Gestalt, Mythic Wrath of the Righteous seeks two players


Recruitment

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

Far be it from me to prevent the PC's getting extra loot! :)

So Samnell - the concept is ok as long if the character is LN and does not actually take the RMA PrC? I can understand the importance of 'not being evil' particularly given the nature of the campaign. I think I'll keep the mechanics and look into tweaking the fluff - although that does mean I'm likely to completely flip the alignment tree over to CG... :D Thanks for clearing this up.

Mindblade - I meant the Magus Archetype. So Mindblade Magus/Slayer. Any answer on the tiefling question? Are the alternative racial bonuses allowed and can we pick from the racial traits list as you said Aasimar could? :)


This is Ouachitonian's submission; Thorfinn Wyrmblod, Paladin of Apsu. Crunch and fluff in the alias. Long term, he'll be going Dradon Disciple on the Bloodrager side, and probably Holy Vindicator on the paladin side, though I reserve the right to change my mind on that one, lol. He wears cesti in case he has to fight while not in a rage, but will normally attack with his claws while raging (plus bite once he gets DD levels). When Mythic hits, he'll go Hierophant, probably dual-pathed with Archmage. Demons will learn to fear his Raging Smite Power Attack.


OK. I have a character concept I would like to try:
Aleksara, Female 1/2 Elf (Drow-Blooded) Sorcerer-Monk.

Let me finish Re-building her.

Originally built for another game that died right after it started,


Nikolaus de'Shade wrote:


So Samnell - the concept is ok as long if the character is LN and does not actually take the RMA PrC? I can understand the importance of 'not being evil' particularly given the nature of the campaign. I think I'll keep the mechanics and look into tweaking the fluff - although that does mean I'm likely to completely flip the alignment tree over to CG... :D Thanks for clearing this up.

Yeah, a LN Mantis worshiper would not have the same issue as a gotta-be-evil one. Of course CG is also fine. :)

Nikolaus de'Shade wrote:


Mindblade - I meant the Magus Archetype. So Mindblade Magus/Slayer. Any answer on the tiefling question? Are the alternative racial bonuses allowed and can we pick from the racial traits list as you said Aasimar could? :)

The tiefling slipped through the cracks, sorry. Yes, you can pick a varient tief just like variant ass-mars are ok.


I've put together a list of completed subs over here. Scream if I've missed yours. Will try to keep it updated.


OK Aleksara is updated and officially submitted.
She's not min-maxed by any means (I would have gone with a Paladin Sorcerer or similar to do that!) but she has excellent role-playing potential IMHO.

NOTES: She's not a rogue, but she is sorta sneaky and will be an near-expert spy and infiltrator with her blood-line abilities.

I have also played in a Mythic game IRL (Currently I'm a 14th level Gnoll Desert Druid of Saranrae -5th Tier Heirophant- in a Legacy of Fire game. So I'm familiar with the Mythic rules. See HERE.

Thank you for your time and attention, just let me know if you have any questions.


OK, here's two for consideration.

Ljos Narrative Background:
Yami knelt at the base of the founder's statue clad in his smallclothes, beside him two other supplicants did likewise. A great crash reverberated through the chapel as the door to the nave slammed. In strode the angriest looking beast of a troll that Yami had every seen, its blood red eyes scanning the supplicants in quite anticipation. The smell of urine struck Yami's nose, one of his fellows had lost control of his bladder. The troll loomed ever closer, long strides carrying it with sickening grace across the marble floor etched with silver filigree. As it drew closer Yami noticed it's garb for the first time, a plain tabard over chainmail, the symbol of the order emblazoned on the right shoulder. The troll came to a halt with the supplicants well within reach. It knelt and met eyes with the boy to Yami's left.

“You stink of piss, orc-blood.” the creature's voice was like grinding stone, “I prefer my dinner clean, are you hear to ruin my dinner?” The half-orc supplicant bolted for the exit, the troll followed his movements with a steady gaze until he was gone. The gaze moved to the girl beside Yami, “And you, by what right do you bear the flame?” The girl's mouth worked up and down but only a high pitched squeak could be heard, her fear robbing her of voice. The troll merely laughed and turned his gaze to Yami. “Why are you here fiend-born? Think you can fight the calling of your blood?”

For a moment Yami was silent, but he kept his eyes on the troll. At last he found courage enough to speak. “I'm here to follow the founder, he fought the call of his blood.”

The troll lunged and seized Yami, lifting him from the ground by his neck. “You think you're like the founder? I would laugh if you weren't so prideful! The founder didn't always fight the call of his blood, he nearly brought about an apocalypse before he turned to the light. He sought, and found, redemption! You think you're as worthy as he was, boy?” With each question the troll's grip grew tighter, Yami's lungs began to burn but he forced himself to speak.

“Everyone deserves redemption, no matter how monstrous.” The last word was scarcely more than a whisper, Yami's vision clouded and he lost consciousness.

He dreamed then, of a great war to the north, of a fiery figure guiding him there. He dreamed that his sins were forgiven, that he had atoned, that he would be remembered for the good and not the evil he had done.

Yami awoke some time later, still on the marble floor, his head cradled in the girl's lap. He tried to speak but his throat was raw and painful yet. The girl spoke first, “After your eyes rolled into the back of your head, he smiled, said you passed, said you could join the order.”

Yami coughed and forced words through, “And you, did you pass?”

She nodded, “I found my voice just as you lost your sight,” she blushed, “I screamed at him to let you go, I think he was surprised cause he did. He said that I passed too. Oh, I'm Myri by the way.”

Yami smiled a moment, “I'm...” Myri placed a finger over his lips to silence him.

“Sergeant Reynard, the troll, he said that whatever your name was before doesn't matter. He said that your name is Ljos now, and to tell you 'Welcome to the Order of the Forgiving Flame.'”

Ljos Background:
Born in the nation of Taldor and growing up an orphan, Ljos lived as a bandit for a time but joined a cult of Urgathoa when his sorcerous powers began to manifest. His turning point came with the influence of Dame Illysia Valmont, a paladin of the Order of the Forgiving Flame.” The order was founded by a tiefling who had once been an evil spellcaster but had found redemption and fought, and died, as a paladin. Dame Valmont had tracked down the cult and following the tenets of the order, sought to grant redemption to those cultists who remained among the living. She managed to save Ljos and a few others from damnation at the cost of her own life. Following that Ljos traveled to the headquarters of the order in Absalom, following 3 years of repentance and another 4 years of training he was knighted and moved around the Inner Sea Region, mainly Cheliax. In his adventures he typically partnered with Myri, a fellow knight of the order who had joined at the same time as Ljos, and a cleric of Sarenrae name Markam. With his growing skill he underwent further training, learning the Kellit language, and joined a small contingent of the order heading for the Worldwound.

Ljos stands at 6'2” and weighs 180lbs. His eyes resemble those of a wolf and he has teeth resembling a carnivore. There is a scent of strawberries hanging in the air near Ljos. He dresses plainly and with utilitarian gear, typically in colors of gold and white, he keeps his clothing very clean with liberal use of prestidigitation. He keeps his facial hair well trimmed, it tends to resemble fur otherwise, and he plucks his whiskers regularly. There is a slightly inhuman flexibility in his movements and his fingernails are naturally black.

Ljos Stats:
Male Tiefling Paladin 4// Sorcerer (Destined Bloodline) 4
LG medium outsider (native)

Str 14, Dex 14, Con 14, Int 13, Wis 11, Cha 18
Base Attack +4, CMB +6, CMD 18
AC 17, Touch 12, Flat-footed 15(+1 to AC on surprise rounds)
Fort +11, Ref +8, Will +9
HP 48 (4d10 + 8)
Speed 30ft
Init +2

Attacks: +1 Longsword (+7, 1d8+3, 19-20/x2)
MW Composite Longbow (+7, 1d8+2, x3, 110ft)
Lance (+6, 1d8+2, x3, reach)
Cold Iron Morningstar (+6, 1d8+2)
Dagger (+6, 1d4+2, 19-20/x2, 10ft thrown)

Feats: Eschew Materials (b), Power Attack, Arcane Armor Training

Traits: Exposed to Awfulness (Campaign), Redeemer (When acting as sponsor for evil creature seeking redemption, grant +3 bonus to their will save)

Skills: Diplomacy +10 (4 ranks + 3 Cha + 3 class), Heal +4 (1 ranks + 3 class), Knowledge (Religion) +5 (1 ranks + 1 Int + 3 class), Linguistics +2(1 ranks + 1 Int), Perception +2 (2 ranks), Ride +9 (4 ranks + 2 Dex + 3 class), Sense Motive +6 (1 ranks + 2 racial + 3 class), Spellcraft +6 (2 ranks + 1 Int + 3 class)

Languages: Taldane, Abyssal, Infernal, Hellit

Spells: Sorcerer (0th at will / 1st 7 / 2nd 4)
Known: Sorcerer (6/3+1/1)
0th Detect Magic, Light, Mage Hand, Prestidigitation, Ray of Frost, Spark
1st Alarm (b), Magic Missile, Shield, Sleep
2nd Bull's Strength

Special Attacks: Smite Evil (2/day, +4 to Damage, +3 to Hit), Touch of Destiny +2 (6/day)

Special Qualities: Aura of Good, Bloodline Arcana (Luck bonus on saving throws after casting “personal” spell), Darkvision 60ft, Favored Class (Paladin), Cold Resistance 5, Electricity Resistance 5, Fire Resistance 5, Fated +1

Combat Gear: Mithral Shirt, +1 Longsword, Dagger, Cold Iron Morningstar, Lance, Masterwork Composite Longbow (+2), 20 Arrows, 20 Cold Iron Arrows, 2 Oil of Bless Weapon, 4 Potions of Cure Light Wounds, 2 Potions of Enlarge Person

Other Gear: Wand of Cure Light Wounds (50 charges), Heavy Warhorse (Combat Trained) (Military Saddle, Saddlebags, Studded Leather Barding, 2 days Feed), Deluxe Dungeoneering Kit, Pathfinder's Kit, Grooming Kit, Explorer's Outfit, Silver Holy Symbol, 2 Map Cases, 5 sheets of Paper, Charcoal, Ink, Inkpen, Bandolier, 2 spare Waterskins, 196 gp, 8 sp

Special Abilities: Aura of Courage, Detect Evil (at will, CL 4), Detect Thoughts (1/day, CL 4), Divine Grace, Divine Health, Lay on Hands (6/day, 2d6), Mercies (Remove Fatigue)

Brother Alator Background:
Alator is the only child of the orc ranger Zeljka of the clan Bloodtusk. His mother had retired from adventuring only a few months prior to the birth of Alator (then named Kurgan) and none in the tribe knew of the boy's parentage. Following his birth his mother raised him in the harsh methods of the orc, but tempered it with an apprenticeship of sorts, teaching the young half-orc the ways of tracking and stalking. He never truly took to the ways of the ranger however and found himself drawn to learning less esoteric things than the ways of nature. When he was nearly a man grown, Alator's mother took him on a hunt into the Worldwound. Venturing deep into demonic territory, they picked off lone demons or small groups of cultists, but there luck soon ran out. They attempted to kill an incubus but it dodged the deathblow meant for it and quickly summoned two goat-like demons. Zeljka sacrificed her life to save her son and slew the incubus. Alator ran, narrowly evading death or capture. It was in the wastes that he was saved by a mysterious woman. She lead him out of the Worldwound and to Mendev where a patrol picked him up. Noting a small medalion that Alator's mother had given him years previously, the leader of the patrol to him to the home of Duke Osric Meneleas. Duke Meneleas was a crusader originally hailing from Taldor; and, unknown to Alator, the boy's father. The duke and Zeljka had been companions in an adventuring party prior to the birth of Alator who eventually developed an affection for one another. Following Alator's conception, Zeljka had left without a word but had taken the Duke's medallion. The duke accepted his son and took him into his home, showing him the ways of nobility and the church of Abadar. Taking his current name, the boy learned the ways of the inquisitor and upon reaching manhood took position as a wandering constable. Now approaching his middle years, Alator wishes to do more in the battle against the demons than hunting infiltrating cultists. He has enlisted as a crusader.

Alator is a bit smaller than his orc bretheren, standing at 5'8” and 170lbs. His eyes are a dark brown, almost black, and his skin tends toward grey over green. He typically wears simple clothing in greens, browns, and subdued yellows but does have more stylish and garish clothing when he represents his father or seeks to throw his noble birth around. He keeps a close beard, partially because he declines to shave, partially to hide his more bestial features.

Brother Alator Stats:
Male Half-Orc Slayer 4// Inquisitor of Abadar(Cold Iron Warden) 4
LG medium humanoid (human, orc)

Str 14, Dex 16, Con 14, Int 13, Wis 16, Cha 10 (+1 on Cha checks vs orcs and humans)
Base Attack +4, CMB +6, CMD 18
AC , Touch , Flat-footed
Fort +6, Ref +7, Will +7
HP 48 (4d10 + 8)
Speed 30ft
Init +6

Attacks:

Feats: Alignment Channel (Outsider(evil))(b), Favored Judgment (Outsider(evil))(b), Two Weapon Fighting (b)

Traits: Chance Encounter (Campaign), Influence (+1 trait to Diplomacy)

Skills: Acrobatics +7 (1 ranks + 3 class + 3 Dex), Climb +6 (1 rank + 3 class + 2 Str), Diplomacy +6 (2 ranks + 3 class +1 trait), Intimidate +11 (4 ranks + 3 class + 2 racial + 2 stern gaze), Knowledge (Arcana) +5 (1 rank + 3 class + 1 Int), Knowledge (Dungeoneering) +5 (1 rank + 3 class +1 Int), Knowledge (Local) +5 (1 rank + 3 class + 1 Int), Knowledge (Religion) +5 (1 rank + 3 class +1 Int), Knowledge (The Planes) +5 (1 rank + 3 class +1 Int), Perception +10 (4 ranks + 3 class + 3 Wis), Ride +8 (2 ranks + 3 class + 3 Dex), Sense Motive +12 (4 ranks + 3 class + 3 Wis + 2 stern gaze), Stealth +10 (4 ranks + 3 class + 3 Dex), Survival +10 (4 ranks + 3 class +3 Wis), Swim +6 (1 rank + 3 class + 2 Str)
+1 on Cha checks vs humans and orcs

Languages Taldane, Orc, Abyssal, Hellit

Spells: Inquisitor (0th at will / 1st 4 / 2nd 2)
Known: Inquisitor (6/4/2)
0th Create Water, Detect Magic, Light, Read Magic, Sift, Stabilize
1st Bless, Divine Favor, Interrogation, Shield of Faith
2nd Invisibility, Spiritual Weapon

Special Attacks: Sneak Attack +1d6, Studied Target +1

Special Qualities: Darkvision 60ft, Favored Class (Slayer), Judgement 2/day, Slayer Talents (Ranger Combat Style (Two Weapon Fighting), Orc Ferocity, Rogue Talent (Bleeding Attack))

Combat Gear: +1 Chain Shirt, +1 Longsword, MW Shortsword, Cold Iron Morningstar, MW Composite Longbow (+2), 20 Arrows, 20 Cold Iron Arrows, Wand of Cure Light Wounds (50 charges), 2 Potion of Cure Light Wounds, Oil of Bless Weapon, Bandolier, Iron Holy Symbol

Other Gear: Courtier's Outfit, Signet Ring, Jewelry, Traveler's Outfit, Pathfinder's Kit, Deluxe Dungeoneering Kit, Riding Kit, Light Horse (Combat Trained), Studded Leather Barding, 147 gp, 5 sp

Special Abilities: Abyssal Scourge, Detect Alignment (at will), Domain (Nobility(Aristocracy), Noble Visage +1), Intimidating, Orc Blood, Track +2, Track Teleportation, Weapon Familiarity

Also kicking around an idea for a Gunslinger, but haven't decided on if it's worth pursuing yet.


Hi, one of the players here.

Just to clarify, when you are talking about Tieflings and Aasimars, there are really three things that need to be considered.


  • Normal variant class features - this is normal
  • Alternate heritages - these are the different outsider bloodlines, these are also okay.
  • Choosing off of the big table that's supposed to be random - This I'd caution you to be careful on. It replaces a minor spell like ability once a day and if you let people simply choose they can trade that for +2 to their primary ability. This is drenching the race in cheese sauce and if you allow that I want more RP for my human! Of course there are lots of equivalent abilities here and plenty that add flavor without being particularly powerful. My suggestion is that if they want to do this, they have to run it by you.


I'm trying to figure out a good concept that doesn't cross too badly with what's already here. XD We have PLENTY of good martials, a very capable arcane caster, and an Oracle already. ...Paladin/Oracle seems a little too similar, even if I did focus on support, so that idea's out for me. Hmm...


Samnell wrote:
I've put together a list of completed subs over here. Scream if I've missed yours. Will try to keep it updated.

I don't see mine on there. The character sheet was back on the first page. Halfling monk/rogue.


I'm considering an Archer build (you seem to have plenty of melees, so that's all covered), but I was wondering if you would allow Variant Multiclassing? I am going to have way more feats than I will ever need, and was looking for a way to mop some of them up. I even have a flavorsome choice lined up (Dwarf with the Sorceror (Bedrock) VMC).


Dot. Working on something, likely a ranged focused character


Theran, Clan Silverlight wrote:
Choosing off of the big table that's supposed to be random - This I'd caution you to be careful on. It replaces a minor spell like ability once a day and if you let people simply choose they can trade that for +2 to their primary ability. This is drenching the race in cheese sauce and if you allow that I want more RP for my human! Of course there are lots of equivalent abilities here and plenty that add flavor without being particularly powerful. My suggestion is that if they want to do this, they have to run it by you.

I had entirely forgotten that was on the big table. Shows how long it's been since I looked.

You're quite right. Thus:

Varient Aasimar/Tiefling Abilities
These are still cool in principle, but run them by me first so I can be sure they're not out of whack. The +2 to an ability score in exchange for losing daylight or darkness 1/day is most definitely out of whack and not ok.


shogungari wrote:
Samnell wrote:
I've put together a list of completed subs over here. Scream if I've missed yours. Will try to keep it updated.
I don't see mine on there. The character sheet was back on the first page. Halfling monk/rogue.

Nelly doesn't have a background yet, unless I've missed it.


Gavmania wrote:
I'm considering an Archer build (you seem to have plenty of melees, so that's all covered), but I was wondering if you would allow Variant Multiclassing? I am going to have way more feats than I will ever need, and was looking for a way to mop some of them up. I even have a flavorsome choice lined up (Dwarf with the Sorceror (Bedrock) VMC).

Going to say no to variant multiclassing, sorry.


Rednal wrote:
I'm trying to figure out a good concept that doesn't cross too badly with what's already here. XD We have PLENTY of good martials, a very capable arcane caster, and an Oracle already. ...Paladin/Oracle seems a little too similar, even if I did focus on support, so that idea's out for me. Hmm...

Just throwing things at the wall here:

Witch and bard are pretty good supporty classes that aren't all that martial. Druid can be, but wildshape does argue for a more martial role.

The party is also relatively light on ranged combat.


Truthfully, I'm trying to avoid damage in general. XD I don't think the party is going to have much trouble with that.


I'm trying to decide between a more damage/light skill focused mundane (as in, bolt ace/fighter/slayer) because , while standing up to demons and the like with divine super powers is cool. It's not anywhere damn near heroic as doing it without them. Just your average soldier standing against the darkness with naught but his skills and crossbow.

Or a bard and something else.


Samnell wrote:
shogungari wrote:
Samnell wrote:
I've put together a list of completed subs over here. Scream if I've missed yours. Will try to keep it updated.
I don't see mine on there. The character sheet was back on the first page. Halfling monk/rogue.
Nelly doesn't have a background yet, unless I've missed it.

Nelly of The Grove is the most unusual of creatures- a fairy who relies more on her martial prowess over her magical. Born with the inability to use fey magic, she grew up an outcast among her kind. Her loneliness turned into hatred and anger, causing her to become mean and enraged at each failure she accumulated. Eventually her violent tendency was enough to exile her from The Grove for good. She wandered the planet, looking for a purpose, until she fell upon a monastery. From there she learned to hone her physical prowess. She also gained a personal philosophy about the stars in the sky being fey of old that had done something grand in their lifetime. The ones that don't become grains of sand on the beach to be washed away and forgotten. Her goal in life is to become the biggest, brightest star in the heavens so she'll always be remembered for eternity. Only then will she feel like her revenge against the Grove is complete.

Fate always has different plans for us all, however. Having wandered into Kenabres during the most recent festival, she was present when the Worldwound split open once more. Although she didn't fall into the gap created like the others, she was ambushed by demonic imps who turned her into their play thing. Through methods she's not too aware of, they stripped her of her wings and speed, changed her type, and turned her into nothing more than a very short halfling. Furious at this transgression, Nelly has vowed to bust open Hell's door herself and demand from anyone stupid enough to listen to her that they turn her back to normal.

Despite her tiny size, Nelly is extremely cocky and arrogant. She's not as easily provoked as her angry appearance would suggest, but she's very quick to attack for no reason other than she's sick of someone talking. She's perceptive, though, and usually if she's not punching or kicking someone she's observing them so she can better punch and kick them. That said, she's loyal to those that befriend her and is quick to boost the confidence of her allies. She may be only a foot tall, but you can be sure she'll always be the biggest thing in the room.

How's that?


Definitely Cleric (Mendev Priest) with Protection domain/Cavalier (Honor Guard/Emissary) with Order of the Dragon.

Very focused on support, with Bodyguard giving a +4 to AC, and spells plus Protection variant channel from Cleric being quite useful.


Are the Combat Stamina rules allowed for this game?


They wanted stealthy, so Nibbit is stealthy, but a thrower since it's a bit different.


A would firearms be allowed for this game? I've gotten this image of a "sniper" using mythic vital strike eventually.


JonGarrett wrote:
Are the Combat Stamina rules allowed for this game?

Is that the Unchained action economy? If so, no.


TheOrcnextdoor wrote:
A would firearms be allowed for this game? I've gotten this image of a "sniper" using mythic vital strike eventually.

Firearms are ok.


shogungari wrote:
stuff

That's good. Nelly is on the list now.


Combat Stamina is from Unchained, but it's not the action economy option - it's a subsystem where characters can have an additional resource pool that can be spent on various things in combat (mostly doing something new or better based on the combat feats they have), as explained here.


drbuzzard wrote:
They wanted stealthy, so Nibbit is stealthy, but a thrower since it's a bit different.

Ya.. I'm the arcane guy, and invisibility is working great... except that i've nearly died several times, and i'm focused more on battlefield control, less on summons and ranged.


Samnell wrote:
JonGarrett wrote:
Are the Combat Stamina rules allowed for this game?
Is that the Unchained action economy? If so, no.

No, it's basically a way of getting additional benefits from feats. As Rednal linked to.


Noticed a few things on my crunch (Like I didn't pick any feats beyond bonus, that's what I get for posting at 6 am). Updated here

Brother Alator Stats:
Male Half-Orc Slayer 4// Inquisitor of Abadar(Cold Iron Warden) 4
LN medium outsider (native)

Str 14, Dex 16, Con 14, Int 13, Wis 16, Cha 10 (+1 on Cha checks vs orcs and humans)
Base Attack +4, CMB +6, CMD 18
AC 19, Touch 14, Flat-footed 15
Fort +6, Ref +7, Will +7
HP 48 (4d10 + 8)
Speed 30ft
Init +6

Attacks: +1 Longsword (+7, 1d8+2, 19-20/x2)
MW Shortsword (+7, 1d6+2, 19-20/x2)
Cold Iron Morningstar (+7, 1d8+2)
MW Composite Longbow (+2) (+8, 1d8+2, x3, 110ft)

Feats: Alignment Channel (Outsider(evil))(b), Favored Judgment (Outsider(evil))(b), Two Weapon Fighting (b), Power Attack, Dodge

Traits: Chance Encounter (Campaign), Influence (+1 trait to Diplomacy)

Skills: Acrobatics +7 (1 ranks + 3 class + 3 Dex), Climb +6 (1 rank + 3 class + 2 Str), Diplomacy +6 (2 ranks + 3 class +1 trait), Intimidate +11 (4 ranks + 3 class + 2 racial + 2 stern gaze), Knowledge (Arcana) +5 (1 rank + 3 class + 1 Int), Knowledge (Dungeoneering) +5 (1 rank + 3 class +1 Int), Knowledge (Local) +5 (1 rank + 3 class + 1 Int), Knowledge (Religion) +5 (1 rank + 3 class +1 Int), Knowledge (The Planes) +5 (1 rank + 3 class +1 Int), Perception +10 (4 ranks + 3 class + 3 Wis), Ride +8 (2 ranks + 3 class + 3 Dex), Sense Motive +12 (4 ranks + 3 class + 3 Wis + 2 stern gaze), Stealth +10 (4 ranks + 3 class + 3 Dex), Survival +10 (4 ranks + 3 class +3 Wis), Swim +6 (1 rank + 3 class + 2 Str)
+1 on Cha checks vs humans and orcs

Languages Taldane, Orc, Abyssal, Hellit

Spells: Inquisitor (0th at will / 1st 4 / 2nd 2)
Known: Inquisitor (6/4/2)
0th Create Water, Detect Magic, Light, Read Magic, Sift, Stabilize
1st Bless, Divine Favor, Interrogation, Shield of Faith
2nd Invisibility, Spiritual Weapon

Special Attacks: Sneak Attack +1d6, Studied Target +1

Special Qualities: Darkvision 60ft, Favored Class (Slayer), Judgement 2/day, Slayer Talents (Ranger Combat Style (Two Weapon Fighting), Orc Ferocity, Rogue Talent (Bleeding Attack))

Combat Gear: +1 Chain Shirt, +1 Longsword, MW Shortsword, Cold Iron Morningstar, MW Composite Longbow (+2), 20 Arrows, 20 Cold Iron Arrows, Wand of Cure Light Wounds (50 charges), 2 Potion of Cure Light Wounds, Oil of Bless Weapon, Bandolier, Iron Holy Symbol

Other Gear: Courtier's Outfit, Signet Ring, Jewelry, Traveler's Outfit, Pathfinder's Kit, Deluxe Dungeoneering Kit, Riding Kit, Light Horse (Combat Trained), Studded Leather Barding, 147 gp, 5 sp

Special Abilities: Abyssal Scourge, Detect Alignment (at will), Domain (Nobility(Aristocracy), Intimidating, Noble Visage +1), Orc Blood, Track +2, Track Teleportation, Weapon Familiarity


JonGarrett wrote:
Samnell wrote:
JonGarrett wrote:
Are the Combat Stamina rules allowed for this game?
Is that the Unchained action economy? If so, no.
No, it's basically a way of getting additional benefits from feats. As Rednal linked to.

I see. Going to have to say no to that one.


All right, I finally managed a character I'm happy with. XD Remiel is basically a buffing/utility caster, with the ability to summon up a phantom to be useful for scouting and the like. They CAN hit stuff, but don't really emphasize it, because let's face it, enemies' faces are going to get wrecked already. XD

Remiel (Fluff):
Appearance

Do you think the souls of the dead rest peacefully after events like this? In case you haven't noticed, the world is broken... and I am here to fix that.

In the years since the Worldwound opened, Mendev has seen uncountable numbers of warriors taking to the battlefield. From mighty Queen Galfrey herself to peasants whose names have been forgotten by man but not the gods they served, people of every age and ability have taken to the field... and many of them never returned.

The war has produced a lot of bodies, but not all of them have rested in peace... and that's where Remiel has come in. Unlike many of her angel-blooded kin, Remiel's powers come from the inside - from her faith in what's right and her determination to end a war that's tortured so many souls. In fact, it's not dissimilar to how Paladins are empowered by the sheer essence of righteousness, though she doesn't follow a personal code in the way they do.

Her powers have manifested in two major forms. First, as an Occultist, Remiel has an unusual affinity for the various objects and tools used by people while they were still alive, and indeed, all of her implements were once used by Crusaders for varying purposes. She holds onto them to help fulfill the desires of their owners and allow their spirits to rest in peace.

As a Spiritualist, she has also been bound to a Phantom of Dedication, a positive and ethereal spirit that occasionally manifests to protect her. Remiel has never shared its identity, and simply stares at anybody who asks until they stop inquiring.

While she tries to avoid melee combat, prefering to leave it to others, Remiel carries an enchanted scythe with which to reap her foes, and it's quite possible this weapon is far more than it seems.

She was in Kenabres when the attack came, and managed to survive thanks to a combination of careful castings of invisibility, the protection of her guardian spirit, and the fact that she doesn't actually need to eat food (as she gains nourishment from sunlight, the aspect of her heritage that replaced the normal spell ability Aasimars possess).

Remiel (Crunch):
Remiel
Female peri-blooded aasimar (emberkin) occultist 4/spiritualist 4/gestalt 4 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Bestiary 7, Pathfinder RPG Occult Adventures 46, 72)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 32 (4d8)
Fort +5, Ref +3, Will +11; +4 bonus vs. mind-affecting
Defensive Abilities spiritual interference
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Offense
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Speed 30 ft.
Melee +1 scythe +7 (2d4+5/×4)
Special Attacks bonded manifestation (7 rounds/day)
Implement Schools
. . Abjuration (Amulet, 2 points) Resonant—warding talisman; Focus—mind barrier
. . Divination (Headband, 3 points) Resonant—third eye; Focus—sudden insight
. . Transmutation (Belt, 3 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist Spells Known (CL 4th; concentration +8)
. . 2nd (2/day)—ghostbane dirge[APG] (DC 16), resist energy, see invisibility
. . 1st (4/day)—detect secret doors, enlarge person (DC 15), shield
. . 0 (at will)—detect magic, mage hand, resistance
Spiritualist Spells Known (CL 4th; concentration +8)
. . 2nd (2/day)—invisibility, lesser restoration
. . 1st (4/day)—doom (DC 15), magic fang, protection from evil, remove fear
. . 0 (at will)—light, mending, message, open/close (DC 14), read magic, stabilize
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Statistics
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Str 16, Dex 12, Con 10, Int 18, Wis 18, Cha 10
Base Atk +3; CMB +6; CMD 17
Feats Craft Wondrous Item, Power Attack, Skill Focus (Diplomacy), Skill Focus (Sense Motive)
Traits exposed to awfulness, reactionary
Skills Acrobatics +3, Diplomacy +10, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +13, Knowledge (religion) +11, Perception +12, Perform (sing) +4, Sense Motive +14, Spellcraft +13, Use Magic Device +8; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven
SQ bonded senses (4 rounds/day), etheric tether, exalted resistance, implements 3, magic item skill, mental focus (8/day), object reading, phantom (Phantom, dedication), shared consciousness, shift focus
Other Gear mithral shirt, +1 scythe, headband of vast intelligence +2, 582 gp
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Special Abilities
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Abjuration (Amulet) Abjuration implements are objects associated with protection and wards.
Bonded Manifestation (7 rounds/day) (Su) When phantom is in consciousness partially manifest it on self.
Bonded Senses (4 rounds/day) (Su) As a standard action, share the senses of your manifested phantom.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination (Headband) Implements of the divination school grant powers related to foresight and remote viewing.
Energy Shield (20 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Exalted Resistance (9) You have spell resistance 9 vs. evil spells, or any spell cast by evil outsiders.
Implements (Su) Gain a series of items which grant access to schools and powers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (8/day) (Su) You have a pool of points that activate your focus powers.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Planar Ward (Sp) 2 focus: Non-native creatures are -4 to atk. you, you have +4 vs. their spells & su abilities.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Shift Focus (Transmutation [Belt], 7 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Spiritual Interference (Ex) In reach of ectoplasmic phantom, +2 to AC and saves or in 30 ft. of ethereal phantom +2 vs. mind-affecting.
Transmutation (Belt) Transmutation implements can alter the properties of both objects and creatures.


Here's the Gunslinger I mentioned, based him a bit on Japanese monks of the late Sengoku period.

Ragnar Ruriksson Background:
Ragnar was raised by his adoptive human father Rurik Wolfgarson in the Duchy of Alkenstar. Born in the nation of Ustalav and left for dead by his infected lycanthrope mother, Ragnar was found by Rurik who loved the boy like his own. Rurik was a simple man, a blacksmith by trade and an immigrant from the Lands of the Linnorm Kings and had two legitimate and one natural child of his own. Rurik's wife, Xenia, was Ustalavic and noticed the odd signs of Ragnar's inhuman nature. Worrying for the safety of his son Rurik moved the family to Alkenstar in an attempt to suppress the changes in young Ragnar. Rurik and his children learned the art of gunsmithing and adapted well to life in the Mana Wastes. At 19 Ragnar joined the militia and learned how to fight with a rifle, after 4 years of meritorious service he was discharged. Ragnar had seen much death in his time and sought to find some measure of peace. He renounced the world and took up residence in a monastery, dedicating himself to a search for enlightenment. While in the monastery he had a vision, a call to travel to the Worldwound and use his skills to fight against destruction. After gathering some of his old gear from his militia days he set off with the first caravan for Mendev to join the crusaders.

Ragnar is tall but slight at 6'3” and 170lbs. His skin is slightly smoky in tone and his hair is bluish black. His eyes are blue with hints of gold around the pupils. He dresses in simple robes with hand and foot wraps with his armor over the top, typically in blues and reds, keeping his face clean shaven. Though he used to shave his head in the monastery he now has grown a loose pony tail. When he shifts, the gold in his eyes fills the whole of his irises. The holy symbol of Irori is clearly visible around his neck.

Ragnar Ruriksson Stats:
Male Skinwalker Warpriest of Irori 4// Gunslinger 4
LN medium humanoid (human)

Str 13, Dex 16, Con 14, Int 12, Wis 16, Cha 10
Base Attack +4, CMB +5, CMD 18
AC 19, Touch 14, Flat-footed 15
Fort +6, Ref +6, Will +7
HP 52 (4d10 + 12)
Speed 30ft
Init +3 (+5)

Attacks: +1 Pistol (+9, 1d8+1, x4, 20ft, misfire 1/5ft)
MW Scimitar (+6, 1d6+1, 18-20/x2)
Cold Iron Dagger (+5, 1d4+1, 19-20/x2, 10ft)
(2 claws +5, 1d4+1, x2)

Feats: Gunsmithing (b), Weapon Focus (Pistol)(b), Quick Draw, Point Blank Shot, Rapid Reload (b), Precise Shot (b)

Traits: Ease of Faith (Diplomacy +1 and class), Touched by Divinity (Irori, Healing, Cure Light Wounds 1/day CL 4)

Skills: Acrobatics +10 (4 ranks + 3 class + 3 Dex), Diplomacy +6 (2 ranks + 3 class + 1 trait), Handle Animal +6 (1 rank + 3 class + 2 racial), Heal +8 (2 ranks + 3 class + 3 Wis), Knowledge (Religion) +5 (1 rank + 3 class + 1 Int), Perception +10 (4 ranks + 3 class + 3 Wis), Stealth +4 (1 rank + 3 Dex), Survival +8 (2 ranks + 3 class + 3 Wis), Swim +6 (1 ranks + 3 class + 1 Str)

Languages: Taldane, Kellish, Sylvan

Spells: War Priest, (0th 4/at will, 1st 4, 2nd 2)
Memorized: 0th Create Water, Detect Magic, Light, Mending
1st Bless, Divine Favor, Magic Weapon, Protection From Evil
2nd Cat's Grace, Spiritual Weapon

Special Attacks:

Special Qualities: Blessings (5/day, minor, Healing, Law), Channel Energy, Deeds, Favored Class (Gunslinger), Fervor (1d6, 5/day), Grit (3 max), Nimble +1

Combat Gear: +1 Mithral Chain Shirt, +1 Pistol (heirloom), MW Scimitar, Cold Iron Dagger, Wand of Cure Light Wounds (50 Charges), x2 Potion of Cure Light Wounds, x2 Oil of Bless Weapon, x3 Powder Horn, 30 Fire Arm Bullets, 10 Cold Iron Fire Arm Bullets, 30 Doses of Black Powder, x5 Paper Alchemical Cartridges

Other Gear: Silver Holy Symbol, Bandoleer, Monk's Outfit, Light Horse, Riding Kit, Deluxe Dungeoneering Kit, Pathfinder's Kit, Gunsmithing Kit, 12 gp, 5 sp

Special Abilities: Aura (Law), Change Shape, Gunsmith, Low Light Vision, Sacred Weapon (1d6), Speak with Animals 1/day


Okay, here's Martine Fletcher for the submission roster. Everything relevant should be there on her profile, but please let me know if I've forgotten anything! Profile looks a bit janky at the moment, but I'll pretty it up and make it easier to read if selected :)


Samnell, lords and ladies, I present to you Xandarian Quartermain, to be considered for this most noble crusade! Lo! May the demon bastard lords tremble at his rotund glory!!!


TheWaskally wrote:
Samnell, lords and ladies, I present to you Xandarian Quartermain, to be considered for this most noble crusade! Lo! May the demon bastard lords tremble at his rotund glory!!!

Roster should be updated to this point.


I don't know how much it affects my application, but I think I might switch one of those rogue levels for bloodrager (arcane) to up her power a bit. Urban Bloodrager if it matters. Kinda wish it stacked with Spelleater, but oh well...


shogungari wrote:
I don't know how much it affects my application, but I think I might switch one of those rogue levels for bloodrager (arcane) to up her power a bit. Urban Bloodrager if it matters. Kinda wish it stacked with Spelleater, but oh well...

It's ok to make revisions still.


Not sure if you want everyone to make an alias, but I threw together a sneaky beaky ex-Sczarni tiefling looking to reinvent himself, given how much he sucked at being a Sczarni. Just didn't have the whole con game in him, couldn't be charming or smooth enough. The horns and tail didn't help.

Goal: Be recognized as something other than "just a tiefling" by some sort of organization; in other words, find acceptance with more than just a handful of open-minded adventurers.

Path: Probably Trickster.

Herolab Statblock Output:
Garella Karim
Male tiefling magus 4/rogue (unchained) 4/gestalt 4 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
NG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 40 (4d8+8)
Fort +5, Ref +8, Will +4
Defensive Abilities danger sense +1, evasion, uncanny dodge; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee mwk rapier +9 (1d6+4/18-20)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks arcane pool (+1, 6 points), magus arcana (arcane cloak[UC]), sneak attack (unchained) +2d6, spell combat, spell recall, spellstrike
Spell-Like Abilities (CL 4th; concentration +2)
. . 1/day—darkness
Magus Spells Prepared (CL 4th; concentration +8)
. . 2nd—bladed dash, blur
. . 1st—frostbite[UM], shield, shocking grasp, true strike
. . 0 (at will)—arcane mark, detect magic, prestidigitation, read magic
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Statistics
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Str 10, Dex 19, Con 13, Int 19, Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 17
Feats Fencing Grace, Weapon Finesse, Weapon Focus (rapier)
Traits chance encounter, reactionary
Skills Acrobatics +11, Bluff +7, Climb +5, Disable Device +15, Knowledge (local) +11, Knowledge (planes) +11, Linguistics +11, Perception +7, Sleight of Hand +11 (+13 to conceal the ring in a search), Spellcraft +11, Stealth +13, Swim +5, Use Magic Device +5; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Azlanti, Common, Daemonic, Draconic, Dwarven, Elven, Hallit, Infernal, Thassilonian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (fast stealth, umbral gear), trapfinding +2
Combat Gear bloodvine rope[ACG]; Other Gear +1 darkleaf cloth studded leather, angel quill arrowhead arrows (20), arrows (20), blunt arrows[APG] (20), mwk longbow, mwk rapier, efficient quiver, handy haversack, bedroll, belt pouch, concealable thieves' tools, contracting rope, contracting rope, contracting rope, contracting rope, false manacles[UE], flint and steel, grappling arrow[UE], grappling arrow[UE], grappling arrow[UE], grappling arrow[UE], grappling arrow[UE], hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, thieves' ring, thieves' tools, torch (10), trail rations (5), waterskin, 319 gp
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Special Abilities
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Arcane Cloak +4 (Su) 1 Arcane Pool: Gain bonus to stealth and bluff to create diversion to hide for 1 min.
Arcane Pool +1 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (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.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fencing Grace Use Dexterity on rapier damage rolls
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Umbral Gear (14 minutes/day) (Su) As a standard action when in shadow, form small item from whisps of shadow.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Background:
Originally hailing from a Varisian family, Garella is an oddity among most of the people he knows, obviously. After all, he is a tiefling. Still, when your father is a Sczarni bodyguard, you don't get a lot of trouble because of looks, even if those looks involve horns. Perhaps ironically, despite his eerie appearance, Garella was never quite intimidating enough to follow in his father's footsteps, despite a fair bit of talent with a rapier and a propensity for at least a little magic.

In fact, Garella so lacked the trademark Sczarni force of personality that it was obvious since his teenage years that he'd never get anywhere in the gang. Faced with the prospect of a lifetime at the bottom of the ladder, Garella began searching for a way out. He found it when he heard of the new crusade being staged out of Kenabres, and, after equipping himself with money earned through years of work and study within the Sczarni, set out for the nation of Mendev. He could reinvent himself there, where nobody cared if you were half-devil so long as you could stab demons.

The problem with his plan was actually quite simple; he got lost. He got very, very lost, ending up in the Worldwound itself. In fact, he would've been absolutely screwed had a mysterious woman with a Desnan holy symbol and bow not rescued him and told him the way back to Kenabres. As it were, he found himself back in the city just in time for the festival.

Which was about the time that all Hell (heh) broke loose.


Looking at submission and Ljos should be Tiefling(beastbrood)

Didn't see any other errors on my submissions, but I'll keep looking :)


Here's Blink - an Arcanist/Rogue with a quick dip into Slayer to grab some abilities. I haven't finished spells, or grabbed a second trait, as I'm afraid work has been tiresome, but should get them done shortly.


Roster should be up to date again.


So I just realized that I derped and used Fencing Grace and Finesse Training to do rapiers. Gonna go ahead and fix that and throw together an alias since I'm not sure what the silence means but today is the last day. Back in a few minutes.


And here he is.


Josh.Ingle wrote:
So I just realized that I derped and used Fencing Grace and Finesse Training to do rapiers. Gonna go ahead and fix that and throw together an alias since I'm not sure what the silence means but today is the last day. Back in a few minutes.

The Silence means that the Question was asked.


Josh.Ingle wrote:
So I just realized that I derped and used Fencing Grace and Finesse Training to do rapiers. Gonna go ahead and fix that and throw together an alias since I'm not sure what the silence means but today is the last day. Back in a few minutes.

You've got about nineteen hours yet at the time of this post. :)


Ok, my submission is ready; Bodin Rockson (see next post)

Grand Lodge

and here he is. I will tidy him up if I get the chance, but he's mostly there (just got to buy minor equipment like belt pouches, scroll boxes, etc.)

Bodin is a Zen Archer//Warpriest build. He can get up to 3 attacks/round (Flurry+Ki power) and can hit for 1d8+9 damage (Str+Deadly Aim+Divine Favor+sacred weapon). Even with Flurry and Deadly Aim in use, his buffed AB is +9 (+4BAB +5Wis -2Flurry -2DA +2 Divine Favor +1WF +1Sacred Weapon). Thanks to Improved unarmed attack he can threaten and thanks to Point Blank Master he can use his bow in melee without provoking.

He makes an adequate scout, with reasonable stealth and able to put on a turn of speed with his ki powers should retreat become necessary.


Yridhrennor Arahaelon wrote:
Josh.Ingle wrote:
So I just realized that I derped and used Fencing Grace and Finesse Training to do rapiers. Gonna go ahead and fix that and throw together an alias since I'm not sure what the silence means but today is the last day. Back in a few minutes.
The Silence means that the Question was asked.

I can't believe I got that reference....

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