Wrath of the Righteous gestalted - We Will Not Surrender To The Evils Of Your Birth


Recruitment

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I suppose I should roll as well? Access to one of those +stats thing seems a little too good to not at least try for.

1d100 ⇒ 38 - Clean coins./DR 2/silver.
1d100 ⇒ 33 - 1round, 1/d aura of stabilization./Tremorsense when concentrating.
1d100 ⇒ 75 - Pregnant sense./Sonic resistance 5.


Dotting for interest.


Rolling for tiefling.

1d100 ⇒ 61 You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.
1d100 ⇒ 99 Once per week you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.
1d100 ⇒ 42 The spell animate dead can return you to life as per the spell raise dead 1d4 times.

Oh, these will work very nicely with what I have planned.


Here is a quick overview of Qareen – Level 1 Suli Oracle + Sorcerer. Does it all make sense? Do you want more crunchy details? Or should I expand on the backstory?

You invite players to include a good plot hook... Do you have any ideas of what said plot hook could be? Qareen is definitely all in, but perhaps there are specific relationships and plot points that could link him more directly to your story?

Build summary:
str 15 / dex 13 / con 15 / int 10 / wis 10 / cha 18

Skills: Heal, Knowledge (Arcana), Knowledge (Religion), Perception
Feats: Combat Casting
Traits: Riftwarden Orphan, Unscathed

Oracle’s Mystery: Battle
Oracle’s Revelation: War Sight
Oracle’s Curse: Haunted

Sorcerer’s Bloodline: Arcane
Arcane Sorcerer’s Arcane Bond: Masterwork Greatsword

Background:
Qareen was born an orphan and raised by a foster family in Kenabres. The offspring of powerful wizards belonging to the secretive Riftwardens, he bore the Sign of the Seeker’s Spiral and was supposedly fated to battle the demons that threaten our world, as did his parents. As a child, he was schooled and trained with rigour and discipline.

But he was wild, and he felt like he didn’t belong. When as an adolescent his Jann heritage began to manifest, he found himself increasingly isolated, and his tutelage felt like a prison. He longed to be free, and so he ran away. This is when the spirits of his ancestors began to haunt him, much to his chagrin. They conferred onto him great power, which he considered a curse. The magic of his lineage began to flow from him, as did the blessings of the Gods.

He wandered, always concealing his nature for fear of being singled out. Only his ancestors were restless, and the haunting made it near impossible to remain anywhere for any length of time. Years passed, and eventually he made his way back to Kenabres, ready to come to terms with his past, hoping to find some semblance of peace in this forsaken place, oddly enough.

His past was waiting. His foster parents were hurt by his running away, but they forgave him. His tutors however felt differently. They believed that he had abandoned the cause and was unfit to fight despite his gifts. Proving them wrong would be an uphill battle…

Qareen is dedicated heart and soul to the cause of good and freedom. Against all odds and despite his curse, he remains cheerful and engaging. He claims to have returned to embrace his destiny and save the world, but in fact, his goal is to find and destroy the demon responsible for the death of his parents, and to allow his ancestors to find peace.

Advancement:
The intent is to switch classes after Level 3, to Mystic Theurge + Sacred Shield Paladin. Assuming Mythic advancement as well, the goal is to acquire Component Freedom (3rd tier Archmage Path Ability) in order to eventually wear full armour while casting arcane and divine spells. Qareen is meant to be a spell-casting front line tank.

Silver Crusade

Dotting and thinking.

1d100 ⇒ 61

1d100 ⇒ 5

1d100 ⇒ 64


Hmmm, I'm definitely interested. I have a character idea I've been wanting to try in a high-power campaign that should fit...

RPG Superstar 2012 Top 32

so... if I did put something together... what will your approach to prestige classes be? could we have two at once? for example, if you started out slayer/witch could you eventually switch to horizon walker/arcane trickster? what about casting prestige classes- if you were like a paladin/sorcerer could you switch to eldritch knight/dragon disciple, and if so would you be able to stack the caster levels up to your hit dice or something? or are you planning on going with 'sides' where you have to qualify for the PrC on one half of your progression and it can't effect the other half?


What is your opinion on how Elemental Ascetic (the kineticist archetype) and the Unchained Monk interact? That's the primary concept I'm considering, but some rules get pretty blurry between the two.


Thank you for the answer. I will be submitting a Bard/Paladin (Virtuous Bravo) of Cayden Cailean, because the idea is stuck in my head and I can't get it out (also, enhance water is totally going to be a spell known for me).

Could you let me know what the code would be for being a Paladin of Cayden Cailean?


Variant roll for Aasmiar

3d100 ⇒ (71, 85, 69) = 225

69 Your tears cure disease 1/day
71 Your a plant (photosynthesis)
85 When targeted by lesser restoration or another spell or effect that cures temporary ability damage, you heal an extra +1 point of temporary ability damage.

Tears are metal.


Ruby Taylor is a young alchemical prodigy most known for her many tattoos which she has discovered how to imbue with magic. I want to flavour all her spellcasting in the same of two ways regardless of whether she is casting a wizard spell or drinking an extract (this wouldn't have any mechanical change). On the character sheet I will keep the spells known separate but in game she will just have a few books full of magical drawings, notes and formulas that she carries around.

I'm just a kid and life is a nightmare:

"Ruby. We'll call her Ruby." The baby had been mysteriously left at the door of the orphanage and soon after she was given into the foster care of a couple who were unable to have children of their own. Though they weren't wealthy, they looked after Ruby as well as they could but times were hard and as soon as she was old enough, Ruby had to work. Responsibility was piled on her from an early age and she did not enjoy much of a childhood as a result. One job she found and actually quite enjoyed was as an assistant at a chapter of a guild of Alchemists. Her boss made it sound much more important that it really was as she found out. The guild was rather small now and influence here had waned after successive crusades against the worldwound depleted many of their numbers.

She was worked harder than as a child and sometimes she thought of running away somewhere else. Ruby loved to experiment on her own whenever she wasn't being watched and often got into trouble. The only reason she wasn't sent away was because of her burgeoning talent for the alchemical ways. She was formally given a membership to the guild but it was a status she didn't really care for. She viewed it as a way for them to watch and control her and profit from her considerable skill and talent. Authority had always been something she seemed to instinctively clash with. Though she was certainly no criminal, some lawful limitations were seen by her as stifling her creativity.

It was her rune-like spiral birthmark that set her interest in tattoos after she discovered its meaning. With special magically infused inks she could imbue herself with magic just like a wizard. Soon enough she had many runic tattoos on her body and she sought to fill her formulae books with ideas for further designs incorporating her magical style. She began making her own living, at first a little on the side but before long she was Kenabres' own tattoo artist and planned to showcase her skill at the festival in the hope of gaining more prestigious clients.


Winter fire and January embers:

Ruby was named for her fiery red hair. To keep it out of the inks and alchemical concoctions she keeps it shoulder-blade length, sometimes braiding it and sometimes letting it go wild. When not wearing a protective smock, her clothing is minimal, showing much skin so as to display the tattoos on her legs, arms, stomach and back. She is of average height and still quite young though has a very mature outlook of the world due to her forced early development. Unfortunately this caused some part of her mind to warp, just like bones that grow too fast and are deformed. Her strange nature is mostly seen in stressful situations where all emotional responses shut down and the only thing that drives her is scientific knowledge or curiosity and self preservation in danger. Under normal situations she is friendly to most and quick to argue with those that challenge her, especially the Alchemist's Guild who think she may be more trouble than she is worth.


Working on a Paladin/Inquisitor, probably of Sarenrae as I have one half built from a recent WotR game I was applying for but had to drop out of.

@Diamondust Also nice It reference


Thinking it over, my character is probably going to look an awful lot like Singularity, though I am unsure if I want to keep her hair color the same, or switch it to more normal looking flame.

That appearance is pretty much perfect for her persona and her classes as well.


Alright Godwin Solace updated crunch is in the profile. I was thinking of what to add to him as he was already an Archon blooded warpriest of Iomedae and I decided to double down on the concept and add on a Celestial Bloodrager of the Steelblooded archetype. There's some overlap between the two sides and it's not the most optimal of choices but my concept of him is a full on angelic demon slayer in full plate. He's also a budding diplomat and tries to be a paragon of an honourable and chivalrous Iomedean.

Let me know if I got anything wrong in the crunch. Gestalt can be complicated!

The background:

For many in this troubled and demon cursed land dreams are the stuff of nightmares and horrors. They speak of gibbering horrors and demonic screams. Their sleeping hours, they say, are haunted.
The same is true of me. But my dreams are not of my imagination. They are of a horror I was subjected to in my youth.

I grew up in one of the many orphanages of Kenebras. One of the countless orphans created by the ceaseless war against the damned fiends of the abyss that press against the wardstones constantly. It was obvious from the start though that my origin was... other.. than purely human. There is some celestial blood in my veins. This is probably what led to me being snatched from the orphanage when I was just a child of 12, forced into a horrific ritual, seeking to use me as an angelic sacrifice. By the grace of the good goddess Iomedae the ritual was broken before it completed. The crusaders of her name rescued me. I believe fervently that it must have been fate, for the sacrificial knife was poised on my neck at the moment that I was saved, a moment I have revisited many times in nightmare.

But they rescued a polluted being. The memories of that terrible day have haunted me and I have exhibited my fear and disgust as rage against the ones who subjected me to a desecration of all that is good and holy.

Seeing my rage against demon worshipers and demons as well as my devotion to The Inheritor whose crusaders saved me I was accepted into the church at its lowest levels. I grew up both strong and devout, catching the attention of the ecclesiastical and the military leadership of the church and was adopted by both.

I do not know anything of my parents but Iomedae, by her grace, provided me with both. An Aasimar Paladin from the military wing of the church by the name of Godwin Ember is who I consider my father, he taught me to to control the fruits of my divine heritage and how to channel my rage and anger into martial deed. Any foul blood that I spill should be attributed by right to him and his mentor-ship, not to me.

Emeria Solace a cleric in service to Iomedae is who I consider my mother. She... saved me from being just a rage filled weapon. She is a tiefling and it was through a godly amount of patience and persistence on her part that I was able to overcome my.. hate and prejudice towards her. From her I learned that anyone may be redeemed no matter their origins or what was done to them. Any wisdom or ability to lead I may have comes from her grace.

It is from both of these that I take my name, leaving behind the name slapped onto me by the orphanage. I am Godwin Solace.

Fifteen years to the day that I first stepped foot in the church, at 27 years of age, I stand ready to do battle with the accursed demon hoardes as a fully adorned warpriest. May Iomedae bless my sword and my armor as I step into battle in her name and lead others to do so as well. The foul designs of the foe has been turned against is. I have learned to resist whatever they did to me and use it in battle against their foul forces by word and deed. I know as long as I fight them, the dreams will haunt me no more.

What their motivations and goals are:

Very much to fight to hold the World Wound back which is what the crusaders are doing currently. He would certainly be more than willing to volunteer for expeditions into the World Wound itself to take the fight to the foe but he understands that he's a lower ranked crusader and should wait to gain more experience and wait to be called up

Personality :

Outside of combat Godwin tries to look for the good in everyone he meets, influence from the tiefling tutor that he adopted as a mother figure. He is soft spoken and considerate though he does have a tendency to follow along with authority figures as he's painfully aware that he is not the brightest person around. He is a man of conviction though and would hesitate to follow orders that violate his moral code.

In combat though he is a rage filled ball of divine wrath.

Hooks:
He's got two high ranking Iomedean mentor figures, one an Aasimar paladin and one a Tiefling cleric. They are from very different schools of thought and parts of the crusade and so they probably don't get along with each other but are proud of what Godwin has achieved since he was a starving orphan.

Godwin has a LOT of heavenly power coursing through his veins from being an Aasimar AND a Celestial Bloodrager. Add the warpriest powers and there might have been a reason why he was targeted to become a sacrifice. Maybe whatever wanted him originally hasn't forgotten him?

Vision for future progression:
Thanks to your reduction of feat taxes and the extra feats Godwin will get from both classes he will probably have enough feats to spare to be a good Two Handed Fighter AND an effective sword and board fighter. I'd also like to go down the Aasimar racial feat chain.

Hopefully the angel wings he gets from being a celestial bloodrager can act like the 'Angel Wings' feat and Godwin can then take the Metallic Wings feat to become a heavily armored winged demon slaying angellic death machine. That's pretty metal I think.

Also hopefully Godwin will be able to cast his warpriest spells through fervor even when he's bloodraging. It fits thematically (rage and fervor are synonyms after all!), and will let him use the powers of both classes effectively and in concert.

Silver Crusade

I submit Heng Sa-Ngoun, Unchained Monk/Unchained Rogue.

Backstory:

Heng was brought to Kenabras from Dtang-Ma as a small child by his parents. Soon thereafter, they were killed in circumstances beyond his limited understanding. He was left to wander Kenabres as an orphan, slowly clawing his way up the street urchin heirarchy. Years later, he was rescued from cultists by a cleric of Irori, and trained in ascetic ways to curb his wild ways and focus his aggression in positive ways.

-Motivations
He hopes to one day discover the reason for his family's immigration to Kenabres, and what happened to his parents. He also wishes to explore his own personal limits as a warrior, and fighting demons is a great way to do that.

-Personality
He is brash and self-confident in his abilities, in a way that straddles the line between endearing and irritating. He will seek out danger in order to test himself.

-Plot hooks
Why did his parents come to Kenabres? Who killed them and why?

-Traits, but in background form
Bullied: Growing up alone on the streets was rough, especially when you're an unusual ethnicity.
Stolen Fury: The cultists figured no one would miss the urchin they grabbed for their ritual. Luckily for Heng, a group of adventurers broke it up, and the cleric of Irori among them took him in.

Crunch:

Heng Sa-Ngoun
Human (Tian-Dtang) unchained monk 1/unchained rogue 1/gestalt 1 (Pathfinder Unchained 14, 20)
LN Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +4 Wis)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4/+4 (1d6)
Special Attacks flurry of blows (unchained), sneak attack (unchained) +1d6, stunning fist (1/day, DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 10, Wis 18, Cha 10
Base Atk +1; CMB +1; CMD 19
Feats Catch Off-guard, Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Traits bullied, stolen fury
Skills Acrobatics +7, Bluff +4, Disable Device +8, Escape Artist +7, Knowledge (dungeoneering) +4, Knowledge (local) +4, Perception +8, Sense Motive +8, Sleight of Hand +7, Stealth +7
Languages Common, Dtang, Tien
SQ trapfinding +1
Combat Gear caltrops; Other Gear backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 10 gp
--------------------
Special Abilities
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/round, and even when flat-footed.
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Sneak Attack (Unchained) +1d6 Attacks deal extra damage if flanking foe or if foe is flat-footed.
Stunning Fist (1/day, DC 14) You can stun an opponent with an unarmed attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


For character apps, everything so far is looking fine at first glance; I intend to give everything a deeper look over and check on sheets just to make sure everything is kosher come this weekend. For now, just keep on with the apps and hold tight.

Alias ad Tempus: The campaign feats not only inform your mythic path, but they also tie into the story in different ways to nail things very specifically to the storyline in some way, so those are the ones nailed directly into the plot and built into the adventure path. Past there, I would be taking whatever a player was to throw at me and integrate it into the story in some way; a quest for vengeance leads into the same direction the party is moving, the long sought-after keys to a mystery are held within the clutches of some abyssal leader, a personal journey or quest for meaning finds its answers in some way. That sort of thing. I'm messing considerably with the source material, so it's no trouble to really integrate whatever a character's background has into what the story is. As for expanding it, by all means deepen your character as much as you can and give them all the dimension you feel they need.

nate lange: I recognize that the mixed PCs like Arcane Trickster/Eldritch Knight/Mystic Theurge have their value in gestalt due to the capstones and special extra stuff they add in, so my ruling would be that qualifications can be from both sides, but gains can only be from one. So, say you were to go into Paladin/Sorcer, then into Dragon Disciple on the Paladin side of things while the other alternates Barbarian and Sorcerer levels (Why? No idea, just go with me on this.) You wouldn't be able to gain the additional Caster Level bumps from Dragon Disciple toward sorcerer doing that, but Sorcerer has to stay on its side of the fence. If you were to take, say, a level of Magus on the Paladin side before starting Dragon Disciple, you would be allowed to add the progression to that. If you did Rogue/Sorc, Arcane Trickster on the Sorc side, you wouldn't gain any more Sneak Attack dice than your Rogue levels should allow you to if you continue to take Rogue on that side. So in that regard, the combination prestige classes should really only be eyed for utility of their class features rather than for progression.

Wildfire Witch: If you mean the interaction specifically between Flurry of Blows and Elemental Flurry, I would rule that they would not stack due to being the same feature in essence, and that generally Class/Archetype Of Another Class That Does What The First Class Does combos would follow along those same lines.

Phntm888: He doesn't have one in the book, and to avoid lots of extra work before I've made my decisions, I will only be giving out the new codes after I have made party slections, since there's alreaedy looking to be a hefty few Paladins around and so far I don't think I've seen the name Iomedae once.


acoldandbrokenwaluigi wrote:
...by all means deepen your character as much as you can and give them all the dimension you feel they need.

Will do.

acoldandbrokenwaluigi wrote:
...qualifications can be from both sides, but gains can only be from one

This means that the Mystic Theurge, which affects both casting classes (divine+arcane), wouldn't work as published? If so, I may revise the build a bit...

Thanks for your detailed response!


I was referring more to the progression of things than the actual class features; those will work fine, you just can't use the progression from Mystic Theurge to keep you progressing spellcasting on both sides while your other side dicks around on some other stuff instead.


Just to be clear, if a prestige class of some sort doesn't actually advance abilities from either class, it wouldn't affect anything? I was planning on having the other half of my gestalt go for Crimson Templar. At the moment, I think I maybe actually make cleric the other half of my gestalt, actually. My other thought is the Reliquarian Occultist.


Well, shoot. MattZ has an extremely similar character to the one I was about to post... want to go all double dragon? Also, just a suggestion, grab the scout archetype to make it easier to add the sneak attacks in.

Shang Zu Feng, Glorious Fist of Summer

Crunch:

Human(Tian-Shu) Unchained Monk 1/ Unchained Rogue(Scout) 1
LN
Init +4; Senses Perception +8
- - - - -
DEFENSE
- - - - -
AC 19, touch 19, flat-footed 10
hp 10
Fort +2, Ref +6, Will +4
- - - - -
OFFENSE
- - - - -
Speed 30 ft.

Melee
Unarmed +5 1d6
Stunning fist 1/day dc 15

- - - - -
STATISTICS
- - - - -
Str 10, Dex 18, Con 10, Int 14, Wis 18, Cha 10

Base Attack Bonus +1; CMB +1; CMD 20

Race
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

1/6 Rogue talent per level

Class
Ac Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trap Finding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse training
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Feats
Dodge, Unarmed Strike, Weapon Finesse, Stunning Fist, Jabbing Style

Skills
Acrobatics (Dex) +8
Climb (Str) +4
Disable Device (Dex) +8
Knowledge (dungeoneering) (Int) +6
Knowledge (history) (Int) +6
Knowledge (religion) (Int) +6
Perception (Wis) +8
Sense Motive (Wis) +8
Stealth (Dex) +8
Swim (Str) +4

Traits
Quain Martial Artist: Having grown up in Quain,
you were taught under various schools of martial arts,
and have used all you have learned to hone your fighting
prowess. You gain a +1 trait bonus on damage rolls when
using unarmed strikes.

Stolen Fury: You were forced to take part in a
demonic ritual as a youth after having been captured
by cultists. Whatever the ritual's purpose may have
been, it didn't work out the way your captors
envisioned-rather than corrupting your soul,
you absorbed the ritual's energy and made it your own
before you escaped to safety. Ever since, you've been
haunted by strange nightmares about the ritual, and
have long felt that the energies it bathed you in have
changed you. Recently, those energies have changedit's
as if you've finally managed to come to terms with
your past and have turned the ritual's aftereffects to
your advantage, following the old adage of what doesn't
kill you makes you stronger. You've been unable to learn
more about the ritual or what it was for, but the question
lingers in the back of your head to this day. This
nagging has instilled in you a fury against demonkind.
Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all
combat maneuver checks against demons. Associated
Mythic Path: Champion. Multiple Characters: You and any
other PC who takes this trait were all part of the same
ritual, and it was only by working together that you
managed to escape-further, the support of your fellow
ritual survivors has played a key role in your coming to
terms with it, and you retain a close bond of friendship
(or perhaps a friendly rivalry) to this day.

Equipment
Weapons
All parts of a man are weapons to those who know but how to strike.

Armor
One does not block what one can safely avoid, do not be where your opponent intends to strike.

Other Gear
Rogue Kit
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.
Wealth
203 GP

Carrying Capacity
Light:
Medium:
Heavy:
Current Load:


Fluff:
All things have passed, and all things come again. There is nothing new under the sun, all threats to Golarian are old and known even if we do not know them ourselves. I face the Oni of this land, for I was stolen from my own by foul magics. Chosen to serve as some token sacrifice for those heathen beasts.

A wanderer saved me, kindly slew those who took me. His mercy was given and his style was odd, but I sought to learn his ways. The fist and foot of my childhood, married to knew skills of sneaking and removing the obstacles left to confound those who walk unknown corridors. Both will be necessary where I now tread.

I will go to the world wound, searching for the reasons for my abduction. I shall take this knowledge from my foes. I shall fight my way to their leaders. And, I WILL MAKE THE DEMONS PAY.

I will have some hooks together at some point. I won't post again till Sunday due to holidays, sorry for the inconvenience.


Just a question. Will you be using the Mythic Hero's Handbook?


JDPhipps: Most prestige classes will work fine as they are, and unless you're going for some super janky attempt to f@$@ around with numbers you should be fine. Crimson Templar you could level fine without any worries of weird stuff happening. It's only the few PrCs that are meant to combine two different kinds of classes (martials and casters for EK, divine casters and arcane casters for MT, rogue and arcane casters for AT) that have to be addressed in any weird way.

Necro All Star: I am going to be reviewing the book after I (hopefully) nab a PDF of it some time before closing. So right now it's a no, but it's a no that could change because that is third party material I intend to look at for this game.


This is Khazim a Druid/Ranger from Qadira. Taking the Touched by Divinity campaign trait.

I should ask tho. The Sunrider archetype from the Adventurers Handbook states that the druid should only take a horse or pony as the animal companion, however I would like to take the Shissa from the Qadira book. It is a horse-like equine native to Qadira, I hope this meets the requirement of the archetype.

crunch:

Human(Keleshite) Ranger(Divine Tracker)/ Druid(Sunrider) 1
NG
Init +3; Senses Perception +8
- - - - -
DEFENSE
- - - - -
AC 16, touch 13, flat-footed 13
hp 9
Fort +3, Ref +5, Will +6
- - - - -
OFFENSE
- - - - -
Speed 30 ft.
Melee
+2 Scimitar 1d6+1

Ranged
+4 Shortbow 1d6+1
- - - - -
STATISTICS
- - - - -
Str 12, Dex 16, Con 12, Int 10, Wis 18, Cha 10

Base Attack Bonus +1; CMB +2; CMD 15

Race
Focused Study
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Heart of the Wilderness
Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Class
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Feats
Skill Focus(Knowledge[Religion])
Mounted Combat

Skills
Climb (Str)
Craft (Int)
+4 Handle Animal (Cha) 1 3
+4 Heal (Wis)
Intimidate (Cha)
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int)
+6 Knowledge (nature) (Int) 1 3 2
+4 Knowledge (religion) (Int) 1 3
+8 Perception (Wis) 1 3 4
Profession (Wis)
+7 Ride (Dex) 1 3 3
+4 Spellcraft (Int) 1 3
+3 Stealth (Dex)
+10 Survival (Wis) 1 3 4 2
Swim (Str)

Traits
Touched by Divinity: As long as you can remember,
you've had an unexplainable interest in one deity in
particular. One of your parents may have been a priest
of this deity, or you may have been an orphan raised
by the church, but these alone cannot explain your
deep connection to the faith. You've always felt calm
and at ease in places holy to the deity, and often have
dreams about the god or goddess visiting you-most
often in the form of a sacred animal or creature. Your
faith is strong, even if you don't happen to be a divine
spellcaster-if you are a divine spellcaster, you should
be a worshiper of this deity. You begin play with a silver
holy symbol of your chosen deity for free. In addition,
choose one domain associated with your chosen deity.
You gain the use of that domain's ist-level domain spell
as a spell-like ability usable once per day (CL equals
your character level). Associated Mythic Path: Hierophant.
Multiple Characters: If other characters choose this trait,
you should all work together to decide what deity you're
associated with-it should be the same deity shared by
all of you. You might even share the same dreams.
Sarenrae- Sun

Thoroughbred [Link]
Requirement(s) Human - Keleshite
The blood of the early horse tribes is strong in your family. Breeding, riding, selecting, and training the best horses are all part of your legacy, and you know how to pick out the best of the lot when selecting a suitable mount. If you gain a horse as an animal companion or mount as one of your class abilities, its base speed increases by 5 feet and it gains a bonus trick that does not count against the normal limit of tricks known by the animal.

Equipment

Weapons
Scimitar
Composite Shortbow (+1 Str)

Armor
Leather Armor
Buckler

Other Gear
Druids Kit 36lbs
Riding Kit 44lbs

Wealth
181gp

Carrying Capacity
Light:
Medium:
Heavy:
Current Load:

Kyra:

Shissah Companion
Female
Senses Perception +8
- - - - -
DEFENSE
- - - - -
AC 11, touch 10, flat-footed 10
hp 10
Fort +4, Ref +5, Will +2
- - - - -
OFFENSE
- - - - -
Speed 65 ft.
Melee
+4 Bite 1d6+3
-1 2 hooves 1d4+1

- - - - -
STATISTICS
- - - - -
Str 16, Dex 15, Con 13, Int 2, Wis 14, Cha 10

Base Attack Bonus +1; CMB +2; CMD 15

Skills
+6 Perception 1 3 2
+3 Escape Artist 1 2

Feats
Narrow Frame

Tricks
Combat Training (DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Throw Rider
Attack
Break Out

Starting Statistics: Size Large; Speed 60 ft.; AC +1 natural armor; Attack bite (1d6), 2 hooves (1d4; secondary attack); Ability Scores Str 16, Dex 15, Con 13, Int 2, Wis 14, Cha 10; Special Qualities desert dweller, easily trained.

7th-Level Advancement: AC +3 natural armor; Attack bite (1d8), 2 hooves (1d4, secondary attack); Ability Scores Str +2, Dex +4, Con +2; Special Qualities desert senses.

Background:

Khazim grew up in a desert tribe of horsemen living in the Qadiran desert far from the bustle and corruption of the cities. In his early childhood he was granted dreams from the Dawnflower marked with symbolism and plagues by premonitions. He always felt his destiny was far from the deserts he called home but they drew him nonetheless, paving his way to be a Sundrider. After he reached his majority the premonitions came to fruition.

A petty princeling from the Empire of Kelesh had come the Qadira to explore and experience the world. As he was travelling the burning sands he and his entourage stumbled across Khazim's tribe and decided to stay there for a time. The tribe was helpless in the face of the princelings demands and allowed him free reign in the tribes lands, however the selfishness of this corrupt noble was higher than the sun in the sky. He attacked and defiled on of the girls of the tribe, leaving her a broken wreck. Outraged Khazim took it upon himself to track down and slay this scum across the desert. Terrified of retribution even while grateful for his actions the tribe had no recourse but to banish Khazim from Qadir and from his home.

Distraught but understanding of his tribes difficulties Khazim fled from the killers tracking him. He made his way to the coast and hailed a ship out of Absolom hoping to find some way to gain a pardon for his crime. His prayers where answered when on the trip to Absolom Khazim has his first waking dream at high noon with the sun beating down on him.

He saw flames, destruction and monsters crawling out of a chasm full of monsters. He saw the great line formed by the Wardstone of Mendev. He saw the gleaming line of armored knights forming the line of battle against the hordes of the Abyss. He knew that if he went there he would gain the redemption he sought. Khazim woke from his daze with a start, see a brief glimpse of a smiling face in the sun above.

His goal was set.

North. To the Worldwound!!!


acoldandbrokenwaluigi wrote:
...so far I don't think I've seen the name Iomedae once.

Aw... you hurt my feelings :(

Thrall's Profile Page wrote:
Deity Iomedae

Sczarni

I am interested in this, mostly due to the GM's awesome description of the heavy metal album of Paizo AP's.

The concept I had for this one is 'spellguard', or a Nexian special armed forces agent who's sent to aid in the Worldwound, both to increase their knowledge of magical forces, and to show 'face' in that they're still a large and relevant empire (which they are not.)

My issue with this one is that everyone in the AP is generally from the surrounding areas, and the connection suggested in the campaign traits - that might be a bit of a problem, and I hope both me and the GM can work around it! I do have a character alias I'd like to use, but I'm not terribly set on it.

Crunch:

Human(Nexian) Fighter 1/Bard(Arcane Duelist) 1
NG
Init +2; Senses Perception +1
- - - - -
DEFENSE
- - - - -
AC 19, touch 13, flat-footed 16
hp 10
Fort +4, Ref +4, Will +3
- - - - -
OFFENSE
- - - - -
Speed 30 ft.
Melee PA and bardic performance not included, Arcane Strike included
Longsword +5 1d8+5
Heavy Shield +5 1d4+5
- - - - -
SPECIAL ABILITIES
- - - - -
Bardic Performance (6/day) (Rallying Cry, Inspire Courage)
Combat Stamina (3/day)
Spells(1st, 2/day): Compel Hostility, Cure Light Wounds
Spells(0th):Resistance, Dancing Lights, Mage Hand, Detect Magic
- - - - -
STATISTICS
- - - - -
Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 14

Base Attack Bonus +1; CMB +5; CMD 17
- - - - -
FEATS
- - - - -
Arcane Strike
Combat Reflexes
Bodyguard
In Harm's Way
Power Attack
Combat Expertise

- - - - -
TRAITS
- - - - -
Exposed to Awfulness (Campaign)
Threatening Defender (Combat)
- - - - -
SKILLS
- - - - -
Bluff +6
Diplomacy +6
Knowledge(Arcana) +3
Intimidate +6
Sense Motive +5
Spellcraft +3
- - - - -
EQUIPMENT
- - - - -
Chain Shirt 100gp
Longsword 15gp
Heavy Shield 5gp
2 daggers 4gp
Journal 10gp
Kit, Fighter's 9gp

Background:

"So, who am I?", asks the man, lifting a flagon with his left arm. The rolled sleeves of the absurdly colourful shirt show a massive, reddish-yellow scarring on the forearm as he takes a long sip. "Well, name's Gosk, and I'm from a reaally long way away.", he says, his accent revealing a hint of an Osiriani accent, as he stubs his cigar to the ground. "Then again, we're all a fair bit away from where we'd prefer to be, here, right?", he chuckles, nodding the massive vortex in the skies, then jumps off of the crate he's been sitting on. "I'm from Nex, a little magical kingdom even further away from here than Absalom." He nods towards a battered steel shield, three small rings hiding behind a scarred shield. "When I say magical, I don't mean in the nice-y little quant villages, little cows roaming the countryside and peasants smiling.", he grins.

"What I mean is, we do magic better than anyone on Golarion we've seen. Floating castles, buildings taller than anything you've ever seen. Then again, we went overboard some millenia back, so nothing really grows there anymore. And there's weird magical mutants running rampant, and the plants talk." He shrugs, taking off his straw hat to wipe his brow and puts it back on. "Practically everyone is a mage there."

He nods towards the shield once again, then taps the longsword at his belt. "Myself included, though I was about the worst understudy anyone could've asked for. Struggled through the academy, and I was permanently and explicitly banned from learning, using, or even staring for extended periods at alchemy." He laughs out loud. "You ever been a turtle? I was, for a couple of days. Don't recommend it."

"They still managed to hammer a couple of things in my brain, though. Some witchcraft to mend wounds, and how to crackle and look terrifying even if I'm not doing anything special. The stuff wizards tend to look down on." He downs his tankard and hangs it on his belt, then picks up the crate, his muscles bulging under the strain. "Come on, we can talk and load this caravan at the same time."

"We got our usual fighting forces, of course. Joined as soon as I could, since being a labourer there is just about as dangerous. Arcane arcs from the resonation crystals, magic on floating buildings suddenly fading, all that. It's where I got this here.", he points towards the scar as he unloads the crate. "Conjuration ritual went to s@!* at a forward camp, place is overrun by demons. Tactic number one in the Spellguard: Stand between foe and wizard and hope your face is stronger than the enemy.", he laughs grimly.

"Damn beast sheared off my arm with the shield clean off. They managed to fleshcraft me a new arm, so I can't really complain, but it sure acts odd around demons. Doesn't really like them." He picks up another crate, heading back towards the caravan. "Spent a good couple of years there, and I turned out to be pretty good at getting terrified countryfolk explaining to me what exactly crawled out of the ground and blew their logging camp or whatever to s+@~." He shakes his head as the crate lets out a sound of broken glass. "Whoops. I'm also pretty good at telling people everything would be alright. Rookies and non-combatants alike, even if I'm lying through my teeth."

A few minutes later, the caravan is loaded, as Gosk waves at the caravan driver driving away from the Worldwound. "Eh. Guy's earned his time off. As to why I'm here? Someone high up decided to make sure we seem relevant as a country. That, and keeping an eye on what other nations got, on the arcane side of things. Still understand a thing or two about the magical theory, enough to understand someone chewing it down for me. And besides, there's bound to be some poor robe-wearer who can't handle being hit by a house-sized demonic talon, and that's what I'm here for. For now." He sighs. "So, head and see what's left to drink and you tell me yours, pal?"


Make Paladins able to match the alignment of their deity, and you're going to see a lot more variation in deity choice.

Given the number of paladins (and the fact that I've been struggling with the backstory for this guy a bit), I may work on something different. As much as I love the idea of playing a paladin of Cayden Cailean, I'm having a hard time writing a backstory that leaves you many hooks, and loving the idea without a good backstory won't help me get to play him.


Maybe building an Aasimar after all, so here goes...

1d100 ⇒ 93 You can summon a lantern archon once per day as though by summon monster III.
1d100 ⇒ 53 You gain a +2 racial bonus to your CMD.
1d100 ⇒ 81 You heal double the normal amount of hit points while resting.

RPG Superstar 2012 Top 32

acoldandbrokenwaluigi wrote:
...and so far I don't think I've seen the name Iomedae once.

I was thinking about maybe doing something with Iomedae... that's why I was asking about how multiple prestige classes would work- she has the Inheritor's Crusader and Heritor Knight, plus PrCs like evangelist and sentinnel... I might still do something with that (like maybe some kind of ranger/cleric into heritor knight/evangelist, idk?).

I was also thinking about maybe going for the LE slot... I don't have any evil characters and this would be a particularly interesting AP to try it in. If I did go for this I'd make a follower of Asmodeus who gets involved because devils hate demons just as much as celesials do (and Asmodeus has a stake in making sure nothing disturbs Rovugug's imprisonment). Mechanically, I'm drawn towards demonslayer ranger/cleric switching from cleric to diabolist asap.

I don't know... maybe I'll just get back to my mountain of coursework and not build anything...


Godwin's very very Iomedean, but he is not a paladin, this is true :).


Hey Waluigi, I really love the detail you put in your recruitment post. Puts a lot of faith in you and the game knowing the work you've put in up front.

I've been looking for a faster pace of game for awhile now and this seems like it.

I've played in a home game of Wrath and got to about level 3 so it would be nice to continue it and hopefully finish.

I'll reread the threat and think up some class combo's I have a character idea already I just need to get it down.


Here goes something sort of, completely different... How do you feel about a group of Aasimar Paladins?!

Endovel
Idyllkin Aasimar Sacred Shield Paladin + Arcane Sorcerer

Summary Build:
str 10 / dex 13 / con 18 / int 12 / wis 10 / cha 18

Variant Aasimar Ability: You gain a +2 racial bonus to your CMD
Aasimar Feature: Marble skin, Hairless
Languages: Common, Celestial, Sylvan, Draconic

Skills: Use Magic Device, Spellcraft, Ride
Feats: Combat Casting

Arcane Sorcerer’s Bond: Cold Iron Masterwork Chakram

God: Desna
Alignment: CG
Traits: Riftwarden Orphan, Focused Mind

Gear: Cold Iron Masterwork Chakram, Banded Mail Armor, Heavy Steel Shield, Paladin's kit, 19 gp

Role: spell-casting Tank

Backstory:
Endovel was born with Celestial blood and the Sign of the Seeker’s Spiral – a rune he would later learn was associated with the secretive Riftwardens. The soothsayers predicted a great and glorious destiny, but this was of little comfort to a child who felt always different and alone. An orphan, he was raised by a foster family, and schooled with rigorous discipline to focus his mind on account of his supposedly strong magical lineage.

But he was a poor student, and he was wild. He felt like he didn’t belong. During adolescence, he found himself increasingly isolated, and his tutelage felt like a prison. He longed to be free, and so he ran away. This is when the spirits of his ancestors came to him, and he manifested his arcane power. This is also when he began being plagued by nightmares about the death of his parents, about their killer, and about the Goddess Desna who came to his aid. He sought peace if prayer, and found some comfort and purpose in Her temples.

He travelled for years and eventually realized that he could not run away from his destiny. He returned home to Kenabres, finally ready to come to terms with his past and his destiny. His past was waiting. His foster parents were hurt by his running away, but they forgave him. His tutors however felt differently. They believed that he had abandoned the cause and was unfit to fight despite his gifts. Proving them wrong would be an uphill battle…

He joined the Crusaders. There, he felt like he finally belonged. There, he committed himself to his code: protect the poor and the innocent; defend freedom for all; guard the priests and temples of Desna; destroy all demons, devils, daemons, and other evil outsiders; be good, generous, and honest.

Endovel is dedicated heart and soul to the cause of Desna, and to the fight against the demons that threaten his home. As surely as Desna is opposed to Lamashtu and hunts Ghlaunder, Endovel is driven by a deep desire to avenge the death of his parents and to hunt down their killer.

Entirely hairless, and with his marble skin, Endovel looks like a veritable statue. He is remarkably handsome despite his strange appearance; and against all odds, he is cheerful and engaging. He is always keen to listen to the tales of travellers, and to discuss dreams through which Desna speaks to us all.


How long are you planning on keeping recruitment open Waluigi? I didn't see a previous post on the subject.


The beginnings of my PC.

Her curse is blackened, her look is very similar to Singularity from Marvel comics, and her theme song(one of them) is Vengeful One by Disturbed.


I'm going to throw Gaius into the mix with a quick question before I turn him into a gestalt'd monster - is VMC allowed? :)

His current incarnation is a very strange fighter who plans to VMC into rogue and be the world's toughest sneaky-trapfinding type. Just want to check the character concept is still viable.


Question DM; I'm considering Magus and something else. I'd like to combine the Eldritch Scion with other archetypes that effect the Arcane Pool class ability, specifically Bladebound and Kensai. RAW, I cannot do that, because Eldritch Scion replaces the Arcane Pool ability with Eldritch Pool, and Bladebound alters Arcane Pool to have less points than nomrla. Other than that, though, the archetypes should interact normally. Are you cool with stacking those or is that a negative?


Also, Aasimar abilities; 1d100: 1d100 ⇒ 3
1d100: 1d100 ⇒ 35
1d100: 1d100 ⇒ 9
The 9 is a +2 racial bonus to Strength. I'll go ahead and take that.

RPG Superstar 2012 Top 32

Dodekatheon wrote:
Question DM; I'm considering Magus and something else. I'd like to combine the Eldritch Scion with other archetypes that effect the Arcane Pool class ability, specifically Bladebound and Kensai. RAW, I cannot do that, because Eldritch Scion replaces the Arcane Pool ability with Eldritch Pool, and Bladebound alters Arcane Pool to have less points than nomrla. Other than that, though, the archetypes should interact normally. Are you cool with stacking those or is that a negative?

Eldritch Scion and Kensai have a bunch of overlap... off the top of my head, I'm pretty sure both have to give up spell recall and knowledge pool...


Would you consider more than one table if enough people apply?

Also I think i'll be rolling a paladin/oracle after all.


Rolling for Aasimar/Tiefling abilities

1d100 ⇒ 6
1d100 ⇒ 29
1d100 ⇒ 6
1d100 ⇒ 9

So I rolled two sixes. Dunno if that nets me a re-roll? Im gonna roll a 4th just to be sure and you can tell me to discount the 4th one if you don't want it to stand.

So thats:

6: You possess taloned fingers that act as natural weapons and deal 1d4 points of damage.(Aasimar)

6:You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability. (Tiefling)

9:You gain an additional +2 racial bonus to your Strength score.(aasimar)

9:You gain an additional +2 racial bonus to your Charisma score.{Tiefling)

29:You gain a +2 racial bonus on initiative checks during the day.(Aasimar)

29:You gain a +1 bonus on all Reflex saving throws.(Tiefling)

So assuming the 9s are aloud to stand i'd probably grab one of them otherwise i'll grab the 29 from the tiefling (the race im leaning on in anycase).


@nate you may be right. Having to look stuff up in my mobile so I don't the organization I normally like! Ultimately I decided to do something else anyway though so consider the question withdrawn

Shadow Lodge

I love me some gestalt and wrath of the righteous is a great adventure path to do it in, as I feel the only thing better than being a super awesome hero is overcoming even more powerful foes.
I recently built a character for a different game that was to be set in faerun but he didn't get in. I think I could re-use him here.
The character started as a joke, I wanted to make "the dwarfiest dwarf who ever dwarfed" but he developed into something more.

Anyway the character is an adventuring blacksmith (dwarf war priest (forge priest)/fighter (eldritch guardian) ) worshiper of Torag, father of creation. He's in town because he believes in supporting the efforts to hold back the demons of the world wound and he believes that such an environment would be perfect to test his weapons against real opponents.


Necro All Star: Because it fits the flavour and you have the lore justification for it, I will allow it.

Thrall The Lucky: S$#@, you're right, my bad.

The Lion Cleric: Fortunately that campaign trait you have is easier than others to get something a bit more varied and external with. Long as the actual fluff of the trait is in there, even if it's on the other end of the world from the Worldwound, it'll be all cool.

Gramork: It's going to depend on the time it takes people to get things together, really. I'll give a few days' notice on when it'll close, but I want to give people time to get their applications sorted, and betwen wanting strongly written characters and the crunch heavy nature of gestalt, I'd rather leavea wide berth for people to have the time to make their applications. For multiple tables, I probably won't, just because I have a meatspace Kingmaker game once weekly, and a one-on-one PBP I run for my girlfriend. A third PBP table is all fine by me, but running two, especially of the same game, feels like a bit too much load, before getting into the chaos of if things end up diverging, how boring it'd be to run through the same content twice if they don't... It's not really in the cards. For the reroll on the fourth, yes, you're good for that.

Gaius Trevalyan: We already have gestalt, so no VMC.

RPG Superstar 2012 Top 32

Tiefling:
1d100 ⇒ 68
1d100 ⇒ 65
1d100 ⇒ 85

Aasimar:
1d100 ⇒ 83
1d100 ⇒ 3
1d100 ⇒ 40

Hmm... I'm not super crazy about any of those... 40 for an aasimar is +2 Int; if I pair that with an Angelkin aasimar that would be almost the only way to get +2 to Str and Int that I know of with this race selection... could be interesting: maybe a Str based magus build, or that fighter/investigator I mentioned in my first post...


Dotting for interest. Was thinking of working on a Wizard/Rouge or Wizard/Alchemist for consideration, but I can fill in roles as necessary. I have played quite a bit of WotR already and loved how it made my character feel like a superhero. Unfortunately, that game has stalled because of time constraints/the DM wanting us to play Strange Aeons w/Sanity instead despite player reluctance. I've also wanted to try gestalts, so why not do it with my favorite campaign?


Are we allowed drawbacks for an extra trait?


Just writing down an idea on how my submission would move forwards.

Character Progression:

The character is designed to support the team with divine spellcasting, healing buffing and using crowd control, while dealing damage at range with the bow or in melee with scimitar and mount.
The intention is to dual path into champion for offensive powers while using the Heirophant path picks to improve spellcasting.


SilentSage: That situation with your DM and avoiding that is precisely why I decided to bring the show over to here for a spin, so I definitely understand wanting to slide into something like this.

Gramork: We're deep enough in now that I'd say no on the drawbacks front, even if it's largely because I didn't think about it at the time.

Shadow Lodge

acoldandbrokenwaluigi wrote:


Gramork: We're deep enough in now that I'd say no on the drawbacks front, even if it's largely because I didn't think about it at the time.

Damn because I really wanted fate's favored and spark of creation.... hmm which one is more important for my concept... hmm


I've been in several attempts of Wrath, including a couple of gestalt, and none of them ever got too far past the cave.

It's a campaign I've been hoping and praying to complete one of these days, and this one seems really awesome!


With how much interest I see, it seems rather unlikely I'll get in, but I'll give it a go.

I've got a monk/rouge kobold in mind, but I see someone else had A monk/rouge in mind too.

Might work on something else. Guess I'll see.

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