Clanartus Viliras

Not a Nemesis. I am THE Nemesis's page

Organized Play Member. 30 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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my GM actually audited the character the 1st time i did that attack. he said "what happened, did you roll low?", as i only did somewhere around 220 points of damage with just that 1st attack. :D

thanks for clearing up M.A.D.

encumbered: 23.5 out of 49.5 for a light load.


Ravingdork wrote:

So one of these?

The character strikes me as kind of over the top--as are most level 20, mythic 9 characters with a 41 RP race...

I can't think of too many situations in which such a character would be allowed to a player, or warrant use by a GM.

Taking magus into arcane trickster is kind of a neat idea, but likely holds you back in practice. I think you may have invested too much into intelligence. Your overall power level suffers from your class combinations and ability score allocation (especially since you suffer from really bad M.A.D.

The concept is pretty interesting, but it comes a little too close to being a "Drizzt clone" for my tastes. At least it's not a ranger wielding scimitars.

The eye patch is cool. Eye patches are always cool.

pictures=yes, though i can only find hunter & welcome to the underdark

DM allowed me the noble drow to my surprise! when it comes to character creation i always draw inspiration from either a miniature or picture, then build around that.

i'd really rather not play a mythic game ever again, way too much to keep track of.

Magus to arcane trickster was something i always wanted to try even though i lose alot of canny defense and some spell-casting.

never intended to be a two-weapon fighter, just kinda evolved this way during play.

went with int for spell dc's

what is "really bad M.A.D."

Tactics: endgame sneak attack+surprise spell+spellstrike should be:
1d4+20 base (dex and enhancement bonus) weapon damage will be multiplied on a crit (30%-ish of the time),
+6d6+4 holy/demon bane/spellbane enchant on kukri.
+7d8 Sneak Stab =Knife Master
+15d6 spellstrike= mythic intensified shocking grasp or dizzying bolt w/ close range arcana
+11d8 mythic quickened intensified vampiric touch
+7d4 (surprise spell) the spell damage will be multiplied on a crit (30%-ish of the time),

along with the rest of usual full attack/spell combat/whatever.

During combat proper, be using greater invisibility (and flanking when possible) to spellstrike/sneak attack/surprise spell (they all stack for about) freely for great damage.
low BAB is offset somewhat by high dex (and reliance on such) and arcane accuracy arcana--as well as the ability to increase weapon via arcane pool.
surprise spell only works on flat-footed enemies, and only adds d4's since a knife master.


Chess Pwn wrote:

You don't have enough cha to cast oracle spells.

Focused Shot requires a standard action to use, so it's int mod to one shot, not multiple, and they need to be within 30ft.
17 attack at lv 10 isn't that great against flat footed, lots of charaterse and monsters are mostly flat footed ac.
It takes you two rounds minimum to get going, and this is likely to hamper your party.
Your dpr isn't as high as the top builds, sure it's a fun trick, but it's not as good as you think

oversight on my part on both Cha10 and Focused Shot.

i played this character to 12th level in Pathfinder Society and was devestatingly useful. Cha10 was corrected to Cha11, but none of us caught focused Shot as a standard action.


Spoiler:
got it! Thank you.

have a pic for him but don't know how to get it to you or your page of NPC's.

its titled "superior_by_mavrosh" on deviant art, though haven't been able to find it lately.
could try "welcome_to_the_underdark_by_mavrosh" or "hunter_by_mavrosh"

any comments about the story/character?


i feel that you're all overlooking the power of the oracle1/rogueX. for example;

Thanks to the Advanced Players’ Guide (APG), there is one more option, however, and this one is by far the best and most broken. I advise talking to your DM about it ahead of time. This involves taking one level of the Oracle class from the APG, and choosing the Waves mystery, specifically the Water Sight revelation. This ability allows a character to see through fog and mist without penalty. Sounds harmless right? Well, the oracle can also choose Obscuring Mist as a first level spell from the cleric’s spell list. Do you see where I’m going with this? Let’s start with the build and if you don’t get it now, you will soon enough.

So, first are ability scores. For a ranged character of any kind, Dex is obviously the most important ability, so you should max it out. After that, put your points in Int for skills (and a neat little feat we'll discuss later) and Wisdom for bonuses in perception and such things. Don't put a negative score in Con, because you might need those hit points. Strength is an interesting one for an archer. You don't need it if you're using a standard bow. However, if you get a composite bow, you can add your strength bonus to attacks. And that makes a huge difference when you're trying to get as many attacks as possible per round. For that reason alone, I suggest that you at least put a 12 in strength. My suggested point assignment, again based on a standard 20-point buy, are as follows: Str 12 Dex 16 Con 12 Int 13 Wis 13 Cha 10.

Racial adjustments are important here also. I find that either a standard elf or a Sylph from the Bestiary 2 book will do very well, having the same exact adjustments (+2 Dex, +2 Int, -2 Con), raising our Elf archer's Dex to 18! We'll name our elven friend Kriel. A Tiefling from the Bestiary will work extremely well also (+2 Dex, +2 Int, -2 Cha) since their once-per-day Darkness ability will let you hide and snipe when you normally wouldn't have the option (assuming you’re already in an area of dim light). I would recommend against a halfling because of the lower damage dice on weapons. If you're doing one of the stealthy builds instead, a halfling is an excellent choice (+2 Dex, +2 Cha, -2 Str), as is the Fetchling from Bestiary 2 (+2 Dex, +2 Cha, -2 Wis, low-light and darkvision, +2 on stealth and some fun spell-like abilities).

Moving on to the first-level choices. Kriel will be using a composite longbow with a +1 strength rating to get that extra +1 on all damage rolls. The feat at first level is a no-brainer, Point Blank Shot. This gives you a +1 to attack and damage when you're within 30 feet of your target, and more importantly opens up a plethora of ranged feats that will help our elven rogue do more damage. Now, our Oracle level is going to give us the Water Sight ability that I explained earlier. It also gives us access to first-level Cleric spells, and the one you really want to learn is Obscuring Mist. This spell creates a cloud of mist in a 20-foot radius around you, obscuring all sight more than five feet away, and lasts one minute per level. For any other ranged character this would be horrible, since they would not be able to see to shoot anyone. However, for our Oracle, the mist can be seen through as easily as if it were empty air. This means that we have a ranged character that is completely obscured from all others’ vision, but can see the others perfectly. Obscuring Mist can be cast three times per day, thanks to the Oracle’s three first-level spell slots. And if you feel so inclined, you can gain additional casts per day by taking the Minor Magic and Major Magic talents later on.

Second level brings our first rogue level and our first die of Sneak Attack. On all of these builds, you're going to want to forego trapfinding and trap sense for the Sniper abilities from the APG. At first (Rogue) level, this lets you halve all range increment penalties for ranged weapons, and at third level you start to get more range on your sneak attacks with a bow (+10 feet at third level and +10 for every three levels after that).

Third level brings our first Rogue Talent, and there are several good options. Surprise Attack will let our rogue get her sneak damage on an enemy at any point during the surprise round. Snap Shot from the APG does almost the exact same thing, but allows the rogue to be the first one to act in the surprise round in almost every encounter. Sniper's Eye will appeal to those trying to get the sneak damage as often as possible. It allows you to ignore concealment (not total concealment, however) when it comes to being able to sneak attack an opponent. In the case of Kriel, she'll choose to take the combat feat, Precise Shot. This will allow her to shoot into combat without a huge penalty. This is definitely necessary since most of the party will be trying to flank an opponent. For her third-level feat, the choices branch out more for Kriel. Rapid Shot will allow her to make an extra attack at her highest attack bonus with just a -2 penalty to all the attacks in that round. It will also open up the possibility of taking the "fun little feat" I mentioned earlier, Focused Shot from the APG, at the next opportunity. This allows her to add her Int mod to damage on ranged attacks (this feat is specific to elves).

Let's have a little recap of Kriel's current stats. At the beginning of combat, she will cast Obscuring Mist around herself, which will last 10 rounds (1 minute). Each round she can then fire two arrows into melee from up to 30 feet away, at an average attack bonus of 14 (10 + 1 BAB + 4 Dex + 1 point blank - 2 rapid shot). Both of these attacks will be against the opponent’s flat-footed AC, since she is completely obscured from view. The arrows will deal an average of 9 (1d8 + 1 Str + 1 point blank + 1d6 sneak) damage. Her hit points won't be that impressive, a measly 19 (8 + 4 + 4 + 3 Con), but that doesn't matter much. She's not a melee character, and no one is going to hit her with anything smaller than a fireball thanks to her Obscuring Mist.

At level four, Kriel gets her first ability score boost, and she's going to add it to Int to get a bit more damage with her choice of Focused Shot as a combat feat at the next level.

At level five, Kriel will use her talent choice for Focused Shot as a combat feat. This feat will instantly let her add her Int mod to every arrow, boosting her average damage within 30 feet of her target to 15 (1d8 + 1 Str + 1 point blank + 2d6 sneak + 3 focused shot). Level five also brings a feat choice. There are several that can be selected here. Deadly Aim is the ranged equivalent of Power Attack, allowing an archer to take a penalty to attack bonus to deal some extra damage (+2 damage per -1 attack). Stabbing Shot from the APG could get you out of a sticky situation in melee while still letting you get a shot off. You are allowed to make a melee attack with an arrow that pushes your enemy back by 5 feet while still being able to fire a second arrow. Again, this one is another elf-only feat. Weapon Focus (Bow) would be useful for any ranged character, and Kriel is going to go with that, giving her an extra +1 to her attack.

Since level six only gives Kriel another sneak die, we’ll skip to level seven. It's Rogue Talent time again, and Kriel is going to choose Deadly Aim as a combat feat. Other nice choices are: Surprise Attack, Snap Shot or Sniper's Eye. Level seven also brings a feat choice, and since we're still one Base Attack Bonus (BAB) away from taking Manyshot, I feel like I am running out of useful options. As mentioned before, Stabbing Shot is a possibility for elves. The Oracle level gives you the ability to use Extra Revelation to choose Fluid Travel. This gives you the ability to walk on water! Besides just being extremely cool, this could come in handy outside of battle for sure.

Another recap: Kriel begins a battle by casting Obscuring Mist. She can shoot two arrows per round, with an average attack bonus of 15 (1d20 + 4 BAB + 4 Dex + 1 point blank – 2 rapid shot – 2 deadly aim) from within 30 feet of her target against his flat-footed AC, that will on average do 22 (1d8 + 1 Str + 1 point blank + 3d6 sneak + 3 focused shot + 4 deadly aim) damage per arrow. Her hit points now average 39 (8 + 4 + 4 + 4 + 4 + 4 + 4 + 7 Con).

Level eight gives Kriel an ability boost. I would suggest Dex this time. It won’t raise her ability bonuses yet, but at level 12 another increase in Dex will give her a +5 Dex bonus.

Level nine is very exciting, because Kriel hits +6 BAB, earning her another attack action per round, AND she finally qualifies for Rapid Shot, allowing her to fire three arrows simultaneously during her first attack action. For her Rogue Talent, Kriel is going to take Hellcat Stealth for those few times when she can’t find a good way to use her Obscuring Mist but still wants to snipe some people.

Level ten gives Kriel her fifth sneak die. Now, let’s recap once again. Beginning the battle, as always, with Obscuring mist, Kriel can make three attacks with her bow within 30 feet of her enemy, the first attack firing two arrows at once. The average attack bonus will be 17 (1d20 + 6 BAB + 4 Dex + 1 point blank – 2 rapid shot – 2 deadly aim) for the first three arrows and 12 (10 + 1 BAB + 4 Dex +1 point blank shot – 2 rapid shot - 2 deadly aim) for the final arrow. Kriel’s average damage per arrow will be 28 (1d8 + 1 Str + 1 point blank + 5d6 sneak + 3 focused shot + 4 deadly aim) damage, and this can obviously be raised using magic items which any tenth level character should be able to afford at this point. Some of these items are:

• +2 Composite Longbow (+2 or higher Str rating) GHOST-TOUCH for undead heavy game so you can sneak attack incorporeal undead, too.
• Several different types of magic arrows, used situationally
• Ring of Protection +2
• Wand of Obscuring Mist
• Wand of Fog Cloud (lasts longer)
• Wand of Cure Light Wounds (in case your healer gets knocked out)
• Bracers of Armor +2
• Belt of Dex +2
• Headband of Int +2
• Lesser Bracers of Archery
• Belt of Physical Might (+2 Dex and Str)


well hell. donno how to do the show/hide thing.
anyway this is a character i've played in the "wrath of the righteous" adventure path. even have a pic for him but don't know how to get it to you or your page.

a little help?

Destrachis Des'Tinae Male Drow Magus

Personality: Destrachis is haunted and conflicted due to his indoctrination under his sadistic and abusive mother. He suffers from night terrors and has been known to lash out if awakened from one. Being told every day you are the spawn of a demon lord and destined to do terrible things, to kill tens of thousands, takes a toll. He always seems to be on the edge of violence, expecting an attack at any time, from enemies, from friends, from family. He is extremely paranoid and appallingly ignorant to the world outside the Darklands. He sees himself as hunted, as prey evading predator. He is less than worldly having been under the yoke of drow all of his life.

Description: Destrachis is a whip-cord lean Drow elf of Noble heritage. His right eye is covered by a hardened leather eye patch; his left eye is the color of honey, very unusual for a drow. Tall, silver-haired, with a coal black complexion, Destrachis has a youthful look about him, for an elf - that quickly dissipates when one looks into his eye. Despite his 207 years of age, his eye is that of a drow thrice his age, who has seen far too much. Still, he possesses a certain predatory grace and vigor. He carries a matched pair of kukri, and a drow made hand crossbow.

Origin: Born into the Noble Drow House Des'Tinae, I, Destrachis Ezdrakis Des'Tinae, have lived a life of privilege compared to many of my people. Treated relatively better than the other males of my House, though still tortured and tormented by my mother and sisters, I have been trained by our House Weaponsmaster, Rivillarch, and the Grand Magus of Deepest Spire, Molog Bhaal, to guard and protect the Wizards of the Deepest Spire when we are raiding the Darklands, pillaging and plundering dwarven and snirvneblin strongholds, ruins and the like. *(raiding, pillaging, plundering = drow archaeology)

I am a natural when it comes to magical aptitude; I have gleaned much about spellhunting from a wayang House slave called Sihn Ming. While not friends, the deceitfully cruel beast is perhaps the closest I have to one. When I was told that I must slay Sihn Ming during one of the house raids, as entertainment for our troop leader, I refused the order. I could not tell them that killing for sport is repugnant to me, so I cited that more could be learned from the shadow creature, that I was not yet done with the Des'Tinae House slave. I was beaten unconscious and returned my House. I have no knowledge of Sihn Ming's fate, though he was a cunning bastard. I am sure he is alive, if not well. Matron Mother was very, very unhappy about this development. As punishment, my mother, Matron Mother Bynae, sacrificed my right eye, literally ripped it from my skull and replaced it with one of two black opals called the Eyes of Abraxas. I fled for my life from my sadistic mother and sisters, but not before stealing the other mystical Eye.

I have had odd dreams. A sad woman with a bow, shrouded in white, guiding me to a brilliant, blinding light at the end of a tunnel. She compelled me to travel to the surface, under its searing light and to a city called Kenabres. I thought it a dream until I woke with an arrow at my side. Unerringly, I was drawn to a half-elf. Half-Drow. The knowledge flooded me; I have a half-brother, whom I knew was my kin on sight. I even knew his name, Reinhardt. My first impulse was to go to him, tell him we are kin. But no, he is likely as evil as the rest of my family. But for some reason I am compelled to give the other Eye to Reinhardt, this though is a darker nightmare, led by a hideous humanoid creature with the head of a demonic, deformed and fanged raptor with two writhing vipers in the place of legs. I follow my brother as he navigates this... "city".

This "city", is putrid. Waste in the streets, its people wallowing in filth like goblins. I am told one can expect to find small cults of Abraxas in most large cities on the surface. I can only hope to avoid these fanatics. In the single day I have been in Kenabres, I have been pick-pocketed twice, and nearly stabbed once. There is no room to maneuver, thus I have taken to the roofs, avoiding the crush and some little bit of the stink of these pale creatures of strange shapes and sizes. I am bitter and angry about my Matron Mother’s actions, having been told since birth that my father is the Avatar of mighty Abraxas, making me singularly special among the drow. But now, having a brother, fathered by the same Avatar (if the story is true). What if he is another part of Abraxas's plan to spread his evil. This situation bears much caution, and watching. Soon I will have to confront him.
_ _ _ _ _ _ _ _ _ _ _

-Destrachis-
Male drow noble arcane trickster 9/ magus (kensai) 6/ rogue (bandit, knife master) 4/ MYTHIC Trickster TIER 9
(Pathfinder RPG Bestiary 115, Pathfinder RPG Ultimate Combat 55, 71, 72, Pathfinder RPG Ultimate Magic 9)
CGNone Medium humanoid (elf)
Init +24; Senses darkvision 120 ft.; Perception +27

--------------------Defense--------------------
AC 50, touch 35, flat-footed 30 (+10 armor, +5 deflection, +10 Dex, +10 dodge, +3 natural, +2 shield; +2 deflection vs. evil)
hp 207 (19 HD; 9d6+10d8+118)
Fort +22, Ref +34, Will +21; +2 vs. enchantments, +2 sacred bonus vs. insanity or confusion effects, +2 sacred bonus vs. emotion-based effects (including fear effects), +2 sacred bonus vs. charm and possession effects (including dominate effects), +2 sacred bonus vs. death effects; +2 resistance vs. evil, +4 morale vs. death effects
Defensive Abilities blade sense +1, canny defense +6, evasion, hard to kill, mythic saving throws, unstoppable; DR 15/adamantine (150 points), 7/—; Immune sleep, energy drain, negative energy; SR 30
Weaknesses dependancy, light blindness

--------------------Offense--------------------
Speed 30 ft.
Melee terendelev's honor +29/+24/+19 (1d4+23/15-20 plus 2d6 vs. Demons and 2d6 vs. spellcasters and 2d6 vs. evil) or
. . the demon's bane +29/+24/+19 (1d4+23/15-20 plus 2d6 vs. Demons and 2d6 vs. spellcasters and 2d6)
Special Attacks arcane pool (+2, 15 points), farwalker[MA], magus arcana (arcane accuracy[UM], close range[UM], prescient attack[UC], ranged spell shield), mythic power (22/day, surge +1d10), sneak attack +6d6, spell combat, spellstrike

Spell-Like Abilities (CL 19th; concentration +19)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 13)
Magus (Kensai) Spells Prepared (CL 15th; concentration +27)
. . 5th—kinetic force (DC 27), teleport (3)
. . 4th—stoneskin[M] (6)
. . 3rd—fireball[M] (4, DC 25), mythic intensified quickened vampiric touch[M] (7)
. . 2nd—glitterdust (6, DC 24), pains of the past[M] (DC 24)
. . 1st—mythic intensified dizzying bolt[M] (7, DC 23)
. . 0 (at will)—disrupt undead, mage hand, open/close (DC 22), ultrasonic ray
. . M mythic spell

--------------------Statistics--------------------
Str 10, Dex 30, Con 18, Int 35, Wis 12, Cha 10
Base Atk +11; CMB +14 (+16 disarm); CMD 48 (50 vs. disarm)
Feats Butterfly's Sting, Combat Expertise, Combat Reflexes, Extra Arcana[UM], Extra Arcana[UM], Greater Spell Penetration, Greater Two-weapon Fighting, Improved Critical (kukri), Improved Two-weapon Fighting, Intensified Spell[M], Leadership, Nimble Moves, Piranha Strike, Quicken Spell, Spell Penetration[M], Spell Perfection (vampiric touch)[APG], Toppling Spell[UM], Two-weapon Fighting, Weapon Finesse[M], Weapon Focus (kukri)

Traits chance encounter, magical lineage, wayang spell hunter
Flaws DEPENDENCY: must consume 1 ounce of demon blood to maintain mythic powers; effects last 24 hours., ARROGANT: -2 to all Diplomacy and Perform checks. UNEDUCATED: -2 to all Knowledge skills that are not class skills and Linguistics checks that do not involve racial or bonus languages for his race.

Skills Acrobatics +34, Appraise +14, Bluff +2 (+4 to Feint), Climb +2, Craft (alchemy) +22, Diplomacy +0, Disable Device +20, Disguise +2, Escape Artist +20, Fly +20, Heal +3, Intimidate +2, Knowledge (arcana) +36, Knowledge (dungeoneering) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (nature) +36, Knowledge (planes) +36, Knowledge (religion) +36, Linguistics +24, Perception +27, Perform (dance) +4, Ride +20, Sense Motive +3, Sleight of Hand +25 (+27 to conceal a light blade), Spellcraft +36, Stealth +34, Survival +3, Swim +2, Use Magic Device +15; Racial Modifiers +2 Perception
Languages Aboleth, Abyssal, Aklo, Ancient Osiriani, Azlanti, Celestial, Daemonic, Draconic, Druidic, Elven, Infernal, Osiriani, Polyglot, Sakvroth, Simple Sign, Skald, Sylvan, Tien, Undercommon, Varisian, Vudrani, Wayang

SQ amazing initiative, ambush, beyond morality[MA], chosen weapon, darklands stalker[ARG], deadly dodge[MA], fleet charge[MA], foe-biting, force of will, hidden blade, immortal, impromptu sneak attack, invisible thief, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, mirror dodge[MA], mythic bond, mythic spellcasting[MA], paranoid, perfect strike, poison use, ranged legerdemain, recuperation, rejuvenating, rogue talents (combat trick, finesse rogue), shadow stealth[MA], tricky spells, undetectable, unstoppable strike

Combat Gear jaunt boots[UE], lesser maximize metamagic rod, pearl of power (1st level) (2), pearl of power (3rd level), robe of runes, wand of blessing of fervor (25 charges), wand of cure critical wounds (17 charges), wand of death ward (29 charges), wand of dismissal (4 charges), wand of enervation (18 charges), wand of fly (19 charges), wand of freedom of movement (17 charges), wand of greater invisibility (CL 10th, 36 charges), wand of lesser restoration (29 charges), wand of mirror image (15 charges), wand of see invisibility (10 charges), wand of shield of faith (10 charges), wand of slither (19 charges), wand of true strike (46 charges);
Other Gear desna's grace (armor)[APG], terendelev's honor (legendary Kukri), the demon's bane (off-hand kukri), amulet of natural armor +3, belt of incredible dexterity +6, bracers of the shield mates[MA], cloak of resistance +5, efficient quiver, handy haversack, lenses of darkness[ARG], righteous medal of agility, righteous medal of clarity, righteous medal of command, righteous medal of spirit, righteous medal of valor, righteous medal of vigor, ring of protection +5, ring of wizardry iii, shadowblood (4), terendelev's scales (sacred weaponry), weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], 23,056 gp, 6 sp

--------------------Tracked Resources--------------------
Align Weapon (good/law only, can affect nat weapons, 3/day) - 0/3
Amazing Initiative (1/round) (Ex) - 0/1
Arcane Pool +2 (15/day) (Su) - 0/15
Chance Encounter (1/day) - 0/1
Dancing Lights (At will) - 0/0
Deeper Darkness (At will) - 0/0
Detect Magic (Constant) - 0/0
Dispel Magic (1/day) - 0/1
Divine Favor (1/day) - 0/1
Faerie Fire (At will) - 0/0
Feather Fall (At will) - 0/0
Impromptu Sneak Attack (2/day) (Ex) - 0/2
Invisibility, Greater (1/day) - 0/1
Invisible Thief (9 rounds/day) (Su) - 0/9
Jaunt boots (3/day) - 0/3
Legendary Power (8/day) - 0/8
Levitate (At will) - 0/0
Maximize metamagic rod (lesser, 3/day) - 0/3
Mythic Power (22/day, Surge +1d10) - 2/22
Pearl of power (1st level, 2/day) - 0/2
Pearl of power (3rd level, 1/day) - 0/1
Plane Shift (1/day) - 0/1
Resonating (3/day) - 0/3
Shadowblood - 0/4
Stoneskin - 0/150
Suggestion (1/day) - 0/1
Tricky Spells (5/day) (Su) - 0/5
Wand of blessing of fervor (25 charges) - 0/25
Wand of cure critical wounds (17 charges) - 0/17
Wand of death ward (29 charges) - 0/29
Wand of dismissal (4 charges) - 0/4
Wand of enervation (18 charges) - 0/18
Wand of fly (19 charges) - 0/19
Wand of freedom of movement (17 charges) - 0/17
Wand of greater invisibility (CL 10th, 36 charges) - 0/36
Wand of lesser restoration (29 charges) - 0/29
Wand of mirror image (15 charges) - 0/15
Wand of see invisibility (10 charges) - 0/10
Wand of shield of faith (10 charges) - 0/10
Wand of slither (19 charges) - 0/19
Wand of true strike (46 charges) - 0/46

--------------------Special Abilities--------------------
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).
Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action.
Arcane Accuracy +12 (Su) 1 Arcane Pool: +12 to attack rolls until the end of your turn.
Arcane Pool +2 (15/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Butterfly's Sting You can forgo a critical hit in order to pass it on to an ally.
Canny Defense +6 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Kukri) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (15/adamantine [150 points]) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (7/-) You have Damage Reduction against all attacks.
Darklands Stalker Move through difficult terrain without penalty while underground.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Drow Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Farwalker (Sp) You can plane shift, using double your tier as your caster level.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 bonus, bypass all DR).
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Immortal (Su) Ressurrect next day, unless killed by mythic foe's crit, or an epic weapon.
Immunity to Energy Drain Immune to energy drain
Immunity to Negative Energy You are immune to negative energy.
Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Intensified Spell [Mythic] You can cast a spell that can exceed its normal damage die cap by 10 (if you have the caster level to reach beyond that cap). 1 MP: cast spell as normal intensified spell w/o preparing in advance.
Invisible Thief (9 rounds/day) (Su) You can use greater invisibility as a free action.
Leadership (score 19) You attract loyal companions and devoted followers.
Legendary Power (8/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,
Legendary Surge (+1d6 to Attack Rolls - All, Saving Throws - All, Saving Throws - Will) 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
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
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 Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Paranoid Aid Another DC 15 for attempts to help you.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Prescient Attack (Su) 1 Arcane Pool: Deny target Dexterity bonus against attacks.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ranged Spell Shield +12 (Su) 1 Arcane Pool: +12 to your or an ally within 30 feet's AC until the end of your next turn.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (90 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses.
Shadow Stealth (Ex) No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.
Sneak Attack +6d8/+6d4 +6d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Perfection (Vampiric Touch) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Resistance (30) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toppling Spell Spell with the force descriptor knocks targets prone.
Tricky Spells (5/day) (Su) You can cast a spell without verbal or somatic components.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC.
--------------------


BA-DUM-BUMP?


Not a Nemesis. I am THE Nemesis wrote:

congrats on new job. you have us at your mercy as we eagerly await the updates.

as per usual, the gods, demons, devils, clerics, witches, wizards, sorcerers, GM's &/or PC's that cursed valiant keyafey, have only just learned of your approaching divinity. . .

after the ascension of keyafay, Godling of Knowledge, Mazes, Toil, Dedication, Determination, Enduring Carpal Tunnel, , ,

hmmm... afraid there maybe too many domains/sub-domains to list . . .

. . . . . . . .Suggestions?? . . . . . .

. [sneeze]excuses to bump?[/sneeze] .

aaannd I kinda forgot what happened during the ascension . . .


with quick draw you can draw a "weapon" as a free action instead of as a move action. You can draw a hidden/secured weapon (see the Sleight of Hand skill) as a move action.

A character who has selected the quick draw feat may throw "weapons" at his full normal rate of attacks (much like a character with a bow). I take this to mean Matthew Downie could throw all of his bane amulets like daggers. (only half joking)

[sidetrack] Wait, why does that actually sound cool?
If I make a reference to disc-golf would anyone get it? Take out foe w/ a staccato of Frisbee's?
Ah, the rub. MELEE only for vicious. [/sidetrack]

only Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normally without quick draw feat, you may draw a "weapon" as a move action, or (if your base attack bonus is +1 or higher) as a free action with part of movement action. Without this feat, you can draw a hidden (secured) weapon as a standard action.

see if your GM will allow you to apply quick draw toward items.


Not a Nemesis. I am THE Nemesis wrote:


Rathendar wrote:
Not a Nemesis. I am THE Nemesis wrote:

Berserking Orog Brawler that understands but doesn't speak common,

teams up with a an attractive sorceress &
a barbarian wading into combat screaming their names, swinging the hilt of a sword.

Thundarr The Barbarian (show)

specifically Ookla The Mok

and Arial the Sorceress, Arial! Ookla! RIDE!

1. allergic to various coloured crystal

2. works as and with law-men to protect the people of his city from bestial hordes.

3. Cultured charismatic and manipulative "rogue" having no issues backstabbing anyone

4. Schizoid fire starter

5. another manipulative "rogue" dealing in the dark arts vs. his own damnation

6 "aww, Puddin'"

7. pretty vanilla "spy" turns out to be badass even before being avenged.

way up there ^^^

new;
1. neutral good mongrel man always pulling something out of the wrong hat.
2. bumbling realm of Irrisen spies (easy if you got #1)
3. absentminded Inspired Chemist &or Mindchemist &or Preservationist (himself) "1.21 gigawatts!"
4. human/expert/driver "Wait a minute, are you telling me that this sucker is NUCLEAR?"
5. Changling Rogue; I've been John Williamson, Roger 'Verbal' Kint, Prot, Sgt. Jack Vincennes
6. human/brawler Tyler D. tells EVERYONE not to talk about it

@ JonathonWilder seen & corrected.


1. allergic to various coloured crystal- Superman

2. works as and with law-men to protect the people of his city from bestial hordes. Nick & Trouble the Grims on NBC.

3. Cultured charismatic and manipulative "rogue" having no issues backstabbing anyone. Raymond Reddington, NBC's Blacklist

4. Schizoid fire starter. F.I.R.E.S.T.O.R.M. on the Flash

5. another manipulative "rogue" dealing in the dark arts vs. his own damnation. Constantine, NBC, again.

6 "aww, Puddin'" Harliquin, Joker's Gal

7. pretty vanilla "spy" turns out to be badass even before being avenged. Phil Colson, Agents of Shield


Rathendar wrote:
Not a Nemesis. I am THE Nemesis wrote:

Berserking Orog Brawler that understands but doesn't speak common,

teams up with a an attractive sorceress &
a barbarian wading into combat screaming their names, swinging the hilt of a sword.

Thundarr The Barbarian (show)

specifically Ookla The Mok

and Arial the Sorceress, Arial! Ookla! RIDE!

1. allergic to various coloured crystal

2. works as and with law-men to protect the people of his city from bestial hordes.

3. Cultured charismatic and manipulative "rogue" having no issues backstabbing anyone

4. Schizoid fire starter

5. another manipulative "rogue" dealing in the dark arts vs. his own damnation

6 "aww, Puddin'"

7. pretty vanilla "spy" turns out to be badass even before being avenged.


Berserking Orog Brawler that understands but doesn't speak common,
teams up with a an attractive sorceress &
a barbarian wading into combat screaming their names, swinging the hilt of a sword.


Berserking Orog Brawler that understands but doesn't speak common teams up with a an attractive sorceress & a barbarian wading into combat screaming their names, swinging the hilt of a sword.


congrats on new job. you have us at your mercy as we eagerly await the updates.

as per usual, the gods, demons, devils, clerics, witches, wizards, sorcerers, GM's &/or PC's that cursed valiant keyafey, have only just learned of your approaching divinity. . .

[cough] ego bump [cough]


@ work- no time to stat out;

Nick the Grimm (NBC)

Raymond Reddington (Blacklist)

Arrow & Flash been done over & over, but what about F.I.R.E.S.T.O.R.M.

Constantine (comics/NBC)

Joker (comics)

Phil Colson (Agents of SHIELD)

FEEL FREE to impress us . . . please


at 3rd level I wrote a pretty good background story for Eben's FEAT (Racial Heritage) & TRAIT (Adopted by Another Race) exceptions. DM was impressed enough to allow me to use Gulch Gunner due to living & training with the ratfolk community since birth.

in summary good ol' mum & da couldn't except the devilish nature of their newborn. They left the child in a rat-infested hollow. shadowy nightmarish figure watches from the darkness. the creature approaches, tail lashing to and fro. sniffing. the infant, squalls and fusses. Eben snatches at a furry rat-man-like creature's whiskers and begins cooing. . . dun-dun... DAAA!

story was a lot more involve as it went on but you get the gist.

@Ms. Pleiades & Co., guess I should have mentioned the house rulings.

though my question remains un answered: Should I take him down the oracle or ninja path. how and why?


Started playing this character in the Mummy's Mask adventure path. I was gunning for 1st guy to die in the game. Personally I don't play LG or Paladin. After making 3rd level (paladin (holy gun, undead scourge), gunslinger (gulch gunner, mysterious stranger), I really started to get into the character (friend showed me "Powder-Keg Paladin" story)and I actually started to like him & paid more attention to the effectiveness of the guy. wondering weather I should take him down the oracle or ninja path. how and why?

Name: Eben Scourge
Gender: Male
Age: 36
Nationality: Osiriani

Role-Play:
Think Gene Hackman in "the Quick and the Dead" kind of intimidating charisma
Clint Eastwood in "Unforgiven" kind of paladin; more Justice, less Law.
best example: search 'powder keg paladin'

Ebeneezer Scourge w/ an ORACLE level
Male rakshasa-spawn tiefling
fighter (trench fighter) 3/
gunslinger (gulch gunner, mysterious stranger) 1/
oracle (dual-cursed oracle, wanderer) 1/
paladin (holy gun, undead scourge) 2/

LG Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+4 armor, +4 Dex, +1 natural, +2 shield)
hp
59 (7 HD; 1d8+6d10+14)
Fort +13, Ref +10, Will +10 (+1 vs. fear, +4 competence bonus vs. mind-affecting effects); +4 Competence bonus vs. disease, +2 trait bonus against death effects. Resist fire 5
--------------------
Speed 30 ft. +10-ft speed bonus when using charge, run or withdraw.

Offense legend tells of three ancient firearms of extra ordinary power. Eben knows only of Dragon's Bites' existence.
dragon's bite is at least a +1 ironwood double-barreled pistol.
dragon's roar is at least a +1 adamantine double-barreled pistol.
dragon's sight is at least a +1 glassteel double-barreled musket.
--------------------

Ranged dragon's bite. +13/+8 (1d8+6/x4) with focused aim, or
..............dragon's bite. +11/+6 (1d8+9/x4) with focused aim & deadly aim or
..............dragon's bite. +9/+9/+4 (1d8+13/x4) with focused aim, deadly aim & rapid shot
both barrels..dragon's bite. +9/+5/ (2d8+6/x4) with focused aim, or
both barrels..dragon's bite. +7/+5/ (2d8+9/x4) with focused aim & deadly aim or
both barrels..dragon's bite. +5/+5/-1 (2d8+13/x4) with focused aim, deadly aim & rapid shot
. . mwk double-barreled pistol +13/+8 (1d8+6/x4) (backup)
Special Attacks deeds (flash and shock, focused aim, gunslinger's dodge), grit (5)

Oracle (Dual-Cursed Oracle, Wanderer) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)cure light wounds, shield of faith, valiant resolve
. . 0 (at will)lightning sand (DC 13), stabilize, thunderclap, toolkit
. .
Mystery Battle

--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 17
Base Atk +6; CMB +6; CMD 20

Feats Clustered Shots[UC], Deadly Aim, Extra Grit[UC], Gunsmithing[UC], Improved Initiative, Point-blank Shot, Precise Shot (scaling), Racial Heritage[APG], Rapid Reload, Rapid Shot, Weapon Focus (double-barreled pistol)

Traits adopted by another race, reactionary, resurrected

Skills Acrobatics +5 (+1 to jump), Bluff -6, Craft (firearms) +4, Diplomacy -6, Disguise -1, Escape Artist +5, Handle Animal +3, Intimidate +0, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +1, Perception +8, Ride +5, Sense Motive -4, Sleight of Hand +5, Survival +7

Languages Abyssal, Common, Osiriani, Ancient

SQ divine deed: smiting shot, emotional disjoint, fiendish sprinter, gunsmith, lay on hands 4/day (1d6), oracle's curses (emotionless, wasting), prehensile tail, revelation (resiliency), trench warfare, umbral unmasking
Other Gear chain shirt, +1 mithral buckler, +1 dragon's bite, mwk ironwood double-barreled pistol, 3422 gp
--------------------
Tracked Resources
--------------------
Grit Pool (5/day) - 0/5
Lay on Hands (1d6 hit points, 4/day) (Su) - 0/4
--------------------

Special Abilities
--------------------
FLAW-Arrogant: You are convinced of your own superiority, and more importantly, of the inferiority of everyone else. You are not necessarily evil or cruel, but tend to be condescending and sardonic when dealing with those you feel are beneath you.
Penalty: The character's condescending nature results in a -2 penalty to all Diplomacy and Perform checks.

FLAW-Tactless: You are NOT exactly rude, mean spirited, or even especially unpleasant. It's just that you have all the subtlety of a brick through a window. You see yourself as being frank and honest, while others generally consider you a conversational blunt instrument.
Penalty: The character suffers a -2 penalty to Diplomacy and Bluff checks.

TRAIT adopted by another race raised by rat folk.

FEAT Clustered Shots Total damage from full-round ranged attacks before applying DR.

CLASS Daring Adjacent Shot The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, you regain 1 grit point.

RACE Darkvision (60 feet) You can see in the dark (black and white vision only).

FEAT Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.

DEED Divine Deed: Smiting Shot Use 1 grit, add Cha to hit & Pal level to dam on 1 firearm att. x2 vs some foes.

CURSE Emotional Disjoint You gain a +4 competence bonus on saves made against mind-affecting effects.

RACE Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.

RACE Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.

CLASS Grit & extra Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow/daring adjacent shot.

CLASS Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.

RACE Healed by Positive and Negative Energy You are healed by both positive and negative energy.

FEAT Improved Initiative +4 Initiative

CLASS Justice/Law Variant Channeling (±1 Sacred) Perception, Sense Motive, attack & save bonus/zone of truth.

CLASS Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.

FEAT Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

FEAT Precise Shot (Scaling) You don't get -4 to hit when shooting or throwing into melee.

RACE Prehensile Tail Your tail can retrieve small objects on your person as a swift action.

FEAT & TRAIT Granted by DM caveot Racial Heritage (Ratfolk) You count as another race for the
purpose of prerequisites.

FEAT Rapid Reload (Double-barreled pistol) You can reload fast with one type of Crossbow or Firearm.

FEAT Rapid Reload (Double-barreled musket) You can reload fast with musket Firearms.

FEAT Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

TRAIT reactionary +2 INITIATVE

REVALATION Resiliency (Ex) Not staggered at 0 HP.

TRAIT Resurrected You do not die until your hit points drop to negative 18 or lower.

CLASS sMITING sHOT A holy gun can spend 1 grit point to make a smiting shot with a firearm attack as a standard action. If the target is evil, the holy gun adds her Charisma bonus and her paladin level to the damage of the firearm attack. If the target of the smiting shot is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to the Charisma modifier plus 2 points of damage per level the paladin possess. Regardless of the target, smiting shot automatically bypasses any DR the creature might have.

CLASS Trench Warfare (Ex) +2 to AC bonuses from cover.

DRAWBACK Umbral Unmasking You cast no shadow (DC 15 Perception to notice)

CURSE Wasting +4 competence bonus to save vs. Disease

FEAT weapon Focus +1 attack w/ Double-barreled pistol
--------------------

TACTICS: Gets adjacent to targets provoking AoO when shooting them. Build is set up to draw AoO's.

As a full round action you can fire both barrels, rapid reload and fire both barrels again (rapid

shot), taking a -4 to my attack rolls. Dealing 2d8+13.
Alternately, you can fire each barrel separately and reload as a swift action with cartridge loads

Movie: Equilibrium? GUN. FU. The martial art where you're dueling hand-to-hand with guns in stunning grace & speed. Eben Scourge can do that. Get Combat Reflexes.
Its been suggested dipping Swashbuckler for a Grit/Panache pool bump. Take either a dip into Swashbuckler/Mysterious Stranger, or use a feat to get Amateur Swashbuckler.

Your turn; unload into your opponent, reload. Attack again.
Foe's turn, a full attack. Reload.

Interrupt! Use AOO- Opportune Parry & Riposte that first attack. With your gun. Shoot him. One Barrel.

Foe's tries second attack. Opportune Parry & Riposte second attack. Shoot him again. Second Barrel. Decent DEX will allow for many AoO's.

Your Turn, Reload. Unload into your opponent, reload, shoot him again. rinse. repeat.

Modifiers:
ATTACK: Rapid Shot -2 Attack
ATTACK: Both Barrels -4 Attack
PASSIVE: Deadly Aim -2 Attack +4 Damage
PASSIVE: Trench Gun +3 DEX to Damage
FREE: 1g Flash & Shock +4 AC
IMMED: 1g Gunslinger Dodge +2 AC
SWIFT: 1g Focused Aim +3 CHA to damage
FLANK: Opportunities Appenty +2 damage
MOVE:
STAND: 1g Smiting Shot +5 damage vs.evil, +7 vs.undead/ousider
FULL:
SMITE:

REGAIN GRIT BY: Killing Blow, Daring Act, Daring Adjacent Shot (Adopted: Ratfolk- gulch gunner)

considering future feats; virtuous creed, ranged disarm, ranged trip, charge of the righteous, mortal

shield, mobility, armor of the pit,


my curiosities...

0. Stan Lee
1. Swamp-Thing / Man Thing
2. Hobgoblin / Green Goblin (arcane crafter/alchemist or techomancer)
3. Vision / ultron (android)
4. Iron Man (Synthsist or Golem Crafter Caster) hmmm, or both in one... crap.
5. Psylocke (soulknife) meh
6. carnage / venom / various symbiotes, (easy. Synthsist)
7. Mister Fantastic
8. Black Cat/Widow (ninja [rogue]/witch,
9. nightcrawler
10. yondu


Eternatural 1 wrote:
point and laugh

YOU= 5'Reach

BEBG= 10' Reach

try and trip BEBG while you hang-off the end of his lance.

1st REMEDY= get a reach weapon
2nd REMEDY= specialize whip & trip fighter (feat hungry option)

also laughing.


Bandw2 wrote:
this archetype(or any of the other packs even) might be interesting, replace spell casting on an inquisitor, and get spell breaker.

agree. two levels of inquisitor allows you to roll will saves twice (spell breaker). of course you could level up until you get the VERY versatile BANE ability.

take fighter lore warden for extra skill points, allowing you to have the knowledge to take down your opponent (especially those with spell-like abilities).

some ranks in spellcraft would help you identify spells on the caster or spells the caster lobs at you.

lastly, ninja with shuriken or bow. swift vanish, lay into the filthy caster with your ranged sneak attacks.


?


boring7 wrote:
Can you make your black blade a Klar?

ISSUE = RESOLVED

has boring7 exercised the demon?


Name: Eben Scourge
Race: Tiefling (raksasha)
racial heritage (ratfolk)
Gender: Male
Age: 36
Nationality: Osiriani
Class: paladin holy gun 2 / gunslinger mysterious stranger & gulch gunner 1 / fighter trench fighter 3 / ninja bandit 1
Alignment: "Justice"-Good

Think Gene Hackman in "the Quick and the Dead" kind of intimidating charisma
Clint Eastwood in "Unforgiven" kind of paladin; more Justice, less Law.

best example: search 'powder keg paladin'


4 people marked this as a favorite.

31. Raise the goblins as your own personal child pickpockets / snatch & grab crew. Name all of the girls Artful Dodger and all of the boys Oliver Twist. (this way you don't have to remember a slew of names and when you call for one, they all snap to)

-Fagin


2 people marked this as a favorite.

son, age 10, party elf rogue, gets snuck up on by a tentacled monster called a grell. he's grappled.

DM: "Slithering tentacles engulf you, what do you do, elf snot"

Dustin: "I'll start by cutting off its testacle's, then shove them in its beak so it can't bite me."

[stunned silence]

I start to snicker. Dm goes red trying to contain himself. other players have no such luck.

We rolling for 15min before I'm able to explain to Dustin the anatomy of what he said.


1 person marked this as a favorite.

[rumbling thunder]
The gods, demons, devils, clerics, witches, wizards, sorcerers, GM's &/or PC's that cursed valiant keyafey, have noted your inattention
[rumbling thunder BUMP]
[ominous] this means all of you [ominous]


48 people marked this as a favorite.

151. Hit the party rogue's Armor Class, and the player, EVERY. TIME., says "but i have Evasion". And she's not just joking around.

p-sto wrote:
Ravingdork wrote:
142. They plan various stratagems for distracting the party paladin while they torture their captive for important quest information in the next room.
142 b. Paladins will randomly mention how they dumped wisdom so they can't possibly be aware of what's going on while the rest of the party has extremely vocal debates.

142 C to Z. (worth the read, trust me.) It was our 11th hour, we'd hounded the streets for days trying to round up cult agents and get information out of them.

We found out the plague was already in most of the food and water, as they had been at it for months, but a ritual needed to be completed for it to become active.

The cultists were hard to break, and our group (generally not the nicest folks) wanted to torture it out of them. Naturally, Sir Peter was opposed.

"We can't preserve freedom while denying it to others. It's not right, we can't do it, and I won't allow it."
Chris wasn't being a dick, he was just playing the character. As much as our characters might not have liked it, we as players were having lots of fun. The added drama really worked.

We managed to capture a high priest of the cult, someone responsible for conducting the ritual in this part of the land. It turns out the ritual needed to be conducted at the same time in several parts of the kingdom at once, in order to deliver the maximum effect.

We need to know the other locations, or else all our efforts would have just saved one northern barony and not the whole land. He gave us no choice but to beat it out of him.

Sir Peter wanted no part of this: "If you're going to treat a man like some animal for the slaughter, then don't expect me to sit by and watch." He then stormed out, and let us carry on in our work.

We'd been at it hours, and we couldn't get the guy to crack. He just wouldn't tell us anything. He was covered in cuts, had lost a toe at our hands, was dripping in his own blood, but still won't give us want we needed. We were going to give up and try another method, when all of a sudden, our doorway darkens and in walks Sir Peter. He's wearing nothing but his tunic and pants, unarmed, bar for a half drank jug of some form of strong booze in hand.

In steps into the room and announces:

"If you're going to do this, do it right..."
He walks over to the bound cultist, tosses aside his bottle, lifts the chair and sits in front of the beaten man.

Sir Peter:

"I don't want to hurt you, I just need to know the locations of your brethren, then this can be all over for you, I will make sure you are safe and cared for."
Cultist:

"Ha! I know who you are, Sir Peter Fairgrave; kingdom breaker, runaway child, father slayer. You can't threaten me: I know what you are. Your order, your God won't allow you to lay your hands on me, otherwise you'll fall, and you won't be able to help a soul."
Sir Peter:

*sighs* "You seem to be under the misconception about what I am, what I do. I am a paladin, that is true; but as a paladin I don't fear falling... I look forward to it."
The cultist shot a nervous look at the rest of the party, we were all looking at each other, not sure what was about to happen. The cultist opened his mouth to speak, but Sir Peter cut him off.

Sir Peter:

"As a paladin, I walk on a razor's edge. Not between good and evil, I could never be something like you, but between "law" and "justice". The "law" I follow doesn't permit me to harm you, but I could be "justified" in anything I did to you in order to save innocent lives. ANYTHING!"
"You don't know what it is like to be me. You don't know the pain of having to store all your anger, all your fury, all your sense of justice, and hold it inside you, all day every day for the rest of your life. Doing the right thing doesn't mean I get to stop all evil, I just get to trim it when it becomes overgrown. The path I walk is not about vengeance, or what's right; it's about moderation in the face of power, restraint and compassion for scum like you.
"This is why paladins don't fear falling. We don't spend all day looking for ways to prevent ourselves from doing evil and giving in to the darkness -- we actively seek it out. Every time we face evil, we ask ourselves, 'Is this the threat that I'm going to give it all up for? Is this what I am going to give up my ability to help others in the future, in order to bring it down now. Is this the evil that I am willing to forsake my God and my power to stop?!'".
At this point, he stands up suddenly and swings his arm against the chair he was sitting on. Sending it flying and shattered against a wall, he then kicks over the chair the cultist was sitting on, he leaps and straddles his chest, flinging him about for a few seconds in pure rage, before calming once more.

He looks the cultist straight in the face, both their noses just inches from each other.

"What you should be asking yourself now, what you really need to be thinking about, is: 'Is what I'm doing something that will make this guy want to fall?' Because you should know that once I fall, all those rules which protect you from me are gone. No longer will I be able to be stopped by you, or by my order, or by my God. If I give everything, and I mean give everything, I will never stop. If you escape me today, I will hunt you down and grab you into the pits of hell myself. Even if that means that I have to invoke the wrath of every demon in creation, just so they throw open a pit and drag me down where I stand, because when they do drag me down, I will make sure that my fists are wrapped firmly around your ankles and you go down with me. I want you to listen to me now, and I mean really listen, because Hell truly hath no fury like a paladin scorned."
"So I ask you, one last time: tell me where the other rituals are being held, or I swear to all on high that I will fall, and fall hard, just so I can show you what it is that paladin truly keeps his code in order to hold back..."

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At this point the player, Chris, just stops talking and looks at us. We are all kind of stunned by his speech, naturally.

He just picks up a D20, looks at the DM and says "I wish to roll intimidate."


1 person marked this as a favorite.

~~~~~~~ yeah, i edited/double posted, cuz no one likes to be at the bottom of a thread ~~~~~~~

first off, i have not posted to the threads for going on 10yrs. just hanging out, stealing a tidbit here & there of people's concepts. i had not seen anthing to motivate me to post again.

then i found this ... HUGE UNDERTAKING ...
i mean the dedication alone merits high recognition. i actually started to do the same thing in microsoft word and then realized after bestiary 1 & 2 that i would never be able to keep up with it. woe! the aggravation!! That said;

i bid a special thanks to the gods, demon, devils, clerics, witches, wizards, sorcerers, GM's &/or PC's that cursed valiant keyafey. Chained a strange and ominous piece of technology, compelled to labor away, to complete the uncompletable. pray, thee, for he who hath sacrificed much to provide thee & thine this artifice of knowledge.

Mike Andersen 351 wrote:
there are not enough expletives to properly describe how awesome this project is. Thank you!

that about sums it up

LazGrizzle wrote:

You are my hero! I was doing something similar, and was going to print them all out, because I work at a place that has a ton of poly page protectors and high end 3 ring binders to make sort of an "Omnibus Edition" for my Private collection. This saved me a ton of work! YOu are a scholar and a great help!

hmmm. perhaps since LazGrizzle has access to the poly page protectors and high end 3 ring binders, LazGrizzle could grant keyafay a hardcopy of these works, should they ever be actually completed (snicker). i might even be convinced to help finance such a thing . . .

for those of you who do not realize the magnitude, the shear dedication of 1 person compiling the Complete Compilation Books, no offense, but i have two words for you, starting with "f" and ending with"u".

in case my post has not cited my opinion, THANK YOU, so very, very much. i look forward to the updates.

btw; don't let anyone trick you into the bestiary compilation. (shudder)

[cough] reverse psychology [cough]

...excuse spelling, i don't care enough to fix it. ;)


1 person marked this as a favorite.

first off, i have not posted to the threads for going on 10yrs. just hanging out, stealing a tidbit here & there of people's concepts. i had not seen anthing to motivate me to post again.

then i found this ... HUGE UNDERTAKING ...
i mean the dedication alone merits high recognition. i actually started to do the same thing in microsoft word and then realized after bestiery 1 & 2 that i would never be able to keep up with it. woe! the aggravation!!

That said, i offer a special thanks to the gods, demon, devils, clerics, witches, wizards, sorcerers, GM's & PC's that cursed valiant keyafey. Chained a strange and ominous piece of technology, compelled to labor away, to complete the uncompletable . . .

pray,thee, he who has sacrificed much to provide us this artifice of knowledge.

Mike Andersen 351 wrote:
there are not enough expletives to properly describe how awesome this project is. Thank you!

couldn't have said it better

LazGrizzle wrote:

You are my hero! I was doing something similar, and was going to print them all out, because I work at a place that has a ton of poly page protectors and high end 3 ring binders to make sort of an "Omnibus Edition" for my Private collection. This saved me a ton of work! YOu are a scholar and a great help!

hmmm. perhaps since you have access to the poly page protectors and high end 3 ring binders, you could grant keyafay a hardcopy of the works. i might even be convinced to help finance such a thing . . .

for those of you who do not realize the magnitude, the shear dedication of 1 person compiling the Complete Compilation Books, no offense, but i have two words for you, starting with "f" and ending with"u".

in case my post has not cited my opinion, THANK YOU, so very, very much. i look forward to the updates.

btw; don't let anyone trick you into the bestiary compilation. (shudder)

(ahem, reverse psychology)

...excuse spelling, i don't care enough to fix it. ;)