Gestalt, Mythic Wrath of the Righteous seeks two players


Recruitment

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Samnell wrote:
gyrfalcon wrote:
Do you know what mythic paths the current players plan to walk?

I haven't asked since the game started, so these are very much non-binding statements of intent, but here you go:

Galin: Champion, small chance for Marshal
Steave: Champion, Marshal, or Guardian
Theran: Champion
Yridhrennor: Archmage

.....if it helps my chances I was going to go Trickster. :V

I kid. Quick question, though- do I get a favored class bonus from two separate classes as a gestalt or is it still just one class (unless half elf)?


Go to Grayson Waylander.

This is my submission.
I still need to do some tweaking to fit into your rules..etc.


Tentative dot. Thinking maybe a Bard/Oracle of some sort, something more support/utility oriented :)


Yeah, I've figured out what I'm making for this.

Lawful Neutral/(Evil) Archon-blooded Aasimar Cleric of the Godclaw (Mendevian Crusader) 4/Bloodrager (Crossblooded Infernal and Celestial) 4.

Aiming at Hellknight Signifer and normal Hellknight, at the same time.


Ye gosh, three Champions? Definitely not doing martial. XD There will be plenty of HP damage as it is.


Yeah, I'm thinking a reach cleric going Marshal. Buffing, Combat Reflexes, etc.
Think a bastion of law on the battlefield of chaos.


shogungari wrote:
Samnell wrote:
gyrfalcon wrote:
Do you know what mythic paths the current players plan to walk?

I haven't asked since the game started, so these are very much non-binding statements of intent, but here you go:

Galin: Champion, small chance for Marshal
Steave: Champion, Marshal, or Guardian
Theran: Champion
Yridhrennor: Archmage

.....if it helps my chances I was going to go Trickster. :V

I kid. Quick question, though- do I get a favored class bonus from two separate classes as a gestalt or is it still just one class (unless half elf)?

Just the one....you cheeky trickster. :)


Hmm. Thinking about Gendarme Cavalier though, replacing Bloodrager...

I'll have to think about this.


Rednal wrote:
Ye gosh, three Champions? Definitely not doing martial. XD There will be plenty of HP damage as it is.

Steave could really go either way, but yeah the party isn't hurting for traditional melee sorts.


Here's my take on some trickeration. This is my first time with the gestalt rules, I think I got everything.

Crunch:
Mikraft Pachis
Male human (Taldan) investigator (empiricist) / swashbuckler (inspired blade) 4
LG Medium humanoid (human)
Init +11; Senses Perception +14
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
hp 44 (4d8+12)
Fort +3, Ref +7, Will +4 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +1; Resist unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 mithral rapier +8 (1d6+8/18-20)
Ranged mwk light crossbow +7 (1d8/19-20)
Special Attacks studied combat (+2, 5 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +9)
. . 2nd—ablative barrier[UC], focused scrutiny[ACG]
. . 1st—anticipate peril[UM] (DC 16), cure light wounds, heightened awareness[ACG], monkey fish[ACG], true strike
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 20, Wis 11, Cha 7
Base Atk +3; CMB +3; CMD 16
Feats Elongated Cranium (ovoid compression), Extra Investigator Talent, Fencing Grace, Improved Initiative, Weapon Finesse, Weapon Focus (rapier)
Traits chance encounter, reactionary, student of philosophy
Drawback forgetful
Skills Acrobatics +7, Appraise +7, Bluff +4 (+11 to lie (as a result of using Int instead of Cha)), Climb +4, Diplomacy +4 (+11 to gather information (You can use your Intelligence Modifier instead of Charisma), +11 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +18, Disguise +1, Escape Artist +7, Heal +3, Intimidate +1, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +11, Perception +14, Sense Motive +14, Sleight of Hand +8, Spellcraft +11, Stealth +10, Survival -1, Use Magic Device +14; Racial Modifiers ceaseless observation
Languages Common, Custom Language, Hallit, Kelish, Polyglot, Skald
SQ alchemy (alchemy crafting +4), forgetful, inspiration (7/day), investigator talents (expanded inspiration, underworld inspiration), keen recollection, trapfinding +2
Other Gear +1 mithral chain shirt, +1 mithral rapier, crossbow bolts (20), mwk light crossbow, investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, 393 gp
--------------------
Special Abilities
--------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+7)
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Use Dexterity on rapier damage rolls
Forgetful DC 10 Wis check to avoid leaving something behind somewhere you've been over an hour.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Studied Combat (+2, 5 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Derring-Do
Dodging Panache
Opportune Parry and Riposte
Kip-Up
Menacing Swordplay
Precise Strike
Swashbuckler Initiative

Background:
Mikraft is a fanatic of pure reason. He believes that everything in this world can be explained through the insightful application of logic. Accordingly, he has spent his life attempting to hone his logical insight. He has worked to apply that gift to combat, to social relations, and even to the so-called "supernatural" in his studies of alchemy. In the course of his studies he has traveled to the far east and undergone intensive mystical rituals intended to sharpen his mind.

He considers the incursion of demonicic forces to be an affront to good sense. He has joined the Mendevian Crusade to put his mind to work driving off the irrational forces of darkness.

Appearance and Personality:
Mikraft is tall and emaciated in appearance, a result of his tendency to skip meals when feeling inspired. He does not exude good cheer in social circles, but even his harshest critics must admit that his logical arguments are air tight.


Would you allow the "Touched by Divinity" trait to function with the Order of the Godclaw (who does grant its own list of domains to clerics)?

Liberty's Edge

Interested, let me check what can I come with.


This looks awesome! I will be submitting a human (Taldan) cleric of Cayden Cailean/Rogue (unchained) gestalt. Will work on character sheet and backstory over the holiday weekend.


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bigrig107 wrote:
Would you allow the "Touched by Divinity" trait to function with the Order of the Godclaw (who does grant its own list of domains to clerics)?

To a point, yes. The trait assumes a singular deity, while the Godclaw is a mini-pantheon. For story purposes way down the road, it would work out better if there's a deity within the Godclaw who your PC felt especially connected to. The religious paraphernalia and so forth could still be Godclaw all the way.


GM: Should we, as replacement characters also have one of the Scales of Terendelev? Or not?


Camris wrote:
GM: Should we, as replacement characters also have one of the Scales of Terendelev? Or not?

Let's say not. There's only so many of 'em. You can have been in the square when the fireworks started if you like, though.


Hmm, I just got in another WotR campaign, but it's not gestalt, and this one starts farther ahead, so it's not like I know what's coming. I have been wanting to do mythic gestalt.

Now I have to pick between concepts:
1) Paladin/Bloodrager: A holy warrior, but one filled with wrath against the demon filth who dare profane the material plane. This would tend to overlap heavily with the Paladin I'm running in the other campaign, which would make for an easier build, but I'd need to make sure they stayed separate enough I didn't confuse them.

2) Kensai/Swordlord fighter: based on a concept that didn't make it into a Kingmaker gestalt recently. Should be easy enough to retool for this, and Brevoy isn't so far from Mendev, it'd be easy for a character to wander over.

Concept 1 would be Hierophant or Archmage (maybe dual path with both), concept 2 would be Archmage definitely, maybe dual path guardian? In either case, how strict are you about prestige classes and gestalt? I've never understood the default "only one side can take a prestige class" rule. I mean, if it were a class that pulled from both sides (a cleric/wizard going theurge, for example) I get it. But could my Paladin/Bloodrager go Holy Vindicator/Dragon Disciple(assuming draconic bloodline)? The class requirements really don't overlap at all except that each requires a certain BAB.


"Abilities that bypass energy immunities and damage resistance will not do so, but will retain any other functions."

Is that just resistances, or also damage reduction? What about DR/Epic?


Can we pick from the Aasimar table of alternate abilities?

(At the moment, I'm working on an Occultist/Psychic with a divine theme. XD Sort of an 'inner divine power' concept.)


Decided to go Ranger/Cleric, as that fits the idea I want.

What's the most prevalent terrain in the Worldwound, for purposes of favored terrain?
I don't want to make a useless choice with favored terrain. Favored enemy will be obvious (chaotic outsiders), but terrain's a bit harder.


OK, have a fighter/ninja built up.

Nebbit the sneak. :

Nebbit was part of a family of halfling slaves owned by Sir Krondal of Cheliax. A hellnight of noble family, Krondal decided that he was bored around Cheliax with the intrigues and went to Mendev to join the crusade and gain repute fighting demons. Such acts pull great favor from the house of Thrune.

On his way into Kenabres, Krondal and his retinue ran found a sizeable group of demons in their path. Krondal, and his warrior vassals rode off leaving the slaves behind in the hopes of surviving. That didn't work, as they just ran into another group expecting retreat. . It didn't go so well for the slaves either as only Nebbit was to survive as he was able to hide while his family was slaughtered. The demons searching for him were distracted by a wandering Desnan archer, who kept them busy until a patrol of crusaders showed up and dispatched the demons.

Taken to Kenabres by the crusaders, Nebbit became a ward of the garrison, and was taught how to fight. He also spent what free time he could muster on how to be better at being sneaky as that is what he really links to survival. Over time Nebbit has amassed enough skill to becomes a valued scout, and during the fall of Kenabres, his skills at evasion and stealth enabled many of his fellows to survive.

crunch:

Nibbit the sneak
Halfling fighter 4/ninja 4/gestalt 4 (Pathfinder RPG Ultimate Combat 13)
CG Small humanoid (halfling)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 48 (4d10+8)
Fort +8, Ref +10, Will +3 (+1 vs. fear); +2 vs. fear
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk cold iron starknife +8 (1d3+3/×3)
Special Attacks sneak attack +2d6
Ninja Spell-Like Abilities (CL 4th; concentration +7)
. . —vanishing trick[UC]
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 14, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +4; CMD 18 (22 vs. grapple, 22 vs. trip)
Feats Point-Blank Shot, Precise Shot, Quick Draw, Weapon Focus (starknife), Weapon Specialization (starknife)
Traits chance encounter, helpful
Skills Acrobatics +10 (+6 to jump), Bluff +9, Climb +7, Disable Device +9, Disguise +4, Perception +9, Sense Motive +7, Stealth +15, Survival +7, Swim +7; Racial Modifiers +2 Perception, swift as shadows
Languages Common, Halfling
SQ armor training 1, ki pool (5 points), ninja tricks (fast stealth, vanishing trick[UC]), no trace +1, poison use
Combat Gear oil of bless weapon (2), potion of cure light wounds (2); Other Gear +1 mithral chain shirt, mwk cold iron starknife, cloak of resistance +1, handy haversack, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 222 gp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.


And here is the crunchy bits for my character so far! I certainly hope that you don't mind a vigilante, for the record.

Crunchy Stuff:
Mikaelus Mordrenstrar
Male human (Varisian) vigilante / swashbuckler (inspired blade) 4
LN Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 16 (+4 armor, +1 shield, +4 Dex, +1 dodge, +1 deflection)
hp 44 (4d10+12)
Fort +3, Ref +8, Will +3
Defensive Abilities Dodging Panache, Charmed Life 3/day, Nimble +1, Unshakable
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +10 (1d8+7/18-20)
Ranged dagger +8 (1d4+5/19-20)
Special Attacks Lethal Grace, Precise Strike, Opportune Parry/Riposte, Menacing Swordplay, Hidden Strike +2d8/+2d4, Expose Weakness
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 15, Int 12, Wis 8, Cha 14
Base Atk +4; CMB +8 (+2 vs. demons, +2 on Dirty Tricks, +4 on Dirty Tricks while Flanking); CMD 19 (21 vs Dirty Tricks)
[b]Feats
Weapon Focus (rapier), Combat Reflexes, Agile Maneuvers, Dirty Fighting, Improved Dirty Trick, Kitsune Style
Traits stolen fury, fencer
Skills Acrobatics +11, Disable Device +11, Disguise +9 (+29 for Dual Identity), Escape Artist +11, Intimidate +9 (+13 in area of renown), Perception +6, Sense Motive +6, Stealth +11
Languages Common, Infernal
SQ Derring-Do, Kip-Up, Swashbuckler Initiative, Inspired Panache 3 points
Other Gear +1 rapier, +1 studded leather, mwk buckler, ring of protection +1, 2 potions of cure light wounds, 250 gp
--------------------
Special Abilities
--------------------
Dual Identity
Renown
Safe House
Lethal Grace
Expose Weakness
Unhakable

Charmed Life 3/day
Nimble +1
Derring-Do
Dodging Panache
Opportune Parry and Riposte
Kip-Up
Menacing Swordplay
Precise Strike
Swashbuckler Initiative


Posting my bio and crunch soon,
DM I am planning Paladin/Oracle into Hellknight Signifier/Hellknight Commander, is there any problem with this plan?

The Touched by Divinity, as per what you have already said, I am a follower of the Godclaw, but I think his personal deity is going to be Abadar, however his Oracluar abilities can come from the Pantheon correct, as he doesn't actaully have to have a God to grant the powers according to the books and fluff. Can I Insert fluff that it comes from all of the gods in the Godclaw Pantheon?


Would a Heretic of Achalkek be permitted? LE but believes that the Red Mantis Assassin's have got the wrong idea, that they use Achalkek for their own benefits rather than listening to the god.

The eventual aim would be to emulate Achalkek - be an assassin of Gods (or at least demon lords) himself! :D

Build would be:
Mindblade Kensai->Evangelist//? -> Red Mantis Assassin///Trickster


Blood for the Blood Gods, Crunch for the Khorne Flakes:

Darsanga Barstos
Human (Chelaxian) oracle (enlightened philosopher) 4/paladin (oath of vengeance) 4 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
LG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +3
Aura [Of Courage] 10ft.
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+9 armor, +3 Dex, +2 Shield)
hp 40 (4d10+12= 10, 6,6,6,12)
Fort +9, Ref +11, Will +9; +4 Competence bonus vs. disease
Weaknesses light sensitivity
Immune: Fear, Disease
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron morningstar +7 (1d8+3) or
gauntlet (from armor) +7 (1d3+3) or
gold plated trident +7 (1d8+3) or
heavy shield bash +7 (1d4+3) or
silver scimitar +7 (1d6+2/18-20) or
unarmed strike +7 (1d3+3 nonlethal)
Special Attacks smite evil 2/day (+5 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +9)
At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 1st; concentration +6)
1st—protection from chaos, lesser restoration

--------------------
Statistics
--------------------
Str 16, Dex 7, Con 14, Int 10, Wis 9, Cha 20
Base Atk +4; CMB +7; CMD 15
Feats Eldritch Heritage[UM], Skill Focus (Survival), Warrior Priest[UM]
Traits godclaw disciple, questing hellknight, touched by divinity

Skills
Acrobatics -5 (-9 to jump),
Bluff +1 (-1 for 24 hours when you fail an opposed Charisma based check), Craft (armor) +6,[+2 from Masterwork Tools]
Diplomacy +9 (+7 for 24 hours when you fail an opposed Charisma based check),
Disguise +1 (-1 for 24 hours when you fail an opposed Charisma based check), Fly -4,
Intimidate +12 (10 for 24 hours when you fail an opposed Charisma based check),
Knowledge (arcana) +9 (+7 for 24 hours when you fail an opposed Charisma based check),
Knowledge (local) +9 (+7 for 24 hours when you fail an opposed Charisma based check),
Knowledge (planes) +12 (+10 for 24 hours when you fail an opposed Charisma based check),
Knowledge (religion) +9 (+11 regarding lawful deities, their clergy, their mythology, and their tenets, +7/9 for 24 hours when you fail an opposed Charisma based check),
Perception +3,
Profession (soldier) +3,
Spellcraft +7,
Survival +3
Languages Common, Orc

SQ oracle's curse (wasting), revelations (lore keeper, sidestep secret), touch of rage[replaced by familiar], vain, channel wrath, lay on hands 7/day (2d6), mercy (fatigued),
Other Gear mithral Hellknight plate[ISWG], gold plated heavy steel shield, cold iron morningstar, gold plated trident, silver scimitar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], orc trail rations[UE] (10), pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Godclaw, 33 gp
--------------------
Tracked Resources
--------------------
Orc trail rations - 0/10
Questing Hellknight (1/day) - 0/1
Torch - 0/10
Touch of Rage +1 (8/day) (Sp) - 8/8 [Replaced by Familiar,Dodo with Valet/Sage/Figment]

Trail rations - 0/5
Lay on Hands (2d6 hit points, 7/day) (Su) - 0/7
Smite Evil (2/day) (Su) - 0/2
Touched by Divinity (Godclaw, 1/day) - 0/1
--------------------
Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Wasting +4 competence bonus to save vs. Disease
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (2/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
Touch of Rage +1 (8/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Warrior Priest +2 on concentration checks when casting defensively or grappling.

The Commisar demands a story, so the fluff begins here:

There is a time in every young mans life that he must leave his home, after forging the armor that he wore he bought weapons, his father and mother were very proud that he was once again taking up the mantle of Hellknight, just as they had years before. Growing up amongst them he was raised to believe certain things, and one day he had enough, and went to the forge. Taking his time, sweet and alluring time, he spent all of it in the forge. Making from Mythral a suit of armor and Signifer mask, everything he would need to show off as a hellknight. It took him nearly 5 years to gather the gold, materials and time to finish it, but he was ever mindful of the worldwound, when the fall happened of one of the towns he set off, armor in place and Mask in his bags. There would be retribution, revenge and the Hellknights would march forward to defend the world from Chaos.
There will be blood.

Small bio for now, let me know GM if you want more than that, I just summerized the bio for now


Ouachitonian wrote:
In either case, how strict are you about prestige classes and gestalt? I've never understood the default "only one side can take a prestige class" rule. I mean, if it were a class that pulled from both sides (a cleric/wizard going theurge, for example) I get it. But could my Paladin/Bloodrager go Holy Vindicator/Dragon Disciple(assuming draconic bloodline)? The class requirements really don't overlap at all except that each requires a certain BAB.

Feel free to ignore the only one PrC rule.


Olaf the Holy wrote:

"Abilities that bypass energy immunities and damage resistance will not do so, but will retain any other functions."

Is that just resistances, or also damage reduction? What about DR/Epic?

It includes DR. I constantly forget that it's called damage reduction, not resistance.


Rednal wrote:
Can we pick from the Aasimar table of alternate abilities?

You can.


[Gm Grog here, this is my alias for the character]


bigrig107 wrote:

Decided to go Ranger/Cleric, as that fits the idea I want.

What's the most prevalent terrain in the Worldwound, for purposes of favored terrain?
I don't want to make a useless choice with favored terrain. Favored enemy will be obvious (chaotic outsiders), but terrain's a bit harder.

The story is relatively soon to go into the Wounded Lands, where it remains through the end of the third book. In general, that looks to be mountains. The Abyss features heavily in books four and five. The big finale is back in the Wounded Lands.


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GM Grog wrote:

Posting my bio and crunch soon,

DM I am planning Paladin/Oracle into Hellknight Signifier/Hellknight Commander, is there any problem with this plan?

The Touched by Divinity, as per what you have already said, I am a follower of the Godclaw, but I think his personal deity is going to be Abadar, however his Oracluar abilities can come from the Pantheon correct, as he doesn't actaully have to have a God to grant the powers according to the books and fluff. Can I Insert fluff that it comes from all of the gods in the Godclaw Pantheon?

So long as you can swing the prerequisites, the PrC lineup looks fine.

The oracle sourcing works for me. Oracles were designed in part to fill that flavor space.


Would you have sneak attack from the different classes stack? I.e. Rogue/Slayer at lvl 4 would have 2d6 from rogue and 1d6 from Slayer or would it just be 'take the highest amount'?


Interested as a Rogue//Fighter


Nikolaus de'Shade wrote:

Would a Heretic of Achalkek be permitted? LE but believes that the Red Mantis Assassin's have got the wrong idea, that they use Achalkek for their own benefits rather than listening to the god.

The eventual aim would be to emulate Achalkek - be an assassin of Gods (or at least demon lords) himself! :D

Build would be:
Mindblade Kensai->Evangelist//? -> Red Mantis Assassin///Trickster

For LE, the same concerns expressed here would apply. That could get in the way of the assassin.

Separately, do you mean mindblade or kensai as a base class? I only see those from Paizo as magus archetypes. Likewise evangelist is a PrC. What would your PC's starting gestalt be?


Nikolaus de'Shade wrote:
Would you have sneak attack from the different classes stack? I.e. Rogue/Slayer at lvl 4 would have 2d6 from rogue and 1d6 from Slayer or would it just be 'take the highest amount'?

Since it's the same ability, take the highest of the two.


I didn't notice any racial restrictions. Are there any?

Also, I think I missed starting gold. Standard WBL?


Quick question, what's your policy on retraining? Specifically retraining class levels? I'm thinking of keeping a level of swashbuckler until I hit mythic ranks then retraining that into rogue since I won't need flanking anymore.


Ouachitonian wrote:
I didn't notice any racial restrictions. Are there any?

It was an oversight: Core and Featured races only.

Ouachitonian wrote:
Also, I think I missed starting gold. Standard WBL?

Yes. It's 6,000gp at fourth level.


shogungari wrote:
Quick question, what's your policy on retraining? Specifically retraining class levels? I'm thinking of keeping a level of swashbuckler until I hit mythic ranks then retraining that into rogue since I won't need flanking anymore.

Sorry, I missed this earlier. I'm generally quite open to people doing rebuilds to tweak things, better fit with the campaign, or just on the grounds that it doesn't play quite so well as they like. Going in with the plan to do so is something I'm much less comfortable with. So no.

But the game is pretty close, at least in story terms, to mythic ascension. If you choose to go without then you wouldn't be missing much or for very long by having a rogue level in place of the swashbuckler level. And in the interim you would still have acrobatics to help you with flanking.


Samnell wrote:


Sorry, I missed this earlier. I'm generally quite open to people doing rebuilds to tweak things, better fit with the campaign, or just on the grounds that it doesn't play quite so well as they like. Going in with the plan to do so is something I'm much less comfortable with. So no.

But the game is pretty close, at least in story terms, to mythic ascension. If you choose to go without then you wouldn't be missing much or for very long by having a rogue level in place of the swashbuckler level. And in the interim you would still have acrobatics to help you with flanking.

Acrobatics lets you flank?

Alright, I won't get a level of swashbuckler. Thanks for letting me know.


Acrobatics lets you tumble through an enemy square to get in a flanking position. It requires a fairly high roll, and failure is bad.


She's tiny, she has no threat range. The character would rely on mythic ranks for sneak attacks.


Theere's always Gang Up. It did look like a fairly melee oriented team, so this should work.


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Samnell wrote:
Nikolaus de'Shade wrote:

Would a Heretic of Achalkek be permitted? LE but believes that the Red Mantis Assassin's have got the wrong idea, that they use Achalkek for their own benefits rather than listening to the god.

The eventual aim would be to emulate Achalkek - be an assassin of Gods (or at least demon lords) himself! :D

Build would be:
Mindblade Kensai->Evangelist//? -> Red Mantis Assassin///Trickster

For LE, the same concerns expressed here would apply. That could get in the way of the assassin.

Separately, do you mean mindblade or kensai as a base class? I only see those from Paizo as magus archetypes. Likewise evangelist is a PrC. What would your PC's starting gestalt be?

I ask because reading Achaekek's entry in the Inner Sea Faiths guide has the following things.

Inner Sea Faiths wrote:
"A worshiper of Achaekek, despite her adoration of murder and skill at killing, will never knowingly betray her adventuring companions. To do so would invite the most terrible punishment in the afterlife, akin to slaying a rightful monarch."
Inner Sea Faiths wrote:
"Of special note are the rare heritics of Achaekek... These believers lead quiet lives and abandon the classic dress of the cult, yet continue to train with Sawtooth Sabres as they work to kill those who they believe deserve death. The heretics rarely accept payment for their deeds, believing that their actions keep fate on its proper course."
Inner Sea Faiths wrote:

Aphorisms: Despite their focus on murder, Achaekek's worshippers follow ideals that, ironically, many would hold to be honorable and just.

Do Not Discriminate Against the Living, For in Death We Are All Equal: None shall be turned away from the faith on the basis of their gender, race or politics, nor shall vengeance be sought for the same reasons, for death will visit all mortals and be the final arbiter.
Honor the Gods, For Thy Honored Us All with This World: The gods created this world, and they grant those who serve well in life boons in the Great Beyond. Speak not ill of the gods and do not deny their power, for to do so is to mock and deny reality itself."
"Let Death Be Final, For We Are Not the Keepers of Graves: One who dies should not be resurrected, particularly if her death occurs in the pursuit of the church's beliefs or as a result of a contract on the deceased's life. A follower of Achaekek rarely agrees to return to life if given the chance..., save in cases where not doing so causes a greater inconvenience or peril to the faith

Given all these things I can see a worshipper of Achaekek being a relatively good party member to have around, since they arent going to ever betray the party or attempt to disuade or convert other party members. I can certainly understand a worry about LE but I wanted to put my case and see what you said.

RE. Class - sorry, absent minded typing, it would be Mindblade, not Kensai, probably gestalted with either Rogue, Slayer or Vigilante. Most likely Slayer.

One more thing... Are varient tiefling heritages allowed and if so, do you have to take the feat? I saw you were letting Aasimar choose them so I wondered whether Tieflings were allowed to as well or if they had to pay the feat tax :)

Hope this helps - sorry about the length.


drbuzzard wrote:
Theere's always Gang Up. It did look like a fairly melee oriented team, so this should work.

That's true! Better switch some feats around.


shogungari wrote:
drbuzzard wrote:
Theere's always Gang Up. It did look like a fairly melee oriented team, so this should work.
That's true! Better switch some feats around.

Given three other melee people, I think you're pretty much guaranteed a chance to flank in most fights. :) Particularly given I try to avoid battles in doorways and narrow halls, because then it usually ends up being only one or two people get to do anything.


Nikolaus de'Shade wrote:
lots of Red Mantis stuff

I appreciate the consideration, but Red Mantis assassin is an evil-only PrC. Having established a no evils social contract with the players, particularly as one is a paladin and most of the rest are at least somewhat similarly-inclined even in the absence of the class, it's something I don't intend to revise without their consent. I'm sure you can understand how awkward it would be for everyone if your PC were chosen and then they were of the sentiment that the no evil rule ought to hold firm. Either they tell you you can't have your PrC or they get put into a situation they hadn't agreed to and don't care for. It's one of those times when it seems everyone is likely to lose.

Now that I've thought it through, I'll say what I should have said earlier. If the Red Mantis PrC is essential to the concept, then I don't think it's the right character for the group. I'm sorry I didn't walk myself through the consequences to tell you sooner.

However, if the PrC is not vital and you want to play a Mantis God worshiper, that would open up LN as an option.

With regard to classes, I haven't found any Paizo class called Mindblade. Help me out?


Samnell wrote:
Nikolaus de'Shade wrote:
lots of Red Mantis stuff

I appreciate the consideration, but Red Mantis assassin is an evil-only PrC. Having established a no evils social contract with the players, particularly as one is a paladin and most of the rest are at least somewhat similarly-inclined even in the absence of the class, it's something I don't intend to revise without their consent. I'm sure you can understand how awkward it would be for everyone if your PC were chosen and then they were of the sentiment that the no evil rule ought to hold firm. Either they tell you you can't have your PrC or they get put into a situation they hadn't agreed to and don't care for. It's one of those times when it seems everyone is likely to lose.

Now that I've thought it through, I'll say what I should have said earlier. If the Red Mantis PrC is essential to the concept, then I don't think it's the right character for the group. I'm sorry I didn't walk myself through the consequences to tell you sooner.

However, if the PrC is not vital and you want to play a Mantis God worshiper, that would open up LN as an option.

With regard to classes, I haven't found any Paizo class called Mindblade. Help me out?

Or the PC's kill you, take your stuff, and celebrate cause they killed an evil thing???


@Samnell

Can you you look at my character and tell me if you see anything wrong,just making sure before I start working too hard on the backstory


Darsanga Barstos wrote:

@Samnell

Can you you look at my character and tell me if you see anything wrong,just making sure before I start working too hard on the backstory

I don't see any issues.

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