Angazhani (High Girallon)

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Organized Play Member. 621 posts (2,679 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 42 aliases.


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Gunslinger?


How would you feel about a hobgoblin?


Dot


Would Gestalt be in the classic sense where you have one class that x|y and any other class would replace both?


Here is my barbarian

Varro Ilthane:

Human Unchained Barbarian (Liberator) 1
LG Medium Humanoid (Human)
Init +1; Senses- , Perception +5
_____________________
Defense
_____________________
AC 16, touch 11, flat-footed 15, CMD 15
HP: 14 (1d12+2)

Fort +4, Ref +1, Will +1
_____________________
Offense h
_____________________
Speed 30 ft (40 base)
Melee Greataxe +4 (1d12+4) x3
Melee [Rage] Greataxe +6 (1d12+6) x3
Melee Dagger +4 (1d4+3) 19-20x2
Ranged Javelin +2 (1d6+3) x2 30ft
____________________
Statistics
_____________________
STR: 17 DEX: 12 CON: 14 INT: 12 WIS: 12 CHA: 10
Base Attack +1, CMB +4, CMD 15
Feats: Power Attack, Improved Sunder
Traits: Fed-up Citizen, Affable
Skills: Diplomacy 4, Knowledge: Local 5, Stealth 5, Disguise 5, Perception 5, Climb 4
Background Skills: Profession: Clerk 5, Knowledge: Nobility 5
Languages: Common, Infernal
Gear: Scale Mail, Greataxe, dagger, javelin (2), backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Gold: 22gp
____________________
Racial Abilities
____________________
Bonus Feat
+1 skill point/level
______________________
Abilities
______________________
Fast movement, rage (6 rounds)
_________________

Backstory:
Varro Ilthane, Liberator of Kintargo
Varro Ilthane was raised to believe that freedom was a privilege earned through obedience.
Cheliax taught him that true liberty required restraint: contracts honored, tongues measured, bodies registered and accounted for. Chaos, he was told, was what happened when people acted on impulse. Order—Thrune’s order—kept everyone safe.
Varro internalized that lesson deeply. He didn’t dream of heroics. He dreamed of stability.
As a clerk in Kintargo’s dock offices, he learned the quiet mechanics of control: travel papers, work licenses, curfews, indentures. He told himself these weren’t chains—just structures. Necessary ones. When people complained, he reminded them (and himself) that the law applied evenly.
That lie held until he saw how easily the law wrapped itself around the innocent.

The first time Varro felt the pressure behind his eyes—the thing that would later become his rage—it was not during violence, but during confinement.
A troupe of street performers were arrested for “disruptive rhetoric.” No weapons. No rebellion. Just words that made people laugh too freely. Varro processed the orders himself. The paperwork was flawless. The cages were clean. The execution followed every statute.
Watching them die, Varro understood something that Cheliax never taught him:
The law did not exist to protect people from cruelty. It existed to make cruelty efficient.

Still, he complied.
The breaking point came when compliance demanded betrayal.
A magistrate requested confirmation of a single name—quietly, politely. Varro recognized the tactic instantly. Cooperation meant trust. Refusal meant suspicion. He told himself that one name could not matter in a system this vast.
The knock on his sister’s door came three nights later.
Chains. Charges. A warrant sealed in red wax.
In that moment, Varro’s rage did not erupt outward. It turned inward, crushing every instinct that had ever told him to stand aside, to wait, to defer. Something old and fundamental tore free—not anger at Thrune, but refusal of dominion.

When the Hellknights moved to bind her, Varro moved between them.

His first rage was not about killing.

It was about breaking holds.

He remembers snapping a manacle like rotten twine. He remembers the shock on a Hellknight’s face as control simply failed. He remembers dragging his sister free while steel rang uselessly against him, every strike only hardening his resolve.

Later, people would say he fought like a madman.

Varro knew better.

He fought like someone who could no longer tolerate seeing others restrained.

Now, as part of the rebellion, Varro is the one sent when people are:

Shackled

Enspelled

Cornered by authority that refuses to listen

His rage flares when allies are pinned, silenced, or forced to kneel. It burns hottest when someone else’s will is being overwritten—by chains, by fear, by infernal magic dressed up as law.

He doesn’t chase glory. He breaks lines. He opens doors. He stands between victims and systems that claim ownership over them.

Varro still knows the laws of Cheliax. He uses that knowledge ruthlessly—finding the seams, the contradictions, the moments where authority overreaches and exposes itself.

He doesn’t want anarchy.

He wants a world where no one has to ask permission to breathe freely.

And when his rage comes—focused, unrelenting, liberating—it is not because Varro has abandoned civilization.

It’s because he refuses to let civilization become a cage.

Description:
Varro Ilthane does not look like the sort of man who breaks chains.

He stands a little over six feet, broad-shouldered but not hulking—built from years of lifting cargo manifests’ crates and dockside work rather than battlefield glory. His frame carries strength in the practical way of someone accustomed to labor, not spectacle. There is nothing ostentatious about him at first glance.

His hair is a dark, iron-brown, worn shorter than fashion in Kintargo would dictate—kept neat out of long habit from his clerk days. It curls slightly when damp with sweat, especially at the temples. A faint streak of silver threads above his right ear, not from age, but from a night that changed him.

His face is square and steady, with the kind of features that disappear easily in a crowd: straight nose, firm mouth, strong jaw perpetually set as though he is holding words back. His skin bears the olive tone common among Chelish dockworkers, weathered by sea air rather than campaign dust.

His eyes are what unsettle people.

They are a deep, muted gray—calm, observant, analytical. The eyes of a man who once read contracts for flaws. But when his rage begins to rise, that gray seems to harden, sharpen, like steel catching light. There is no wildness in it—only certainty. The expression of someone who has decided that restraint is no longer required.

A thin scar crosses his left forearm, pale and rope-like—the mark of a Hellknight’s manacle biting too deep before it snapped. He does not hide it. In fact, he keeps his sleeves rolled when among the rebellion, the scar visible as quiet testimony.

His clothing remains practical and understated:
Dark dockworker’s trousers reinforced at the knees

Heavy boots built for cobblestone and ship deck alike

A sleeveless leather coat fitted close to the torso, allowing full movement

Gloves with the fingers cut free—useful for grip, easier to tear away if someone tries to bind him

He wears no jewelry save for a small iron ring on a cord around his neck. It is bent out of shape—once part of a chain. He keeps it not as a trophy, but as a reminder.

When standing at ease, Varro’s posture is controlled, almost formal. Shoulders back. Chin level. A man who once believed in hierarchy.

When danger approaches, that posture changes subtly. His weight shifts forward. His hands open slightly. His breathing slows rather than quickens.

And when he steps between someone and their oppressor, there is nothing theatrical in him—no roar, no bravado.

Only the quiet, terrifying presence of a man who has decided that no one will be taken while he still stands.


Gold: 3d6 ⇒ (3, 2, 1) = 6

Ew average it is


Working on a Human Barbarian (Liberator) Fed-up Citizen, not some outsider or wildman, just man pushed too far.


1d4 ⇒ 3


5d12 + 4d8 + 32 ⇒ (1, 9, 2, 4, 10) + (3, 5, 8, 4) + 32 = 78


Unchained Rogue allowed?


O light once sworn within my bleeding hand,
Why flicker now, as doubt outpaces faith?
My blade is clean, yet stains my kneeling soul;
For every prayer I strike, a sin is born.
I marched in heaven’s name through fields of cries,
And heard the angels turn their faces pale.
If this be grace, then let me weep in steel—
Till gods or death absolves what I have done.


So does the paladin need to be a "Tortured Crusader" Archetype or just Tortured like a Shakespearian protagonist?


4d6 - 3 ⇒ (5, 6, 3, 5) - 3 = 16 16
4d6 - 2 ⇒ (2, 4, 5, 3) - 2 = 12 12
4d6 - 2 ⇒ (2, 2, 3, 5) - 2 = 10 10
4d6 ⇒ (2, 6, 5, 1) = 14 14
4d6 ⇒ (4, 2, 1, 3) = 10 13
4d6 ⇒ (5, 1, 6, 2) = 14 16

Reroll on 4: 1d6 ⇒ 3
Reroll on 5: 1d6 ⇒ 6
Reroll on 6: 1d6 ⇒ 5


4d6 - 2 ⇒ (4, 2, 4, 6) - 2 = 14
4d6 - 3 ⇒ (3, 6, 5, 3) - 3 = 14
4d6 - 4 ⇒ (4, 5, 6, 5) - 4 = 16
4d6 - 2 ⇒ (4, 2, 3, 2) - 2 = 9
4d6 - 2 ⇒ (5, 3, 6, 2) - 2 = 14
4d6 - 1 ⇒ (2, 3, 1, 2) - 1 = 7

Hmmmm


Is the only thing limiting Divine and Wizard magic level and drain? Like a 5 lvl Wizard can just spam fireball as long as they have HP to risk?


So if I were to roll up a Wizard 3/Cleric 3/Mystic Theurge 2, is there a large amount of choices that would need access to the book during character creation? Feats, skills, items and gear, that sort of thing?


These rules anywhere easily accessible?


dot
MnM 4e is still in playtest mode, yes?


dot


4d6 - 2 ⇒ (2, 6, 3, 3) - 2 = 12
4d6 - 4 ⇒ (5, 4, 6, 4) - 4 = 15
4d6 - 2 ⇒ (3, 2, 3, 3) - 2 = 9
4d6 - 1 ⇒ (3, 1, 6, 4) - 1 = 13
4d6 - 3 ⇒ (3, 5, 5, 3) - 3 = 13
4d6 - 3 ⇒ (6, 5, 3, 5) - 3 = 16


4d6 - 1 ⇒ (2, 1, 1, 3) - 1 = 6
4d6 - 2 ⇒ (4, 2, 5, 4) - 2 = 13
4d6 - 2 ⇒ (5, 6, 2, 4) - 2 = 15
4d6 - 3 ⇒ (5, 3, 3, 4) - 3 = 12
4d6 - 1 ⇒ (6, 6, 1, 2) - 1 = 14
4d6 - 1 ⇒ (2, 2, 3, 1) - 1 = 7

reroll the 6: 4d6 - 1 ⇒ (5, 4, 1, 3) - 1 = 12


4d6 - 2 ⇒ (5, 6, 6, 2) - 2 = 17
4d6 - 1 ⇒ (3, 4, 5, 1) - 1 = 12
4d6 - 1 ⇒ (4, 1, 5, 2) - 1 = 11
4d6 - 2 ⇒ (3, 2, 2, 2) - 2 = 7
4d6 - 2 ⇒ (3, 2, 3, 6) - 2 = 12
4d6 - 1 ⇒ (4, 1, 3, 6) - 1 = 13


Also I would love to see the full abilities of both of it isn't too much trouble


Concept: Sad-sack, natural born loser type who's life is in a downward spiral two year after the tragic loss of his fiance, her being the only good thing to ever happen to him, is caught in a whirlpool of self pity.

One day while walking down the street after being being dismissed from a job he had only had for a week and a half. He begins aimlessly doom scrolling on his phone oblivious to this around him he falls down a manhole.

He wakes, revives, comes to or whatever is going on in the strange waiting room. Then finds out he has been plucked from whatever his next destination was to this by Momomancy intending to set him off to learn about helping others to find true purpose and happiness, along with some self forgiveness.


LOL. Those are amazing not what I think I am going for though.


Do you have any archetypes for Paladin


1d10 ⇒ 3 Doom scrolling while strolling down the man holing

1d12 ⇒ 4 Seems like a good time for a second chance


still looking for more, this sounds like fun


Dot for interest


Oh yes very interested


Dot


So how are we feeling about the Ogre? If we want to get her under 20 RP my next step would be drop Natural Armor by 1 that brings us to 18


I don't know about LA +3. It's the 3.5 half ogre (LA +2) with some wisdom tacked on and half the Natural Armor.

Humanoid Giant 0 RP
Large 7 RP
Normal Speed 0 RP
Weakness -1 RP (+2 Str, +2 Wis, -4 Cha)
Language Standard 0 RP
Advanced Con 4 RP
Advanced Str 4 RP
Natural Armor x2 4RP
Reach 1 RP
Low-light Vision 1 RP

The above lands us at 20 RP with
+6 Str, -2 Dex, +2 Con, +2 Wis, -4 Cha

We could drop the Advanced Str to bring RP down to 16 but at that point I think the various plane touched are better


I didn't initially use ARG but this is what it looks like

Humanoid Giant 0 RP
Large 7 RP
Normal Speed 0 RP
Paragon 1 RP
Language Standard 0 RP
Advanced Con 4 RP
Advanced Wis x2 9 RP
Natural Armor x2 4RP
Reach 1 RP
Darkvision 2 RP
Low-light Vision 1 RP

RP total of 29

Want me to try to get it closer to 20?


As mentioned in the interest thread I have come up with the following stats for Zakhara Ogre.
+6 Str, -2 Dex, +2 Con, -2 Int, +2 Wis, -2 Cha
Large Size, Reach, +2 Natural Armor, Darkvision, Low light vision

Compared to the normal Ogre +10 Str, -2 Dex, +4 Con, -4 Int, -4 Cha, Large, Reach, Darkvision, low-light vision, +5 Natural Armor

Stats are a reduction by half in all bonuses and penalties. I also threw in the bonus to Wis as representation of Zakhara's focus on "enlightenment". Still kind of stupid powerful.


Dot...

Does no Gunslinger mean no guns?


Reviewing materials for Al-Qadim and Zakhara I noticed that it notes that Ogres living peacefully with the normal population. I have long had this idea of an Ogre that uses a "cannon" and after the initial volley uses it basically as a large metal great club.

As always, I expect the answer to be no, because 'Ogre', but just thought I would throw it out there.


Dot


there is always interest


Dot for interest


Krango:
Krango Fighter 1
NG Medium Human (Versatile Human) (Humanoid)
Perception +6 (+2 initiative);
Languages: Common, Goblin
Skills: Acrobatics +5, Athletics +7, Diplomacy +3, Lore: Farming +3, Nature +4, Survival +4
Str +4, Dex +2, Con +2, Int +0, Wis +1, Cha +0
Items: Scale Mail, Bolts (10), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Climbing Kit
AC 18; Fort +7, Ref +7, Will +4
HP 20
Shield Block
Reactive Strike
Speed 25 feet
Melee Greatsword +9 (Versatile P), Damage 1d12+4 S
Melee Dagger +9 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P
Ranged Crossbow +7 (Crossbow), Damage 1d8 P
Sudden Charge
Vicious Swing
Additional Feats: Assurance, Incredible Initiative


I offer you a humble Human Fighter with a greatsword


Any alternative rules in play, Ancestral Paragon or Free Archetype for example


Would a Rick O'Connell type be acceptable, someone who is thrust into the world of the supernatural and through grit, determination, and luck has regularly been able to come out on top?


Shifter stats?


4d6 - 2 ⇒ (2, 6, 3, 3) - 2 = 12
4d6 - 1 ⇒ (4, 6, 1, 1) - 1 = 11
4d6 - 1 ⇒ (2, 1, 5, 2) - 1 = 9
4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
4d6 - 1 ⇒ (3, 5, 1, 4) - 1 = 12
4d6 - 2 ⇒ (4, 3, 2, 2) - 2 = 9
Ewww

4d6 - 5 ⇒ (6, 5, 5, 5) - 5 = 16
4d6 - 2 ⇒ (6, 3, 3, 2) - 2 = 12
4d6 - 1 ⇒ (1, 6, 5, 4) - 1 = 15
4d6 - 1 ⇒ (1, 3, 5, 2) - 1 = 10
4d6 - 3 ⇒ (6, 3, 4, 4) - 3 = 14
4d6 - 3 ⇒ (5, 3, 6, 4) - 3 = 15
Much better

Unchained monk ok?


Are unchained versions of classes allowed?


RIZZENMAGNUS wrote:
ElbowtotheFace wrote:
Path of War, yay or nay?
can you give me a link?

Path of War

It is the 3rd party Pathfinder equivalent to 3.5's Book of Nine Swords if you are familiar with that.


Path of War, yay or nay?


How do you feel about Path of War stuff?

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