Mammy Graul

Bubba Graul's page

11 posts. Alias of Scribbling Rambler.



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Grand Lodge

The Envenomed Snare (Level 7, 60 gp, Grand Bazaar) requires 2 doses of Giant Wasp Venom (Level 7, 55 gp, CRB).

To me, that doesn't make a lot of sense, both from financial and game balance perspectives.

Would it not be more appropriate to use something like Hunter Spider Venom (Remastered Spider Venom), which is lower level and cost?

Grand Lodge

Hi there, wonderful cs people.

Please cancel my Adventure Path subscription after 150 ships to me.

I'm retiring shortly, and will be switching to mostly ordering pdf's.

Best wishes,
Neil

Grand Lodge

Sadly, I've not been able to run a consistent game of Starfinder yet, and my funds won't allow me to continue, so please cancel my Starfinder AP subscription.

Grand Lodge

PaizoCon was a lot of fun, and I had a great time seeing old friends and making new ones, playing games, shopping, and at the banquet.

It was a bit less successful, however, for my characters.

Not counting the Monday open boardgames with the staff, my characters died in 4 of the 8 sessions I played in, and didn't make out too well in some of the others.

I thought my many failures could serve as an object lesson to my fellow board followers.


I laugh at the threat of your early morning session, Vaughan!

Grand Lodge

In Pf1, damage reductions from low strength would end up at a minimum of 1 point of non-lethal.
We were unable to find anything similar in the playtest. In addition, if damage were to reduce to zero, would enhancements like poison apply?

Doomsday Dawn example:
For example, one of our companions was attacked by giant centipedes. A few of them bit him for 1d4-1 damage (+ poison), and 3 of them rolled 1's. Do they each do a point of non-lethal? No damage? A point of lethal? Does poison apply?

Grand Lodge

As the title says, none of the dropdowns available from play-by-post gameplay threads allow you to quickly call up the PRD.

A minor annoyance, but quick access to the rules would make running that much simpler. Especially if I'm on a device where I don't want to bookmark the PRD (ie public).

Thanks for all your hard work!

Grand Lodge

4 people marked this as a favorite.

It's very early in the new board roll-out, too early to judge much (though I find them aesthetically appealing).

One thing I do NOT like is no longer being able to click on my name up top to access my various game threads.


3 people marked this as a favorite.
Male Elder GM

It is foolishness to try to understand the thinking of the Pactmasters of Katapesh, yet even more foolhardy to defy their will.

A small group travels in a caravan through the desert of Katapesh, one week out of Solku. The journey has been grueling, with danger wearing the most tedious of masks: heat, exhaustion, and thirst. Three days ago, the older priest of Sarenrae was killed by a scorpion in his tent, leaving only his acolyte to continue on this mission.

The task awaiting will be difficult. The caravan is led by Garavel, major domo to the merchant princess Almah Roveshki. Almah seeks to reclaim the lost village of Kelmarane, once a critical trading center on the way to Osirion, now overrun by gnolls.

The caravan is nearing a landmark known as The Sultan's Claw, where Almah awaits. In the haze to the west, the outline of Pale Mountain can be made out in the fading evening light, rising from the horizon like a pale tombstone.


Male Elder GM

Hello all, welcome to the Discussion Thread.


Male Elder GM

It has been 10 days of recovery from the orc attack, where the heroes have had the opportunity to enjoy their new status as the heroes of Trunau, when they are requested to come to Ivory Hall to meet with Halgra of the Blackened Blades and the rest of the Council of Defenders.

Grand Lodge

Hi there, as the title says, please cancel my SFRPG subscription.

I really enjoy the game, and will continue to get the books, but it is better for me to do so through my FLGS.

No change for my 2 AP subscription.

Grand Lodge

Hi, I'm another one who got caught with a shipping error.

$34.16 for an AP volume seems somewhat high.

:)

Grand Lodge

4 people marked this as a favorite.

Well... I'm just a simple farmer...
but this looks like it will give me a chance against housecats!

I like the streamlining. A lot.

Can't wait to take it for a spin in August.

Grand Lodge

Legendary Planet is awesome! In my opinion, the quality is close to many of the better Paizo AP's, with a theme not covered in any of them.

We're having a lot of fun with it in our pbp game, even though we're still only in Book 1 (To Worlds Unknown).

Grand Lodge

Hello wonderful customer service people.

Please cancel my Pathfinder Adventure Card Game subscription.

While I know there are no products currently on the slate, I want to make sure that I don't miss an announcement and get stung for shipping a base set. I have subscribed after the base for past sets.

Thanks very much.


Male Elder GM

Start

Grand Lodge

I like the Thug, standard mooks are always welcome.

Cabbagehead is too small to sub for a flesh golem, but may work as a carrion golem, a bloatmage, or possibly a lemure. Probably won't be too useful for me.

I really like the Pilts miniature, though I don't know when I'd use it.
Definitely still want it.

Grand Lodge

Hello Marvelous Customer Service People,

Would it be possible to get this order moved to my sidecart, to ship with my next Adventure Path shipment?


For the first time in years, a post of mine got eaten by the dreaded Post Monster.
I thought I'd raise a flag in case it was symptomatic of more.
Just a post in my "DM Rambler's Bloodmarch" thread.


Male Elder GM

Jubilation fills the evening air in the normally staid town of Trunau, for it is the twelfth birthday of the Chief Defender’s youngest daughter, Ruby, and the townsfolk have been preparing all day for the ceremony and festivities to follow. A throng of spectators has amassed at the town Commons; the buzz of the crowd subsides as the weathered town leader, Halgra of the Blackened Blades, takes the stage and begins to speak.

“Thank you all for joining us this night. I take immense pride in my responsibility as Chief Defender, especially when it comes to the honor of the hopeknife ceremony. It is always a great privilege to bequeath Trunauan youths their hopeknives as they come of age.” Halgra stops speaking long enough to open an ornamental case and retrieve a slender, ornately decorated dagger hanging from a silver chain. “But tonight is a special occasion, for the recipient of this hopeknife is none other than my youngest daughter.” Once again, Halgra pauses, but this time she turns to talk to the child beside her. “Ruby, by the traditions of our town, you have come of age. This hopeknife represents your responsibilities as an adult and defender of Trunau. You must be willing to use it on yourself, your fellow Trunauans, and your family—even me, should it come to that. It will be a far quicker death than that which the orcs will offer, and providing it is your duty. Do you swear to guard Trunau from all comers, and to use your hopeknife only for its intended purpose?”
Ruby—dusky skinned, black haired, and painfully shy—nods her head in response to her mother’s question.

Halgra sheathes the hopeknife and places the necklace around Ruby’s neck before turning back to address the crowd.
“Tonight, Ruby becomes a full member of our community! Let us welcome her, and celebrate her passage into adulthood! Trunau forever!” The crowd echoes Halgra’s last words in unison, signaling the end of the ceremony.

As the ceremony ends, the celebration begins. Trunauans begin milling about the food and beverage stands, and preparations are made for games to begin.

Rodrik Grath leaps onto the stage, followed less flamboyantly by his twin brother Kurst and a handful of militia. The popular warrior addresses the crowd.
"As is tradition, the first event will be a tug-of-war that pits Trunau's newest defender against the town's mightiest champions!"
Rodrik pauses, and he and a couple of his companions pose and flex for the audience. Kurst looks embarrassed.
"Ruby now has the opportunity to choose her teammates!"
The girl quietly looks over the audience, then speaks softly to Rodrik, who relays her selections.
"Stardust! Whitecrow! Giles! Zepfina the axe-sister! Tarakona! And..."
He bends over to Ruby again, while she speaks and gestures.
"You!"
He points towards Slei.


Male Elder GM

This is a discussion thread for a play-by-post of "Battle of Bloodmarch Hill". If all goes well, it will continue into the Giantslayer Adventure Path.

Character Creation:

Characters are to be created with a 20 point buy. Legal sources include any hardcover rulebooks represented in the PRD, as well as the Inner Sea World Guide. Other sources will be generally disallowed, but you may make specific requests (ex. things from the Giant Hunter's Handbook are likely to be allowed). 150 gp for starting equipment.

Players should download the campaign Players' Guide here. Starting characters get 2 Traits, including one from this guide.

Character Advice:

As well as the recommendations from the guide, I strongly suggest that the group include a positive energy channeler. The hooks will probably work best for those who trend towards Lawful and/or Good. The first adventure is mostly in a small town, so mounts and exotic pets will be slow starters (though they may be very useful in later chapters). Worshipers of Iomedae, Abadar, or Torag would be extremely appropriate. Gorum ,ay be problematic (half-orcs are viewed with sympathy, but the setting is a fortress town in the midst of the orc hordes).

Grand Lodge

1 person marked this as a favorite.

Well...
How did I get here??


Male Elder GM

The flyer promised "High wages for a short journey and investigation. Small risk expected."

It seemed worth checking out, a little other paying work seemed available in Silverhall for people with particular skill sets.

At the building specified in the notice, a representative of "Fine Woodwork of Shimmermere", Arak Sonthir, explained that an expected darkwood shipment was overdue from the village of Holver's Ferry. An agent had been sent to the village, but he was later found in the wilderness by company guards. He was suffering from some form of violent madness, and was killed by the guards as they defended themselves from his attacks.

Sonthir offered you 800 gold each to travel to Holver's Ferry and attempt to recover the darkwood shipment and discover what has delayed it (and possibly what happened to the agent). Additionally, a pack mule and sufficient trail rations for a return journey were made available.

A trip from Silverhall to Holver's Ferry takes about 4 or 5 days of walking through relatively safe Brevan countryside.

Does anybody have anything further to ask/do in town? Assuming you all take the job, there is plenty of time for you to reveal as much as you like about yourselves on the trek.


Male Elder GM

This is the discussion thread for an upcoming invitational game starting with The Assimilation Strain.

Players, please check in here.

Grand Lodge

Wonderful customer service people, please cancel my ACG subscription for now.

I may restart after the next big box comes out.

Grand Lodge

Interesting.

Spoiler:
Especially as my group is just returning to the Hut on Triaxus after recovering a bearskin.

Family members of those who have 3 design credits are still eligible, right? ;)

Grand Lodge

2 people marked this as a favorite.

It's not in general release yet, and I don't usually review adventure products until after I've run them, but my excitement for this product line spurred me on a little early. I'm no Endzeitgeist, but I hope people find this useful or interesting.

"The Assimilation Strain" is a 1st-level adventure which serves as an optional introduction to the Legendary Planet Adventure Path.

It's a visually appealing product. The art is reminiscent of pulp sf books, with an added touch of early RPG products. I like the added touches of the starscape headers and otherworldly footers, along with the planetary symbol around the page numbers. Layout and font are attractive and easy to read. I was impressed that I only noticed one typo, considering how fast this was produced to get it out for Gen Con. And the extra pdf of all of the maps and art, including player-friendly versions of the maps, is a fantastic bonus.

Among my all-time favourite beginner adventures are "The Sinister Secret of Saltmarsh", "Against the Cult of the Reptile God", and "Burnt Offerings". While I don't believe "The Assimilation Strain" will supplant any of those, it's not far off. And it has a lot in common with those great adventures: a well-written investigative adventure with multiple layers of adversaries, taking place in a small town populated by three-dimensional NPC's.
I don't believe that I've been this excited to start a campaign since I picked up a book with Karzoug on the cover 8 years ago.

The only minor flaw so far is that a map (ground floor of the manor) is absent from the original pdf and print version. It is included in the bonus map file, and I'm sure it will be put into an updated pdf. And the descriptions in the adventure are sufficient for most GM's to create an appropriate map.

Well done, Legendary! I'm eagerly awaiting "To Worlds Unknown"!

Grand Lodge

Mea culpa!!

I suspect I'm out of luck now that it is pending, but is it possible to remove "We Be Goblins Free" from this order?

I forgot that it was in my sidecart, and picked it up at Gen Con.

Grand Lodge

1 person marked this as a favorite.

Five is right out!!

Grand Lodge

Hi there,
I just re-started my PACG subscription with the Add-On deck.
Is there any chance it can make it out with my Adventure Path still?
If not, I'd prefer that it wait til the next round.
Thanks for your help!

Grand Lodge

Happy from the blog and The Clompster.

Sad from the no more Gary blogs (for now).

Grand Lodge

Lovely Customer Service Folks,
As requested above, please cancel my PACG subscription.
I will likely start up again after the big box, assuming the setup is the same as last set.

Thanks!

Grand Lodge

1 person marked this as a favorite.

It's the game of the "Overheard" thread!!

Grand Lodge 3/5

I sort of hate to ask this, but...

Is the special rule of the play mats "official" for organized play?

I didn't notice anything about it in the Org Play Guide, and I'm sure it will come up to a co-ordinator some time.

Grand Lodge

Grrr... I can never seem to combine things correctly. Internetting is hard!

Could this order please be held to ship with my next subscription?

Thanks for your help!

Grand Lodge 3/5

I'm thinking about dropping by U-Con in November (Ypsilanti, MI), and I was wondering... is anybody running Guild play, or PACG demos there?


Love the replacement super booster. I'm a little saturated on dragons because of the D&D set that just came out, but I'm still all about the matching sets with one of each size. The Lost Coast set is one of the best so far!

Grand Lodge

Card text:
"When you close a location, you may attempt to acquire any allies left in that location deck."
"When you acquire an ally, put it put it into an ally pile next to this scenario card."...

Does the second portion only refer to allies acquired via the first part, or all allies acquired during the scenario?

Does it only apply to allies acquired using a check to acquire, or also allies gained through other means (ex: add a card to your hand)?

My feeling is all in the scenario, and only through checks, but I thought I would confirm.

Grand Lodge

Hello.
I messed up a bit with this order, partly due to my unfamiliarity with the new system. As I was going thru, I kept figuring I would run into the option to ship with my next subscription... but it never came.

Would it be possible to hold this order to ship with my first volume of Iron Gods (and hopefully my Character Add-On Deck)?

As always, I appreciate your help.

Grand Lodge

Please lovely customer service people, cancel my Adventure Card Game subscription.

I will be re-starting the subscription ASAP, but the shipping for the big box is too much.

Grand Lodge

I know it's really early, and that we haven't even started to see the expansion decks coming out yet.

However, I'm pretty sure that Paizo must be pleased with the general response the PACG has received so far. And if they are planning a sequel, they will need to start very soon.

And the internet is exactly the place for rampant speculation.

So I was wondering what the community would like to see for a sequel.

Personally, I think Jade Regent or Skull & Shackles would be leading contenders.
1/ They each would enable the designers to use iconic characters which would be less suited to other choices (ie Haytao & Reiko for JR, Lirianne for S&S)
2/ They are both reasonably popular campaigns, yet may have adventures still available in stores (cross-promotion = good thing)
3/ Pirates!
4/ Ninjas!

One thing I would like to see rules-wise is that any characters would be playable in any set, so we could use the new ones in RotR and the old ones in the new game.

Speculate away!

Grand Lodge

Playing tonight, my group believed it was possible. However, we were all unsure.

Full Name

Nilus Romani

Race

Nilus' New Friends

Classes/Levels

Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Gender

Nilus' Consumables

Size

Medium

Age

23

Alignment

LG

Deity

Shelyn

Location

Worldwound

Languages

Common

Occupation

Crusader

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 21

About Nilus Romani

Nilus Romani
Male human paladin 7/sentinel 5/Guardian 5 (Pathfinder Campaign Setting: Inner Sea Gods)
LG Medium humanoid (human)
Init 8; Senses Perception +13
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 26 (+11 armor, +5 deflection, +1 Dex)
hp 166 (12d10+90)
Fort 18, Ref 13, Will 17; +2 sacred bonus vs. divine spells
Defensive Abilities hard to kill, mythic saving throws; DR 5/epic; Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee rose's kiss +18/+13/+8 (1d8+6 S/19+ plus 2d6 vs. ) or
. . rose's stem +24/19/14 (1d10+9 S/×3 plus 2d6 vs. evil)
POWER ATTACK +20/+15/+10 1d10+17 s/x3 PLUS 2d6 vs. evil
Space 5 ft.; Reach 5 ft. (10 ft. with rose's stem)
Special Attacks channel positive energy 5/day (DC 18, 4d6), guardian's call (absorb blow), mythic power (14/day, surge +1d8), smite evil 3/day (+5 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +12)
. . At will—detect evil
Paladin Spells Prepared (CL 4th; concentration +9)
SEE SPREADSHEET
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 21
Base Atk +12; CMB 16; CMD 32
Feats Clarifying Channel, Deific Obedience, Extra Lay on Hands, Extra Path Ability[M], Iron Will[M], Power Attack, Weapon Focus (glaive)[M]
Traits exposed to awfulness, inner beauty
Skills Acrobatics -2 (-6 to jump), Diplomacy +20, Knowledge (nobility) +8, Knowledge (religion) +6, Perception +13, Perform (dance) +10, Sense Motive +10
Languages Common
SQ aligned strike, amazing initiative, bonus feat, display of charisma[MA], divine bond (weapon +1, 1/day), divine quickness, divine source[MA], draw fire[MA], impervious body[MA], lay on hands 11/day (3d6), legendary item[MA], legendary power, legendary surge, mercies (sickened, staggered), mythic bond, mythic mercy[MA], recuperation, stalwart, symbolic weapon
Other Gear armor of the pious, rose's kiss, rose's stem, belt of mighty constitution +2, cloak of resistance +1, ring of protection +5, talisman of pure good
--------------------

Special Abilities:

--------------------
+4 bonus on Craft and Perform checks (Su) Gain a +4 sacred bonus on Craft and Perform checks.
Absorb Blow (25 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Aligned Strike (Evil) (Su) Bypass certain DR when wielding deities favored weapon.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bonus Feat Gain bonus combat feats, and count sentinel level for fighter level pre-reqs.
Clarifying Channel +5 (1/day) Grant those healed by your channel an extra save vs. charm or compulsion.
Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits. Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.
Ultimate Mercy You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.

Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Display of Charisma (Su) As a free action, use 1 power for +20 to a Cha skill or check.
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Quickness Gain initiative bonus when carry deity's favored weapon.
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Draw Fire (Su) When ally within 30 ft. is targeted by ranged attack, imm. action or mythic powe to become target.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Lay on Hands (3d6 hit points, 11/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Greater Mercy When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - Melee) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Mercy (Su) Mercies automatically succeed vs. non-mythic source. Use power to add break enchantment.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Paladin Channel Positive Energy 4d6 (5/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Smite Evil (3/day) (Su) +5 to hit, +7 to damage, +5 deflection bonus to AC when used.
Stalwart (Su) +2 to save vs. divine spells.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Symbolic Weapon (Su) Deities favored weapon counts as a holy symbol when wielded.
Weapon Focus [Mythic, Glaive] 1 MP: As a swift action, add half tier to attack with selected weapon.


Nilus' Worldview:

Guardians
Guardians respect life and believe there is no greater duty or higher calling than protecting the lives of innocents and those who are too vulnerable to protect themselves. These brave, unwavering individuals gladly risk life and limb in defending whoever or whatever they have vowed to protect, whether it’s a city, village, fortress wall, or even a strategic pass. They willingly sacrifice themselves to the last soul to carry out their duty, and they find their honor, valor, and glory in defense rather than in taking the battle to others. When not actively involved in protecting their charge, they spend their time teaching defensive tactics and skills to those willing to learn.
If you are a guardian, you:
• Protect the lives of others at your own risk.
• Are motivated to protect the weak and the innocent.
• Improve the tactics and defensive skills of those you aid.
Code: You risk your life to protect the lives and well being of others.

Mediators
It is not possible for all members of a community to have their way; life is all about compromise, and mediators specialize in steering rational individuals to agreeable terms and favorable outcomes. When things go badly or they must deal with hostile people, mediators do not rashly pull their weapons on others, but instead offer alternative options for resolution through diplomacy or intimidation. Of course, many creatures lack enlightenment, and thus don’t accept compromise. When words fall on deaf ears, mediators resort to weapons to win the day.
If you are a mediator, you:
• Value balance and peaceful, beneficial resolutions.
• Are motivated by the desire to keep the peace and diffuse conflict.
• Attempt to use your wisdom and charisma when dealing with nonevil creatures.
Code: When conflict arises between reasonable creatures of either axis of your alignment, you offer your diplomatic skills to accomplish compromise or agreement.

Redeemers
Redeemers believe that with a few exceptions, most beings are capable of goodness. Beings not following the path of light need only be given a chance to renounce their wayward behavior and be enlightened to the true path of goodness, thus allowing them to redeem their souls and atone for their vile deeds. Redeemers believe in patience, knowing old habits are hard to break. Of course, those who refuse proffered redemption opportunities must not be allowed to continue along their destructive paths, so redeemers must permanently prevent them from doing further harm.
If you are a redeemer, you:
• Value life and are patient.
• Are motivated to bring others into the light, believing they deserve a second chance.
• Are willing to kill those who refuse redemption.
Code: The lost can be returned to the light if given the chance; you must offer it and show them the way.

Shelyn's Code:

Shelyn’s Paladin Code
The paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their mission is to defend those who devote their lives to the creation of beauty, bring it forth themselves, and prevent the weak and foolish from being seduced by false promises. Their tenets include the following adages.

• I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
• I am peaceful. I come first with a rose rather than a weapon, and act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent.
• I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty’s answer to them.
• I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.
• I will never destroy a work of art, nor allow one to come to harm, unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for
untold beauty can arise from an awakened soul.
• I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world’s potential for beauty is lessened.

Nilus grew up in Varisia hearing about the Worldwound and its effects in the North. He traveled North with a group of idealistic knights from Magnimar. As their Bannerbearer, Nilus was responsible for keeping morale up and keeping them rallied in battle. During a skirmish with a group of cultists he was separated from his unit, the Varisian Lions he was wounded dreadfully and lingered on death's door for weeks. This Exposure to Awfulness, changed his carefree outlook on life and made him a more hardbitten crusader. With the destruction of the Kite and the invasion of Kenabres Nilus has taken a role in rallying the defenders of the city in repelling the demonic horde.

Gear:

+3 Holy Cold Iron Glaive (Radiance),
+2 Evil Outsider Bane Cold Iron Longsword (Rose’s Kiss)
Kit - Paladin's,
Potion CLW, Holy Water, Potion CSW, Potion of Lesser Restoration, Medal of Valor, Medal of Command,
Red Knight's Pennon of Battle (Heroism once/day)
Armor of the Pious (+2 Mithril FullPlate) (Worn) - 1/day increase enhancement bonus by +2 (swift action) - +1 lay on hands per day - +1 use of mythic power per day
+2 Composite Longbow (+2STR)
Belt of Mighty Constitution +2
Cloak of Resistance +1
Talisman of Pure Good
Ring of Protection +5
2000GP

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