Heroes of Legend vs. Mythic


Recruitment

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Ok, I've decided to try something different. We all know mythic characters are pretty damned over the top.

What about gestalt? Can it keep up with mythic threats? I'm curious to find out.

So what I propose to do is the the high level Paizo modules (Academy of Secrets, Tomb of the Iron Medusa, Moonscar, and Witchwar Legacy) but with the monsters given mythic templates.

Characters will be 12th level built using gestalt rules and a 20 point flat buy (as in one for one purchase start at 10). You also get Mythic Companion as a bonus feat.

I do have a number of restrictions in mind. No gunslingers, Paizo only, unchained summoners, no evil, and with that point buy, don't dump stat. You will get standard WBL(140000 GP). I'm inclined to say no to crafting as well (because it leads to too many odd cases and is very subject to interpretation). No custom races.

I figure I will run at least 2 tables (if there is sufficient interest).

Background: You may care, I don't. Enough background that you know how to roleplay the character, but a biopic is not needed. These modules are not heavy role play experiences, being pretty straightforward dungeon crawls. This is a hack and slash experiment.

I want people capable of committing to at least a post a day, and I will review post histories to make sure people are prolific.

Liberty's Edge

Sounds like a "power" game.
Disclaimer: I have finished Tomb of the Iron Medusa as a player already, and I am currently mastering Academy of Secrets...
I theory I can keep the Player knowledge separated from the Character knowledge, but I want to ask first...
Should I apply?


Yes, go ahead. The critters you face will be completely revamped anyway.

Liberty's Edge

Perfect, thanks


I'm quite interested. I'll start thinking. I'm sure some build questions will come up later.


Damn, just noticed an error, characters are 13th level.

Also, HP will be PFS style, so 1/2 max+1.


Intriguing. I've kinda been wondering this myself lately. I'll probably throw something in once I've got a good idea.

Silver Crusade

yeah im super keen i'll have my character up soon :)


Name: Submarshal Irra 'Shattertongue' Sarusek
Race: Female Gnome
Alignment: NG
Class: Oracle (Heavens Mystery) 13|Bard (Sound Striker) 13
Backstory: Submarshal of the Twilight Talons, known to a few as the reclusive Farmer of the Bellflower Network. Hail Andoran!
Personality: Bubbly as s!~$, whether singing in a tavern or torturing Chelish slavers for information.

Question, traits?


just a little dot

also can i be a goblin or a race that is usually "evil" but be neutral or good?


i like the bloodrager class, just gotta figure out what to gestalt it with.


Yes, you can be a pesky little goblin with a golden heart.


I'm working on a couple of ideas. Though we will definitely be fighting uphill. Gestalt is usually better at extending flexibility and the number of encounters you can do in a day rather than the power of each encounter.


I would recommend seeking out those places where gestalt grants synergies (or at least covers for deficiencies).

Though truthfully, it's not like the modules in question don't get steamrolled by normal parties.


Here is my concept,

She is a Sylph Shaman/Slayer, she has an air elemental familiar and is more or less and air elemental her self.

He background is that she was raised to keep the balance of nature and seeks out and slays evil creatures that upset the natural order of things.

Mechanical she is an archer focusing heavily on her longbow, with a good repertoire of buff and debuff spells and hexs like fortune and misfortune and a good back up of healing spells in case the main healer goes down.

She has good damage out put as well as a decent selection of physical skills and some basic knowledge skills to help round out the party.

I'm going to tidy up the profile a it tomorrow but its almost 4am here so im going to call it a night. I hope you like my concept i am super keen to see how gesalt vs mythic pans out :)


Aasimar or Elven Divine Hunter (Paladin) of Erastil | Lore Keeper (Oracle) of Ancestor.


Interesting I'll see which classes spark an interest.


Howzzis for a sheet? Everything except skills should be done.


Not going to apply but I would think in a PvP Gestalt would rule the early levels while Mythic would take over at the higher Tiers. Gestalt players vs. mythic monsters will be more interesting. As mentioned it will require good synergistic choices.


Sounds like a fun test. enjoy.


Irra wrote:
Howzzis for a sheet? Everything except skills should be done.

Looks reasonable. I do note you don't seem to own a weapon.


Caster; I'll write in a backup weapon or two later.

Just to check agian, any traits?


Yes, 2 traits. I always forget something.


Since it might come up- can either/both of them be Campaign specific traits?

And someone might ask about drawbacks.


Ahh... after making several characters that didn't grab me, I have my idea. Arvaldo the Puppeteer. Gnome Rogue/Kinetecist.

More to come later


No campaign traits, and we will skip the drawback for extra trait as well.


Corsario here... I am "upgrading" this guy to a Oracle of Life / Unchained Summoner 13...


Pretty sure I've got my concept hashed out: Cavalier (Daring Champion)/Bard (Dervish Dancer). A truly dashing swordsman, and quite capable on and off the battlefield.


Should be all done. If you're wondering where I got my bonus to Intimidate/Sense Motive etc, Versatile Performance.


Certainly interested. I was thinking Druid/Alchemist(Vivisectionist), Concentrating on natural attacks. I do have few questions.

1) Reflavoring allowed? I was mostly thinking of altering the alchemist side more to a herbalist side of things and less "scientist".
2)I noticed that both my "spell" lists have age resistance line, are we allowed to start at older age category?
3) Alchemist gains free brew potion, but you said no to crafting so shall I just drop it or were you speaking about proper magical item crafting instead of consumables?


Interested. Always interested in gestalt.

Some questions:

Any restrictions on race?

What about prestige classes? I assume that prestige classes that merge 2 classes are banned (e.g. Eldritch knight, Mystic Theurge), are others allowed? Do they take up one side of the gestalt?


Alright, so I am considering a Blaster Mage, but I have a question:

Does the Arcanist Exploit Potent Magic stack with the Feat Spell Specialization?

I can't see any answers in the Forum, and RAW the wording of each is slightly different; whether that's enough to say yes, I'm not sure. I think it would have to be a GM's call.


drum roll For your amusement, education, mystification and perambulation I present ... fanfare of horns Arvaldo the Puppeteer You may now break into wild applause and fervent cheers

He brings:


  • Rogue abilities - traps and sneaking
  • Combat ability that should be effective against most mystic targets
  • Combat tricks when his normal fighting isn't effective
  • Good (but not awesome) face abilities
  • And an astounding variety of ways to entertain people. Never a dull moment.

(Yes, I did read that this is not an RP-heavy game. However, this is the character that my muse insists I submit. Given that an upset muse is a terrifying sight to behold less wonderful than a pleased muse, I am submitting him.)

(Oh, yes, he is a kineticist, which is still playtest for ~2 weeks. I'll adjust him to the final stats when they are released.)

Arvaldo:

Arvaldo the Puppeteer
Male gnome kineticist 13/rogue (unchained, carnivalist) 12/shadowdancer 1/gestalt 13 (Pathfinder Player Companion: Animal Archive)
NG Small humanoid (gnome)
Hero Points 1
Init +5; Senses darkvision 60 ft., low-light vision; Perception +23
--------------------
Defense
--------------------
AC 28, touch 19, flat-footed 22 (+7 armor, +2 deflection, +5 Dex, +1 dodge, +2 shield, +1 size)
hp 159 (13d8+78)
Fort +20, Ref +20, Will +11 (+4 vs. charm and compulsion); +2 vs. illusions, +2 bonus vs. fear and despair
Defensive Abilities elemental defense (force ward), evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee mithral dagger +16/+11 (1d3+5/19-20) or
. . perfectionist shavtoosh +15/+10 (1d2+5 nonlethal)
Ranged telekinetic blast +15 (7d6+12)
Special Attacks distraction, fascinate, sneak attack (unchained) +6d6
Spell-Like Abilities (CL 13th; concentration +18)
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
--------------------
Statistics
--------------------
Str 7, Dex 20, Con 20, Int 16, Wis 12, Cha 20
Base Atk +9; CMB +6; CMD 24
Feats Alertness, Combat Reflexes, Dampen Presence, Deft Hands, Dodge, Exotic Weapon Proficiency (whip), Mobility, Skill Focus (Stealth), Weapon Finesse
Traits animal friend, irrepressible
Skills Acrobatics +18 (+14 to jump), Appraise +7, Bluff +16, Craft (cloth) +10, Craft (sculpture) +10, Diplomacy +16, Disable Device +35, Disguise +8, Escape Artist +19, Fly +15, Intimidate +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Linguistics +19, Perception +23, Perform (comedy) +15, Perform (dance) +15, Perform (oratory) +15, Perform (sing) +13, Perform (wind instruments) +12, Sense Motive +11, Sleight of Hand +25, Stealth +34, Swim +6, Use Magic Device +22; Racial Modifiers +2 Craft (sculpture), +2 Perception
Languages Abyssal, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sasquatch, Shae, Sylvan
SQ animal trainer, burn, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elemental focus (aether), eternal hope, familiar sneak attack, feel the burn, gnome magic, hero points, hide in plain sight, infusion specialization, infusion specialization, infusion specialization, kinetic blast, metakinesis, pet performance, pet performance: trained legerdemain, rogue talents (deadly range, stealthy sniper, trap spotter), trapfinding +6, wild talents (extended range, kinetic blade, kinetic whip, light touch, self telekinesis, self telekinesis, greater, telekinetic finesse, telekinetic maneuver)
Combat Gear wand of cure light wounds, wand of polypurpose panacea (50 charges), air crystal (3), alchemical cement (3), alchemical glue (5), alchemical glue accelerant (2), alchemical solvent (5), alchemist's kindness (25), antitoxin (5), caphorite dust (5), holy water (5), liquid ice (5), shadowcloy flask (5), sharpstone sling bullets (200), smoke pellet, smog (5), tanglefoot bag (5), vermin repellent (20); Other Gear +3 comfort mithral shirt, +1 arrow deflection buckler, mithral dagger, perfectionist shavtoosh, apprentice's cheating gloves, belt of physical might +2 (Dex, Con), boots of the cat, circlet of persuasion, cloak of resistance +5, goggles of night, handy haversack, headband of mental superiority +2, pipes of sounding, pouch of pixie dust, ring of protection +2, sleeves of many garments, ushabti of the willing servant, vest of escape, applejack (per gallon), bedroll, belt pouch, cards, colored handkerchiefs (0.5 lb), entertainer props, simple (0.5 lb), entertainer's outfit, everburning shadow lantern (worth 150 gp), familiar satchel, flint and steel, hemp rope (50 ft.), ink, black (2), inkpen (2), journal (2), juggling balls (0.5 lb), marionettes (worth 50 gp) (4), masterwork stilts, mead (per gallon) (2), measuring cord (10 ft.) (2), mess kit, paper (10), pot, powder (2), puppet theater (worth 50 gp), signal whistle, tent, small, thieves' tools, trail rations (5), waterskin, 922 gp, 4 sp, 1 cp
--------------------
Special Abilities
--------------------
Aether Telekineticists.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Animal Trainer +6 (Ex) Gain a bonus when training small/tiny animals, and can increase DC by 5 at 7x normal speed.
Bardic Performance: Fascinate (4 targets, DC 21) (Su) One or more creatures becomes fascinated with you.
Boots of the cat When falling, always land on feet and take the minimum damage.
Burn 4/round (13 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Range +10 (Ex) Increase the range at which can make ranged sneak attacks.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Sneak Attack (Ex) Familiar within 30 ft can deal sneak attack as you do.
Feel the Burn +4 (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Finesse Training Dagger, Whip
Force Ward (13 hp +6 hp/burn) (Su) As an immediate action, you surround yourself with a shield of force powered by your telekinetic power. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, before any other tempo
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Infusion Specialization (Form Infusions) (Ex) Reduce burn cost of the selected infusion by 1 point (to a minimum of 0 points).
Infusion Specialization (Form Infusions) (Ex) Reduce burn cost of the selected infusion by 1 point (to a minimum of 0 points).
Infusion Specialization (Form Infusions) (Ex) Reduce burn cost of the selected infusion by 1 point (to a minimum of 0 points).
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Kinetic Blade Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Whip Form a kinetic blade with reach.
Light Touch (Sp) This ability is similar to mage hand.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Perfectionist shavtoosh Grants Improved Unarmed strike when worn.
Pet Performance (Ex) Can use bardic performances with Handle Animal checks in place of perform checks.
Pet Performance: Distraction (Su) Counter magical effects that depend on sight.
Pet Performance: Trained Legerdemain +6 (Ex) Pet in 30 ft makes Disable Device/Sleight of Hand check (DC +5), with listed bonus.
Rogue's Edge: Disable device
Rogue's Edge: Stealth
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Self Telekinesis, Greater (Sp) You have greater control over your self telekinesis.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sleeves of many garments Transform current clothes into any non-magical new form.
Sneak Attack (Unchained) +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20.
Telekinetic Blast (Sp) You throw whatever unattended object happens to be nearby at a single foe as a ranged attack. The object must weight 5 lbs. per kineticist level you possess or less. If you hit, the target and the thrown object each suffer an amount of bludgeoning, p
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Maneuver (Sp) Do combat maneuvers using you Con to determine your CMB..
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.

And we must not forget

Stravolo the Magnificat:

Stravolo the Magnificat
Male cat (Pathfinder RPG Bestiary 131)
NG Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +17
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size)
hp 39 (1d8-1)
Fort +9, Ref +12, Will +5
SR 17
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +7 (1d3-4), 2 claws +7 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 17, Wis 12, Cha 7
Base Atk +9; CMB +9; CMD 15 (19 vs. trip)
Feats Extra Item Slot
Skills Acrobatics +15, Appraise +4, Bluff +3, Climb +10, Diplomacy +3, Disable Device +15, Escape Artist +7, Fly +14, Linguistics +16, Perception +17, Sense Motive +6, Sleight of Hand +15, Stealth +30, Survival +2, Swim +10, Use Magic Device +9; Racial Modifiers +4 Climb, +4 Stealth
Languages Catfolk, Common, Gnome
SQ manifest dreams, recurring dream
Other Gear apprentice's cheating gloves, circlet of speaking, sleeves of many garments
--------------------
Special Abilities
--------------------
Circlet of speaking (Common) Animal gains the ability to speak the selected langauge.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manifest Dreams (Su) You can reshape your familiar every morning.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) Outside of bright light, gain 20% concealment. With Shadow Form increase to 50%.
Sleeves of many garments Transform current clothes into any non-magical new form.
Spell Resistance (17) You have Spell Resistance.


Gavmania wrote:

Alright, so I am considering a Blaster Mage, but I have a question:

Does the Arcanist Exploit Potent Magic stack with the Feat Spell Specialization?

I can't see any answers in the Forum, and RAW the wording of each is slightly different; whether that's enough to say yes, I'm not sure. I think it would have to be a GM's call.

I did find a developer ruling that seems to apply:

James Jacobs wrote:
Ravingdork wrote:
Do the effects of an Orange Prism Ioun Stone* and the Magical Knack trait stack?

Yes, they stack. Magical knack grants a trait bonus, whereas the ioun stone grants an untyped bonus.

Magical knack, though, can NEVER raise your caster level above your Hit Dice. So if you have another effect that raises your caster level above your HD (like an ioun stone), then Magical Knack doesn't help.

The easiest way to deal with it is to just apply the ioun stone bonus first. If your caster level is still lower than your Hit Dice, then Magical Knack kicks in. (Magical Knack is really only for multiclass spellcasters or spellcasters with racial HD; a single-class spellcaster should never take Magical Knack since it'll never help him unless his caster level is lower than his HD, as in the case of a ranger or paladin.)

Since neither Potent Magic nor Spell Specialization specify a type, it's untyped and they stack. Neither has the limitation that Magical Knack has.

Personal opinion If I were GM, I would allow it for this game, but not a normal game. This game we're going up against mythic creatures, so something on the edge of overpowered shouldn't be an issue.


I've been itching to do a warpriest//magus for quite a while now. I'll see if I can't make something interesting and functional of it.


I love Warpriest, especially for gestalt, but I already have one in play in another campaign so I've gone a little bit different for this one.

One side of the gestalt is going to be pure arcanist. The other side is going to be 1 level crossblooded Dragon/primal sorcerer (for the damage boosts), 1 level admixture school wizard (for the versatility) and 11 levels Magus (Kensai) (for some in combat utility, extra feats and some magus arcana). That's the plan, anyway.


drbuzzard wrote:

Damn, just noticed an error, characters are 13th level.

Also, HP will be PFS style, so 1/2 max+1.

I assume that available is 185,000gp then.

Also is that hp calculation for 1st level as well, or do we get Max hp at 1st level.?


Gavmania wrote:
drbuzzard wrote:

Damn, just noticed an error, characters are 13th level.

Also, HP will be PFS style, so 1/2 max+1.

I assume that available is 185,000gp then.

Also is that hp calculation for 1st level as well, or do we get Max hp at 1st level.?

As for the gold, nope, that's WBL for level 14.


Oops, my bad. Misread the WBL table.


Gavmania wrote:
drbuzzard wrote:

Damn, just noticed an error, characters are 13th level.

Also, HP will be PFS style, so 1/2 max+1.

I assume that available is 185,000gp then.

Also is that hp calculation for 1st level as well, or do we get Max hp at 1st level.?

Max HP at 1st.

WBL for 13 is 140000.

Quote:


Since neither Potent Magic nor Spell Specialization specify a type, it's untyped and they stack. Neither has the limitation that Magical Knack has.

Personal opinion If I were GM, I would allow it for this game, but not a normal game. This game we're going up against mythic creatures, so something on the edge of overpowered shouldn't be an issue.

I'll agree with this.

Quote:


1) Reflavoring allowed? I was mostly thinking of altering the alchemist side more to a herbalist side of things and less "scientist".
2)I noticed that both my "spell" lists have age resistance line, are we allowed to start at older age category?
3) Alchemist gains free brew potion, but you said no to crafting so shall I just drop it or were you speaking about proper magical item crafting instead of consumables?

Yes to all. Consumable crafting is fine. It's when people do the funky crafting of big items and the stuffing multiple things into a slot that I'm concerned about.

Quote:


Any restrictions on race?

What about prestige classes? I assume that prestige classes that merge 2 classes are banned (e.g. Eldritch knight, Mystic Theurge), are others allowed? Do they take up one side of the gestalt?

Core, featured, uncommon races are fine.

I think it would be simpler to just skip prestige classes. Generally they don't add too much in a world of archetypes.


I do have a prestige class, but it's a specialist, not a dual-class.


drbuzzard wrote:


Max HP at 1st.

OK, I'll take Magus as 1st to get an extra few HP.

Quote:
Quote:


Since neither Potent Magic nor Spell Specialization specify a type, it's untyped and they stack. Neither has the limitation that Magical Knack has.

Personal opinion If I were GM, I would allow it for this game, but not a normal game. This game we're going up against mythic creatures, so something on the edge of overpowered shouldn't be an issue.

I'll agree with this.

Cool. Realised it probably won't be used until I'm level 15 and get Spell Perfection.

Quote:
Quote:


Any restrictions on race?

What about prestige classes? I assume that prestige classes that merge 2 classes are banned (e.g. Eldritch knight, Mystic Theurge), are others allowed? Do they take up one side of the gestalt?

Core, featured, uncommon races are fine.

I think it would be simpler to just skip prestige classes. Generally they don't add too much in a world of archetypes.

I picked Elf, so no problem there, and decided I couldn't shoehorn a prestige class in anyway. (I was going to have Arcane Archer)


Loup Blanc presenting for your entertainment pleasure Aramus Tordanski, sometimes known as the Brazen Fool! A half-elf originally hailing from Brevoy, Aramus trained at the Lepidstadt University in Ustalav, learning about wordplay and swordplay and excelling in each. Since then he's spent over two decades out and about, adventuring, buckling swashes (whatever those are), drinking, merry-making, and engaging in other such stuff. He's outright deadly in a fight, especially if you're foolish enough to engage him in a duel, and off the battlefield he's got a silver tongue and a perceptive eye.


Philo Pharynx wrote:
I do have a prestige class, but it's a specialist, not a dual-class.

The shadow dancer won't cause any problems, so I'll give it a pass.

I would still prefer not to have prestige classes, but I'm not going to make you go back and redo the character.


Thank you!


Bigger Club here.

So I managed to do most of the character by now. I have his statblock ready when in his human form. I am still lacking familiars statblock, and then I need to prepare few alternative ones for when in wildshape and when mutagen comes into play, but those are mainly to make it easier for me so I supposed better to post this now. I do have prepared list but I would expect to tweek it once more information is provided, on what adventure and what else is on the part, assuming chose for play.

What he brings to table.
-Some utility casting
-Bit of buffing ability beyond what he needs himself.
-Very Hard hitting melee, doubly so if he gets sneak attack.
-Pretty good AC and acceptable HP and very good saves.
-Good to very good scout depending on expanditure of resources.
-Some skills.


gah...must make character...


We appear to have six submissions(unless I missed something) and a couple more who want in, but have yet to get a character ready. I can do two tables of 4 easily enough (unless we get more takers).

Once people have characters up and ready, I would like to get started.


All right. I believe I'm more or less done with Mi'al, the mounted monk/cleric.

I still need to finish gear and spell selection, but that's about it. I've the cliff notes for her personality and story written down elsewhere.


Since I'm bored

Completed
Irra Sarusek Gnome Bard (Sound Striker)13|Oracle (Heavens) 13
Aramus Half-elf fighter (Duelist) 13|cavalier (Daring) 13
Arvaldo Gnome Kinetecist 13|Rogue (Unchained, Carnivalist) 12/Shadowdancer 1
Gale Stormborn Slyph Shaman 13|Slayer 13

Semi-Completed
Mi'al Aasimar Cleric (Divine Strategist) 13|Monk (Sohei)
Rogard Skybeard Dwarf Druid 13|Alchemist (Beastmorph, Vivisections) 13

No sheet
Raphael Anaviel
Gavmania

If I've missed someone, apologies.

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