Lastguard (Inactive)

Game Master SkaTalon

A lvl 20 kaiju one-shot


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The wars are over. The armies are gone. The world has been overrun with Kaiju.

In its twilight days, the planet's remaining and most powerful defenders came together and formed the Lastguard: an elite organization of the the very most powerful individuals this planet had to offer. Together they watch over Final City, which is the last remaining center of civilization on the planet. When the monsters come, and they always do, you are the ones who drive them back. Whether by magic or might, gods or guns, it is up to you to defend what’s left of civilization as we know it.

Character Creation
Level 20
25 Point Buy
Class: Any Paizo (VMC allowed)
Race: Any Paizo
Starting Gold: 880,000 gp
Traits: two
Alignment: Any
Please include a 3-5 sentence description/history of your character. (If evil, explain your motives in defending Final City.)

Final City will have City Hit Points. If a Kaiju gets into the city it can begin attacking the city itself. If the city is reduced to 0 hit points, you lose. There may be non-combat methods of restoring hit points to the city.

I expect 2-3 posts per week. Turns may take exceedingly long so i expect PbP will be a better format than around the table, so every player can take the time they need. I also will expect posts to include links to relevant spells or feats or whatever.

I’m looking for 5 players. Let me know any questions you have.


Man, level 20. Interesting to get to start right there. Thinking about being a bard, or maybe an unchained monk. Additionally, if the adventure is only going to be in this city, any location-locked archetypes may be fun to play.


So you don't specifically mention Pathfinder, but it sounds like that is implied. So "any Paizo" means no third party Pathfinder?

What does VMC stand for?

I have prepared high levels for such campaigns in the past, but inevitable these get a lot of submissions and so it means spending a lot of time to work through all the choices with a fairly high probability of not getting to play.

Can you suggest things that you are looking for or looking to avoid, so we don't spend a lot of time on something that won't likely make the cut?

I created an 18th level brawler recently so I might start by taking him all the way to 20th level.

Looking at your profile, it appears this may be your first campaign as a GM and that you don't have much experience as a player. Do you have non-PBP experience as a GM and/or player? I ask because it's been my experience that first time GMs often make recruitment posts like this and then flake out when they realize how much work it is going to be. Are you able to maintain the time commitment?

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Can we use SLA's to qualify for prestige classes?


I think I finally have enough pathfinder knowledge to create something for this.


VMC=Variant Multiclass


@Sun Zhang Lao: Yes Pathfinder. No third party. I'm looking for creative concepts. I likely wont take a party of all fullcasters. Also I've been playing Pathfinder for 4 years, I've run multiple homebrew campaigns and modules.

@Saashaa: No. You'll be fine the regular way.


Interesting, very interesting!

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

In that case I will make a lvl 20 psychic. I've been curious about a high level psychic for a while.


Hmmm... mainly combat focused, but with potential non-combat options in order to keep the city alive... I like it!

I might play as a Druid, as the handbook recently caught my attention and it could be fun... through their summons likely won't be as useful at this level then high level...


Is crafting an option? I was thinking of building a wizard who piloted an animated object against the Kaiju


Neat concept!

Uhm... I would like to make a gunslinger. Dotting for now.

How are we doing hit points? Background skills allowed or no?


@Master Han: I'm gonna say no to pregame crafting.

@rungok: I knew I left something out. PFS hit point rules. Not using background skills.


Posting interest as the most Necromancy-est necromancer, who raises more dead than any dead before his dead.

Some questions on Animate Dead- What undead do I have access to? Can I choose any undead I desire? Can I create Skeletal/Zombie Troops (Using the ability scores of the troop creature's stats, and just upscaling HD and replacing it's damage with Troop damage appropriate to its CR?


GM Ska wrote:
@Master Han: I'm gonna say no to pregame crafting.

In that case, could I buy a heavily customized Animated Object and still shoot for this idea? I'd be assuming the usual rules of no more than half gold spent on one item and such but I would be aiming to spend half my character's gold on this anti-Kaiju weapon.


Sounds interesting! I'd be interested in possibly making a Paladin or a Ranger for this. Just dotting for now though.


Interested, considering options.


Here's my gunslinger idea.

Spoiler:

One of the last surviving Hobgoblins, Hobbe is merely a nickname. Hobbe is the last city's siege master, using his know-how and skills to direct dozens of his gunnery crews in laying fire down upon the Kaiju that approach.

Hobbe
Male hobgoblin gunslinger (wyrm sniper) 20 (Pathfinder Player Companion: Dragonslayer's Handbook, Pathfinder RPG Bestiary 175, Pathfinder RPG Ultimate Combat 9)
N Medium humanoid (goblinoid)
Init +14; Senses darkvision 60 ft.; Perception +26
--------------------
Defense
--------------------
AC 38, touch 34, flat-footed 21 (+6 armor, +5 deflection, +12 Dex, +5 dodge)
hp 224 (20d10+100)
Fort +21, Ref +29, Will +14; +2 trait bonus against fear while you have a firearm drawn, +2 vs. fear
Defensive Abilities improved uncanny dodge, nimble +5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +5 distance reliable musket +31 (4d12+35/×4)
Special Attacks deeds (anti-air targeting, bleeding wound, cheat death, dead shot, deadeye, death's shot, evasive, expert loading, gunslinger initiative, gunslinger's dodge, munitions master, pistol-whip, quick clear, skeleton crew, slinger's luck, stunning shot, targeting, utility shot), grit (3), gun training +12 (ballista, light, cannon, catapult, light, musket), true grit (bleeding wound, dead shot)
--------------------
Statistics
--------------------
Str 16, Dex 34, Con 18, Int 10, Wis 16, Cha 8
Base Atk +20; CMB +23; CMD 55
Feats Cannon Master, Deadly Aim, Devastating Strike[UC], Greater Vital Strike, Gunsmithing[UC], Improved Vital Strike, Leadership, Master Siege Engineer[UC], Point-Blank Shot, Precise Shot, Siege Commander[UC], Siege Engineer[UC], Siege Gunner[UC], Signature Deed[UC], Vital Strike, Weapon Focus (cannon)
Traits armed grit, unafraid (ustalav)
Skills Acrobatics +25, Climb +11, Knowledge (arcana) +23, Knowledge (engineering) +25, Knowledge (local) +13, Lore (Kaiju) +18, Perception +26, Profession (siege engineer) +11, Ride +20, Stealth +20, Survival +11, Swim +11; Racial Modifiers +2 Knowledge (engineering)
Languages Common, Goblin
SQ gunsmith
Combat Gear deadshot vest[UE], gunfighter's poncho[UE], wand of abundant ammunition (50 charges); Other Gear +5 comfort corsair determination haramaki[UC], +5 distance reliable musket[UC], adamantine metal cartridge[UC] (50), belt of physical perfection +6, dry load powder horn[UC], manual of quickness of action +3, ring of protection +5, ring of resistance +5, 49,467 gp
--------------------
Special Abilities
--------------------
Cannon Master +2 comp on Craft (siege engine) to rep firearm SE. Broke SE misfire +2, misfire 2x before explodes.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Devastating Strike Deal extra damage when using Vital Strike bonus
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Uncanny Dodge (Lv >= 24) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 24+.
Leadership (score 19) You attract loyal companions and devoted followers.
Master Siege Engineer Crew can load siege engine as a move action
Nimble +5 (Ex) +5 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Siege Commander Grant weapon crew +4 on assemble or move checks
Siege Engineer You are considered proficient with all siege weapons
Siege Gunner Take no size penalties for aiming a direct fire siege weapon
Signature Deed (Deed: Bleeding Wound [True Grit] [Signature Deed] [Ex], 1/round) Perform chosen deed for 1 less grit (min 0). Must have at least 1 grit to use.
True Grit Lower the grit cost of selected deeds by 1. If cost reduced to 0, can perform as long as you have grit. Deeds that already can be performed if you have grit can always be performed.
Vital Strike Standard action: x2 weapon damage dice.
--------------------

Cohort - Bogrun
Male bugbear unchained barbarian 15 (Pathfinder RPG Advanced Player's Guide 78, 79, Pathfinder RPG Bestiary 38, Pathfinder Unchained 8)
N Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft., scent; Perception +0
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 23 (+10 armor, +3 Dex, +3 natural)
hp 180 (18 HD; 3d8+15d12+51)
Fort +12, Ref +11, Will +6
Defensive Abilities indomitable will; DR 14/lethal, 7/—; Resist fire 4, extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +5 kaiju-bane distance impervious reliable living steel cannon +21 (6d6+5/×4 plus 2d6 vs. Kaiju)
Special Attacks rage (34 rounds/day), rage powers (body bludgeon[UC], hurling[APG], lesser hurling[APG], greater hurling[APG], knockback, regenerative stance)
--------------------
Statistics
--------------------
Str 34, Dex 16, Con 15, Int 12, Wis 10, Cha 6
Base Atk +17; CMB +29; CMD 42
Skills Intimidate +2, Stealth +6; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Common, Goblin, Simple Sign
SQ skilled thrower, stalker
Combat Gear mwk cold iron cannon ball[ISWG] (50); Other Gear +4 burdenless mithral breastplate, +5 kaiju-bane distance impervious reliable living steel cannon[UC], bag of holding vi, belt of giant strength +6, manual of gainful exercise +4
--------------------
Special Abilities
--------------------
Body Bludgeon (Ex) Use pinned foe as improvised weapon while raging.
Damage Reduction (14/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (7/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (4) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Hurling, Greater (Ex) Throw large objects while raging.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Rage (Unchained, 34 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Regenerative Stance (3 temporary Hp/round) (Ex) While in stance, regain 3 temp Hp from raging each rd.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Skilled Thrower (Ex) +10' thrown range increments
Stalker (Ex) Perception and Stealth are always class skills for members of this race.
--------------------

I haven't spent all my money but I've got it like 70% done. Thoughts? Ideas?


Dotting.


Do we have to be complete? This sounds like it will be fun but creating a level 20 is a huge investment fo those of use without a complete set of herolab books and hard even then.
I’m mostly looking for the ability to not have to buy equipment before i know if i’m being selected.


... What exactly is PFS hit point rules?


Fury of the Tempest wrote:
... What exactly is PFS hit point rules?

Max first HD, Half +1 after that

Interested in running a mesmerist, considering how many attacks are thrown around at high levels and the kaiju's lack of will saves/mine affecting immunity;


Dotting for interesting.

Not exactly sure what I'll go with but casters are tempting to play at level 20.

But I have been learning a lot about monks...

Grand Lodge

Dotting...

Maybe playing a bard, alchemist or mesmerist.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

This is incomplete, it has some purchases, like headband and book. Just wanted to give an idea as to what I will make.

Losciv:
Losciv
Psychic (self-perfection) 20
NG
Init +0;

DEFENSE
AC 16; Touch 16; Flat-Footed 16
HP 142
Fort +6 ; Ref +6 ; Will +18

OFFENSE
Speed 30ft;

Spells Known/Prepared
1-Expeditious Retreat...
2-Bear’s endurance, Touch of Idiocy, Silence, Placebo Effect, Invisibility, Calm Emotions, Hold Person, Oneric Horror
3-Haste, Tongues, Slow, Reflexive Barrier, Mindscape Door, Id Insinuation II, Arcane Sight
4-Freedom of Movement, D Door, Telekinetic Charge, Phantasmal Killer, Break Enchantment, G Invisibility, Mind Probe
5-Echolocation, Thought Worm IV, Mind Fog, Spell Resistance, M Suggestion, True Seeing, Plane Shift
6-Transformation, Vengeful Outrage, Psychic Surgery, Mind Thrust VI, Contingency, G Dispel Magic
7-Ethereal Jaunt, Limited Wish, Mind Blank, SynesthesiaMass, G Teleport, Temporary Resurrection
8-Iron Body, Temporal Regression, Maze, Create Demiplane, Discern Location, Protection from Spells, Biolocation
9-Akashic Form, Time Stop, Microcosm, Divide Mind

STATISTICS
Str 8, Dex 10, Con 16, Int 36, Wis 22, Cha 10
Base Atk +10; CMB +9

Feats
Spell Perfection (G Dispel Magic), Extend Spell, Quicken Spell, Maximize Spell, Dimensional Agility, Spell Focus (Abjuration), Spell Specialization (G Dispel Magic), Extra Contingency, Improved Counterspell, Parry Spell


Actually, I think I'm going to play as a Destined Eldritch Scion


I'm currently leaning towards a CRB fighter.

Grand Lodge

dotting


I have the crunch completed for my proposed character: half-orc barbarian/vmc sorcerer - spent about 685K of gold. I will work on back story.

Half-Orc barbarian:

Half-orc (mystic) unchained barbarian 20/sorcerer*
CN Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +24
--------------------
Defense
--------------------
AC 35, touch 21, flat-footed 30 (+12 armor, +5 deflection, +5 Dex, +1 insight, +2 natural)
hp 267 (20d12+122)
Fort +27, Ref +18, Will +18; +13 competence bonus vs. spells and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities danger sense +6, improved uncanny dodge, indomitable will, sacred tattoo; DR 7/—
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +5 called ghost touch impervious planar adamantine scythe +39/+34/+29/+24 (2d4+26/19-20/×4)
Special Attacks rage (48 rounds/day), rage powers (beast totem, greater beast totem, lesser beast totem, increased damage reduction, guarded stance +6, internal fortitude, mighty swing, superstition +13, unexpected strike, witch hunter)
--------------------
Statistics
--------------------
Str 38, Dex 20, Con 22, Int 8, Wis 20, Cha 10
Base Atk +20; CMB +34; CMD 55
Feats Endurance, Great Fortitude, Improved Critical (scythe), Power Attack, Raging Brutality, Raging Vitality, Stunning Assault
Traits dangerously curious, fate's favored
Skills Acrobatics +8, Perception +24, Survival +28, Swim +16, Use Magic Device +19
Languages Common, Orc
SQ bloodline (orc), fast movement, fearless, orc blood, power of giants, tireless rage (unchained), touch of rage
Combat Gear hand of glory, wand of barkskin (CL 12th, 50 charges); Other Gear celestial plate armor, +5 called ghost touch impervious planar adamantine scythe, belt of physical perfection +6, boots of speed, cloak of resistance +5, dusty rose prism ioun stone, fog-cutting lenses, headband of inspired wisdom +6, manual of gainful exercise +4, ring of freedom of movement, ring of inner fortitude (greater), ring of protection +5
--------------------
Special Abilities
--------------------
Beast Totem +6 (Su) +6 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Danger Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless (Ex) Gain immunity to fear and your natural armor bonus increases to +2.
Guarded Stance +6 (Ex) Gain a +6 dodge bonus to AC while raging.
Improved Uncanny Dodge (Lv >= 24) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 24+.
Increased Damage Reduction +2 (Ex)
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Internal Fortitude (Ex) While raging, gain immunity to the sickened and nauseated conditions.
Mighty Swing (1/day) (Ex) As an immediate action, auto-confirm a critical threat while raging.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -6/+18 You can subtract from your attack roll to add to your damage.
Power of Giants (20 minutes/day) (Sp) At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action.
Rage (Unchained, 48 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions.
Raging Brutality (+6) Add Constitution bonus on damage rolls
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Sacred Tattoo +1 to all saves.
Stunning Assault (DC 30) Take -5 to all attacks and maneuvers until your next turn to stun opponents hit in melee for 1 rd.
Superstition +13 (Ex) While raging, gain bonus to save vs. spells, but must resist all spells even allies'.
Tireless Rage (Unchained) (Ex) Ending Rage no longer results in fatigue.
Touch of Rage +10 (3/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Unexpected Strike (Ex) While raging and no other foes in threatened area, gain an attack of opportunity vs. foe who moves into your threatened area.
Witch Hunter +6 (Ex) While raging, gain bonus dam vs. spellcasters and crits suppress beneficial spells for 1 rd.


I have a question about Master Chymist and polymorph effects - normal Mutagens combine with Polymorph spells, so is the Master Chymist similar, with its Mutagenic Form? Or is that somehow different?

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber
Quote:
At 1st level, as a result of repeated exposure to her mutagens, the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen and adds together her alchemist and master chymist levels together to determine her effective alchemist level for the duration of this form. Using a mutagen also forces the chymist into this form. Taking a mutagen or using the mutate ability again while in her mutagenic form works normally (with the new mutagen's modifiers replacing the current modifiers, and the longer duration taking precedent). The chymist remains in her mutagenic form until its duration expires, her magic is interrupted (as with an antimagic field), or she expends another use of her mutate ability.

Grand Lodge

Can we take master performer & grand master performer feat without meeting the TPA requirements?


Hey GM, question.

I know that the Eldritch Scion and Card Caster class both modifiy the Arcane Pool, so they shouldn't be able to stack... buuuuut, as I'm going to be using a Starknife as my main weapon, which has a 20ft throwing range... I would really appreciate it if you allow me to play as a Card Casting Eldritch Scion in order to be a throwing Magus build, instead of just stabbing the Kaiju with a tiny dagger.

derpdidruid wrote:
Max first HD, Half +1 after that

Thanks btw


Saashaa wrote:
Quote:
At 1st level, as a result of repeated exposure to her mutagens, the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen and adds together her alchemist and master chymist levels together to determine her effective alchemist level for the duration of this form. Using a mutagen also forces the chymist into this form. Taking a mutagen or using the mutate ability again while in her mutagenic form works normally (with the new mutagen's modifiers replacing the current modifiers, and the longer duration taking precedent). The chymist remains in her mutagenic form until its duration expires, her magic is interrupted (as with an antimagic field), or she expends another use of her mutate ability.

My question was specifically about the Monstrous Physique/Giant Form/Beast Shape/Alter Self spells (or extracts, more likely) and how they interact with Mutagenic Form. I know that the way I phrased it wasn't at all clear, and that's my fault. I appreciate you calling that phrase to my attention, but I'm looking for the mutagenic form/polymorph interaction, rather than the mutagen/mutagenic form.


I'll create an alias for Ol' Jebediah (already have one for the non-Mutagenic Form) if I'm selected. I'll also finish spending my sweet stack of cash. :D

Submission - Alistair/Ol' Jebediah:

Alistair Goswick
Half-Orc Alchemist (First World Innovator) 10/Master Chymist 10
CG Medium humanoid (Orc)
Init +9; Senses Darkvision 120', Echolocation 40', See Invisibility; Perception +29

Defense
AC 46, touch 22, flat-footed 39 (+7 Dex, +16 Natural Armor, +8 Armor, +5 Deflection)
hp 303 +36 Temporary (10d8+10d10+190) + Greater False Life: 2d10 + 17 ⇒ (9, 10) + 17 = 36
Fort +29, Ref +27, Will +26 (+5 Resistance, + Ability Scores, +Dual Mind/Tumor Familiar/Bravery)

Defensive Abilities
+5 Will Saves (Bravery)
Evasion
Immune to cold, nonlethal, paralysis, sleep
Immune to poison, paralysis
50% negation on critical hits/sneak attack

Offense
Speed 40 ft.
Melee Primary Natural Attacks +37 (+13 Str +5 Enh +4 Training +1 Competence +17 BAB -5 Power Attack), +39 Damage (+13 Str +5 Enh +4 Training +1 Competence +10 PA +6 Brutality)
Secondary Natural Attacks (Pincer, Tail Slap, Wing, Hoof, Tentacle) +35, +27 Damage
Ranged Bomb +25 (10d6+6)

Active Effects
Mutagen (+8 Str, +9 Con, +4 Dex, +11 Natural Armor)
Barkskin
Heroism
Greater False Life
Grand Destiny (4/4, +4 Competence to 1 roll)
Freedom of Movement
Echolocation
See Invisibility

Special Attacks
Alchemist Extracts Prepared (Caster Level 17th; Concentration +23)
1 - (Empty Slot) x7
2 - See Invisibility, Barkskin, Alter Self, (Empty Slot) x4
3 - Heroism, Haste, (Empty Slot) x4
4 - Greater False Life, Echolocation, Freedom of Movement, Restoration, (Empty Slot)
5 - Overland Flight, Grand Destiny, (Empty Slot) x3
6 - Monstrous Physique IV, Heal x2

Statistics
Str 36, Dex 24, Con 29, Int 22, Wis 16, Cha 8

Base Atk +17; CMB +30; CMD 42

Feats
1 Improved Natural Attack (Bite)
3 Bravery (19th level Fighter)
5 Fey Obedience
7 Armor Training 1
9 Power Attack
11 Weapon Training 1 (Natural Weapons)
13 Extra Discovery (Mummification)
15 Armor Training 2
17 Multiattack
19 Weapon Training 2 (Thrown)

Alchemist Discoveries
2 Feral Mutagen
4 Tumor Familiar
6 Infusion
8 Preserve Organs
10 Preserve Organs
12 Evasion
14 Dual Mind
16 Greater Mutagen
18 Grand Mutagen
20 Nimble

Traits Reactionary, Clever Wordplay (Intimidate)

Skills
Knowledge (Arcana, Local, Planes, Nature) 20 ranks = +32
Perception 20 ranks = +29
Intimidate 20 ranks = +32

Languages

Special Qualities

Dragon Sight: Darkvision 120'
Orc Blood: Count as an orc
Toothy: Bite attack, Primary, 1d4 damage
Weapon Familiarity: Proficient with Greataxe and Falchion
Alchemy:
Grand Mutagen: +8 to one physical ability, +6 to another, +4 to the third, +6 Natural Armor, -2 to all mental ability scores
Throw Anything:
Swift Alchemy:
Bombs (12/day) 10d6
Primal Reagents: 12 Doses/day, can spend a dose when using extract/mutagen/potion/bomb.
Bomb: 1 dose to change damage type to acid/cold/electric/fire/force/sonic (rolled randomly) or bomb does 10d8-10 damage, 2 doses to do both.
Potion/Extract: 1 Dose, increase CL by 1, 2 doses, increase CL by 2
Mutagen: 1 Dose, random effect:
1. Halve benefits of mutagen
2. Cure 1d4 ability damage or heal 2d8+13 HP
3. Lingering Spirit, Preserve Organs, or Spontaneous Healing Discovery
4. Feral Mutagen, Tentacle, Vestigial Arm, or Wings Discovery
5. Immune to poison and paralysis
6. One numeric bonus from mutagen increases by 1d3
Refind Reagents: Can spend 1 dose of reagents to reroll result, must accept second result
Mutagenic Form: Ol' Jebediah - CN
Mutate 3/day: Can use mutagen without imbibing 3/day. After suffering a crit or failing a fort save, DC 25 Will save to prevent transformation into mutagenic form.
Brutality: +6 Damage with simple or Natural weapons
Feral Mutagen: Mutagen gives 2 claws and a bite
Tumor Familiar: Hedgehog (+2 Will Saves)
Infusion: Others can imbibe extracts
Preserve Organs: 50% chance to negate Sneak Attack or Critical Hit
Mummification: Immune to Cold, nonlethal damage, paralysis, sleep
Dual Mind: +2 Will Saves, can attempt save against enchantment 1 rd. after failing to break free, and immediately change forms.
Nimble: +5 Natural Armor, Dex Checks, skill checks, CMD
Evasion: No damage on Reflex/half with a successful save
Fey Obedience: Disguise Self 3/day, Hideous Laughter 2/day, or Suggestion 1/day; Polymorph Any Object 1/day; Shapechange 1/day
Bravery +5 Will Saves
Power Attack: -5 attack, +10 damage
Armor Training 2: +2 Max Dex, -2 ACP, move in medium armor without penalty
Weapon Training 1: +2 attack and damage with natural weapons
Weapon Training 2: +1 attack and damage with thrown weapons
Multiattack: Secondary Attacks at -2 instead of -5

Equipment 312,000 gold remaining

Head:
Headband: Headband of Mental Superiority +6 (Int, Wis)
Eyes:
Neck: Amulet of Mighty Fists +5
Shoulders: Cloak of Resistance +5
Chest: Vest of Stable Mutation
Wrists: Bracers of Armor +8
Hands: Gloves of Dueling
Belt: Belt of Physical Perfection +6
Ring 1: Ring of Freedom of Movement
Ring 2: Ring of Protection +5
Boots: Boots of Striding and Springing

Ioun Stones Dusty Rose Prism (+1 Insight to AC), Pale Green Prism (+1 Competence to Attacks, Saves, Skills, Ability Checks)

Slotless:

Mutagen (2 Doses, Effect 1): 1d6 ⇒ 5
Mutagen (2 Doses, Effect 2): 1d6 ⇒ 6
Constitution Bonus from Primal Reagent Dose: 1d3 ⇒ 3


okay here goes:

@Josie Silver: Animate dead only creates Skeletons and Zombies(bloody and burning variants). Create Undead give you more options. Please stick to those for now. Let's save any troop statblock building for after recruitment. (plus I kinda think it funny if you tracked each skeleton separately)

@Master Han: Go head, just follow the construct creation and pricing rules.

@rungok: Cool idea! I'll do full character audits after selection, but note that Kaiju is not a a Bane-applicable subtype. most are magical beasts.

@Ancient Dragon Master: Whatever you're comfortable with submitting. It is a lot of work.

@HedwickTheWorldly: Looks like mutate and mutagen are not polymorph effects (I didn't know that), meaning both interact with polymorph effects the same way.

@Yas392: Since I don't know what TPA is, yes.

@Fury of the Tempest: Have you considered Elderitch Archer? Doesn't mesh with Desnas Shooting Star (which is what I assume you're going for) but still a good starknife thrower. I'd rather not bend rules right off the bat.


GM Ska wrote:
@Fury of the Tempest: Have you considered Eldritch Archer? Doesn't mesh with Desnas Shooting Star (which is what I assume you're going for) but still a good starknife thrower. I'd rather not bend rules right off the bat.

Eldritch Archer modifies the magus’s arcane pool, whilst the Eldritch Scion replaces it with something called the Eldritch Pool. Which is the exact same problem that Card Caster has. Eldritch Archer is actually worse, as it's Ranged Spell Combat is a modification to Spell Combat, which the Eldritch Scion also modifies.

The main argument to allow combinations such as Card Caster Scion is that the Eldritch Pool ability says the following: 'abilities that modify arcane pool also modify eldritch pool.' Ergo, archetypes which clash only on modifications to the Arcane Pool, such as the Card Caster, can be used with the Eldritch Scion.

And yeah, going with the Desnas Shooting Star


@Fury of the Tempst: Interesting. That little rider may be the clincher. Since Eldritch pool is replacing the arcane pool, but allowing for modifications. then the other is just a modification, which is allowed by the verbage of Eldritch pool. A weird little loophole that is open to interpretation. I'll allow it.


Apologies- Should have attempted to make it clearer- I intended to ask about making the *other* variant skeletons and zombies, from Classic Horrors Revisited, such as the Sunbaked Zombie, or Multiplying skeletons, Or the variants listed on Classic Horrors Revisited who do not maintain any Int scores (As that seems to be why we have Create Undead).

Understood. Though when animating a troop of skeletons or zombies, do I treat it as animating one creature (Using it's HD) or as multiple creatures (Each animated at cost)

In addition, can I presume that I have access to any corpse that I require? And I just deduct the Onix cost to animate any creature from my starting gold?


@Vagabond?: Each are animated at cost. You can have any corpse Huge or smaller. How do you intend to convert a single creature stat block into a Troop statblock?


GM Ska wrote:


@rungok: Cool idea! I'll do full character audits after selection, but note that Kaiju is not a a Bane-applicable subtype. most are magical beasts.

Oh. Okay! I can do magical beast-bane.

Silver Crusade

This looks like an opportunity to play a siege mage


Finally have a good rough draft. I still need to work with purchases, I think I should try to get a ranged weapon, but I'm not sure.

May I introduce Alara Lightborn

Crunch:

Aasimar paladin (divine defender, invigorator) 20/cavalier VMC
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +17
Aura courage (10 ft.), faith (10 ft.), resolve (10 ft.), righteousness (10 ft.), shared defense (20 ft.)

Defense
AC 42, touch 15, flat-footed 42 (+14 armor, +5 deflection, +6 natural, +7 shield)
hp 224 (20d10+100)
Fort +31 (+9 bonus vs. spells and abilities with an area of effect), Ref +21 (+9 bonus vs. spells and abilities with an area of effect), Will +31; +2 vs. [evil], +4 morale vs. fear (+6 with some abilities)
DR 5/evil; Immune charm, compulsion, disease, fear; Resist acid 7, cold 7, electricity 7; SR 25

Offense
Speed 30 ft. (20 ft. in armor), fly 20 ft. (poor)
Melee holy avenger +30/+25/+20/+15 (1d8+10/19-20) or
   2 wings +20 (1d4+2)
Special Attacks challenge 1/day (+18 damage, +6 dam vs. larger foes), channel positive energy 9/day (DC 29, 10d6), greater tactician 5/day (swift action, 13 rds)
Spell-Like Abilities (CL 20th; concentration +29)
   1/day—daylight
Paladin Spell-Like Abilities (CL 20th; concentration +29)
   At will—detect evil
   3/day—breath of life (no negative level) (DC 24)
Paladin (Divine Defender, Invigorator) Spells Prepared (CL 17th; concentration +26)
   4th—chains of light (DC 23), cure serious woundsflash forwardinspiring recoveryrestoration
   3rd—bestow aurascure moderate woundslesser guardian monumentprayersecond wind
   2nd—bestow grace (DC 21), blessing of courage and life (DC 21), blinding ray (DC 21), healing token (DC 21), communal protection from evilwiden auras
   1st—blesschallenge evil (DC 20), cure light woundskeep watchlitany of sloth (DC 20), rally point (DC 20), tactical acumen

Statistics
Str 20, Dex 10, Con 20, Int 14, Wis 20, Cha 28
Base Atk +20; CMB +25; CMD 40
Feats Angel Wings, Angelic Blood, Angelic Flesh (steel), Inner Light, Metallic Wings, Suppress Regeneration
Traits scarred by war, unscathed
Skills Acrobatics -6 (-10 to jump), Diplomacy +34 (+35 outside of combat), Disguise +7, Fly +13, Heal +28, Knowledge (nobility) +7, Knowledge (religion) +14, Linguistics +3, Perception +17, Sense Motive +17, Spellcraft +14, Stealth -8 (-18 in areas of bright or normal light); Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Dwarven, Elven
SQ bestow hope, champion of life, divine bond (archon spirit [4/day] 4/day), holy fount, lay on hands 21/day (10d6), monster expert, order (order of the hero), resist energy
Other Gear +5 burdenless champion holy reliquary rallying restful righteous horacalcum full plate+5 animated burnished consecrated folding holy reliquary adamantine heavy steel shield, holy avenger, amulet of natural armor +5belt of physical might +6 (Str, Con)cloak of quick reflexes +5/+6MA, gauntlet of the weaponmasterUE, handy haversackheadband of mental prowess +6 (Wis, Cha)mantle of the crusader hostring of protection +5vestments of war, bedroll, belt pouch, flint and steel, mess kit, sewing needle, silk rope (100 ft.), silver holy symbol (10), soap, trail rations (5), waterskin, 16,973 gp, 4 sp

Tracked Resources
Bestow Hope (DR 7/- self and 11 non-evil allies, 12/day) (Su) - 0/12
Breath of Life (no negative level, 3/day) - 0/3
Daylight (1/day) - 0/1
Detect Evil (At will) (Sp) - 0/0
Divine Bond (Archon, 4/day, DC 29) (35 feet) (Su) - 0/4
Greater Tactician (13 rds, 5/day) (Ex) - 0/5
Hero's's Challenge +18 (1/day) (Ex) - 0/1
Heroism, Greater (self only, 3/day) - 0/3
Lay on Hands (10d6 hit points, 21/day) (Su) - 0/21
Paladin Channel Positive Energy 10d6 (9/day, DC 29) (Su) - 0/9
Resist Energy 20 (4/day) (Su) - 0/4
Restful (1/day) - 0/1
Righteous (1/day) - 0/1
Trail rations - 0/5

Special Abilities
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Steel) +1 natural AC and your natural attacks count as cold iron.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Bestow Hope (DR 7/- self and 11 non-evil allies, 12/day) (Su)As a swift action, nonevil allies in sight gain DR while participate in battle.
Champion of Life (Sp) Can use breath of life as a spell-like ability, but with no negative levels.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Archon, 4/day, DC 29) (35 feet) (Su) As a standard action, enemies in aura take -2 to att, saves, and AC for 1 day (Will neg).
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Fly (20 feet, Poor) You can fly!
Greater Tactician (13 rds, 5/day) (Ex) As a swift action, grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Hero's's Challenge +18 (1/day) (Ex) +18 to damage target, -2 AC vs. others when used, +6 melee damage vs. larger foes.
Holy Fount (10 feet, 10 rounds) (Su) As a free action, use 2 bestow hope to grant non-evil allies in aura fast healing 10 for duration.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Inner Light If a foe counters/dispels your daylight, all allies in 20 ft gain darkvision 60.
Lay on Hands (10d6 hit points, 21/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Metallic Wings Gain metallic wings that deal 1d4 damage (1d3 if small).
Monster Expert (Ex) Gain listed bonus on Ref and Fort saves vs. spells and abilities with an area of effect.
Paladin Channel Positive Energy 10d6 (9/day, DC 29) (Su)Positive energy heals the living and harms the undead; negative has the reverse effect.
Resist Energy 20 (4/day) (Su) As a move action, gain listed resist to choice of acid, cold, elec, or fire for 1 min.
Shared Defense (9 rounds, 20 ft., +3 AC, immune to bleeding, 25% fortification, stabilize) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
Spell Resistance (25) You have Spell Resistance.
Suppress Regeneration When ally with feat suppresses creatures regeneration, gain AoO.


GM Ska wrote:
@Vagabond?: Each are animated at cost. You can have any corpse Huge or smaller. How do you intend to convert a single creature stat block into a Troop statblock?

Add hit dice, add 5 to ability scores, swap damage from weapon damage to troop damage, and generally do enough to bolster its CR by 10 (Up to 16, as per Summon Monster), as the equivalent of a Hound Archon is a Hound Archon Troop, which is CR 16 compared to CR 4.

In short, just see if I can make it into a creature of appropriate CR.


My character is all but finished. I'll get him posted tonight.


So, this sounds interesting.....
I have an idea for an UNLIMITED POWER Arcanist that I recently theorycrafted. Basically a walking library of scrolls that can buff everyone without losing so much has a touch of steam. I’ll try to have it up this weekend.
Sorry if I missed it, but when does recruitment close?


Here is Vrog's character, Baron Corso Altaire (ignore the current stats in my alt, as I will update him if I get selected):

Corso was born the son of peasants, but after joining the military he rose to the rank of knight and eventually became a Baron in his nation of birth, but that was before the Kaiju destroyed his homeland in a single night of fire, pain and death.

Corso managed to lead some survivors out of the capitol and to Final City, swearing to hold the wall as long as even one citizen from his land survived.

Corso Altaire:

LN Human Fighter 20

Str 20/26
Dex 18/24
Con 18/24
Int 14/20
Wis 14/20
Cha 8

HP 304
AC 49 T 27 FF 41
BAB 20
Initiative +7

Fort +28
Ref +21
Will +25

Speed 40'

Longsword: +43/38/33/28 to hit; 2d8+18 damage; 17-20/x3 crit

Skills: Acrobatics +31/40 Jump, Climb +35, Knowledge (Engineering) +32, Perception +33, Swim +35 (From Headband: Diplomacy +23, Sense Motive +29, Knowledge: Nobility +29)

Traits: Defender of the Society, Fate's Favored

Feats: Advanced Armor Training, Armor Focus (Full Plate), Barroom Brawler, Combat Expertise, Combat Reflexes, Cut From the Air, Dirty Fighting, Dodge, Greater Shield Focus, Greater Weapon Focus (Longsword), Greater Weapon Specialization (Longsword), Improved Critical (Longsword), Power Attack, Shield Focus, Smash From the Air, Standstill, Toughness, Weapon Focus (Longsword), Weapon Specialization (Longsword), Weapon Versatility.

Class Features: Advanced Armor Training (Armored Juggernaut, Armor Specialization), Advanced Weapon Training (Armored Bravery, Focused Weapon: Longsword, Warrior Spirit), Armor Mastery, Armor Training 3, Bravery +5, Weapon Mastery (Longsword), Weapon Training (Heavy Blades) +6

Permanent Magical Equipment: Adamantine Longsword +5, Belt of Physical Perfection +6, Boots of Striding and Springing, Bracers of Sworn Vengeance, Cloak of Resistance +5, Darklands Goggles, Gloves of Dueling, Goz Mask, Greater Glorious Tabard, Headband of Mental Prowess (Int/Wis) +6, Heavy Steel Shield +5, Implanted Ioun Stones (Dusty Rose Prism, Flawed Pale Green Prism, Pale Green Prism, Clear Spindle), Manual of Bodily Health +2 (Used), Manual of Gainful Exercise +2, Manual of Quickness in Action +2 (Used), Mithral Fullplate +5, Necklace of Adaptation, Ring of Greater Inner Fortitude, Ring of Protection +5, Stone of Good Luck, Tome of Understanding +1 (Used)

Consumables: Scroll of Heal x4, Wand of Cure Moderate Wounds, 1070 gp

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Crunch:
They
Psychic (self-perfection) 20
NG
Init +0;
DEFENSE
AC 18; Touch 18; Flat-Footed 18
HP 142
Fort +6 ; Ref +6 ; Will +20

OFFENSE
Speed 30ft;

Spells
Telepathy (Ongoing)
Fly (Ongoing)
Detect Thoughts 1/day
Telepathic Bond 1/day

Spells Known/Prepared
0- Arcane Mark, Read Magic, Detect magic, Telekinetic Projectile, Detect Psychic Significance, Detect Poison, Stabilize, Open/Close, Virtue, Light
1-Expeditious Retreat, Telepathic Projection, True Strike, Sleep, Psychic Reading, Magic Missle, Comprehend Languages, Burst Of Insight
2-Bear’s endurance, Touch of Idiocy, Silence, Placebo Effect, Invisibility, Calm Emotions, Hold Person, Oneric Horror
3-Haste, Tongues, Slow, Reflexive Barrier, Mindscape Door, Id Insinuation II, Arcane Sight
4-Freedom of Movement, D Door, Telekinetic Charge, Phantasmal Killer, Break Enchantment, G Invisibility, Mind Probe
5-Echolocation, Thought Worm IV, Mind Fog, Spell Resistance, M Suggestion, True Seeing, Plane Shift
6-Transformation, Vengeful Outrage, Psychic Surgery, Mind Thrust VI, Contingency, G Dispel Magic
7-Ethereal Jaunt, Limited Wish, Mind Blank, SynesthesiaMass, G Teleport, Temporary Resurrection
8-Iron Body, Temporal Regression, Maze, Create Demiplane, Discern Location, Protection from Spells, Biolocation
9-Akashic Form, Time Stop, Microcosm, Divide Mind

STATISTICS
Str 8, Dex 10, Con 16, Int 36, Wis 26, Cha 10
Base Atk +10; CMB +9

Feats
Spell Perfection (G Dispel Magic), Extend Spell, Quicken Spell, Maximize Spell, Dimensional Agility, Spell Focus (Abjuration), Spell Specialization (G Dispel Magic), Extra Contingency, Improved Counterspell, Parry Spell, Spell Focus (Illusion)

Skills
Bluff +13, Diplomacy +23, Fly +10, Intimidate +13, Knowledge Arcana +28, Knowledge Dungeoneering +28, Knowledge Engineering +28, Knowledge Geography +28, Knowledge History +28, Knowledge Local +28, Knowledge Nature +28, Knowledge Nobility +28, Knowledge Planes +28, Knowledge Religion +28, Linguistics +36, Perception +31, Sense Motive +31, Spellcraft +36, Stealth +10

SQ
Synaptic Shock, Space-rending Spell, Telepathic Targeting, Will of the Dead, Overpowering Mind, Relentless Casting

Gear
Heaband of Mental Prowess (+6), Mnemonic Vestments, Shard of Psychic Power 9th lvl (x2) (Wish, Dominate Monster), Belt of Con +6, First Aid Gloves, Hood of Privacy, Ring Of Regeneration, Ring of Sustenance, Metamagic Rod of Quicken (norm), wish components

Traits
Born under the Green Star, Reactionary

brief and lame backstory ('cause I'm bad at them):
There is story of one who grew in power out of sheer force of will. Their name has been lost to the ages, but the story goes that this individual fought for the protection of people and, once achieved, went to their own plane that they created. A plane where time has no sway. There this individual waits until they are needed again.


It's pretty late so I'm sure I've managed to screw up something somewhere in the statblock, but I'll go ahead and post my submission.

Akoriya Ashstrike, Crunch:

Akoriya Ashstrike
Tiefling Ranger 20
LE Medium Outsider (Native)
Init +15; Senses Darkvision 120ft., Low-Light Vision, Perception +28
----
DEFENSE
AC 37, Touch 26, Flat-footed 26 (+6 Armor, +10 Dex, +5 Deflection, +1 Dodge, +5 Natural)
HP 160
Fort +19 Ref +27 Will +16
Defensive Abilities Improved Evasion; Resist Cold 7, Electricity 7, Fire 7
----
OFFENSE
Speed 30ft.
Melee +32/+27/+22/+17 +3 Flaming Longsword full-round (1d8+12+1d6; 19-20/x2)
Ranged +38/+33/+28/+23 Hell's Kiss (+5 Adaptive, Flaming, Lesser Designating Composite Longbow) (1d8+15+1d6; 19-20/x3) standard full-round
OR +36/+36/+31/+26/+21 (1d8+15+1d6; 19-20/x3) Rapid Shot full-round
OR +33/+28/+23/+18 (1d8+25+1d6; 19-20/x3) Deadly Aim full-round
OR +31/+31/+26/+21/+16 (1d8+25+1d6; 19-20x3) Deadly Aim Rapid Shot full-round
Special Attacks Favored Enemy (Magical Beast +8, Humanoid (Human) +4, Aberration +2, Animal +2, Outsider (Chaotic) +2)
Racial Spell-like Abilities (CL 20th)
1/day— Darkness
Ranger Spells Prepared (CL 17th, Concentration +22)
TBA
----
STATISTICS
Str 28 Dex 30 Con 14 Int 10 Wis 20 Cha 10
Base Attack Bonus +20/+15/+10/+5; CMB +29; CMD 55
Feats Clustered Shots, Deadly Aim, Diehard, Dodge, Endurance, Fiend Sight, Flexible Foe, Focused Magical Beast Expertise, Improved Critical (Longbow), Improved Initiative, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (Longbow)
Traits Bloody-Minded (+1 to Initiative and Intimidate), Unscathed (Energy resistances increase by +2)
Trained Skills Disable Device +15, Handle Animal +8, Heal +13, Initimidate +11, Knowledge (Arcana, Engineering, History, Local, Nobility, Religion) +1, Knowledge (Dungeoneering) +18, Knowledge (Geography) +13, Knowledge (Nature) +4, Perception +28, Ride +16, Stealth +30, Survival +23
Languages Common, Infernal
SQs Favored Terrain (Urban +6, Forest +4, Water +2, Plains +2), Hide in Plain Sight, Hunter's Bond (Companions), Improved Quarry, Master Hunter, Track +10, Woodland Stride, Wild Empathy

Gear & Budget:

Combat Gear I'll sort out some consummables if I get accepted
Other Gear Hell's Kiss (+5 Adaptive, Flaming, Lesser Designating Composite Longbow), +3 Flaming Longsword, +5 Darkleaf Padded Armor, Belt of Physical Might +6 (Str & Dex), Greater Bracers of Archery, Headband of Inspired Wisdom (+6), Ring of Protection (+5), Cloak of Resistance (+5), Amulet of Natural Armor (+5), Boots of the Cat, Ring of Invisibility, Bag of Holding (Type IV), Efficient Quiver, Chime of Opening, Silver Nocking Point
Manuals used Manual of Quickness of Action +5, Manual of Gainful Excercise +4
Remaining budget 96,050gp

Fluff:

Throughout her life, Akoriya has coveted and worshipped one thing above all: Power. Even at a young age she was set on becoming a great hero — though as she grew and became more intrigued by her hellish ancestry, she became less enamored with heroics and more enamored with the strength she could possess.

Training in archery, Akoriya sought to emulate the styles and tactics of the erinyes. In such, she has been reasonably successful.

As for why she fights for Lastguard? Quite simple: the Kaiju threat has only brought forth chaos and thrown a wrench in the proper order of things— at least that is what she would say if she is asked about it. Perhaps that is the truth, or perhaps her reason is the far more pragmatic answer of 'if Lastguard falls, she will likely die in the ensuing fallout.'

I'm going to go pass out now.


Quote:
When does recruitment close?

I have 7 submissions so far. I'll probably put out a last call around 14 or 15 unless interest fades before that.

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