Mounted Paladin

High Duke's page

17 posts (623 including aliases). No reviews. No lists. No wishlists. 6 aliases.


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rolling for potential side character
4d6 ⇒ (5, 5, 4, 4) = 18= 14
4d6 ⇒ (4, 2, 2, 3) = 11= 9 drop
4d6 ⇒ (4, 3, 4, 5) = 16= 13
4d6 ⇒ (6, 6, 2, 4) = 18= 16
4d6 ⇒ (2, 4, 5, 3) = 14= 12 drop
4d6 ⇒ (3, 3, 2, 6) = 14= 12
4d6 ⇒ (1, 3, 4, 5) = 13= 12
4d6 ⇒ (3, 5, 4, 2) = 14= 12


I'm here, sorry for not posting, for the last 2 days I had almost no spare time. But I will make the character over the weekend.

I envisioned Alan as a meld between talents of his parents, having Duncan's smites, buffs and martial abilities, and Gilian's healing power. So in the end, a paladin-like character ends up as a pretty good description.

Rolling for noble 1d20 ⇒ 18 Ah, well. As per usual, I will be rolling fumbles when we most need hits, and wasting good playrolls on stuff like this.


I'm in. I would like to play Duncan's and Gilian's child, but I would like to wait for Gilian to appear and have his say.


Aurelia:

Female Angelkin Aasimar 1
LG Medium Outsider

STR: 18 +4
DEX: 12 +1
CON: 12 +1
INT: 10 +0
WIS: 11 +0
CHA: 18 + 4

--------------------
Defense
--------------------
AC11, touch 11, flat-footed 10
hp 11 (1d10+1)
Fort +2, Ref +1, Will +2;
--------------------
Offense
Bastard Sword: +5 (1d8+4)
Longbow: +2 (1d8)

Init +1; Speed 30 ft.
Deity: Iomedae

Base Atk +1;
Feats: Exotic Weapon Proficiency – Bastard Sword
Skills: 3 skill ranks
Knowledge(planes) +3, Heal + 6, Diplomacy +9, Intimidate +9
Class Abilities: Aura of good, detect evil, smite evil 1/day
Racial Modifiers: darkvision (60ft), +2 to Heal and Knowledge(planes), Alter self (spell like),
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Common and Celestial.

Traits:
Defender of the Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Sacred Avenger: When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is a noted racial or favored enemy this bonus increases to +2.
Archetypes:
Sword of Valor/ Oath of Vengeance
First into battle(Su): At 2nd level, a sword of valor can spend 1 use of smite evil or lay on hands to act in the surprise round, even if surprised. When making an Initiative check, a sword of valor gains a bonus to the check equal to his Charisma bonus.
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.
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.
Prayer of the Fourth Act (Su): At 6th level, by spending 1 minute praying a sword of valor can spend one use of channel energy to give living creatures in the channel burst temporary hit points equal to the amount that ability normally heals. These temporary hit points last for no more than 1 hour.
Worthy Enemy(Su): at 11th level, when a sword of valor critically hits an enemy with a smite, the target must make a Will saving throw (DC = 10 + 1/2 the paladin’s level + the paladin’s Charisma bonus) or be compelled to surrender to the paladin, as if affected by a suggestion spell (CL = the paladin’s level) to lay down arms and give up the fight. An enemy that succumbs to this ability remains docile until it is injured by the paladin or one of his obvious allies, at which point the compulsion to surrender immediately ends and the enemy is free to make his own choices again. If the enemy makes the save, it is not subject to this ability for 24 hours. Worthy enemy is a mind-affecting effect.
Oath Spells: 1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order’s wrath


I would probably go for human paladin or cleric. Rolling for noble

1d20 ⇒ 20 Ah, now I get a natural 20. Knowing my luck, in this case it probably means I get a slightly retarded character. Race: Mongrel
Bearder like a dwarf, slender like an elf, high like a halfling, with gnome head-to-body ratio and face of an orc.


Nightflier still can't log in, he sends his apologies.


Hi guys, nightflier asked me to inform you that for some reason he is not able to log into Paizo at the moment, and he hopes he will be back soon.


High Duke standing by :D


Guys, I know that most of you already have names, but what do you say that we try to copy The Black Company and Malazan, and not use our real names, but only army nicknames we got from some crazy drill sergeant or something like that?


I was thinking about taking human int based magus/inquisitor. He will have almost all the benefits of a fighter, and some nice magus/inqusitor stuff to give him an edge, and a fair amount of skill points to boot.


2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 1) + 6 = 10


Solvistania Elghreah wrote:
We may just have to either run through them or duke it out.

So I'm supposed to kill them? :D


Ragnar Death-Speaker wrote:


Welcome to the game.

Honestly, you might be better served with a short summery, or from reading the campaign chronicle I've been writing (new update coming soon, everyone). Chewing through that much backstory is pretty daunting.

Also, depending on your character, it might be a good idea not to read much background info at all. If your character doesn't know what's happened in the game so far, you might not want to either. Keeps the surprises interesting.

Thanks, glad to be here. Well, here is my character outline(It's still work in progress)

Erenlander, 3rd level fighter

Str: 14
Dex: 13
Con: 14
Int: 13
Wis: 10
Cha: 20

Heroic Path: Pureblood

Traits: Weaponbond and Charismatic. Still not sure about the third one, maybe Child of the Road)

Feats(should have 8 of them, and maybe one more background):

Weapon Focus
Shield Focus
Power Attack
Cleave
Toughness
Magecraft
Dodge? > Mobility?
Any suggestions? There are not many feats for such a low level character

Skills: 29 ranks

Diplomacy
Ride
Jump
Swim
Handle Animal
Intimidate
Perform
Speak Language (if I don't take Child of the Road)
Perception
Knowledge(history)and something else.

I should also get 4 ranks in one Craft because I'm an Eren, but I want to see if there is some Craft skill you guys are lacking?

I will be using a bastard sword, so Weaponbond gives me the feat for it, and there is also weapon proficiency with Sarcosan Lances.


Hi, guys. Just checking in to prove that I actually exist :D I'm new to pbp, and new to Pathfinder (but a long time 3ed player). I'll my character soon, and it will be, like Nightflier said, an Erenlander Pureblood Fighter. All suggestions and remarks are welcome, since I probably do need a bit of help in the beginning. And I have A LOT of catching up to do, because the number of the pages you guys have written is a bit intimidating.


Europe is fine by me. I was thinking of playing a Techno-Paladin.


I'll have to say Rifts.


Count me in