his elven druid creator (or at least what happened to him) who was lost at the end of the Fourth Crusade and to take up his mission: to protect and restore the flora of the Forest of Stones and purge the demons from the ancestral druidic home.

Mechanically, TC will have telekinetic blast to throw around some serious damage and eventually the ability to move large amounts of material around, perhaps heal if needed or use kinetic cover to control the battlefield. I do want to confirm that the slayer studied target attack and damage bonuses would apply to a telekinetic blast (since you can take Weapon Focus - Kinetic Blast, I'm assuming this would also count), because if not, I might go with a straight ranger or unrogue instead. If the studied target thing is okay, he'll be picking up Trapfinding as his first slayer talent to be a party trap monkey as well as survivalist and tracker. Eventually, he'll make use of kinetic blade/whip and the mobility options under the Trickster mythic path to get into the thick of things and sneak attack kinetic blast like crazy.

Your Questions:

1. What is your character’s name?
Tart "TC" Cranberry
2. How old is your character?
40, but he spent much of that time with just his creator for company, and so is very naïve in the ways of the world.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
2'11" tall, mostly dark green vines with pinkish blossoms and ripe red cranberries
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Very blunt manner of speaking (no tact).
5. Where was your character born? Where were you raised? By who?
TC was created by his druid master Mordithas through a ritual and raised by him.
6. Who are your parents? Are they alive? What do they do for a living?
No parents, just Mordithas. TC doesn't know where he is or if he's even alive
7. Do you have any other family or friends?
Not yet...
8. What is your character’s marital status? Kids?
Nada
9. What is your character’s alignment?
True neutral
10. What is your character’s moral code?
Don't hurt the plants
11. Does your character have goals?
Restore the Forest of Stones to its former glory, and therefore purge the land of demons and seal that pesky Worldwound
12. Is your character religious?
He respects his creator's Green Faith, though for him, preserving nature is a personal belief beyond religion.
13. What are your character’s personal beliefs?
DON'T HURT THE PLANTS!!!
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
TC has no understanding of humour or sarcasm but tries to tell jokes (and does it terribly).
15. Why does your character adventure?
To find his master (or his fate) and purge the Forest of Stones of the filthy abyssal taint.
16. How does your character view his/her role as an adventurer?
As a returning refugee fighting for his homeland (though it technically never was HIS home)
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
One vine that was burned in a battle with demons. He could prune it, but leaves it until he learns of his creator's fate.
18. How does your character get along with others?
Great! He's quite sociable, so long as they (see below)
19. Is there anything that your character hates?
Did I stutter? DON'T HURT THE PLANTS!!!! That being said, he does understand the necessity of burning wood for campfires and even for cutting down trees for firewood and shelter.
20. Is there anything that your character fears?
He's not too fond of fire.


Tart "TC" Cranberry wrote:

Submitting Tart "TC" Cranberry, a vine leshy slayer/telekineticist. He's joining up to find his elven druid creator (or at least what happened to him) who was lost at the end of the Fourth Crusade and to take up his mission: to protect and restore the flora of the Forest of Stones and purge the demons from the ancestral druidic home.

Mechanically, TC will have telekinetic blast to throw around some serious damage and eventually the ability to move large amounts of material around, perhaps heal if needed or use kinetic cover to control the battlefield. I do want to confirm that the slayer studied target attack and damage bonuses would apply to a telekinetic blast (since you can take Weapon Focus - Kinetic Blast, I'm assuming this would also count), because if not, I might go with a straight ranger or unrogue instead. If the studied target thing is okay, he'll be picking up Trapfinding as his first slayer talent to be a party trap monkey as well as survivalist and tracker. Eventually, he'll make use of kinetic blade/whip and the mobility options under the Trickster mythic path to get into the thick of things and sneak attack kinetic blast like crazy.
** spoiler omitted **...

I don't see why kinetic blast wouldn't work with studied target. It counts as a weapon for Weapon Focus, and studied target gives bonuses to weapon attacks. Sounds good to me!


Still working on my character.

I decided to ditch the idea of a follower of Chavazvug but I am keeping the idea of a character that is convinced the crusades are failing and doing so because they are soft and unwilling to do what is needed to win. That and they are deluded, being fine to throw millions of lives away in pointless crusades but balking at the mere idea of using a handful of souls to power magic that could actually be of use.
This all initially drove him to throw in his lot with the archdevil Geryon, then got slightly paranoid about being lied to and turned to the demon lord Abraxus. That didn't last either as his personal hatred against demons, they killed his parents, several siblings and many friends, won out over his need for knowledge. Now he instead turned his devotion to the eldest Ng in hopes that his devotion is enough to keep his soul out of the lower planes and knowing Ng wouldn't mind venues of research more goodly beings might find unsavoury.

Your questions with the answers I have so far:

1. What is your character’s name? WIP
2. How old is your character? Nearing middle age, actual number depends on race and haven't decided yet.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Still working on this but a sure thing is that he always wears gloves, only taking them off to either wash himself or swap them out for his second pair so he can clean the first.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? He obviously observes, actually scanning people. If people have an odd feature he is prone to focusing on that, not caring wether that might hurt or insult people.
5. Where was your character born? Where were you raised? By who? Location of birth still in the works, possibly extraplanar (going Riftwarden Orphan). His young years were spent with a foster family in Kenabres but as an early teen he stowed away on a barge going down the Sellen River and eventually ended up in Absalom where he found work with the Pathfinders as a junior clerk. Considering he was still very young then you could say the senior clerks did parts of his raising.
6. Who are your parents? Are they alive? What do they do for a living? They were two Riftwardens working on figuring out how to close the Worldwound. They are dead as per the Riftwarden Orphan trait.
7. Do you have any other family or friends? He still has his foster parents in Kenabres who he likes and an older sister who lives in Nerosyan. He has a few friends back on Absalom among his former colleagues but he lost many due to his own pursuits.
8. What is your character’s marital status? Kids? Single, no kids that he knows of. He ditched his girlfriend on Absalom just before leaving for Kenabres to continue his research into the Worldwound, and portals in general, and the disappearance of his parents. Figures he did her a service by leaving her angry because now she wouldn't need to mourn him if he dies.
9. What is your character’s alignment? Neutral Evil
10. What is your character’s moral code? Moral codes are for idiots who don't have the capacity for logic. That said he is well aware of how the world expects him to behave and tries to conform just because it makes his own life easier.
That said, he does love his friends and family and goes out of his way to keep them from harm, to varying degrees of success.
11. Does your character have goals? Yes. Figure out the Worldwound, then figure out the multiverse. And on a more personal level, discover what happened to his parents.
12. Is your character religious? Sort of. He is a follower of Ng, one of the Eldest, and strictly follows his tenets but the reason behind this is because he made some missteps in the past and hopes this steers his soul away from the lower planes in case of his death.
13. What are your character’s personal beliefs? Believing is assuming something to be true despite or even because there is no evidence and as such it's silly. So he doesn't believe. Behaving based on belief is ridiculous to him and he gets annoyed when he catches himself doing something for which he can't explain the reasoning.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Many. He seems cold and calculating though that is in fact a combination of coping mechanism and issues in expressing emotion. He tends to seem arrogant to people who don't know him, but he isn't.
15. Why does your character adventure? To learn about existence.
16. How does your character view his/her role as an adventurer? He considers himself a scholar first and an adventurer second and the latter is purely to facilitate the former.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? he has a birthmark that looks like the Sign of the Seeker's Spiral on his chest (as per the campaign trait). Rest WIP and based on race.
18. How does your character get along with others? He thinks he gets along very well. In truth he tries to get along but often fails. He's a likeable goof to most but some find him distasteful (the fact that he once dissected a Dretch on the streets after crusaders had killed it just outside the city did not help there).
19. Is there anything that your character hates?[/b[ Bigotry, taboos, trivial limitations in the name of good taste, decency or religion and most of all, demons. While the first ones are all because they impede research and the gathering of knowledge that latter is purely personal and one of his few irrational features.
[b]20. Is there anything that your character fears?
Losing his mind or control over his mind. The very existence of magic like the Feeblemind spell terrifies him. He also doesn't drink any alcohol because of this.


I'm struggling to chose between ley line guardian+jinx eater witch, mindchemist, Chronicler of worlds, or brown-fur transmuter as my non wizard class! But never fear, a week from now is plenty of time to get everything worked out!


The Silver Maiden:

The story of the Silver Maiden begins not in 4679 when she was born, nor even in 4710 when much of her family was slain during the upsurge in demonic activity when Yath rose from the Abyss. Strangely, it truly begins in far away Korvosa, during the rise and fall of Queen Ileosa; it begins not with Aerianna, but with the fallen paladin and swordmistress Tala Mateev.

Tala Mateev had been a devotee of the archon Falayna (known as Warrior's Ring) and trained as a paladin in the Tempering Hall of Absalom to master the longsword, favored weapon of the empyreal lady of femininity, rings, and martial training. When the end of a quest left her in Korvosa just after Queen Ileosa Arbasti (see Curse of the Crimson Throne) began establishing the Gray Maidens, Tala (female human LG paladin (tempered champion) 3) was enticed into the group by way of the temptation of being able to improve her skill with the longsword. Pushed mercilessly by Kordaitra Destaid, the group's second-in-command and de facto commander, magically manipulated by the group's wizard Vavana Dhatri, Tala's pride, ego, and eagerness to learn at any cost eventually led to her fall as a paladin -- which in turn was a crack that would later widen into a major psychological disorder bordering on a split personality.

With the fall of Queen Ileosa and the disbanding of the Gray Maidens in 4707, the thoroughly-dishonored Tala Mateev (LE cavalier (sister-in-arms) 5) left Varisia with a half-dozen others of the squad she'd led; aimless, they travelled east with no purpose other than to stay together and get as far away as they could from the life they were leaving behind. The long journey took them through Lastwall, threaded between Ustalav and Razmiran and, reaching the River Kingdoms, led them to inadvertently hiring on as caravan guards heading north on the West Sellen river, up the Crusader Road. Reaching Nerosyan in 4708 with only two of the squad remaining, their path as sell-swords was not to last, with the final two of Tala's companions dying in skirmishes with Worldwound demons soon thereafter.

But Tala herself survived and, after drifting for a short time, found a retreat only a mile or so away from the town of Vala's Gift, and retired -- or tried to. Her psyche was in strong conflict with itself, aspects of her 'paladin self' clashing with the 'maiden self', her loyalty to her cruel 'sisters' in a strange conflicted lock-step with her once-paladin's ideals of honor and loyalty. Her skill with a longsword and her intimidating visage (or lack thereof, behind her maiden's helm) was undeniable and uncompromising, and thus grew for a time rumors of a swordmistress living in seclusion near the town.

----------------

Let us return, however, to the crusader city of Kenabres, wherein was born, was raised, trained, and lived the young maiden Aerianna. Taking after her father as a healer, admiring her mother, two uncles, and multiple siblings and cousins as soldiers, and with hundreds of other family supporting the defense of the town and the people against the abyssal invaders, she watched from afar as Khorramzadeh the Storm King attacked Kenabres and cracked the wardstone, only to be nearly brought down by the silver dragon Terendelev. What is rarely mentioned in those tales is the cost to the soldiery and town folk, and Aerianna lost multiple family members that day.

Still, for the next fifteen years Kenabres was active, first fiercely, then less so as the energy devoted to the Fourth Crusade wore away. To say that Aerianna was a bright, inquisitive young woman is to be honest; to say that she was less beautiful than she was charismatic, just as honest. She could still find cousins in all areas of the city, in all trades and levels of the government; to call her extended family one of the backbones of the city would not be too far off the mark. Aerianna managed to learn a little bit about almost everything, occasionally getting into trouble due to her curiousity (and, very occasionally, finding herself in places she really ought not to have gone, for the exact same reason). It was the inquisitiveness of an innocent, however, which her parents turned to good use, and Aerianna followed her father into the healer's trade, and the plain-faced seven-year-old aasimar girl who watched from shelter as the vast balor smashed through stone walls learned her trade as a woman's healer and midwife. By the time the Fourth Crusade petered to a halt, the sturdy young woman had reached her twenty-second year. That was the same year that Queen Ileosa was dethroned, and Tala Mateev began the long, strange path that would lead her to Vala's Gift.

Less than a handful of years later, however, in 4710 Aerianna was with her father on one of their typical circuits about Kenabres, visiting the villages and hamlets behind the city which still provided it with some food; guarding the pair was a troop in which several of her family, siblings and cousins, were enlisted. For them, it was less a military escort than a family road-trip. It turned into a family disaster, as several score demons descended on the hamlet of Partoch while they were there, bloodily slaughtering the troop, the inhabitants, the livestock -- everyone but Aerianna herself. The commander of the demons, having pointed her out at the very beginning of the slaughter as someone not to be harmed, watched her agony as she failed in every attempt to defend her patients, to strike back at the abyssals, to do anything that would make a difference. As the demons left her as the sole surviving witness, the leader laughed cruelly in her face, kicked her weeping form over, and left her behind him, broken in spirit.

Not broken; furious at her own impotentcy.

With the defenders already stretched to their breaking point, Aerianna's report of the massacre at the Partoch hamlet was received with glum acknowledgement, but no action. Still furious, now at the crusader forces in Kenabres crippled with an impotency equal to her own, she left the city to find someone, anyone who could teach her to defend herself, to strike back at the demons. And when she came across the rumor of a battle-maiden whose zeal and skill kept the town of Vala's Gift clear of the foul things, she headed north -- well, north-east, anyhow.

A decade older than Aerianna, Tala Mateev (now cavalier (sister-in-arms) 7) had seen far more of the world -- and at first she refused to have anything to do with the midwife. Several weeks' persistence exposed the fact that Aerianna was going nowhere until she learned something, however, and so giving the woman burdensome scutwork, Tala expected to run her off and that right quick. But Aerianna was used to hard work, and grimly carried or dragged every load Tala gave her, ran every road and hill and ravine over and through which Tala sent her, did every filthy tedious chore with diligence and detail. Impressed despite herself, the ex-Gray Maiden started to see in Aerianna the potential for the perfection of her own ideal -- and, possibly, the renewal of her sisterhood.

And so she took Aerianna as a student, teaching her everything she could of the basics of her skills: the art of the sword, the reliance on her shield-sister, dedication and zeal and above all others, loyalty. Her instruction swung wildly from cruel to compassionate, her personality imperatives whipsawing Aerianna back and forth and inadvertently ensuring that loyalty would become an intense part of Aerianna's being. The scars she laid on the younger woman were those of hard work and combat training, however; Tala was a firm believer in 'spare the rod, spoil the child', as well as 'the more I bleed sweat in training, the less I bleed in combat', and though she typically trained Aerianna with weighted, bated (dulled) blades, they were not that dull, and every mistake in Aerianna's form was immediately punished by Tala's sword snaking through the gap and creasing her skin.

Learning everything Tala cared to teach her, doing absolutely everything the swordmistress demanded of her no matter how degrading or grimly cruel, Aerianna was -- compared to many others -- a fast and focused study, in part because she knew that she had a lot to catch up on, and not much time in which to do it if she were to begin taking the fight to the demons that had taken her family. After most of a year of this training, including several desperate fights against lesser demons which came through, Tala decided that Aerianna was ready to be given the honor of the facial scars of the Gray Maidens and be fully inducted into her order.

Iomedae had other plans.

A paladin of the goddess crashed the very start of the mid-morning two-woman ceremony; her sword surrounded with a glow that kept its edge from damaging either student or master, the woman faced Tala blade-to-blade. As the two clashed, the paladin pleaded with the cavalier to turn away from the darkness within her, that redemption was possible, that the people around her, both Aerianna and those in Vala's Gift would better served -- far better served -- if she would only return to the Light that still struggled to shine inside her. Tala was slow to enrage, but as the paladin fell to one knee, then spoke a few words and rose again healed of the worst of her wounds to continue to seek Tala's redemption, her fury broke free of her self-restraint. Using the paladin as, essentially, a practice dummy, the ex-Gray Maiden gave her student a display of weapon expertise, pointing out every error she saw in the paladin's defense and morality, until finally the Iomedaean lay out on the ground, half-senseless and helpless.

"Here," spoke Tala, snatching the paladin's quenched longsword from the ground and thrusting the grip into Aerianna's hand, which now-instinctively closed about it. "Finish her."

Aerianna stared down at the holy warrior who, after all, had done neither her nor her instructor any lasting harm. "What??"

The flat of Tala's blade smacked against the flat of the paladin's, fine steel ringing against fine steel; Aerianna's grip tightened against the vibrations raised. "Did I stutter? Did you somehow misunderstand what I ordered you to do, initiate?? Finish her."

Slowly, as if under a compulsion, Aerianna moved to the fallen woman's side, lowering the tip of the paladin's own blade to press against her throat. There she froze, staring down at the woman who had regained senses, though not her vigor; she was exhausted from channelling the goddess's blessings, and could do it no more. There she stood, the paladin meeting her gaze without fear, with a hope deep inside her eyes that strove to communicate itself to Aerianna ...

... and which finally did.

"No."

Tala's head rocked back in shock. "What do you mean, no??"

Aerianna's gaze lifted, but quailed at what she saw in her teacher's visage; the flicker of compassion was not enough to stand against the bonfire of Tala's anger. "I ... I can't."

Furious and impatient, Tala's blade struck aside the paladin's blade which Aerianna held, lifted, fell. "Little worm, you are giving me serious reason to reconsider!!" She gestured at the paladin's headless corpse. "Get rid of that. I don't want to see you until tomorrow; I have a lot of thinking to do, to decide whether or not you were just a waste of my fvcking time." She stalked off into the overgrowth behind the small cabin the two of them shared, lashing out at branches and vines as she went.

Slowly, Aerianna did as her swordmistress had ordered her; it was not the first time she'd been told to stay out of sight, and the penalty for being seen had always been painful. It was the first time she'd ever had to dig a grave, however, and she did so with care, whispering a tearful apology to the paladin for her death, for the ill way in which she was being buried. Not knowing many of the specifics of the Iomedean faith, she nonetheless stripped the woman of her armor and items, placed eleven stones as a small cairn at her head to mark the grave, then pulled on the armor (which, though chain mail, still fit her ill), took up the sword and, keeping out of Tala's sight and hearing, crept off before dinner-time to begin the thirty-mile trek back to Kenabres.

Luck was with her; the paladin's horse (entirely mundane, fortunately) was tied up a half-mile away in the direction she was headed; having some instruction in handling such a beast, she mounted up and turned for her long-abandoned home. The horse let her get to Kenabres before Tala even knew her to be gone, and that night she was turning the paladin's sword, armor, holy symbol, and gear in to the church of Iomedae, where it was recognized.

So, too, was Aerianna, and early on in her interrogation as to where she'd been for the last year and the circumstances of the paladin's death, she broke down entirely. Despite her weeping, she was able to hiccup her way through a reasonably coherent explanation of her last months, and told the woman who had waved the others out of the room everything she could remember of the unnamed paladin's battle to redeem herself and Tala Mateev. After listening gravely, the other woman -- herself a paladin of Iomedae -- told her that not all is lost, for the other paladin (whose name she revealed as Herris Terrin) had the victory, for had not Aerianna returned to the church? Aerianna's weeping only increased, and she begged the woman for forgiveness, for mercy, if only she herself might be allowed to be the least servant in the church, were it only to be scrubbing floors for the rest of her life as her penance for her life being traded for that of a paladin's.

"Oh," said the woman softly, steel in her quiet voice, "I think you're going to have to do a bit more than that."

The weeks following were a scourging and scouring of her spirit, as a white-hot forge-fire to a misshapen blade of finest steel, correcting and reshaping the twists placed in her by her previous instruction. Much of Tala's work was sound, including -- especially -- her passion for the art of the blade, but the reasons behind each action, the morals and ethics which grounded her, had to be set once again in Iomedean ideals. But Aerianna's spirit was finally pliable, given up in service to the Inheritor, and eleven weeks after her return, she was consecrated as paladin by Herris Terrin's +1 cold iron longsword 'Gloomcutter', then was sent forth to go as the goddess willed her.

Tala, being paranoid, had left by nightfall the day after Aerianna's own flight, but the cabin was Aerianna's first stop, to review the lessons she'd learned there, both good and bad. There she swore an oath to herself and upon the grave of the paladin who had saved her, that she would finish Herris Terrin's work and redeem the spirit of Tala Mateev. She also hopes to perhaps redeem the Gray Maidens, or at least the idea of them, and create what they might have been had they a good, honorable leader: Silver Maidens.

Gray Maiden Archer
Gray Maiden on Guard
The Silver Maiden

Characterization, Notes, and Description:

Aerianna typically works as a woman's healer and midwife, for only the pittances necessary for her to restock her kit or for free if they can't afford that; she believes that bringing life and hope into the world is as important, if not moreso, than taking demons out of it, and would far prefer to put her talents to use that way. Even so, she knows that her skill with a sword is better than others at this point in her career, and so she pursues the crusade with determined zeal.

Though she has lost family to the Worldwound, including both parents, at least one sibling, and several cousins, she still has more that serve in Mendev's armies and who work behind the scenes in support roles. Her nickname 'Flametongue' is likely from the discovery of her continual flame ability (wherein she kisses the place or item to which she is granting the eternal flame), but has also earned with her ability to inspire allies and persuade neutral parties (Diplomacy +6/+7), as well as her ability to intimidate opponents (Intimidate +8). The continual flame ability is one she always, always, always uses before resting for the night; this often results in her creating a stockpile, but since she gives away for free the stones upon which she normally uses the gift, she rarely has many. She does prefer to place the enchantment on portable objects, such as stones or on the nubs inside lanterns. She will, when asked by her nominal superiors, place a continual flame on a stable physical location such as a castle wall, but she does prefer to be able to give the light to people to carry with them 'in all the dark places they must go.'

Physically, Aerianna is a close-coupled short woman, 5'2" and 115 lbs, with a body trained to exert accurate power instead of agility. About 28 years old with a plain face, she has copper red hair with flame-red highlights, brilliant emerald green eyes, and warm golden skin. Her halo, when manifested, reflects this physicality, and is primarily a warm gold, with copper, flame-red, and occasionally emerald filaments radiating out from her like holy fire. Her voice is an upper alto/low soprano (a mezzo-soprano), and she is well-trained in projecting her voice through the din of battle or against the rising passion of a mob; if she was trained, she would make an excellent singer or orator.

Tenets of the Paladins of Iomedae and Oath of the Mendevian Crusade:

The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are over-matched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.

-- I will learn the weight of my sword. Without my heart to guide it, it is worthless -- my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
-- I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
-- I am the first into battle, and the last to leave it.
-- I will not be taken prisoner by my free will.
-- I will not surrender those under my command.
-- I will never abandon a companion, though I will honor sacrifice freely given.
-- I will guard the honor of my fellows, both thought and deed, and I will have faith in them.
-- When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
-- I will never refuse a challenge from an equal.
-- I will give honor to worthy enemies, and contempt to the rest.
-- I will suffer death before dishonor.
-- I will be temperate in my actions and moderate in my behavior.
-- I will strive to emulate Iomedae's perfection.

Never suffer an evil outsider to live if it is in your power to destroy it. Banish fiends you cannot kill. Purge the evil from those possessed by fiends. Oppose demonic influence in all its forms and seek a way to close the Worldwound.

Technicals:

Aerianna Flametongue G1
Female archon-blooded aasimar (lawbringers) gestalt: paladin (oath of the mendevian crusade, tempered champion) 1/unchained rogue (phantom thief) 1
LG Medium outsider (native)
Init +0; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 13 (1d10+3)
Fort +3, Ref +2, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +3 (1d8+2/19-20)
. . dagger +1 (1d4+2/19-20)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +3)
. . At will -- halo
. . 1/day -- continual flame
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will -- detect evil
--------------------
Statistics
--------------------
Str 15, Dex 10, Con 13, Int 14, Wis 12, Cha 15
Base Atk +1; CMB +3; CMD 13
Feats Gray Maiden Initiate (Faceless Maiden, Gray Maiden Endurance), Weapon Finesse
Traits child of the crusades, crusader, good influence
Skills Acrobatics +0 (-3 enc., -7 ACP, -11 to jump), Diplomacy +6, Disable Device +1 (-3 ACP), Handle Animal +6, Heal +7 (+11 dealing with humanoid pregnancy or birth), Intimidate +8, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +5, Profession (midwife) +5, Ride +1 (-3 ACP), Sense Motive +7, Sleight of Hand +1 (-3 ACP), Stealth +1 (-3 ACP), Swim +2 (-1 enc., -5 ACP); Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common, Draconic, Dwarven
Combat Gear healer's kit; Other Gear lamellar (steel) armor (-5 ACP), heavy steel shield (-2 ACP), dagger (2), dagger, knife (3), longsword, backpack, bedroll, canteen[UE], common meal (per day) (2), flint and steel, hemp rope (50 ft.), holy symbol, cold iron, mess kit[UE], midwife's kit[UE], mug/tankard, pot, pouch, belt, soap, thieves' tools, thread (50 ft.) (2), trail rations (2), whetstone, winter blanket, 7 sp, 3 cp
--------------------
Special Abilities
--------------------
Bravery/Valor Variant Channeling (±1 Sacred) Additional save vs. fear/AC bonus, or standard channel
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).
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.
Gray Maiden Initiate (Faceless Maiden, Gray Maiden Endurance) Trained by a Gray Maiden, gain two benefits of your choice.
-- Faceless Maiden (Ex) Gain +2 Intimidate bonus when wearing Gray Maiden plate.
-- Gray Maiden Endurance (Ex) Sleep while wearing Gray Maiden armor without becoming fatigued.
Halo (20', 40', at will): Light as spell, +2 Intimidate vs. evil, saves vs. blind/dazzle.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

Child of the Crusades 1/day, may reroll failed save vs. demon influence/possession.
Crusader +1 trait bonus on attack rolls against chaotic-subtype outsiders.
Good Influence +1 trait bonus on Diplomacy to persuade nongood/nonlawful to benefit good/law; +2 if both.


I know I mentioned no old archetypes with the unchained classes, but I was only using the Pathfinder Society rules for legality of that. I have recently been shown a section form the unchained classes that mentions they are designed to be used with old archetypes, should they have the same features to trade out.

With this in mind, you still must use the unchained version of the summoner, but any of the others can choose either version, and use any archetypes that you still have the class features for. Unchained Monk, however, doesn’t work with any old archetypes. it says.

“Finally, with the exception of the monk, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace.” -the unchained book


GM of the Crusade wrote:

I know I mentioned no old archetypes with the unchained classes, but I was only using the Pathfinder Society rules for legality of that. I have recently been shown a section form the unchained classes that mentions they are designed to be used with old archetypes, should they have the same features to trade out.

With this in mind, you still must use the unchained version of the summoner, but any of the others can choose either version, and use any archetypes that you still have the class features for. Unchained Monk, however, doesn’t work with any old archetypes. it says.

“Finally, with the exception of the monk, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace.” -the unchained book

I know you said no third party, but Everyman Gaming did an excellent job converting old archetypes to unchained monk. Worth looking into if you’re into monks.


With Mythic Gestalt
Wrath of the RIghteous

Any race, see that is what got me here, Been doting and watching what others have been going for, a lot of front-line fighters with some Cleric magic, so let's try this. An investigating officer of rank.

Aasimar Peri-Blooded (Emberkin)
Investigator / Arcanist
Knowledge (planes), Spellcraft

I also like the idea is tracking down beings from other planes, a sort of Planes Walker in training, not yet with the full set of skills but on her way. With Investigator she gets Alchemy and skills with Arcanist she gets a deeper understanding of magic.

Short Description:
Annara Utoxier-Lee is 6'2" tall and very slender, strikingly good looking with an air of authority. White/golden Hair, golden skin with bright yellow eyes. She is a Noble by birth to the house Utoxier-Lee. Age-wise she looks around 28 but it is hard to tell her real age being an Aasimar.

Personality:
A thinker, she uses her Intelligent, insight to fight but at a push, she can kill as effectively as any fighter, with her thin blade and magics. With others, she likes company, is relaxed, charming, and caring of others. When working she is methodical, logical, and diligent. A skilled political mover who works to keep others safe from harm. Trained as a Diplomat and then cross-trained in both detection and magics. To give her a wide range of skills and abilities when walking the halls of power.

Background:
Born to a noble family of landowners, it was from her birth obvious she was planes touched. So deviations were down and the result was a life path of service to the greater good. trained to be a diplomat and investigator, she has worked with a number of groups to uncover crimes and wrongdoings. Plots and evil plans. Her title holds no real power having no real ego to enforce it. Now and then she jokes it gets her a good table at the inn and that is about it.

Meta view.
Ambassador_Annara_Utoxier-Lee is one of the good guys trying to make the world a better place with what skills and talents she has.


Ability 1d100 ⇒ 40 = 40 You gain an additional +2 racial bonus to your Intelligence score.
Feature 1d100 ⇒ 85 = 85 Other: melodic laugh


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So we have a telekinetic submission, and as much as I like to compete, that's rude and the idea is awesome. SO ... I will provide something else I have always wanted to see in this AP.

AIR SUPPORT

Zephyr will create the 5th Crusade's Air Cavalry Unit
Zeph is an Elementalist Shifter / Aeromancer

By 4th level, he will be able to Wild Shape into an Air Elemental
By 8th level, he will be Huge and have 100' (perfect) flight
With Mythic WS, Pack Wild Shape, and Mythic Paragon, he will be able to create a team of whirlwinds unlike has ever been seen, to confuse, confound and directly combat flying demons.

Customizations of his aeromancy should provide a lot of support options and as he gains elemental aspects, his Wild Shape includes the other types of elementals (5th Crusade Water Elemental Seal Unit).


1 person marked this as a favorite.
Zephyr amir wrote:

So we have a telekinetic submission, and as much as I like to compete, that's rude and the idea is awesome. SO ... I will provide something else I have always wanted to see in this AP.

AIR SUPPORT

Zephyr will create the 5th Crusade's Air Cavalry Unit
Zeph is an Elementalist Shifter / Aeromancer

By 4th level, he will be able to Wild Shape into an Air Elemental
By 8th level, he will be Huge and have 100' (perfect) flight
With Mythic WS, Pack Wild Shape, and Mythic Paragon, he will be able to create a team of whirlwinds unlike has ever been seen, to confuse, confound and directly combat flying demons.

Customizations of his aeromancy should provide a lot of support options and as he gains elemental aspects, his Wild Shape includes the other types of elementals (5th Crusade Water Elemental Seal Unit).

This idea is so awesome. I’m totally blown away!!

Bah-dum-tssssss


Found a really nice image of Annara HERE

Background Questions:

1. What is your character’s name?
Ambassador_Annara_Utoxier-Lee
2. How old is your character?
56 but looks 28
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Golden eyes, skin, and hair, well-dressed noble.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Well-spoken, has good manners and has a melodic laugh.
5. Where was your character born? Where were you raised? By who?
Her noble family on the lands of Lee by the river Utoxier.
6. Who are your parents? Are they alive? What do they do for a living?
The Baron and Baroness of Lee.
7. Do you have any other family or friends?
Yes many, she has two sisters and an older brother. As well as a large number of friends and family.
8. What is your character’s marital status? Kids?
Single, she had a child who is now married with 3 children of her own. One of which is also an Aasimar, and training to be a cleric
9. What is your character’s alignment?
She is NG, and as a faith, seeks god itself as an ideal to strive to.
10. What is your character’s moral code?
The golden rule, so unto others as you would have them do unto you. So she is kind of forgiving. But when others seek to harm the weak of innocent she inform them of their wrongdoing and try to stop them.
11. Does your character have goals?
Yes to see good for all, and all with in good. She knows the world is a hard place but doing her but means a lot to her.
12. Is your character religious?
Good itself as an ideal
13. What are your character’s personal beliefs?
She always seeks to see the good in others, she judges others on actions not on what they look like or what culture they come form. You are your deeds.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
She loves animals and fusses over them. She is a little OCD about being clean and well presented. It is the point of casting magics to keep clean multiple times a day. and will refuse to be presented unless spotless.
15. Why does your character adventure?
humm complicated, partly because it's in her blood to try and do good in the world. Partially the thrill, and then the challenges.
16. How does your character view his/her role as an adventurer?
she sees herself as helping others, both in action but also in mind. She acts as a counselor and empath.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Other than bright yellow eyes no, not really.
18. How does your character get along with others?
Most definitely, she was trained for it.
19. Is there anything that your character hates?
Pointless evil for evil's sake. Those you enjoy harming others just for their own gratification.
20. Is there anything that your character fears?
The loss of goodness in the world, where all falls to darkness and despair. She loses sleep over it at times,

Gameplay
My idea is that there will be no end of hardened and complainant fighting PCS, who fight evil. My idea is to have something if a gentle soul within a group. Who looks from the outside to be a fish out of water. Someone the other feel should not be there, or someone who they must protect as they seem too weak to protect themselves. Or some other idea they have. But she is not the obvious fighter type. She hopes to show thought skills and actions that she can stand with the best of them. Earning her place.


Considering the game will have only three PCs, pretty much all of them are going to have to be able to kick some serious ass. Having to be on a constant escort mission with her as the protectee would probably severely cripple the group.


Nazard wrote:
Zephyr amir wrote:

So we have a telekinetic submission, and as much as I like to compete, that's rude and the idea is awesome. SO ... I will provide something else I have always wanted to see in this AP.

AIR SUPPORT

Zephyr will create the 5th Crusade's Air Cavalry Unit
Zeph is an Elementalist Shifter / Aeromancer

By 4th level, he will be able to Wild Shape into an Air Elemental
By 8th level, he will be Huge and have 100' (perfect) flight
With Mythic WS, Pack Wild Shape, and Mythic Paragon, he will be able to create a team of whirlwinds unlike has ever been seen, to confuse, confound and directly combat flying demons.

Customizations of his aeromancy should provide a lot of support options and as he gains elemental aspects, his Wild Shape includes the other types of elementals (5th Crusade Water Elemental Seal Unit).

This idea is so awesome. I’m totally blown away!!

Bah-dum-tssssss

Thank you!

All of the written material has tended to focus on teleportation as the big demon advantage, and it is for sure given how low level some demon teleporters are. BUT. They also have recon & ranged advantages, which maybe they are generally to disorganized to use, but that doesn't mean the crusaders shouldn't do it.


Well, if we both get in, TC will most likely be taking air as his second element, giving him at-will flight by level 10 I think. They could get up to lots of shenanigans together.

Of course, most demons are immune to electricity, so I may end up going fire. At 11th level, 4 touch attack sneak attacks per round doing 10d6 a pop, flanking with all your buddy whirlwinds, sounds like fun.


Aerianna Flametongue wrote:
Considering the game will have only three PCs, pretty much all of them are going to have to be able to kick some serious ass. Having to be on a constant escort mission with her as the protectee would probably severely cripple the group.

Well, that would be the case if she was helpless, but she will be anything but. Aasimar are tough, add investigators targeted strike and skills + some nice Gestalt magic. And she can stand her own, I have no worries about that. In fact, I am counting on enemies underestimating her.

I do worry that what you seem to be suggesting is that only tanks may apply. That in and of itself would limit the game to a view that it will be just a dungeon crawl. I'm I wrong in this?

With just three PCs. My feeling is that with that being the case having the widest area of skills and talents gives the best chance of survival.


I've tried to get my head around the scaled fist/sorcerer idea and I just don't have a story that I like. I think I'm going pull out of the running. Good luck folks!


Ambassador_Annara_Utoxier-Lee wrote:
Well, that would be the case if she was helpless, but she will be anything but. Aasimar are tough, add investigators targeted strike and skills + some nice Gestalt magic. And she can stand her own, I have no worries about that. In fact, I am counting on enemies underestimating her.

Having played both an Investigator and an Arcanist (albeit not together) I can agree that they can be very dangerous opponents.

Ambassador_Annara_Utoxier-Lee wrote:

I do worry that what you seem to be suggesting is that only tanks may apply. That in and of itself would limit the game to a view that it will be just a dungeon crawl. I'm I wrong in this?

With just three PCs. My feeling is that with that being the case having the widest area of skills and talents gives the best chance of survival.

I'm wondering why you're worried about what the other players -- and/or their characters -- think, when it comes to your character application. No, I don't happen to be saying 'only tanks may apply', and yes, having a broad skill base and access to multiple different wells of talent are certainly going to be important; this AP can't be done with an all-Paladin party, yoou know?

I am looking askance at ... actually, that's what's bothering me. It's the fact that you're putting up your idea of how /we/ would view her. Don't tell me how my character plays; play your own, let me play mine, and let the GM determine how the rest of the world reacts to us.

KingHotTrash wrote:
I've tried to get my head around the scaled fist/sorcerer idea and I just don't have a story that I like. I think I'm going pull out of the running. Good luck folks!

But ... the definitive 'who's the best' contest!! ;)


Tart "TC" Cranberry wrote:

Well, if we both get in, TC will most likely be taking air as his second element, giving him at-will flight by level 10 I think. They could get up to lots of shenanigans together.

Of course, most demons are immune to electricity, so I may end up going fire. At 11th level, 4 touch attack sneak attacks per round doing 10d6 a pop, flanking with all your buddy whirlwinds, sounds like fun.

Yeah, but Air Blast is Physical, right? LOL demons are not immune to being pummeled, and I think the Composite Blast or one of them is also physical. Yay! Another Air Commander!


Zephyr amir wrote:
Tart "TC" Cranberry wrote:

Well, if we both get in, TC will most likely be taking air as his second element, giving him at-will flight by level 10 I think. They could get up to lots of shenanigans together.

Of course, most demons are immune to electricity, so I may end up going fire. At 11th level, 4 touch attack sneak attacks per round doing 10d6 a pop, flanking with all your buddy whirlwinds, sounds like fun.

Yeah, but Air Blast is Physical, right? LOL demons are not immune to being pummeled, and I think the Composite Blast or one of them is also physical. Yay! Another Air Commander!

Yeah, I meant for TC, using electric blast with kinetic whip for Touch attack sneak attacks. But it means inflicting electricity damage which demons are immune to.

Technically, powerful demons are essentially immune to most energy damage. However, there are lots of foes in this AP who aren’t actual demons.


Dot. I shall be submitting Goliath, a goliath druid/invulnerable rager barbarian, once I have updated his build for the campaign.


I am definitely interested as well! Only saw this now.

Played an UC monk in the first book, but that is already some time ago.
Have to think about something for this, but pretty sure i can come up with something good!


@Aerianna Flametongue,

I am glad we can agree on a lot of things, and looking back over my post, I see your point, and it's a valid one, I can see how I may have come over like being all bossy, Sorry if I did, it was not my intent at all. Just working with PC ideas it's hard to get away from tropes pushed by other media. I shall try my best moving forward. :)

Saying that I, think I may change my offing a bit, shift her a little.
Which reminds me.

@GM
I don't know if this has been covered but whats your views on the use of hero points?


With Mythic and gestalt, I don’t think hero points will be necessary. However, I’ll reserve the right to award them as rewards for particularly heroic actions.

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