Preacherelius's page

128 posts. Alias of GM_Drake.


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male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Preacher takes the empty cup from Xantor, as he looks at Captain Fergus,"Guriok abstains from booze, Captain."

He puts the silver cup away, than does the same for the one the infamous pirate drank from. Him and Captain Fergus start moving toward the spider, with Captain Fergus fifteen feet in front of Preacher.

Captain Fergus readies an action to poke the beast with his ectoplasmic rapier if the spider gets within his reach.

Preacher readies an action to throw his starknife when the arachnid gets within 20 feet of him, which will probably be the same time Captain Fergus engages the spider in melee.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

@Xantor: it is not spectral grog. It is regular grog.

From Inner Sea Gods, page 43:

Caydenites can use Create Water to create 1 cup of simple ale/wine for being a Caydenite. Reflavored to cheap rum (grog, aka watered-down rum with citrus added).


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

You're welcome. Be sure to turn your alarm off if you only set it to be up for our weekly dedicated hour.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Currently working on Captain Fergus' combat summary. After it is complete, I will adjust the header on his main profile to the format you want us to use, Wolf.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2
Sylvara "Silver Flame" wrote:

I just got home. 2340

So please excuse me if my posting isn't a lot during our first 1 hour time

That's about 6hrs from now

Add another 24 hours to your estimate. :)

Wednesday evenings Pacific/Eastern are Thursday mornings for you.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

You are welcome.

Captain Fergus can only create 2 cups of grog (simple ale/wine/etc.) per day (created at the same time). He will be able to create more each day as we level up.

Guriok has been travelling with Preacherelius for weeks and is friends with Preacher already. The rest of you will have a chance to quaff the grog too.

b.t.w. It is not ectoplasm in the cups - it is legit alcohol.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Dedicated weekly hour for our group has been slotted as:

Wednesday evenings, 8:30 p.m Pacific (11:30 p.m. Eastern) to 9:30 p.m. Pacific (12:30 a.m. Eastern).

Two more days until our first dedicated hour!


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Preacher, his remorse clearly showing on his face that his intent to heal instead caused more suffering for the woman quickly fades, as he stands up and walks towards Captain Fergus, getting his masterwork cold iron starknife in hand.

Both he and Captain Fergus stand ready, 30 feet from the rest of the group who are attended the wounded.

Preacher readies an action to throw his starknife at the spider if it gets within 20 feet of him.

"It is not a fiend, but it is probably a threat to our our health."

Captain Fergus, without removing the spider from his sight, reaches over and grabs a silver drinking cup from one of the pouches of Preacher's adventurer's sash...


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Preacher's last Perception roll was for the DC 15 from Onyx's post.

Perception check for Perception checks for GM Wolf's post with mutlitple DCs.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Perception check for Onyx's most recent post.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

DC 20 Perception check regarding spider:

Preacher is untrained in Knowledge (nature), and the skill is not linked to his favored enemy (evil outsiders), and cannot make the Knowledge (nature) roll since it has a DC higher than 10 (and we are not in a library/other setting to ignore that stipulation regarding untrained Knowledge checks). Shimmerella is trained in Knowledge (nature).

"I'm sorry, Anevia. I am not a skilled healer like my Uncle Iroh. I thought my healing magic would be enough to restore your leg back to its healthy state."


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Reflex: 1d20 + 6 ⇒ (6) + 6 = 12

Sense Motive: 1d20 + 6 ⇒ (19) + 6 = 25

Preacher's focus is on two of the wounded, he telepathically tells Fergus about the spider, so that when the phantom comes back in from his phase lurch scouting, he draws his ectoplasmic blade and gets ready for the fight with the giant spider.

Preacher catches Anevia, as her leg suddenly stops supporting her weight, "We don't want you aggravating your injuries. Let's get you sat down carefully while I check to see how bad your leg is, okay?"

He assists her to get into a sitting position with her leg extended. As he starts to roll up her pant leg or skirt to take a look at her injury, he replies to Aravashnial, "Aravashnial, would you mind sitting down for a few minutes while some of us scout our extended surroundings a bit more thoroughly. We will be better able to assist you once we have done so."

Preacher, upon seeing Anevia's leg injury, touches it, and without any words or gesture, her wound starts to mend (psychic cure light wounds)

cure light wounds: 1d8 + 2 ⇒ (6) + 2 = 8


To clear up some possible confusion regarding if characters are gestalt or not.

Table 1 (not the group that is posting in the discussion tab of this recruitment) are using gestalt characters.

It looks like like the players for this group (who are posting in the discussion tab of this recruitment thread) might have decided against using gestalt.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Preacher looks at the newcomer, "Sorry about that. I'm Preacherelius. The phantom is Captain Fergus. My green-skinned friend over yonder is Guriok." Preacher then closes the distance to the woman and extends his hand for a shake, "What is your name?", his aura possibly making her feel less fearful about the situation the group currently finds themselves in.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

"She's not a foe, Captain. You can let go of your sword. Please continue scouting for us."

The black-coloured ectoplasmic form with red horns, eyes and blade releases his grip on his sword, nods towards Preacher, and continues his scouting through the walls.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Apologies for the delay in getting the headers completed.

I am creating the phantoms' in-life stats (including class levels and mythic tier abilities), then using that as a reference for the feats/skill ranks they gain and will gain as phantoms.

Before I crashed last night, I had Captain Fergus' class levels done (Lv 20 (drake warden/tidal hunter) ranger. He was also an 8th mythic tier champion in life.

As the phantoms of the priest of the fallen are legendary/mythic beings, I am going to be making Callistia become mythic in the interim between when Iroh restored her father's petrified form back to normal (when she was a girl) and the battle with Ousmariku that destroyed Liachora.

Each of the phantoms reached 20th class level and attained 8 tiers of mythic during their life. The reason for capping mythic tier at 8th is due to tier 9 mythic creatures gaining immortality (which would make them having died to become phantoms more difficult). Between the 20 class levels and 8 tiers of mythic, I can match up the abilities they gain as mythmaker phantoms (and their emotional focus abilities) to the abilities they gained in life (some of which require high class levels).

Some of the story I have added for Captain Fergus' living years, including an infamous ship I created, Skumbucket (in the Vudrani language), with a crew of skum and a captain who was a mythic rusalka, which Fergus (and his rapier) absorbed her mythic power when he slew her with his magical cold iron rapier:

Fergus is (was) a pitborn tiefling with the Soul Seer alternate race trait: Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as a spell-like ability.

Fergus' two traits (which he still has as a phantom due to taking the Additional Traits feat as his 1st HD phantom feat) are

Magic: Green-Blooded (Reflavored as a trivial boon from Cayden Cailean, which he can use to create simple ale (such as grog) or wine.)
Basic (social): Unintentional Linguist (Infernal)

During his 1st level adventurers, he met the tiefling that would come to change his life in a number of ways, Marcellus (placeholder for Marcus' surname). Fergus became a Caydenite, and by the time he reached 3rd level, his alignment had shifted from chaotic neutral to chaotic good. Marcellus became his first mate, and eventually helped Fergus recruit a crew consisting only of tieflings and their various animal companions, familiars and Captain Fergus' sea drake companion, Cruncher. The figurehead of Captain Fergus' ship, Fiend's Demise is a carved rendering of Cruncher.

Mythic Ascension: Captain Fergus killed the mythic rusalka, (name placeholder), captain of the infamous ship, (Skumbucket in Vudrani), which the majority of the crew were skum. When Fergus slew the rusalka, her mythic power was channeled through the weapon that slew her, Fergus' magical cold iron rapier, into Fergus, with the weapon retaining some of the absorbed mythic power.

The Skumbucket was a terror for years to sailors from Tian Xia and Vudrani who sailed into the shifting mists that conceal the continent of Sarusan, before sailing farther abroad, crossing all the oceans of Golarion. It was during one of its routes travelling north through the Obari ocean that the captain targeted a ship, which had Fergus and Marcellus as part of the crew, that resulted in her death by Fergus' sword.

The rusalka captain's tactics were to expend two uses of her mythic power to cause her innate fog cloud when approaching another ship on the open sea to cause her magical fog to have a radius of 500 feet and a height of 100 feet, giving her skum crew able to approach the other ship without the unfortunate souls being able to see the skum invaders until they were close enough to engage them in melee.

The rusalka captain's tactics were to expend three uses of her mythic power to cause her innate fog cloud magic while sailing within 1 mile of small coastal villages, to conceal the village in a 500 foot high and 1 mile radius fog.

Captain Fergus' ranger combat style is the Menacing combat style. He will be gaining some of the Dazzling Display feats he had in life he gains more phantom hit dice.

His rapier, Fiend-Ender gained all three tiers of Legendary Weapon (but only has 8 powers gained, not 10, since Fergus only attained the 8th mythic tier).


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

As Captain Fergus continues scouting through the walls of the cavern, Preacher looks around to prioritize who amongst them seem to be exhibiting the symptoms of being afraid the most, then in turn approaches them and asks them their names, while they are within his
fear-reducing aura
.

Does our darkvision range reveal the entirety of the cavern? Does anyone have more than the standard 60 foot darkvision range? Now that we have started to gain a better sense of our surroundings, are there any clear exits from this cavern? (without needing to explore further into the darkened areas, if out of range of our darkvision and light sources) Is the ground plain earth, or is there stone beneath our feet as well? Any bodies of water that can be seen?

In addition to the three named NPCs, how many other (still living) NPCs fell down into the cavern we are in (that are part of the current gathered group)?


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Can one of those NPCs be the one that was unconcious in the rubble that Preacher stabilized that Guriok and Xantor lifted the rubble trapping the NPC so Preacher could pull him/her out from the rubble? If so, which NPC? :)


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

I rolled Diplomacy checks to see how the NPCS might perceive the tone in Preacherelius' words. I am not using such rolls to attempt to dictate how PCs should respond to his words.

natural 1 (stress of the situation affecting his tone), followed by a natural 20 (composing himself back to his typical inoffensive tone). What a way for the first two rolls Preacher makes for the start of the campaign. :)

I will get the headers for Preacher and Captain Fergus done up today.

Spoiler:

Still working on Captain Fergus' write-up/skills/feats (during his life, which influences the skill and feat plans he has as a phantom).

Preacher's profile is not updated yet with his overall equipment. Still some minor miscellaneous items to add to it that are of particular importance to the phantoms, i.e. a red and gold scarf that Iroh needs for his deific obedience to Sarenrae.

After Captain Fergus's combat summaries (and header) is done, will work on Iroh next (as Shimmerella phantom summary is completed, and Iroh is the phantom (of the remaining 4 phantoms) most likely to make his first appearance during gameplay. Iroh is also the one phantom the same size as Preacher who can wear his minor backpack of journeying (who is not a phantom of greed. :)


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

He replies to Sylvara, attempting to shift his tone that has not been coming off well due to the stress of the tragedy of the current situation, Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25 "You are mistaken. Spirits can experience fear. Imagine how much worse that is for spirits that never make their way to the Boneyard."

Preacherelius then clearly looks towards the phantom before adding, "Some spirits are more likely to induce fear than experience it themselves."

Then, hoping to clarify that he shares the same principles regarding keeping the living safe, looks back at Sylvara, "When response is needed as quickly as it was before the ground fell from beneath our feet, I will attend to the ones on the threshold of death first, so that they will continue to live, then the conscious and living, if the danger is still imminent. I will not leave souls recently departed from their corporeal remains without kind words to soothe them."

He then moves over to the still breathing unfortunate one trapped within the rubble as Guriok attempts to lift a piece of the rubble up so Preacher can pull them out. "I'm not strong enough, someone help us."


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Above, before the ground collapsed...

Preacher was casting stabilize each round on people who were on the ground bleeding out, whether from collapsing rubble or from a demon's claw that dropped them.

Captain Fergus demanding the gnomish aasimar shift him to his ectoplasmic state so that he could end invading demons, his peripheral vision tracking the lesser demons nearby while his main focus remains on the balor fighting the dragon, "Shift me to my fighting form now!"

Preacher, prioritizing trying to save as many of the dying as possible, did not comply to the phantom's demand, telepathically replied in Iblydosian, <"I must attend to the helpless that still live first. Thirty more seconds and I will..."> when the ground collapsed and several of the attendees at Clydwell Plaza, the standing conscious and the prone unconscious, fell...except for Captain Fergus, still in his incorporeal form.

In response to Sylvara...

Trying not to come off as confrontational, Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6 "Which is why I am checking to see if we can see if any of the ones caught in the rubble still breathe. I would not risk any spirits of the recently departed who might be stuck here to think none of the living considered their misfortune. In life we can wake up from nightmares, spirits do not have such salvation."

Preacher continues his prayers for the recently slain, "We will come back to retrieve your corporeal remains when doing so does not risk more of the living from perishing. Take solace that your living loved ones will be able to give you proper farewell ceremonies appropriate to your faiths."

In response to Guriok...

Preacher spots someone within the rubble unconscious but still breathing, and casts stabilize. "I am still breathing and conscious, my friend. I need your strong arms to help free one of the ones stuck in the rubble that still breathes."

Preacher then speaks aloud to the phantom, so all can hear his words, "Captain Fergus, will you scout through the walls to see if there are any nearby passageways nearby that the rest of us can access if we tunnel through the walls of this cavern."


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Is FH 'familiar hit points'?

If not, what does FH abbreviation for?


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Preacher walks over to the rubble to see if anyone caught within it still might be breathing and potentially healed before they expire Perception: 1d20 + 6 ⇒ (1) + 6 = 7 as he prays for the recently lost, "May the Goddess of Dreams and Travelers guide you each to the divine realms of the deities you held most dear during your lives, which were ended abruptly this day."

"Captain, are there any survivors in the rubble?"


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Updated Preacher's feat leveling plan to account for some more thematics (Desna's boons, the century spent at/within the edge of the Eye of Abendego imbuing him with latent abilities connected to the Eye). He will not be gaining the Craft Wand feat. He will also be gaining Magic Trick (mage hand) at 3rd level (which will increase his support role options) and at 6th level will gain the ability to open locks/disable devices from a (hopefully) safe distance.

Feat Plan:

Elephant in the Room rules are being used for the campaign.

1st level: Divine Fighting Technique (Desna) (He uses his Charisma modifier for attack and damage bonuses with his starknife, instead of using Dex and Str).)

2nd level (Bonus Thrown Weapon] Combat Style feat): Precise Shot

3rd level (Bonus feat): Endurance

3rd level: Magic Trick (mage hand)

5th level: Deft Hands (See the Magic Trick (Mage Hand) feat.)

6th level (Bonus Thrown Weapon] Combat Style feat): Close-Quarters Thrower

7th level: Craft Magic Arms & Armor (First item he imbues with this feat will be his MW cold iron starknife, so he no longer has to cast mage hand to retrieve it from enemy spaces.)

9th level: Deific Obedience for Desna

10th level (Bonus Thrown Weapon] Combat Style feat): Pinpoint Targeting

10th level (Tier 1 divine boon - Exalted list): Slumberer (Sp) sleep 3/day, silence 2/day, or deep slumber 1/day

11th level: Rapid Shot (prerequisite for the advanced benefit of the Desna divine fighting technique)

13th level: Diverse Obedience

14 level (Bonus Thrown Weapon] Combat Style feat): Quick Draw (Can use the advanced Desna fighting technique in a round even if his starfknife was not already in hand, in addition to the normal benefits of being able to throw multiple thrown weapons in around if he does not use the advanced fighting technique.)

14th level (Tier 2 divine boon - Evangelist list): Starlit Caster (Su) Over time you have learned to focus your magical power to better damage agents of evil . You add your Charisma bonus on your concentration checks, as well as on your caster level checks to overcome spell resistance. In addition, when you stand in starlight and cast a spell that deals hit point damage, you can have it deal an extra 2d6 points of damage. This bonus damage is untyped, and manifests as a glowing aura of starl ight around the spell's original effect.

15th level: Exotic Heritage (Swim) Possibly a gift from his deity, Desna, due to the magic of his homeland of Iblydos, and extension of his planar bond to Nirvana, the century of living within the edge of the Eye of Abendego imbuing him with latent powers connecting him to the Eye, or a combination of such factors. This new ability of Preacher manifests initially at this level as the supernatural trap, Sleet Trap, he gains from his ranger traps ability (thematically flavored that the trap is slippery due to him channeling a tiny portion of the Eye of Abendego (instead of sleet).

17th level: Eldritch Heritage - Seaborn

Water Blast (Sp): As a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces dehydrating touch.

18th level (Bonus Thrown Weapon] Combat Style feat): Shot on the Run (For throwing one of his daggers while he is moving.)

18th level (Tier 3 divine boon - Sentinel list): Shooting Star (Ex) You can throw your deity's star-shaped favored weapon with great speed and ease. Three times per day, you can make a single ranged attack with a starknife as a swift action. To throw a starknife as a swift action, you must have it in hand, have sufficient actions available to draw the starknife, or have the Quick Draw feat or a similar ability.

19th level: Improved Eldritch Heritage

Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Sticking with ranger without taking the prestige class. Going to take the Diverse Obedience feat so he can select from more than one divine boons list.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

"You are correct. I am an aasimar."

Preacher moves his hand along his antlers, seeking any other pieces of string Shimmer might have wrapped around them.

"Unlike my ancestors who were blessed, my antlers never grew fully out. Which is a good thing, considering how much longer it would take to collect the string my brownie friend likes to wrap around them. Did you see her when you walked in?" Preacher notions towards the silver-haired elven woman, "She was chatting to her when she dissipated."

As he lowers his hand from checking his antlers, he asks, "Is there any string still on my antlers, Xantor?"


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

On Preacher's ranger side of the gestalt, he is going take the evangelist prestige class, starting at 11th level (with ranger being the aligned class for the prestige class). His ranger class features up to 10th level will not be affected on days he is unable to perform his daily deific obedience.

Preacher is there to try to seal the rift (his myth-speaking from pre-Age of Lost Omens).

"The slayers shall become the slain. The slain shall become the slayers. Far from home. Home never far. More must fall before one can rise. A rift repaired."

Captain Fergus wants to slay fiends.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

I forgot to retype during Captain Fergus' last few posts. His voice always sound dry and raspy. His appearance does not reflect what he looked like when he died, but his voice does sound like it. He will eventually be taking Eldritch Heritage (accursed bloodline), with the 1st-level (mind-affecting, fear-based) bloodline power (Horrific Visage) thematically tweaked to make the target view how Captain Fergus' layers of skin shed from his body (caused by the aboleth's slime special attack, but in a much faster rate than actually happened during the day he died).

Preacher swaps back to speaking Taldane, "I am Preacherelius. My green-skinned friend is Guriok and this is the infamous pirate, Captain Fergus the Furious of the ship Fiend's Demise, wielder of Fiend-Ender, Slayer of Fiends, Sinker of Slaver Ships, Savior of Slaves, Liberator of the Lost, Champion of Cayden Cailean."

Now with a closer look at Preacher, Xantor sees the gnome with antlers also has a necklace with a silver pendant (with an amount of silver typically used for a human-sized silver religious symbol), and unlike a typical singular butterfly to represent reverence to Desna, the Goddess of Dreams, Preacher's symbol is a flutter of butterflies which are in the shape of a star.

The butterflies makes it easy to deduce it is a religious symbol of Desna. It requires a successful DC 15 Knowledge (religion) check to know that a star is a recondite holy symbol of Desna.

Xantor's 21 religion check means he knows the significance of the star also being a religious symbol of Desna.

@Xantor (and others): Make a Knowledge (planes) check to see what you can deduce from Preacherelius' appearance.

Suggestions for DCs to determine various aspects of outsiders, using the aasimar bloodlines as an example:

DC 10 Knowledge (planes): Aasimar

DC 15 Knowledge (planes): which category of aasimar bloodline the aasimar is, if the aasimar has one: idyllkin (agathion-blooded), angelkin (angel-blooded), lawbringer (archon-blooded); musetouched (azata-blooded), plumekith (garuda-blooded), emberkin (peri-blooded)

DC 20 (or higher) Knowledge (planes): which specific type of agathion, angel, archon, azata, garuda or peri the aasimar is descended from, using the DC of 20 or DC 10 plus the CR of the specific creature type, using whichever is higher.

Identifying Preacher's aasimar heritage:

DC 10: Though he looks like a gnome (with antlers), he's an aasimar

DC 15: He appears to be of idyllkin heritage

DC 27: He appears to be of cervinal heritage.

Preacher than directs a question at Onyx, "Onyx, would you enjoy talking arcane theories with someone from the Age of Legends?"


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Preacher, untangling the bit of string Shimmerella had wrapped around his antlers earlier in the day and putting it back into the brownie's pouch of his adventurer's sash, chuckles at Xantor answer, and addresses him as well.

Celestial:
"You and your friend are welcome to sit down beside us,"
as he indicates the four vacant seats on the other side of Captain Fergus.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

If I recall correctly, I think one of the PF1e books actually has DC adjustments that take into account knowledge about who individuals are based on how far away the individual's home area is.

Going to see if I can find the relevant book....

edited: fame or reputation I think...

2nd edit: Reputation and Fame from Ultimate Campaign.

Will figure out, using those rules, what Preacher's fame/reputation rating might be, and then account for being far from where he is most known.

Think this is part of what I was recalling urban ranger's favored community as a guidline to how a simplified fame/reputation could work.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

@Guriok: I figured out a timeline for our journey (including the timeline for Preacher and Shimmer's journey from The Eye to the eastern side of the Mindspin Mountains. You met the storm giants. You met Preacher, the storm giants and Shimmerella mid-day during the summer solstice.

@GM Wolf. For reference if needed during the campaign.

@Xantor: Guriok, Preacher and Iroh arrived in Kenabres three days before Armass. They stayed a day at Star Keep 3 days before they arrived in Kenabres.  They stayed at Nerosyan for a week (before traveling for 3 days to reach Star Keep). The day after they arrived in Kenabres (2 days ago) Preacher manifested Shimmerella (and was manifested until he manifested Captain Fergus during the gathering for Armasse)

Timeline of Preacher's journey from The Jagged Reach to the eastern edge of the Mindspin Mountains (where, Preacherelius, Shimmerella and the storm giants the two are travelling with meet Guriok:

Mid-Spring Day (Desnus 1st). A gathering of storm giants at Baid Asif.  The wandering storm giant priest of Desna (a friend of Preacher and Shimmer of the past century) asks storm giants who offered to give Preacher and Shimmer a lift to the Mindspin Mountains (home of a small group of storm giants that made the pilgrimage to Jagged Reach to witness the magnificence of the Eye of Abendego).  They do as requested.  

Desnus 3 to Sarenith 12: Preacher, Shimmer and the storm giants depart, carrying Preacher and Shimmer as they swim for 40 days (8 hours of swimming plus 2 hours of 'forced march' as the last jog of journeying each day).

Sarenith 12 to 14: They travel across land to the Usk River.

Sarenith 14 to 18: The storm giants swim north in the river, then travel east across land to the Shining River.

Sarenith 18 to 21: They travel north, past the Tourondel River, and come across Guriok on the 21st (the summer solstice).

Sarenith 21 to 22: The giants (still carrying Preacher, while Shimmerella is on the ground walking with Guriok). The giants turn west into a mountain pass to their home.  Preacher activates his minor backpack of journeying so he does not slow the trio's progress. Two hours later, when the weight of the backpack is no longer magically lightened, he tells Shimmerella that he needs his uncle to carry the backpack so they do not lose travelling time.  Shimmerella hugs her new friend for the minute it takes for her to fully dissipate as Iroh fully manifests.

Sarenith 23 to 24: They arrive at Trunear and stay there for a day to resupply. 

Sarenith 25 to Erastus 1: They travel to Vigil.

Erastus 2: They stay a day at Vigil to resupply. Preacher manifests Shimmerella.

Erastus 3 to 7: They travel by passenger ferry east along the Path River, then disembark on the northern shore where the foothills between the western Hungry Mountains and eastern Hungry Mountains are.  Preacher manifests Callistia (who is more familiar with hilly terrain).

Erastil 7 to 14: They travel across the foothills and reach Ardis. Preacher manifests Iroh.

Erastil 15: They say a day to resupply.  

Erastil 16 to 19: They travel overland and reach Vische.

Erastil 20: They stay a day to resupply.

Erastil 21 to 26: They cross the West Sellen River by passenger ferry and travel north across land to Aaramor.

Erastil 27: They stay a day to resupply.

Erastil 28 to 29: They travel across land and reach Nerosyan.

Erastil 30 to Arodus 5: They stay a week at Nerosyan.

Arodus 6 to 8: They travel to Star Keep.

Arodus 9: They say a a day at Star Keep.

Arodus 10 to 13: They travel to Kenabres (arriving 3 days before Armasse).


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Preacher replies mentally in Iblydosian, <"Would you not prefer to wait to hear what the others gathered here have to say before you make a toast to the glory of Cayden helping to free the land here of the demons that have kept it shackled for more than a century?">

Then speaking aloud in Taldane, "Captain, his name is Guriok. He is a friend."


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2
Onyx Breaktooth wrote:

What was my campaign trait again... archmage?

Spoiler:
Onyx Breaktooth wrote:
Preacherelius wrote:

For the Wednesday night group:

Chance Encounter (associated mythic path: Trickster)

Child of the Crusade (assocoated mythic path: Marshal)

Exposed to Awfulness (associated mythic path: Guardian) (rdknight) [Endellion Morgethai] female elf (Tanglebriar Demonslayer/Transporter) ranger

Riftwarden Orphan (associated mythic path: Archmage)

Stolen Fury (associated mythic path: Champion) (Veniir)[Guriok] male half-orc (Windstep Master) unchained monk

Touched by Divinity Desna (associated mythic path: Hierophant) (GM_Drake) [Preacherelius] male (gnome) aasimar (Priest of the Fallen) spiritualist (Planar Scout) ranger

Touched by Divinity Iomedae (associated mythic path: Hierophant) (TheWaskally) [Xantor Orphabielson] oracle

Riftwarden Orphan (associated mythic path: Archmage): Its still open so I will likely take it!

Yes, it was. The other unclaimed associated mythic path is marshal (Preacher's Uncle Iroh was a marshal mythic (prankster) bard and (hospitalier) paladin (of Sarenrae) in life, and is reflected in his abilities as a marshal phantom of kindess.

As only GM Wolf already knows some of the following, player knowledge for the rest of you (which deities each of the phantoms reveres):

Spoiler:

Preacherelius (reveres Desna, including making use of Desna's divine fighting technique with his starknife)

Shimmerella (the brownie) and Lip (the leprechaun) do not revere any particular dieties.

Captain Fergus the Furious (tiefling pirate captain of a crew of Caydenite tieflings): When the first fiendish spawn he never slew showed him that some are good, who became his first mate, and they recruited like-minded tieflings that targeted slaver ships (and set them free ashore at Liachora (for the freed slaves to make their own way home via other ships). Cayden Cailean. He had both the deific obedience and diverse obedience feats in life (and will regain them as a phantom), allowing him to attain both the first-tier and second-tier boons he had in life, but not the third-tier boon (as he would need 18 HD to regain the third tier boon, and phantoms only have 15 HD at 20th level).

Maiden Medusa: Shelyn. She had the deific obedience feat in life (and had all three tiers of boons). As a phantom she will regain deific obedience but will only regain the first tier boon she had in life. She will not gain enough hit dice as a phantom to regain the second and third tier boons (which require 16 HD and 20 HD, respectively, to gain without having the diverse obedience feat, which she does not qualify for, as her alignment is one step away from Shelyn's).

Tia (Callistia): She grew up on a farm on the island that Liachora is on. When Tia was a girl, a medusa that was on the run (for a crime she was framed for) and was running through the fields of the farm, she inadvertently petrified Tia's father. Irohmentingham (Preacher's uncle Iroh), who was tracking the medusa (and knew she had been framed), restored Tia's father to living flesh. Years later Tia moved to Liachora and joined the city guard under the command of Psomeira.

During the devastation that the thalassic behemoth, Ousmariku, caused the day it destroyed the city of Liachora, Irohmentingham and Tia were getting school children to safety (from the collapsing school building they were in). As they got the last of the children out, a large chunk of the ceiling fell, and would have flattened and killed Tia, had it not been for Iroh shoving her out of harm's way, and he was crushed to death by the collapsing ceiling. Tia joined the rest of the guard in fighting Ousmariku, and saw Psomeira's spear flash brightly, just as Tia was killed by the thallasic behemoth, before it was forced to retreat.

Tia's dedication is towards Irohmentingham (he was the hero-god she most looked up to growing up due to him removing the medusa's petrification from her father, and reinforced by Iroh saving her from death. As Tia is unable to keep Iroh safe, she keeps his nephew, Preacherelius, as safe as she is capable of.

Unlike the other phantoms that Preacher can manifest, Tia never attained mythic power during her life.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

2 (Shimmer and Lip) and a half (Maiden Medusa) phantoms' game crunch and headers done. Will continue working on them tomorrow.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Preacherelius replies to Guriok after shifting Shimmerella's phantom state, "Her impressive mount seems to support your speculation."

Preacher then starts to concentrate, as he whispers loud enough that Guriok will be able to hear, "Captain, we are in Kenabres. You wanted to be present during talks of taking the fight to the demons of the Worldwound. It is time to make your presence felt."

In front of the now vacant chair beside Preacherelius, the 6'5" tall spectral form of the infamous Chelaxian slaver ship-raiding tiefling Captain Fergus the Furious starts to slowly appear over the next minute, with Shimmerella's spectral form vanishing at the same rate that Captain Fergus' spectral form 'solidifies' fully.

@Guriok: You have not met Captain Fergus yet. During our journey from the Mindspin Mountains, you have met Preacher's Uncle Iroh and Tia (Callistia). You have not met Lip (Philip 'Buckets' O'Gold) or Maiden Medusa yet. You are familiar with seeing Preacher concentrate to manifest another phantom. During our time traveling together, Preacher has told you about Captain Fergus and Shimmerella has told you about Lip and Maiden Medusa. You have learned from us traveling together that you feel even braver than you normally are while you are near Preacher (see below).

Whenever someone who is not immune to fear and does not already has a +1 (or higher) morale bonus against fear effects, when you are within 10 feet of Preacherelius (while he is conscious) you feel even braver than you already were. From cosmic trait: "Allies within 10 feet of you gain a +1 morale bonus on saving throws to resist fear effects."


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Still working on the phantoms.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

@Guriok: No offense taken. :)

@GM Wolf: Can Maiden Medusa use craft (leather) to craft leather armor in the campaign?

Barring any unexpected things happening, tomorrow I plan to have Preacher and the phantoms ready for gameplay for the rest of the weekend.

Spoiler:

I am thinking about what the phantoms were known for in life, including their class/mythic abilities while they were alive, and the abilities they gain/will gain as phantoms, as a guiding force for determining their leveling plans for feats and skill ranks, so that they match up to abilities they had in life. This also makes their individual personalities become more 'focused' before the campaign starts, to influence how I will roleplay them. They might all be chaotic good, but their personalities and mannerisms are fairly consistent. :) Shimmerella (being a creature of whimsy) is the one most likely to take truly chaotic actions. :)

With the exception of Captain Fergus (who's history I used for the plot hook entry), the rest of the phantoms' histories, for the most part, are/will be summed up in a few sentences about their personality on their profile pages.

I am working in useful ways the phantoms can add to the party's collective abilities as well.

Uncle Iroh: signature skill (heal) (gained at 6th level): with 1 hour of treating wounds, the injured character regains hit points and ability points as if they rested for a day; at 12th level as if the target had a full day of rest with long-term care; at 18th level as if the target recovered rested for 3 days.

Maiden Medusa:

In additional to being a renowned crafter of leather attire in life, she also used her magic to craft magical backpacks and bags that allowed her lovers who went on quests to carry more than mundane versions could.

read magic 1/day (for 10 minutes/HD, since she gains spell-like abilites as an archmage phantom that uses her HD as caster level)

Master Craftsman (craft-leather)

Craft Wondrous Item (gained at 8th level): craft (leather) wondrous items (such as leather clothing like gloves and boots, and magical backpacks, adventurer's sashes, etc.) Potentially, being able to use craft (leather) to create leather armor (but not imbue it with magic), which Preacher could than imbue into magic armor.

signature skill (craft-leather) (gained at 11th level): halves crafting time of ; at 12th level, she does not ruin the raw materials unless she fails check by 10 or more; at 18th level, it only takes her a day to craft clothing it usually takes someone a week to craft.

As for the specific class and mythic abilities they had in life, I used the phantom abilities they have/gain as a minimum of what they could do in life to figure out minimum class levels (such as the archmage phantom eventually being able to cast 40 first-level spells/day and two third-level spells per day. I can figure out the specifics of the rest of their in-class abilities after we have already started posting in gameplay.

I hope you are all having a stress-free day today (or as low a stress-day possible with it being a family-gathering day).


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

I am not ready yet. I have Preacher's (and the phantoms') gear nearly redone and still have to finish stats for the phantoms.

some more info regarding the archmage phantom of lust:

Bought sleeves of many garments, as Maiden Medusa, the archmage phantom of lust, is nude when she manifests (she was nude when she died).

When manifested (in ectoplasmic form) she reaches into her pouch of the adventurer's sash that Preacher wears (each of the six pouches is for one of the six phantoms) and retrieves her undergarments and sleeves of many garments and quickly dons the undergarments and then the sleeves of many garments to change the appearance of her undergarments and magical sleeves into the illusory clothing that includes a cowl that is up that conceals her snake hair.

I just finished adjusting her hero forge minis to match up to her being a lust phantom instead of an anger phantom.

Maiden Medusa in ectoplasmic form and what her clothing usually looks like when she dons the sleeves of many garments.

Maiden Medusa in her incorporeal form. Her corporeal clothing, including the sleeves of many garments fall to the ground when she becomes incorporeal.

Maiden Medusa's deity is Shelyn. She can read magic 1/day (due to additional traits feat, and taking Magical Talent (read magic).

She is also a crafter (clothing) and will be taking Master Craftsman (craft-clothing) at 5th hit die and Craft Wondrous Item at 7th hit die. Her 3rd level feat will be deific obedience (Shelyn) (like it was when she was alive) and her 9th level feat will be Signature Skill (craft-clothing).

She was a renowned dancer and seamstress (who created magical clothing) during her life (though it will take her a while to come close to becoming as talented a dancer in her phantom state as she was in life).

As a phantom she will not gain 16th and 20th hit dice like she had in life, so will not gain the perks of certain perks of deific obedience, which she gained in life, including the 16th HD perk of:

Joyous Ally (Sp) Your sense of beauty and the loyalty you bear your goddess have attracted the notice of her celestial servants. Once per day as a standard action, you can summon a lilend azata from Shelyn's divine realm in Nirvana to aid you. You gain telepathy with the lillend to a range of 100 feet. The lillend follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home on Elysium. The Iillend doesn't follow any commands that would cause it to commit evil acts or destroy works of art, and the creature could even attack you if the command is particularly egregious.

Maiden Medusa helped during Preacher's travels on the plane of Nirvana while he was searching for his parents.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Thanks.

Here's to Santa paying you all a visit and that Krampus does not.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Regarding Seth's request to combine Chaos Knight and Iomedean Enforcer. (edit: GM Wolf posted his answers while I was typing this up...@Seth: some suggestions for your character's background are included in this post).

Having both paladin archetypes could lead to some potential internal conflict roleplay for Seth's paladin.

Based on what Seth has typed so far...with some suggestions with how the dicohtomy of the Ganzi's innate chaos and her desire to adhere to be a champion of law might become resolve.

Iomedean Enforcers lose Diplomacy and Knowledge (nobility) as class skills and gain Intimidate and Knowledge (local) as class skills. Warpriests have Diplomacy and Intimiidate as class skills. Warpriests do not have either Knowledge (local) or Knowledge (nobility) as class skills. Making note of this for part of suggested character backstory ideas for Seth's paladin, if she has both paladin archetypes.

From Seth's other side of the gestalt (divine commander warpriest of Iomedae):

@1st level: Aura (of Good and of Law), Focus Weapon, Mount, Sacred Weapon

@2nd level: Fervor (identical to lay on hands at this level except 'force of will' instead of 'force of personality' for how many extra daily uses from ability score.

Paladin abilities

@1st level: Aura of Good, Detect Chaos (instead of Detect Evil), Smite Chaos (instead of Smite Evil)

@2nd level: Divine Grace, Entropic Touch (instead of Lay on Hands)

The Iomedean Enforcer abilities first come into play at 1st level. The Chaos Knight abilities do not first come into play until 2nd level.

She (Seth's ganzi, will use Seth's name from this point on for this post) somehow gets involved with some Iomedeans (most non-Iomedaen enforcers, with a single Iomedean enforcer) among them.

from Chaos Knight archetype flavor type-up

"forgo a life of chaos, instead harnessing their heritage to enforce the power of law."

Seth wants to help defeat Treerazor. She by chance comes across some Iomedaens heading north to fight the demonic threat at the Worldwound. Seth figures she might be able to learn some tactics to help the elves defeat Treerazor. She approaches the Iomedeans, who offhandedly dismiss her, thinking she does not have the will (lawful alignment) to be an effective crusader due to a)being of elvish stock and/or)being a being who was changed by the power of chaos. Seth says something that gives the Iomedean enforcer pause, who detects chaos, and is surprised Seth does not have a chaotic aura. Whatever hijinks, story elements, etc. Seth adds, with end result being one of the unclaimed young lions with the paladins (maybe some sort of bonding in which a number of Iomedeans are standing waiting for a young lion to 'choose' to bond with by going to one of the gathered established paladins (as divine bond is typically a 5th level class feature), and the young lion turns away from the potential riders hoping to bond with it and and pounces towards the ganzi, the paladins starting to think Seth is a threat, but instead of ravaging the ganzi with its claws, the lion knocks Seth on her back and licks her face. Such a thing made the Iomedean enforcer offer Seth a place as a squire to him (or her), and Seth joined the company as it continued heading north to the Kenabres.

During the journey, Seth's training as an Iomedaen Enforcer was going well...when it came time to learn how to channel the power of Iomedae to lay on hands...Seth succeeded (due to warpriest fervor ability). Then at some point an ambush occurs and the leader of the ambushers compels the Iomedean Enforcer to turn his blade against towards his comrades-in-arms. Seth, racing to try to restrain the commander (touching him, and triggering the first instance of using Entropic Touch, making the commander regain control of himself).

The two paladin archetypes are compatible with no conflicts until 14the level, with both archetypes altering Aura of Faith.

Default Aura of Faith: Seth's weapons are considered good weapons for overcoming damage reduction and any attacks against enemies within 10 feet of her are also considered good for overcoming damage reduction.

Iomedaen Enforcer (Aura of Order): changes 'good' to 'lawful' for overcoming damage reduction.

Chaos Knight (Aura of Chaos): changes 'good' to 'chaotic' for overcoming damage reduction.

As Seth never had an aura that radiated as chaotic before 14th level...at that level in-game events could depend which of the three auras Seth develops:

1) A balance of both her innate chaos-influenced nature (sans having a aura of chaos before this time) and her dediction to being an Iomedaen Enforcer, and results in gaining the 'middle ground', which is the default Aura of Faith (Good)

2) Do the chaotic aspects of her paladin abilities from Chaos Knight become (story-wise, no actual game mechanics) stronger, with no conscious effort on her part, thus her innate heritage surges through, not enough for her to radiate an aura of chaos but enough that she involuntarily focuses the strength of her ganzi heritage to attacks she (and nearby allies) make against beings with the lawful subtype.

3) The overall testament to her desire to be the best possible Iomedaen enforcer anyone, not just her, is capable of becoming, and gains the Aura of Order highly-accomplished Iomedaean enforcers are known for.

Maybe her lion mount, who once in a unexpected chaotic action (pouncing towards Seth instead of doing the expected and approaching one of the willing non-divine bond mounted paladins that were in the 'lion choosing circle', will once again play an important part in which part of Seth will manifest...the innate racial chaos imbuing her (and allies) attacks against foes, her conviction to the order side of things of being an Iomedean, or the middle ground...

(still have not caught up on sleep, apologies for any repetitiveness above).


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

@GM Wolf

Requests/Questions waiting to be answered

by Seth: Can he combine Chaos Knight/Iomedean Enforcer paladin archetypes for the campaign?

by me:

Are you okaying the homebrewed backpacks of journeying I created?

Can I combine Planar Scout and Trapper ranger archetypes for the campaign? As it currently stands, without doing so, Endellion would take a level dip to gain trapfinding and disable device as a class skill. The only thing technically making trapper and planar scout non-compatible is: planar scout loses knowledge (dungeoneering) as a class skill and gains knowledge (planes) as a class skill; and the Trapper gains Disable Device as a class skill. Without Trapper archetype, Preach does not have Disable Device as a class skill.

Can we take the Signature Skill feat (the leprechaun, when he qualifies for it can take it so he gains the ability to disarm magic traps).

If allowed Signature Skill feat, might take it for leveling builds for some/all of the other phantoms (to add more weight to adding in flavor to abilities they had in life, like the leprechaun regaining trapfinding, which he had when he was alive).


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Correction to typing mistakes (I am working on about 1/4 night's worth of sleep).

Communal Align Weapon is a 3rd level spell that warpriests can cast at 7th class level (and is not a 7th level spell).

Will check my last post more thoroughly later to see if I made any other typing mistakes when I typed and posted it.

yw, Seth.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

I used the PF1E race maturing ages (and is required for his backstory, as he was born decades before the god Aroden died a little over a century ago).

Regarding lay on hands, mercies and Aura of Faith a Chaos Knight paladin does not gain...

The chaos knight's Entropic Touch would give the party some extra defense/saves against mind-affecting effects (with a decent progression of an extra daily use every 2 levels (Cha mod plus half paladin level). The chaos knight can affect both himself (swift action) and an ally (standard/touch) in a round, which can help turn the tide back our way if enemies are messing with the minds of everyone in our group.

The chaos knight's Blessing of the Maelstrom (their version of mercies), also scales up by adding the maximum number of creatures that can be benefitting from it by 1 every three levels above 3rd.

Aura of Faith: The align weapon (1st level spell) and communal align weapon (3rd level spell) are both are the warpriest's spell list. So the chaos knight has the ability to give the ability to imbue multiple weapons of the group to become good-aligned weapons (for a minimum duration of 1 minute) at 7th level (compared to 14th level for when a standard paladin gains Aura of Faith. Unlike Aura of Faith, the weapons do not need to be within 10 feet of the paladin to gain the good-aligned benefits for the duration of the spell (and only needs to be in melee reach when the spell is cast). That is a minimum of 7 weapons (for 1 minute duration for each weapon) when the warpriest gains ability to cast 7th level spells.

Channel Energy:

Preacherelius: Gains Channel positive Energy at 3rd level, with 1 less die than standard cleric does when he channels energy. He can channel energy a number of times per day equal to his Cha score (which is the ability score that will get an increase at 4th level and every 2 levels above 4th). His Charisma is 19, so he will be able channel energy 4 times per day when we level up to 3rd level.

Lay on Hands:

His Uncle Iroh gains Lay on Hands at 7th level with an effective paladin level equal to his hit dice. (note: Phantoms gain a hit die at every class level except for 4th, 8th, 12th, 16th and 20th.) He can use the ability as a swift action on Preacherelius (so can can heal Preach and another ally in the same round (and could lay on hands, move, lay on hands in the round to do so). Iroh's Cha will be 15 when he gains Lay on Handss, and will be 20 at 17th class level.

Mercies:

Uncle Iroh gains 4 mercies (that a paladin of 12th level can choose from) at 12th level. The mercies he will probably take at 12th level are: Paralyzed, Petrified, Poisoned and Stunned (as those were the first four mercies he gained while he was alive - he helped during fights/post fight results of medusas being active in areas of Iblydos he adventured). He will also be gaining extra mercies via the Extra Mercy Feat: Lv 14 (11HD) Injured, Lv 17 (13 HD) Amputation, Lv 19 (TBD mercy). Part of the 12th level feature he gains is being able to use the Aid Another action as a move action instead of a standard action.

Uncle Iroh has the following abilities (at beginning of campaign start):

Benevolent: When the phantom uses the aid another action, the bonus granted by a successful check increases by 1. If the phantom aids the spiritualist this way, the bonus instead increases by 2.

Opening Strike (Su): As a standard action, the phantom can make a melee attack against a foe. If this attack hits, the spiritualist designates one ally threatening that enemy. This ally can make a single attack at his full base attack bonus against that enemy as an immediate action.

Marshal: The phantom can fill its allies with its triumphant spirit as a standard action, granting them a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls for a number of rounds per day equal to 2 + its Charisma modifier. These rounds need not be consecutive. At 12th level, if the phantom is hit by an attack of opportunity, it can use an immediate action to allow an ally to make an attack of opportunity against the creature that attacked the phantom if it’s within the ally’s melee reach.

Uncle Iroh is the default phantom Preacher manifests (1 minute ritual to manifest him) after Shimmerella has been unmanifested (In addition to Shimmerella's daily Colorful Burst spell-like ability (scaled up version of Color Spray) and having Improved Dirty Trick, she can cast Bless and Bane as spell-like abilities, each a number of times per day equal to her hit dice. Starting at 6th level, Captain Fergus the Furious will be the default phantom he manifests as a standard action (via Phantom Call) when the party is currently in a fight with demons (after Shimmerella has cast bless and bane/Uncle Iroh has used Channel Energy/Lay on Hands/healing wands to heal up injured party members). So typically day (once group reaches 6th level) that begins with Shimmerella being currently manifested phantom, Phantom Call Uncle Iroh or Captain Fergus during fight with demons (depending on whether Uncle Iroh's extra healing is needed immediately or not), with post-fight (that Captain Fergus was called during) manifesting Uncle Iroh.

Of course, Philip the leprechaun, being manifest to disarm traps as needed. With the remaining two phantoms, Callistia and Maiden Medusa, being reserves when Shimmerella, Uncle Iroh, Captain Fergus and Philip cannot be manifested while the 24 hour cooldown for each of them is still ongoing.

The remaining kindness emotion phantom ability Uncle Iroh will gain is:

Exceptional Aid (Su): When the spiritualist reaches 17th level, the phantom can use the aid another action as a swift action. Additionally, when designating an ally for an opening strike, that ally gains a bonus equal to the phantom’s Charisma modifier on damage rolls for the attack granted to him.

Uncle Iroh gains maximum ranks in Diplomacy and Heal for being a kindness phantom. His bonus class skill is Use Magic Device, which will also be kept at maximum ranks.

*

@Seth: Taking Chaos Knight does not really removed any of the abilities from the group, with the following in mind:

Lay on Hands the chaos knight does not gain is not covered until we reach 7th level (and Uncle Iroh gains it), which requires he be manifested for the group to benefit from it.

Iroh will not gain mercies until 12th level, so that is 9 levels of delay that a standard paladin would usually start gaining mercies. Iroh will have the same number of mercies as a standard paladin has when he gains mercies. As your character is also a warpriest, her spells will compensate for her not having mercies.

The Chaos Knight's Entropic Touch (a considerably powerful 'mercy' which standard paladins do not gain access to).

So, as an overall group, going chaos knight with your paladin/warpriest does not really take much from the party.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

@Seth: In case you did not reach Preacher's past century background yet...

The sacred site to Desna he lived at for the past century is at the northern edge of the Eye of Abendego.

@Endellion

Provided GM Wolf approves my request to be able to take both planar scout/trapper ranger archetypes and the leprechaun being able to take Signature Skill (Disable Device), the top Lv 1 to Lv 19 is for the leprechaun's Disable Device bonuses and the underneath Philip's is Preacher's Disable Device bonuses by level (with comparison notes regarding Philip's modifiers during the levels)

Philip's Disable Device bonus by level:

Lv 1 (+6)
Lv 2 (+7)
Lv 3 (skill focus) (+11)
Lv 5* (+13)
Lv 6 (deft hands) (+16)
Lv 7 (+17)
(Lv 8*) (+18)
Lv 9 (+19)
Lv 10* (+21)
Lv 11 (+22) (Signature Skill - Disable Device)
Lv 13 (skill focus) (deft hands) (can disarm magic traps) (+28) (+18 vs magic traps)
Lv 14 (+29) (+19 vs magic traps)
Lv 15* (+31) (+21 vs magic traps)
Lv 17* (+33) (+23 vs magic traps)
Lv 18 (+34) (+24 vs magic traps)
Lv 19 (+35) (+25 vs magic traps)

Preacher's Disable Device (to take care of magic traps) by level (if GM okays taking Trapper archetype with planar scout):

Lv 1 (+7) (+1 better than Philip)
Lv 2 (+8)
Lv 3 (+9) (Philip is +2 better)
Lv 4 (+10)
Lv 5 (+11)
Lv 6 (+12) (Philip is +4 better)
Lv 7 (+13)
Lv 8 (+14)
Lv 9 (+15)
Lv 10 (+16) (Philip is +5 better)
Lv 11 (+17)
Lv 12* (+19) (Philip is +3 better)
Lv 13 (+20) (Philip is +8 better) (Philip can not disarm magic traps) (Preacher +2 better vs magic traps)
Lv 14 (+21)
Lv 15 (+22) (Philip is +9 better) (Preacher is +1 better vs magic traps)
Lv 16* (+24) (Philip is +7 better) (Preacher is +3 better vs magic traps)
Lv 17 (+25) (Philip is +8 better) (Preacher is +2 better vs magic traps)
Lv 18 (+26)
Lv 19 (Deft Hands)(+31) (+26 from distance) (Philip is +4 better) (Preacher is +1 better (from distance) vs. magic traps)
Lv 20* (+33) (+28 from distance) (Philip is +2 better) (Preacher is +3 better (from distance) vs magic traps)


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

The century Preacherelius spent by/in the Eye of Abendego

I have not added the typed up significant addition of Preacher's background to his profile page yet.

Have a read to see if you want Preacher and your character to have already met/know each other before the storm giants gave him a lift to the the Mindspin Mountains.

I think one of your posts in the recruitment thread said your paladin has a special place in her heart for Desnians, so you could potentially have traveled to the sacred site of Desna Preacher was living at for the past century.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Links to posts regarding connection pre-campaign start between Guriok, Preach (and phantoms).

monastery where Guriok learned the ways of the windstep master monks

route Guriok and Preach travelled from Mindspin Mountains to Kenabres.

@Seth: Would any of the locations along the path Guriok and Preacher took from the Mindspin Mountains to Kenabres be a location we might have met your paladin/warpriest? If yes, did you join us for the rest of the trek to Kenabres?

Did you get approval for combining the Chaos Knight and Iomedean Enforcer archetypes for the paladin side of your gestalt? :)


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

We are starting at 2nd level.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Welcome to the group, Seth.

I am currently working on the leprechaun to determine what his Disable Device bonus will be as he levels up (Dex increase, Skill Focus (Disable Device), etc.

@GM Wolf:

Are we allowed to take the Signature Skill feat? The default rules, when using skill unlocks, is that any character can take the feat once.

I have the leprechaun (Philip, aka 'Lip' aka Philip 'Buckets' O'Gold) taking it as part of his feat plan, so that when he reaches 10 ranks in Disable Device so he will be able to disable magic traps.


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2
Endellion Morgethai wrote:
I also remembered that Investigator gets trapfinding at 1st level too. An Investigator dip might actually be better than UnRogue since Endellion has a decent intelligence. I'll worry about which later on when I need to decide.

If GM Wolf allows me to take the Trapper ranger archetype in addition to the Planar Scout archetype, Preacher can spot the traps more easily via trapfinding the archetype has. Endellion (without requiring her to take a class dip to gain trapfinding) could handle disarming nonmagical traps, while Preach deals with the magical traps.

In-game it could be a difference in the types of traps they are each familiar with (mechanical/extraordinary ones Endellion is familiar with, and magical ones that Preacher is familiar with).

I am hoping for the the GM's okay for Preach to be a planar scout/trapper ranger (on the ranger side of his gestalt). :)


Seth86 wrote:
Should go standard paladin perhaps? Not the enforcer?
GM Wolf wrote:
Any race is legal, but obviously the less common the race, the better your backstory is going to have to be. This will be a general rule of thumb, I will allow most anything so long as you're willing and skilled enough to make it flow well with the story. That said abberations, drow, and most monstrous races are going to be a long stretch but possible!

The following could be a fun paladin gestalt with your divine commander warpriest of Iomedae.

If you go with this suggestion, more traditional Iomedeans might like you more than they like our other non-traditional Iomedean, or might view you in a similar regard as they do Xantor Orphabielson.

Ganzi Chaos Knight

Overall, a chaos knight would probably get along with our (mostly CG) party better than an Iomedean Enforcer would.

Another paladin archetype that could be good (without giving up much normal paladin featues) is the Banishing Warden. It gives up one mercy and modifies smite evil and aura of justice.


Seth86 wrote:

My view is there is a rather large difference between a human being chaotic and a demon being chaotic.

:)

But I'm sure there will be some interactions between characters revolving around said alignment

Giving up detect evil at-will in the evil demon campaign might let the demons get the jump on us more often. *steps away to check something* I think Endellion has detect evil (and detect law and detect good) covered, as with your paladin joining the party, think the class Endellion is gestalting with her ranger is Inquisitor instead of paladin - provided that is accurate and Endellion does not have an inquisitor archetype that replaces Detect Alignment.

@Endellion: Do you have the Detect Alignment class feature? Your profile page currently has paladin gestalted with ranger.

@Seth: Have you looked at Oath against Fiends? That would add more weight to the chaotic demons would be your priority to deal with as opposed to the 'loose cannons' who are your allies.

Is the law he abides by to bring living violators of the law to justice? There are six CG good phantoms that are part of the party (though only one is manifested at a time).

The Mighty Nein are 7 plus The Traveler and Caleb's old friend.

We are, including both GM Wolf's GMPC and Seth's paladin are:

six PCs + six phantoms + the paladin/warpriest's (blessed) mount makes a baker's dozen.

Maybe our group will become known as "The ? Dozen" without indicating it is a baker's dozen, and confusion for others as there are never a dozen present at one time (and are closer to a half dozen (with 8 being the max number of us active at a time) than a dozen).

Someone asks Preach's prankster Uncle Iroh, "How many of you are there?" he might reply "six" (he and fellow phantoms), "eight" (for all members that are physical present at the time), "a dozen", "thirteen" or lesser number (for when members of the party are somewhere else).

Let the confusion commence! :)

Having a 'stuffed shirt' to play pranks on, makes the pranks better (for everyone else that is.) :P


male (gnome) aasimar Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

In Pathfinder's campaign setting of Golarion, was the empyreal lord Arshea present during the Age of Legends?

Changing Maiden Medusa's emotional focus to lust instead of anger. Captain Fergus the Furious's emotional focus is tied to both how he died and his hatred of demons. The other phantoms' emotional foci are tied to how they lived, not to how they died, so going that route with Maiden Medusa as well. The powers of a lust emotional focus phantom lines up better with a mythic archmage than the anger emotional focus does (Dominate Monster is the high-level ability of a lust emotion phantom).

The game mechanics of the ability she gains at 12th level (Aura of Ecstasy) (that gives creatures that fail their saves the shakened and staggered conditions) can thematically work as her snake hair hissing (shakened condition) and her (in life) petrifying gaze working to a lesser extent (staggered condition).

In addition to protecting maidens traveling through the forest trails from bandits, she also hosted bacchanal parties that fey, magical beasts, monstrous humanoids and humanoids attended (and were usually featured at some point in the various stories that featured Maiden Medusa). With many of the stories featuring Maiden Medusa that Shimmerella listened to while the brownie was alive, making Maiden Medusa Shimmerella's all-time favorite mythical hero from the Age of Legends.

In life, Maiden Medusa was mythic archmage dreamspun bloodline sorcerer.

A recurring theme in the myths that featured her was her implanting memories into her lovers' minds while they slept, that was the impetus of her lovers' adventures that became myth.

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