Hellknight

Don Guy's page

740 posts. Alias of Andrea1.


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Don't forget me! All ready to Unleash the wrath of heaven!


We will get along like a house on fire! Rip and Tear!


Lvl 2 hp: 1d10 ⇒ 3
Lvl 3 hp: 1d10 ⇒ 3


I will have to do some fiddling. But I'd like to do Don Guy. A totally not Doom Guy from DOOM. Paladin who rip and tears.


Here is Don Guy. Paladin ready to RIP AND TEAR!

Been on the boards here for quite some time and have been in a few successful games. Ready for some no worries be bloody gameplay!


Ok. Don Guy will be Sacred Servant/Oath of Vengeance. Will worship Ragathiel.

My plan(If he survives that long) is to take Rage Subdomain so I can rage like a barbarian and smite
So I can turn into this guy


I'm considering being a smiter machine by combining Celestial Servant/Oath of Vengeance.

Servant:

his functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

This ability replaces smite evil.

Spells
At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Divine Bond (Su)
At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol.

As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant’s holy symbol to shed light like a torch.

At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells.

Each bonus can be used to grant one of the following enhancements:

+1 caster level to any paladin spell cast,
+1 to the DC to halve the damage of channel positive energy when used to harm undead,
+1d6 to channel positive energy,
+1 use/day of lay on hands.
These enhancements stack and can be selected multiple times. The enhancements granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. If the sacred servant increases her number of uses of lay on hands per day in this way, that choice is set for the rest of the day, and once used, these additional uses are not restored (even if the spirit is called again that day). The celestial spirit imparts no enhancements if the holy symbol is held by anyone other than the sacred servant, but resumes giving enhancements if returned to the sacred servant. A sacred servant can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a holy symbol with a celestial spirit is destroyed, the sacred servant loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the sacred servant takes a –1 penalty on attack and weapon damage rolls.

Call Celestial Ally (Sp)
At 8th level, a sacred servant can call upon her deity for aid, in the form of a powerful servant. This allows the sacred servant to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The sacred servant’s caster level for this effect is equal to her paladin level.

This ability replaces aura of resolve.

Oath:

While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven’s most definitive and implacable judgment.

Channel Wrath (Su)
When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

This ability replaces channel positive energy.

Powerful Justice (Su)
At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’s attack bonus or ability to bypass DR.

This ability replaces aura of justice.

Code of Conduct: Never let lesser evils distract you from your pursuit of just vengeance.

Oath Spells
1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order’s wrath.

So the idea is to use Lay on Hands to fuel more smites

Lay on Hands
Bonus from Sacred Servant of more LoH
Goes into more smites from Oath of Vengeance


Robert Henry wrote:

So just realized the recruitment thread was extended until Friday: Will post another update before then

Ellioti:Halfling, Dual Path Trickster/Hierophant
Oyzar: Gnome Irorian Paladin
Aldizog: Sacred servant Archmage
Cuàn: Tiefling ?multiclass; Crumson Templar and Scar Seeker?
YoricksRequiem: the bard role...
chunky04: Duron Daygen:A virtuoso Bravo Trickster
MayveAvengr: Gnome Faithful Wanderer Paladin Trickster
The Archlich: Dwarf Stonelord Guardian
Nathanael Love: Æthelweard Tinytoes, Hospitaler Paladin, Hierophant
Spazmodeus: ranged specialist Paladin
Jereru: Half-Orc vanilla Paladin Champion
Orodhen: Virtuoso Bravo Paladin of Shelyn using the Bladed Brush feat or A shining Knight mounted Paladin
Phntm888: Ardriel Zinro Archmage
Don Guy:
Robert Henry: Aasimar Ian Passeri sacred shield/Warrior of the Holy Light Marshal or Guardian The backstory will reflect both as a possibility

Don guy is a vanilla paladin with a greatsword who will be going for massive smites.


Don Guy here. Ready to rip and tear!


Human Paladin 3

Well this is just becoming more of a hassle than it is worth so I will be dropping out. It has been good gaming with everyone.


Human Paladin 3

Horn bow means effectively having a new character since it is a STR based bow


Human Paladin 3

Didn't buy anything


Human Paladin 3

Level 7

HP 10+2+1=13
Bab +1
Armor Training -2 ACP +2 Dex bonus
+1 Perception
+1 Swim
+1 Ride

+1 Know-Geograhpy
+1 Craft- Bows/Crossbows

New Feat:Iron Will +2 Will save

+1 Combat Stamina


Human Paladin 3

Will level soon


Human Paladin 3

Don needs bigger clips so he doesn't have to reload so much. Perhaps a big ammo drum on his back that belt feeds bolts into his crossbow
Like here


Human Paladin 3

A Cloak of Resistance+1 please.


Human Paladin 3

We can become Invisible again with Tink's magic and go through the walls. The gates will have the murder holes and arrow slits while the defenses at the hole will be less likely to have any fortification.


Human Paladin 3

Set up a house of negotiable affection!


Human Paladin 3

We are all so poor. I guess we will have to sell our bodies on the street corners.


Human Paladin 3

She could be using magic to mask herself


Human Paladin 3

No doubt there are guards everywhere, so we just have to be prepared for a fight regardless of our methods.


Human Paladin 3

Toss her into a saddlebag and take her south for trial.


Human Paladin 3

After placing his order for enough bolts to hopefully last him for a major incursion, Don heads to his tent and removes his blood and sweat stained armor and clothing. After sitting down for a bit to catch his breath, Don begins cleaning his weapons and armor, scouring off any blood and buffing out any dents before settling back and taking a short nap.

Once he awakes, he dons his gear once again and heads out to join patrols to secure the area.


Human Paladin 3

I do believe one can combine things like a Muleback/Resistance cloak


Human Paladin 3

Maybe +1 on my hammer for times I need to go melee

Something that lets me pack large numbers of bolts in my crossbow before needing to reload.

Eventually, I'll get something like outsider bane


Human Paladin 3

Don visits his vast amount of halfling slaves some skilled fletchers and loads up on as many crossbow bolts as he can. he feels that he is going to need a lot of them.


Human Paladin 3

Well..There is a whole lot of 'meh' and things that are so specific that I went with something reliable


Human Paladin 3

Will go with Extra Mythic Feat:Mythic Weapon Focus

Benefit: Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.

So +2 instead of +1 and my mythic boost gives me another +1


Human Paladin 3

Don is exhusted. I fear that I have made a poor choice in weapons. My crossbow barely scratched that thing.


Human Paladin 3

Yes


Human Paladin 3

Ok, Mythic Level 2

Ability Score: +2 Dex

Amazing Initiative
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.+2 Init

Bonus HP +5 HP

Suggestions for Path Ability?


Human Paladin 3

Surge 3/5 Stamina 4/8

Don shoots some more

Crossbow+1,Stamina,PBS,PS,Punishing Blow,Distant Barrage: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 311d10 + 4 ⇒ (7) + 4 = 11

Crossbow+1,Stamina,PBS,PS,Punishing Blow,Distant Barrage: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 251d10 + 4 ⇒ (9) + 4 = 13

Crossbow+1,Stamina,PBS,PS,Punishing Blow,Distant Barrage: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 271d10 + 4 ⇒ (9) + 4 = 13

Distant Barrage
As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Punishing Blow
Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can’t be suppressed or ignored (such as the tarrasque) is immune to this effect.


Human Paladin 3

Need Mythic Blue who can carry wands of magic missile and do strafing runs!


Human Paladin 3

I'll fill it full of holes

Don gets his crossbow ready and will open fire on it.

Crossbow+1,Stamina,Punishing Blow,Hate: 1d20 + 14 ⇒ (7) + 14 = 211d10 + 4 ⇒ (7) + 4 = 11

Crossbow+1,Stamina,Punishing Blow,Hate: 1d20 + 14 ⇒ (7) + 14 = 211d10 + 4 ⇒ (1) + 4 = 5

Crossbow+1,Stamina,Punishing Blow,Hate: 1d20 + 14 ⇒ (9) + 14 = 231d10 + 4 ⇒ (10) + 4 = 14


Punishing Blow
Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can’t be suppressed or ignored (such as the tarrasque) is immune to this effect.


Human Paladin 3

Just one more of those foul beasts!


Human Paladin 3

Crusader roll call?


Human Paladin 3

Let's go get it!


Human Paladin 3

Round 4

Don keeps shooting everything he can shoot.

Crossbow,Cold Iron,Punishing Blow,PS,PBS,Stamina: 1d20 + 15 ⇒ (4) + 15 = 191d10 + 6 ⇒ (9) + 6 = 15

Crossbow,Cold Iron,Punishing Blow,PS,PBS,Stamina: 1d20 + 9 ⇒ (17) + 9 = 261d10 + 6 ⇒ (6) + 6 = 12


Human Paladin 3

Reflex: 1d20 + 5 ⇒ (13) + 5 = 18

Reflex: 1d20 + 5 ⇒ (13) + 5 = 18

Don Keeps firing at the demon he was shooting beforehand

Crossbow,Cold Iron,Punishing Blow,PS,PBS,Distant Barrage,Stamina: 1d20 + 15 ⇒ (2) + 15 = 171d10 + 6 ⇒ (8) + 6 = 14
[ooc]Distant Barrage
As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.[/dice]

Crossbow,Cold Iron,Punishing Blow,PS,PBS,,Stamina: 1d20 + 15 ⇒ (8) + 15 = 231d10 + 6 ⇒ (2) + 6 = 8

Crossbow,Cold Iron,Punishing Blow,PS,PBS,Distant Barrage,Stamina: 1d20 + 9 ⇒ (1) + 9 = 101d10 + 6 ⇒ (10) + 6 = 16


Human Paladin 3

Don opens fire on the demon to the south of him
Bolt,Cold Iron,Punishing Blow,PS,PBS,Stamina: 1d20 + 15 ⇒ (11) + 15 = 261d10 + 6 ⇒ (4) + 6 = 10
Bolt,Cold Iron,Punishing Blow,PS,PBS,Stamina: 1d20 + 9 ⇒ (9) + 9 = 181d10 + 6 ⇒ (10) + 6 = 16
Punishing Blow
Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can’t be suppressed or ignored (such as the tarrasque) is immune to this effect.


Human Paladin 3

Reflex: 1d20 + 5 ⇒ (15) + 5 = 20

Argggggg!


Human Paladin 3

Don moves up with his hammerDone


Human Paladin 3

Demon!


Human Paladin 3

Roll init! Woooooo!


Human Paladin 3

Charge! Don attacks!


Human Paladin 3

Don goes through the door


Human Paladin 3

Perception: 1d20 + 8 ⇒ (9) + 8 = 17

Don nods silently to Balthazar and reaches for the door handle.


Human Paladin 3

I don't think Lynn's glaive will be able to be wielded effectively on the stairs so I will go first. Don takes the lead.


Human Paladin 3

I could smash it open.


Human Paladin 3

We seem to have stalled. So shall we get to a tower top and work our way down?

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