Shadow_Fox's God Squad - Gestalt WotR

Game Master Shadow_Fox


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Shadow_Fox wrote:

Ok, wow, lots of comments.

6. Philo - No image for Ellaria? Also the background is kind of scarce.

As I said, this was a first draft. It was getting late, so I posted it. I'll be adding more, probably today and over the next few days.


FangDragon wrote:
Re wings, there's always the Angel Wings feat although that doesn't kick in till level 10+.

I mentioned in my initial post that (if I went with that concept) I’d take that feat, but just thinking through backgrounds I feel like there’s a big difference in the way a lot of people would react to winged child versus a more normal one, even if those wings aren’t functional at all.


Giant Halfling wrote:
I’m sorry, I don’t know how I missed the parenthetical statement about rolling for variant abilities. That was only half of my question though. Can we pick things off the other chart labeled “Random Aasimar Features” or would we have to roll on that too? If the latter, can we roll on that one during recruitment? Some of the things on it, like a melodic voice or graceful build, would be a simple tweak to someone’s description, but some of the other ones, like wings or fire for hair or feathers covering your whole body, should probably have an impact on your whole background.

Giant Halfling, on the SRD, I see a chart named "Table: Alternative Physical Features". If you are referring to that chart, you are free to pick whatever features interest you from there without having to roll. I hope that answers your query.


Philo Pharynx wrote:
Shadow_Fox wrote:

Ok, wow, lots of comments.

6. Philo - No image for Ellaria? Also the background is kind of scarce.
As I said, this was a first draft. It was getting late, so I posted it. I'll be adding more, probably today and over the next few days.

Ah, ok, got it.


Ellioti wrote:
Shadow_Fox wrote:
2. Giant Halfling - With regard to your wings question, I'm a big proponent of where the dice land is what you get so, as I said in my recruitment thread, if your character is selected, you roll after selection.
It would be much easier to anwer your questions (Physical description with emphasis on your otherworldly nature / background dealing with your Aasimar nature and heritage), i.e. write a proper background, if we could roll beforehand. Some Variant Aasimar Abilities are pretty obvious and defining.

Fair point. See my answer to Giant Halfling. You can pick the physical features from that chart without having to roll. I hope that helps.


That does help, considerably, thanks!


Shadow_Fox wrote:
"Table: Alternative Physical Features"... you are free to pick whatever features interest you from there without having to roll.

Fun! I've never used that table - or the other one, for that matter. I'm going to pick a couple small features that won't change Ayaal's story at all but could be fun reveals at some point.


Hi GM! Here's Lapyd with my submission - Evelyn is a bard/investigator, which should cover for the "skillmonkey" needs, trapfinding, etc.; in combat she's more of a support and buffer to the group :) Thanks for running it! Loved the proposal, like I said before. I am in EST! I added all details to her profile. Here's an image I found for Evelyn that works very well! I may add some other inspiration images to her profile too. Cheers!


Okay, I've found a good picture and expanded her background. Elliaria

Looks like a lot of bardic ideas, which is pretty cool. We can have our own band!

FangDragon, I was considering that pic myself, but went another way. When you find links on Pinterest, putting that image into Google Image Search will often find you a better version, and sometime the original artist.


Hmmm, thanks for answering those questions Shadow_Fox, it helps clear some things up.

I did want to ask about taking the 'Scion of Humanity' Alternative race trait. My idea is a Bloodrager (celestial)/Oracle (Ancestor) who's mother is Aasimar and father is human (Kellid) from Gundrun. He would not show any sign of being Aasimar other than being very handsome, But when under stress he'd speak in Celestial and when raging his shadow would have wings. As he gained levels/matures he'd come into his Aasimar heritage, looking more and more like his mother ie: the feats: Angelic Blood, Angelic Flesh, Angel Wings and Metallic Wings.

I realize you've asked for "characters to stand out physically both to their allies and their enemies" and he will due to his height and physical attractiveness; and even more so as he 'matures.' Please let me know it this idea is a 'no go' or just a 'long shot' based on fluff and crunch.


Here's my submission. Bengi is a scout and guide who specializes in smuggling people through hostile territory.

Specifically Archer Ranger (Transporter/Tanglebriar Demonslayer archetypes) / Cleric (Varisian Pilgram archetype with Travel and Luck Domains). I chose archetypes that allows her to share Favored Terrain and Domain abilities with the party to better get them to where they're going safely.

As a spellcaster she's mostly about support, buffing, and healing.

As for myself, I'm Pacific Time here on the West Coast of the U.S.

Dark Archive

Here is my application. I hope I've understood everything right. If you have any questions or comments, please let me know.

Matada was born to a poor family in the forests of Varisia. His parents’ first child, his birth was awaited anxiously. But, on delivery, things took a terrible turn. Seeing the feathered baby, with a beak for a mouth, the uneducated woodsman incorrectly assumed his wife had cheated on him. Flying into a rage, he attacked her. Only a lucky Hold Person by the attending Cleric saved her. The cleric was then able to explain the child’s strange nature. For his father, however, it was too late. He had attacked his wife, and Erastil demanded justice. The woodcutter was sentenced to 15 years in a Magnimar prison, where he remains to this day.

Left destitute, his mother sold their meager property and took her infant son to a place she figured he would be accepted, Kaer Maga. There she apprenticed to a fletcher and was able to eke out enough to keep them both alive. Matada was left to grow up in the City of Strangers.

His mother never blamed her husband for what happened. Instead, she raised her son to revere his lost father, telling him the truth, but making it seem justified. Matada chose to follow in the footsteps of his father, becoming an archer. Most assumed he would take Erastil as a patron; but he blamed Erastil for his father’s fate. Headstrong and chaotic, he also didn’t suit the religion’s Tennent’s particularly well. All through his youth, wanderlust gripped him and, in the end, he turned to the Goddess of Travel to guide him. He learned the ways of the forest, to serve Desna and to channel the spirits of nature itself.

In Kaer Maga, there are plenty of unusual folk. When Matada did finally bid his mother good-bye and headed out beyond the only city he knew, he became more and more of an oddity. Many still assumed he was a Tengu of some sort. The few Tengu he met treated him with derision. He no longer calls anywhere home. For now, he wanders the land, waiting for something interesting to happen.

Gurada Ranger (Divine Tracker) / Hunter (Forester)

Str 13
Dex 18
Con 13
Int 10
Wis 16
Cha 10

HP 11
Alignment CG
Deity: Desna

BAB 1
CMB 2
CMD 14
Initiative +3

Saves
Fort +3
Ref +6
Will +3

Skills
Acrobatics +10
Survival +6
Fly +5
Perception +6
Handle Animal +4
Sleight of Hand +7
Climb +5
Swim +5

Favored Enemy – Evil Outsider
Track +1

Feats
Point-Blank Shot
Bullseye Shot

Traits
Chance Encounter
Toxophilite

Racial Spell
See Invisibility 
Composite Longbow (1 STR) – 200 gp
10 Durable arrows – 10gp
20 CI arrows – 2gp
Spiked Gauntlet -5gp
Ranger’s Kit - 9gp
Guard Dog – 25gp
Leather Armor – 10gp
Dog’s Wooden Armor – 20gp

Spells
0
Detect Poison
Create Water
Flare
Stabilize

1 2/2
Longstrider
Gravity Bow

https://drive.google.com/file/d/15HV_oJXjsl6aV3O3jcd2mJSla-mNnAR9/view?usp= sharing


Hi! Witch of the Night here! I have a mostly completed character application in the alias. I'm still making a few small edits and reforamtting things to look nicer, but the core of the character is all in there.

I'm presenting Veleneria, a swashbuckler/oracle who acts as a daredevil swordfighter, using magic to supplement her physical skills. Note that the profile pic is a poor representation grabbed quickly, and I will look for a better one (there is an image linked in the alias, but I might also find a better one there too). Here's hoping I haven't missed anything

Silver Crusade

@Shabow_Fox Sorry I will finish tonight

Also I found this sight of alternate traits Here.
If allowed might help others.


Here's my submission for Shanya Tessaril

Description:
With strangely luminescent copper colored skin, unruly golden hair and glowing eyes, Shanya was turning heads as long as she could remember and that’s before she spoke with her voice that seemed to echo off into infinity. While not a classical beauty, Shanya is petite with an angelic smile and the grace of a dancer. She tends to wear practical clothing, usually a skirt and modest doublet favoring greens and earthy colors. The only jewelry she wears is a simple golden band on her left index finger, a memento from her time studying with Iaptus. The one thing she’s never without is a well made but otherwise unremarkable scimitar, a gift from her adopted father Tobin, its scabbard is habitually strapped to her side.

When angry Shanya eyes glow brightly and a faint shimmer of heat rises from her body, although her anger burns brightly it rarely burns long.

She has tiny vestigial wings on her back, which form the apex of a peculiar tattoo: A stone arch with what could be a spiral galaxy on the other side.

Personality:
A devoted follower of the Dawnflower, Shanya has a warm, tolerant personality, although she can be shy around strangers having had bad experiences as an orphaned child. She is something of a thrill seeker and her behavior tends to be quite fearless, bordering on rash at times.

Against those who refuse to repent for their sins, she is an implacable foe, albeit one ever hoping they will embrace redemption and surrender.

Background:
Aged no more than three summers, Shanya was found wandering dehydrated, dazed and confused in the blighted lands bordering the worldwound by a party of Sarenite crusaders. Most of their company hailed from the deserts of the far away Padish Empire of Kelesh, and two of their number, a middle aged couple Tobin and Martha Tessaril decided to adopt her and they named her Shanya. No trace was found of how Shanya got there but something had deeply traumatized her and it was months before her kindly adopted parents coaxed her to speak.

Even back then her otherworldly heritage was plain as day. To add to the mystery of her background, the crusaders found an elaborate tattoo on her back depicting a stone arch in front of what appears to be a spiral galaxy. Tobin and Martha took her back to Kenabres and looked after her like the daughter they could not have. Over the years as she grew up into a confident and feisty young woman, Martha told her endless tales of the Dawnflower and of the other gods. Tobin taught her how to dance and to fence with the scimitar and passed on lore he’d learned during the crusades about demons and the celestial host that opposed them.

A year and a half ago Tobin was contacted by a mysterious hooded man who identified himself as Iaptus (Tobin suspected this to be a title rather than a proper name). Iaptus revealed the nature of Shanya’s tattoo, explaining it was the Sign of the Seeker’s spiral and it marked her as the daughter of Riftwardens. Iaptus refused to divulge anything more about her natural parents beyond saying they’d died on a secret mission deep into the worldwound and that their sacrifice brought peace if only for a fleeting moment...

Iaptus approved of the various skills Shanya was picking up from her adopted parents, but he insisted upon inducting Shanya into the magical arts, explaining that it was her birthright and that it would prove immensely important. The next few months were intense as Shanya crammed a decade’s worth of learning into less than a year. There were lessons in strange and disconcerting languages, how to identify and best kill demons, the theory and eventually the practice of magic. Iaptus encouraged her to blend her new found skills with Tobin’s sword katas. He had her dancing while reciting lists of planar beings and spells.

It was fortunate that Shanya was a bright student, hungrily absorbing knowledge like a sponge, but even so the pace was exhausting. Day after day, night after night he pushed her, leaving everyone mentally and physically drained. Frequently Iaptus warned that time was of the essence and how vital it was that she would be ready. Naturally Shanya and her adopted parents asked what called for such urgency, but each time Iaptus would only smile sadly and reply that when it was time she would know.

Shanya’s tutelage stopped as suddenly as it started, one day Iaptus cocked his head midway through a lesson as if he’d heard distant trumpets. He explained that he had to go and urged her to continue her studies in his absence. Finally he implored her to keep a bag packed and to be ready, but for what she asked? Once again Iaptus smiled sadly and in his saturnine way he explained that when the time came she would know.

And when the time did come, indeed she knew and was glad of Iaptus’s tutelage even if had been driving her a little crazy. Still she worried because her training was incomplete, she hadn't yet mastered blending magic with swordplay. But then she remembered Iaptus's words, patience is a virtue little one, Absolom wasn't built in a day. All things will come in time.

Build:

Shanya Tessaril
Female peri-blooded aasimar (emberkin) magus (kensai) 1/gestalt 1/evoker (admixture[APG]) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2
Defensive Abilities canny defense +1; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee scimitar +0 (1d6-1/18-20)
Special Attacks arcane pool (+1, 5 points), intense spells (+1 damage), spell combat
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—pyrotechnics (DC 13)
Evoker Spells Prepared (CL 1st; concentration +7)
. . 1st—ear-piercing scream[UM] (DC 15), mage armor, silent image (DC 15)
. . 0 (at will)—detect magic, light, prestidigitation
. . Opposition Schools Enchantment, Necromancy
Magus (Kensai) Spells Prepared (CL 1st; concentration +7)
. . 1st—shield
. . 0 (at will)—daze (DC 14), ray of frost
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 13
Feats Scribe Scroll, Weapon Finesse, Weapon Focus (scimitar)
Traits riftwarden orphan, seeker
Skills Acrobatics +0 (-4 to jump), Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +8, Perception +5, Perform (dance) +2, Spellcraft +10; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ arcane bond (arcane bond ring), chosen weapon, versatile evocation
Combat Gear liquid ice[APG], smokestick; Other Gear scimitar, arcane bond ring, bedroll, belt pouch, ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Bond (Arcane bond ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
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.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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Image and Build direction:
This is the image I have for Shanya in mind when she grows into her powers. At level 1 she’ll be lacking the wings and wearing sensible boots.

Some feats I expect she’ll take along the way:

Lvl 3: Dervish Dance
Lvl 5: ??? Maybe craft wondrous item
Lvl 7: ??? Maybe Intensified Spell
Lvl 9: Angelic Blood
Lvl 10/11: Angel Wings

That’s not super optimized but I think it’ll be fine.

The magus side of her gestalt will naturally focus on combat. It won’t really come on like till level 3-4 so to begin with she'll probably cast ray of frost a lot. Later she’ll likely use frostbite turned into fire with Versatile Evocation to fit the Sarenrae dervish theme.

The wizard side of the Gestalt will mostly be used for utility which they have in spades.

Silver Crusade

Okay I'm done. But excuse me if I tweak it a little. I'm a perfectionist.


Hi, concept:

Aasimar Kellid Skald (probably spell warrior so everyone can benefit)/Cavalier (probably one of the chaotic orders), who is somewha equilvalent to Sabatons frontman.
He wishes to challenge dangerous foes, and then write epic Sagas about it.

--Personality, really friendly, teamplayer, does elaborate different trashtalkings of enemies.
--Good face, can bluff/b#!@#&+@ really well.
--Burly melee frontliner
--Pretty good knowledge skills
--will prefer redemption over slaughter


Robert Henry - No go.

A lot of great submissions. I will give people the weekend the finalize your submissions. The official termination date for this recruitment is Tuesday, August 23rd, at 6:00 PM EST.


Thank you for your quick response, Shadow_Fox.

As I said in my original post, I'd played Wulfgar in a different game that died, and I'd like playing him again. I believe I sorted a backstory that would fit WOTR, but I wasn't able to see him in a build that is overtly physically different. Since that is what you are looking for, I will remove myself from the application process.

Thank you for running the game, we players appreciate it. Good luck and good gaming all.


I don't think I can recall a WotR recruitment where at least one or two Paladins weren't in the mix. Skimming through the baked or nearly-baked characters, I don't see any Pallys. That's an interesting twist!


Ayaal wrote:
I don't think I can recall a WotR recruitment where at least one or two Paladins weren't in the mix. Skimming through the baked or nearly-baked characters, I don't see any Pallys. That's an interesting twist!

I have several explanations:

--Reverse psychology. Everyone thinks there will be 2 dozen Pallies applying, and thus applies with something else

--wotr crpg did a pretty good job on the 3 chaotic paths

--Personally, I am just much better at roleplaying chaotic half pranksters, like, the paladin that I am playing and that is quite fun for the party is a Kobold Paladin of Apsu named "Compensates for nothingz" who dual wields Earthbreakers, and is generally high as a kite (the entire pary is kobolds or Gobboes).

Scarab Sages

I actually went through and looked at the submissions rather than glancing and noticed the same thing. I also noticed there were several clerics in the mix.

Ya just can't have a WotR campaign without some Paladin smiting happening. I'm now working on a Angelkin Paladin of Iomedae / Steelblooded Destined Bloodrager who can piledrive wicked demons the old-fashioned way.

If I like what I get I'll withdraw Bengi, my Ranger/Cleric.

I'm starting to really like the idea! So many new, untried things for me: heavy armor, paladin, LG, low skills, even strength-based is quite odd for me.

Yeah! Here's some art! Business Suit


Yep, currently I think there are 3 folks offering "cleric / x". Objectively - and assuming Shadow Fox is looking to solidly fill the four 'classic' roles - Ayaal is likely the runt of the litter as a cleric. She's more of a 3/4th cleric since I'm going with the Crusader archetype which gimps her spellcasting to lean into combat ability.

The point is, I think Bengi has a real shot at being a finalist. She's got a solid mix of skills and team abilities. Just my two cents, YMMV.

Grand Lodge

I might change things up since there are no paladins in the mix, hmmmmm.


The reverse psychology argument definitely applies to me. I was looking into paladin/swashbuckler, but decided there were likely to be a lot of paladins and I wanted to try and stand out a little. I would consider looking into changing, but I fell in love with a chaotic only swashbuckler archetype and I think the oracle's cure adds some nice dimension.

To be fair though, a lot of people did say paladin in their interest posts but haven't formally applied with one so far, so more might materialize.

Also I just realized I forgot to add two things to Valeneria! My time zone is EDT although I have been known to keep odd hours. And, I wanted to add as full disclosure that I have played the video game through multiple times (and I loved it every time).


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What's more, as a gestalt game, I assumed that there would be paladin/oracles and paladin/sorcerers all over the place.

I certainly did not expect this many bards. Luckily, bards can work well together.

Shadow_Fox wrote:

Robert Henry - No go.

A lot of great submissions. I will give people the weekend the finalize your submissions. The official termination date for this recruitment is Tuesday, August 23rd, at 6:00 PM EST.

And this is now going through my mind.

Dark Archive

Hello, here is my proposal for the game.

Background:

Malinor’s father was a Garuda who was summoned into Cheliax by some followers of Sarenrae who sought divine protection in the rural areas of Cheliax. While staying with the followers of Sarenrae, Malinor’s parents met and had a baby. Shortly after Malinor was born, an attack by Cheliax hit their camp. Malinor’s father was banished back to the Heavens and the soldiers of Cheliax began subduing the followers of Sarenrae with brutal efficiency. Malinor’s father did delay them enough that his mother was able to hide them.

The destruction of the camp was noticed by some local hunters who went to investigate. By the time they got there, the soldiers of Cheliax and any prisoners that they had were long gone, but the hunters heard the wailing of a child. When they found the Garuda baby they were astounded. In many ways the child looked like a human, but it had strange glowing green eyes and instead of hair a plume of feathers crowned his head. The hunters were followers of Erastil, god of the hunt, and so they took the child with them.

Malinor grew up in a spartan monastery in the hills of Cheliax. He was found to be skilled with a bow and to have a sharp mind and eye. He took a place in the church and learned the ways of Abadar. In time, word came that Maria, a priestess from the church, had heard of Malinor and came to find him and induct him into an official capacity in the church. When she arrived, the woman was astounded to see an Aasamir in Cheliax. After much discussion it was decided that Malinor should be brought into the church, but that he could not remain in Cheliax. Eventually, someone would report him to the authorities and they would come for him.
Maria called upon Erastil and he gave a vision of Malinor being needed along the Worldwound. So Malinor gathered up his belongings and set off to find his fate.

Appearance:

https://www.myth-weavers.com/showthread.php?p=15466435

With his hood up, Malinor looks like a human to most who glance at him. If you look closer his eyes gleam a green color and if his hood comes down he has a plume of feathers instead of his normal hair. Because of this he tends to wear traveling garb and keep his hood over his feathers.

What Malinor Brings to the table:

Malinor brings ranged combat. As an inquisitor he will be able to track and identify many of the threats we face. He can also bring support casting to aid the group.

Grand Lodge

Okay, this is gonna be a fun combo.

1. Paladin / Inspired Blade
x. Paladin / Magical Child

Time to build for funsies!


Okay! Here is my concept for the Paladin/Inspired Blade Swashbuckler(Magical Child at later levels)

Background and appearance:
Stephen is a dapper man, with extremely sharp, almost avian features. His eyes, are a pupil-less black, while his hair is of a soft, seafoam green. His skin, a nearly pure lace white, with a hint of green, give him a radiant look when in the sunlight. Along his face, arms, and torso are scars from his training, and the attack that changed him as a child. On his back, are small, brightly colored wings that start white at the base and transition to a vibrant emerald green at the tips

As a child, the daemons didn't scare him as much as they should, and while often exploring the outer walls, he would watch the foul creatures fighting the patrols. One fateful day, though, he wandered off further than he normally did from the walls, drawing the attention of a daemon. Assaulted, and nearly killed by the demon, he was saved by one of the patrols. For weeks, he lay in a coma, but upon waking, seemed off. Almost healthier than before. Convinced this was a blessing from Iomedae, the child began training with the crusaders.

While jovial for the most part, the aasimar would was focused on protecting "his" people, the crusaders, and will highly focus on the enemy in a fight, while spouting jokes or taunts during the duel.

While a duelist of sorts, it is his job to harry his enemies with jabs and pokes, distracting the enemies from the back line.

What he brings to the table:
Stephen will be a frontliner that will be extremely mobile. Later on, with self-buffs from the unchained summoner spell list, the paladin list, and a familiar that can help provide him flanking. His job is to harry and harass the opponents, while poking them full of holes.


Gestalt makes it so easy to build efficient front liners that you just don't see any secondary melees like a Reach Cleric or similar stuff.

There's only one archer so far, I think? Archers are probably totally overkill in Gestalt if you focused.

I'm still weighing my options on the crunch. I do have an idea for the fluff.


Reach tactics are still worth it IMO, it's just you'd be doing it with full bab + caster.


I just got struck by inspiration,

@GM ignore my PM, with these pretty complicated background plots. I got a really fun, straightforward and amusing concept!


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Ellioti wrote:
Gestalt makes it so easy to build efficient front liners that you just don't see any secondary melees like a Reach Cleric or similar stuff.

Well, hell, guess I better tear up my character sheet, eh? :D


Ayaal wrote:
Ellioti wrote:
Gestalt makes it so easy to build efficient front liners that you just don't see any secondary melees like a Reach Cleric or similar stuff.
Well, hell, guess I better tear up my character sheet, eh? :D

You’re taking the harder road, which is more impressive!


Lets have some fun!

Here is Mightypion submission, a Mutagenic Mauler/Boaster.

After getting into Trouble with Cayden for overdoing the booze, he switched to Kurgess because drinking competitions are officially a thing with him, and has a achieved a mildly implausible feat in doing so (alternatively everyone present just failed a pretty tough sense motive), setting him off to adventure in the worldwound.

What does he do?

math and stats:

Medium armored frontline fighter, pretty tough and burly, will start to hit like a truck at level 2 when he gets flurry.
He can deliver both offensive and defensive buffs to the party. He has both raging song, which hands out rage powers, and song of endurance, which can hand out Deathless Initiate, Deathless Master, Deathless Zealot, Diehard, Fast Healer, Heroic Defiance, and Heroic Recovery.
He cannot hand out both at the same time until he gets level 5 spells.
The raging song does hinder party characters, the song of endurance does not, and while it will be a while until I can do both (shadow bard spell), its a pretty cool degree of flexibility, and an archetype called boaster fits Kurgess really well.

@GM intelligent demons would believe that he is corruptable with booze or partying, they are not entirely wrong.

Personality quirks:
--will prefer redemption over killing, pretty massively.
--Can typically be goaded into a "competition or contest"
--His word is pretty good
--Does like a good party, in all interpretations of the word.
--Likes to solve things creatively


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Thanks for the support, Witch! I appreciate your kindness.

I've played the first sections of WotR before. IMO... a halfway crafty GM can 'Doom-scale' WotR to 'Hurt Me Plenty' mode without much effort. :D It's one of the reasons I like this Path so much.

And in that event, even two buffed out front-liners will not be enough to manage the hordes. At that moment, every weapon counts and your team better bring their 'A' game. And to Silas' point, what a reach combatant brings that a melee combatant generally can't is some low-rent, non-magical, battlefield control in terms of interdicting enemy movement.

At least that is the theory I'd like to test with Ayaal. :) YMMV.


Okay, one question: are archetypes such as Zen Archer supposed to work with the Unchained Monk, or did they release a way to convert them or whatever? I know with the Unchained Rogue most archetypes are supposed to work fine. In the case of the Zen Archer, it seems pretty obvious how to tweak them, but Idk if it's official.

And if it wasn't, @Shadow_Fox, would you allow that?


Thanks for the vote of confidence Ayaal! I'm not saying I certainly WILL withdraw Bengi, just building a Paladin right now and watching what happens over the weekend.

In any case I'd be changing Bengi on the Cleric side. She's never going to be able to be more than moderately successful as a Cleric, I wouldn't be able to invest in the Wisdom increases or feats to do anything on that side, most everything needs to go into the Ranger side for archery. That's fine because that's the side I'm more interested in anyway. Also no investment in Intelligence or Charisma means Channeling won't be much and I'd have trouble covering the needed skills with the points I have.

I've been looking at Inquisitor and Warpriest instead of Cleric. Inquistor helps with skills due to class abilities like Monster Lore, and a nicely compatible spell list taking Bengi in a more skills and utility direction. Warpriest combined with Ranger would give Bengi more feats than a fighter. I could pick up a second combat style and still patch deficiencies with feats like Cunning.

Regardless of how it all ends, I'm out of the Cleric business.


Jereru wrote:

Okay, one question: are archetypes such as Zen Archer supposed to work with the Unchained Monk, or did they release a way to convert them or whatever? I know with the Unchained Rogue most archetypes are supposed to work fine. In the case of the Zen Archer, it seems pretty obvious how to tweak them, but Idk if it's official.

And if it wasn't, @Shadow_Fox, would you allow that?

Hey, Jereru. So, 'officially' you have to use the standard Monk for Zen Archer. However, if you have HeroLab, the PF community there has created an unofficial version of ZAM that works with the Unchained Monk. If you don't have HeroLab, I'd be happy to post the conversion for you, if Shadow Fox is OK with any/all of that.


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Bengi asuli Fidan wrote:

Thanks for the vote of confidence Ayaal! I'm not saying I certainly WILL withdraw Bengi, just building a Paladin right now and watching what happens over the weekend.

Regardless of how it all ends, I'm out of the Cleric business.

That all sounds reasonable. You do you, Bengi! :D


Ah heck it, I'll just start posting in character.

Ayaal wrote:

Thanks for the support, Witch! I appreciate your kindness.

I've played the first sections of WotR before. IMO... a halfway crafty GM can 'Doom-scale' WotR to 'Hurt Me Plenty' mode without much effort. :D It's one of the reasons I like this Path so much.

That's actually a really interesting article! Thank you for sharing it. As a hobbyist game dev, it was definitely a good read. I think it misses the other problem with higher difficulties, which is that they can lock you into very specific strategies which may be less fun to play. I really like trying to bring in mechanics I've never used before when I make characters, instead of falling back on consistent options. I'm personally hoping it doesn't turn into an exceptionally difficult game because I definitely don't think I'm particularly mechanically optimal haha. And hey, I get some fun attack redirection abilities from Azatariel as I level, so I can help with battlefield control!

@Bengi Warpriest/Ranger does seem really good, and I'm eyeing your feats jealously. I accidentally traded all my bonus feats away (whoops). Play what you'd enjoy most :)


Dotting in, I will also provide a character by tomorrow.

Currently working on a Paladin(Hospitaler, Tempered Champion)/Oracle(Spirit Guide) of Battle;

One question: Drawback for extra Trait possible or not wanted?
(Specifically, I really want Savant for my Musetouched, to get Class-Skill for Perform skills - but since they won't have any mechanical effect it's a bit hard to justify to use the only "free" trait slot for it.)

Also: Usually the campaign traits are linked with Mystic Paths - I know this will be non-mystic, but will the campaign traits have some effect later? Or are they effectively just flavor/storywise, beyond the initial benefit they provide?


My own take, kind of pathfinder related, on difficulty is this:

--First, expectations of difficulty can differ massively between players in a group. Like, what is your prefered character death frequency?

--Second, difficulty does not neccessarily mean fighting. Putting a proper infernal contract to paper can be "fiendishly difficult" as well. Or trying to notice who is plotting against whom. Or actually noticing a personality change, indicating a shapeshifter infiltration.

--Third, the problem with combat difficulty is that the players losing can end the campaign. On the other hand, it does not particularly matter how the players win, as long as they win. One way to get around that is to have "total success", "mostly success", "partial success" etc. tiers, based on f.e. how many hostages the heroes save etc.
This could result in interesting additional encounters.

--A reason for Pathfinders learning curve is that you make/plan your character, but often have a hard time adapating the build to the actual circumstances in the campaign. Like, the lag time between, "make a character", "actually use the character" and "make a new character based on experiences acquired" is often years.


Ayaal wrote:
Ellioti wrote:
Gestalt makes it so easy to build efficient front liners that you just don't see any secondary melees like a Reach Cleric or similar stuff.
Well, hell, guess I better tear up my character sheet, eh? :D

Honestly, I wouldn't call your character a secondary melee. It looks like melee is his primary focus, he seems really good at it. Which proves my point :)

I like the build, btw.


List of current candidates to help me sort the actual applications received:

Stormraven: Ayaal LG Plumekith Cleric (Crusader) / uMonk ~ Shelyn
Turin : Mailhain NG Emberkin Cleric (Herald Caller) / Wizard (Draconic) ~ Iomedae
Lapyd : Evelyn NG Emberkin Bard (chronicler of worlds, flame dancer) / Investigator (empiricist) ~ Magdh
Philo : Ellaria NG Musetouched Bard (dawnflower dervish, faith singer) / Swashbuckler ~ Sarenrae
Rdknight : Bengi CG Plumekith Archer Ranger (Transporter/Tanglebriar Demonslayer) / Cleric (Varisian Pilgrim) ~ Desna
Jackson : Matada CG Plumekith Ranger (Divine Tracker) / Hunter (Forester) ~ Desna
Witch : Valeneria CG Musetouched Oracle (battle mystery) / Swashbuckler (azatariel) ~ ?
FangDragon : Shanya NG Emberkin Magus (Kensai) / Evoker (Admixture) ~ ?
Malinor : Malinor LG Plumekith Inquisitor (Sanctified Slayer) / Monk (Zen Archer) ~ Erastil
Michael_H : Stephan Azata-blooded aasimar (musetouched) paladin/swashbuckler (inspired blade) ~ Iomedae
Mightypion : Askold CG Angelkin Brawler (Mutagenic Mauler) / Skald (Boaster) ~ Kurgess

Witch, I do not recognize the azatariel archetype for Swashbuckler. Please provide a link to the source.

FangDragon, what is your deity?

If I missed anyone, let me know.


Shadow_Fox wrote:


Witch, I do not recognize the azatariel archetype for Swashbuckler. Please provide a link to the source.

Here. It's from Planar Adventures.


Witch of the Night wrote:
Shadow_Fox wrote:


Witch, I do not recognize the azatariel archetype for Swashbuckler. Please provide a link to the source.
Here. It's from Planar Adventures.

Thanks!


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Ellioti wrote:
Honestly, I wouldn't call your character a secondary melee... I like the build, btw.

Thanks. FWIW, I hope you weren't concerned that I took your initial comment personally. I wasn't offended at all. There are so many debates about every aspect of this hobby that I find it very hard to be offended by anything. I chalk everything off to people just having different opinions. :)


I made a final decision to keep Bengi as my submission, but with Cleric changed to vanilla Warpriest. Her profile has been updated to reflect the changes.

No fancy plans for all those extra feats quite yet aside from those needed for archery. But, I should be able to use the regular advancement feats for luxuries that can't typically be afforded. Maybe I will get those neat aasimar wings, and Desna's Deific Obedience, or maybe Bengi will become a Signature Skill Healer.

I really like the idea that Bengi could pick up some quirky abilities or interests. It's so hard to do with most characters. I shouldn't pass up the opportunity.


My submission is below. This is actually the second character I rolled up, because after I finished my first (a ranger/inquisitor with an archery focus), I felt like the sort of character I was going for was already well-represented in other submissions. So I looked at what had been submitted, and I also noticed that there weren't that many paladins or other heavy-armor types. Instead of creating a paladin, however, I went paladin-adjacent and built a fighter/inquisitor.

Build:
Carwel Sige
Male archon-blooded aasimar (lawbringers) fighter 1/inquisitor of Iomedae 1/gestalt 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 46)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +3; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee chakram +3 (1d8+3) or
. . greatsword +4 (2d6+4/19-20) or
. . morningstar +4 (1d8+3)
Ranged longbow +2 (1d8/×3)
Special Attacks judgment 1/day
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—continual flame
Inquisitor Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—divine favor, protection from evil
. . 0 (at will)—create water, detect magic, detect poison, guidance
. . Domain Persistance inquisition[UM]
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Angelic Blood[ARG], Power Attack, Step Up
Traits deft dodger, touched by divinity
Skills Acrobatics -3 (-7 to jump), Climb +3, Handle Animal +4, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +5, Ride +1, Sense Motive +8, Survival +5; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common, Draconic
SQ monster lore +1, relentless footing, stern gaze +1
Combat Gear potion of cure light wounds; Other Gear scale mail, arrows (20), chakram[APG], greatsword, longbow, morningstar, backpack, bedroll, belt pouch, chalk (3), flint and steel, grappling hook, hemp rope (50 ft.), manacles, piton (5), pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Iomedae, 32 gp, 5 sp, 7 cp
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Inquisitor Domain (Persistance Inquisition) Deities: Asmodeus, Iomedae, Urgathoa.

Granted Powers: Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world's end if necessary. You receive Step Up as a bonus feat.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +1 (Ex) +1 to Knowledge checks when identifying the weaknesses of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Relentless Footing (4/day) (Ex) Swift, gain +10 ft enhancement bonus to speed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.

Background:

Carwel Sige was born in Kenabres to two members of the Iomedaean clergy. As a strong, hearty aasimar, this was seen as a sign from above that he was meant to serve as a warrior in the holy crusade to drive the demons back through into the Abyss! As such, Carwel was trained in the arts of war, the scripture of Iomedae, and the terrors of the Worldwound. He was to be a paladin at the forefront of the battles against the demonic horde.

Although Carwel is a skilled warrior, and although he is devout, and although he believes in the cause of ending the demonic incursion... he did not have what it takes to become a paladin. For Carwel directed nearly as much ire at the parts of the Mendevian Crusade that weren't doing enough or even actually working at odds with the greater good. Instead of being a shining example of how a crusader should act, he spent much of his time focused on the failings on the inside of the Mendevian Crusade and the works of the Iomedaen Church. The day Carwel rooted out a traitor beholden to the Abyss was the day the church realized the weapon they had in Carwel and Carwel realized why Iomedae placed him in Kenabres.

The local populace doesn't view him like they do heroic paladins and other crusaders, but they can't ignore him either due to the traits that mark him an aasimar and the sanction of his church. Most don't know what to make of him, and this makes many nervous when in his company.

Description:
Image

Heavy build, but shorter than most humans. Shoulder-length black hair. Reddish-brown metallic sheen on skin. Glowing eyes. Heavy low voice that you can hear reverberate in your chest. Impassive demeanor to those he considers enemies or hasn't yet judged, but relaxes somewhat when interacting with those he calls friends.

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