Wrath of the Righteous: Replacement character


Recruitment

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Here's the crunch for Arigoder (will be recycling and older alias) -- will have his background and description ready by Wednesday (at which point I'll collapse it all into the alias).

Arigoder (Crunch):

Arigoder Senari
Male Aasimar (Muse-Touched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 10
Mythic: Champion 4
LG Medium Outsider (Native)/Humanoid (Human)
Init: +10 [+12 Swashbuckler's Initative] {+12/+14 raging}
Perception: +14, Senses: Darkvision 60'
Favored Class: Paladin
Languages: Common, Draconic.
Deity: Iomedae
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DESCRIPTION/BACKGROUND
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This space intentionally left blank.

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DEFENSE
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AC 33, Touch 22, Flat-footed 23, CMD 29
(+7 dex, +3 dodge, +8 armour, +3 shield, +2 deflection)
Resistances: Acid: 7; Cold: 7; Electricity: 7
HP 134 (11HD) [13,9,9,9,9,9,9,9,9,9,9] + 20 [mythic, champion] + 11 [mythic toughness]
Fort: +8, Ref: +12, Will: +7 (+6 divine grace included)
Special: +4 v. fear (Aura of Courage); Immune to Charm and Disease; +1 trait vs. spells/spell-like abilities of evil outsiders (Purity of Faith)
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OFFENSE
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Speed: 40 ft. (8 Squares)
Melee:
- +1 Longsword +20/+20/+15 (d8+9/19-20) or raging: +22/+22/+17 (d8+11/19-20) {Slashing, Piercing or Bludgeoning}
- Masterwork Cold Iron Longsword +20/+20/+15 (d8+8/19-20) or raging: +22/+22/+17 (d8+10/19-20) {Slashing, Piercing or Bludgeoning}
- Masterwork Cold Iron Dagger +19/+19/+14 (d4+2/19-20) or raging: +21/+21/+16 (d4+2/19-20) {Slashing, Piercing}

Ranged:
- +1 Adaptive Composite Longbow +19/+19/+14 (d8+2/x3) or raging: +21/+21/+16 (d8+2/x3) {Piercing} [110' range increment]
- Masterwork Cold Iron Dagger [Thrown] +19/+19/+14 (d4+2/19-20) or raging: +21/+21/+16 (d4+2/19-20) {Slashing, Piercing} [10' range increment]

Special:
- +10 damage with Longsword or Daggers if 1 panache in pool and no attacks with off-hand (Precision Deed) [within 30']
- +1d6 melee damage v. evil outsiders (Angelic Attacks)
- Smite Evil (5/day): +6 to hit/+10 to damage (+20 on first strike v. undead, evil outsiders and evil dragons)

Base Atk: +11/+11/+6, CMB: +12
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STATISTICS
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Str 12, Dex 24 [28], Con 14, Int 13, Wis 10, Cha 22
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TRAITS
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Purity of Faith (Religion)
Your soul is free from impurity, and you are deeply committed to fulfilling your duties to the church. You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype.

Unscathed (Magic)
You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.
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FEATS
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Armour Proficiencies: Light, Medium, Shield (no tower).
Weapon Proficiencies: Simple, Martial.

Bonus Feat: Weapon Finesse (via Bravo’s Finesse)

Selected Feats: Weapon Focus (Longsword), Slashing Grace (Longsword), Combat Relfexes, Weapon Versatility, Martial Focus (Heavy Blades), Toughness.

Mythic Feats: Toughness (Mythic), Extra Path Ability.
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SKILLS (Bloodrager: 4+int; Paladin: 2+int [3]/level) [5/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC]
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Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+26] = 11.0 + 7 + 3 + 5 (Boots of Elvenkind)
---Raging [+28]
Appraise [+1] = 0.0 + 1 + 0
Bluff [+6] = 0.0 + 6 + 0
Climb* [+5] = 1.0 + 1 + 3
Diplomacy* [+17] = 6.0 + 6 + 3 (+2 skilled)
Disguise [+6] = 0.0 + 6 + 0
Escape Artist [+7] = 0.0 + 7 + 0
Intimidate [+6] = 0.0 + 6 + 0
Knowledge (Religion)*[+7] = 3.0 + 1 + 3
Linguistics* [+6] = 2.0 + 1 + 3
Perception* [+14] = 11.0 + 0 + 3
Perform (Untrained) [+8] = 0.0 + 6 + 2 (racial)
Ride* [+15] = 5.0 + 7 + 3
Sense Motive* [+9] = 6.0 + 0 + 3
Stealth [+7] = 0.0 + 7 + 0
Survival [+0] = 0.0 + 0 + 0
Swim [+1] = 0.0 + 1 + 0
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SPECIAL ABILITIES
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Scion of Humanity (Ex)
Some aasimar's heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to rate, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Spell-like Ability (Sp)
Museborn aasimar can use glitterdust as a spell like ability once per day, using their character level as their caster level (DC 18 [Cha])

Skilled (Ex)
Museborn aasimar gain a +2 racial bonus on Diplomacy and Perform checks.

Controlled Bloodrage (Su) (ooooo)
You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 5 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. This ability alters bloodrage.

Bloodline (Celestial)
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source ref lects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this inf luence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage. Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage.

* Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Fast Movement (Ex)
Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.

Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Bravo’s Finesse (Ex)
A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can use her Charisma score in place of her Intelligence score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

Bravo’s Smite (Su) (+6 to hit/+10 damage)
Five times per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Lay On Hands (Su) (13/day) [ooooo ooooo ooo] (7d6)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Once per day, can imbue the lay on hands with additional power, allowing it to also function as a lesser restoration.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Nimble (Ex) (+3)
At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor. Anything that causes the virtuous bravo to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces mercy.

Panache and Deeds (Ex)[b]
At 4th level, a virtuous bravo gains the swashbuckler’s panache class feature along with the following swashbuckler deeds: dodging panache, menacing swordplay, opportune parry and riposte, precise strike, and swashbuckler initiative. The virtuous bravo’s paladin levels stack with any swashbuckler levels when using these deeds. This ability replaces the paladin’s spellcasting.

[b]Panache [ooooo o(o)]
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains 6 panache points. Her panache goes up or down throughout the day, but usually cannot go higher than 6, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in when confirming a critical hit or landing the killing blow with a light or one-handed piercing melee weapon (or a longsword).
Deeds:
-- Dodging Panache (Ex): [+5 dodge bonus] When an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier [+5] against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
-- Opportune Parry and Riposte (Ex) When an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
-- Menacing Swordplay (Ex) While she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
-- Precise Strike (Ex) While she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs.
-- Swashbuckler Initiative (Ex) While the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Channel Positive Energy (Su): (DC 21)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Divine Bond (Sp) (Weapon Bond) [+2] [2/day: oo]
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

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MYTHIC ABILITIES: Champion (4)
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Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): (11/day)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): (d8)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d8 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Amazing Initiative (Ex):
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex):
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Ability Score Increases: Dexterity, Charisma.

Champion's Strike: Fleet Charge (Ex)
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Path Ability: Aerial Assault (Su)
You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.

Path Ability: Armour Master (Ex)
You don't take an armor check penalty or incur a arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn't apply to you. You can select this ability up to three times. The second time, it also applies to medium armor. The third time, it also applies to heavy armor.

Path Ability: Fleet Warrior (Ex)
When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.

Path Ability: Mythic Rage (Su)
As a free action, you can expend one use of mythic power to regain 1/4 your maximum number of rage rounds (minimum 4 rounds). For the rest of your turn, your successful attacks while raging bypass all damage reduction. You must have the rage class feature to select this ability.

Path Ability: Precision (Ex)
Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can't give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn't reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.
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EQUIPMENT 133L/266M/400H -- Total Gear Value: 82,000gp
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Carried/Equipped
Longsword +1, Adaptive Composite Longbow +1, Arrows (x20), Masterwork Cold Iron Longsword, Masterwork Cold Iron Dagger (x4), Mithral Breastplate +2, Darkwood Buckler +2, Ring of Protection +2, Handy Haversack, Muleback Cords, Headband of Alluring Charisma +4, Belt of incredible dexterity +4, Bracers of the Merciful Knight, Boots of Elvenkind, Plume of Panache, Holy Symbol (Silver); Outfit (Traveller's).

Handy Haversack: [Bedroll, Mess Kit, Rope (100'), Grapnel, Climber's Kit, Arrows (100), Holy Symbol (Silver), Rations (15 days), Waterskin (x4, Chalkboard); Outfit (Courtisan's); Outfit (Traveller's); Soap ]
Pouch, Belt: [Everburning Bullseye Lantern, Whetstone]
Pouch, Belt: [Chalk (x5)]
Pouch, Waterproof: [Tindertwig (x10), Flint and Steel]

Coinpurse: 80pp, 18gp, 13sp, 15cp.


Also: Hey, Javell! It *has* been a while. How are things?


Tilnar wrote:

Here's the crunch for Arigoder (will be recycling and older alias) -- will have his background and description ready by Wednesday (at which point I'll collapse it all into the alias).

** spoiler omitted **...

...and I apparently didn't save the sheet after fixing the saving throws (should be Fort +17; Ref: +15; Will +14) or hp (to max: 174) -- will make sure that's fixed when I transfer to the alias.


I'm working on an applicant character, and I'm trying to make them ballpark as powerful as Quinn, and I can't seem to get my ability scores up to the same weight class.

Quinn has:
Str 21, Dex 10, Con 18, Int 10, Wis 10, Cha 22

My current build has:
Str 22, Dex 10, Con 14, Int 10, Wis 10, Cha 18

Am I missing some swank source of ability score increases other than +2 total from levels and +4 total from Mythic?

Sczarni

Here's my applicant: Henry d'Vadin

Spoiler:
Sir Henry d’Vadin
Male Human Paladin 11 / Champion 4
LG Medium humanoid (human)
Init: +3; Senses: Perception +1; Darkvision 60’
Speed: 60 (40), Languages: Common

Defense
AC 32 (Armor +12, Shield +6, Dex +1, Natural Armor +1, Deflection +2)
Touch 13 FF 31
HP 152 (11d10+42)
Fort +17 Ref +12 Will +16
Immune: fear, disease

Offense
Melee: +1 cold iron longsword +18/+18/+8 (1d8+7 19-20/x2)
[Power Attack -4/+12]
Ranged: javelin +12 (1d6+6) Range: 30 Ammo: [][][][][][]
BAB 11/6/1 CMB +17 CMD 30

Statistics
Abilities: Str 22 Dex 12 Con 14 Int 10 Wis 13 Cha 22
SA: Smite Evil 4/day, Detect Evil (at will), Lay on Hands (14/day; 6d6hp) , Mercy (Fatigue, Disease, Injured (fast healing 3 for 6 rd), Channel Energy (2 LoH uses, DC 21, 6d6 hp)
SQ: Favored Class (Paladin; Resist Acid 10, Fire 1), Skilled, Aura of Good, Divine Grace, Aura of Courage, Divine Health, Divine Bond (Horse), Aura of Resolve, Aura of Justice
Feats: Power Attack, Shield Focus, Extra Lay on Hands, Mounted Combat, Vital Strike, Spirited Charge, Improved Vital Strike
Mythic Qualities: Mythic Power (12/day), surge +1d8, Hard to Kill, Amazing Initiative, Recuperation, Ability Score Increase (Cha +2, Cha +2)
Mythic Path Abilities: fleet charge, longevity, impossible speed, pierce the darkness, precision
Mythic Feats: Mythic Power Attack, Vital Strike
Traits: Reactionary (+2 init), Influence (+1 Intimidate, class skill)
Skills: Diplomacy +18, Intimidate +18, Ride +15, Sense Motive +15
Combat Gear: Wand of CLW (50),
Equipment: backpack, bedroll, belt pouch, leatherbound Acts of Iomedae, flint & steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, silver holy symbol, journal (2), inkpen & ink, javelin (6), cold iron dagger, cold iron morningstar, +3 full plate, +3 heavy steel shield, amulet of natural armor +1, cloak of resistance +2, belt of strength +4, headband of charisma +4, +1 cold iron longsword, +1 cold iron lance, ring of protection +2, ring of sustenance, circlet of persuasion
Coin 500
Spells Prepared: CL 9, Concentration +15, Spell Save DC Lvl +6
1st: divine favor, lesser restoration, swift girding, keep watch
2nd: saddle spree, ironskin, shield other, light lance
3rd: angelic aspect (2)

Mount: Celestial Horse
Size Large; Speed 50 ft.; HP 84 (9d8+45) AC 28 (Dex +3, NA +10, Armor +6, Size -1); Fort +10, Ref +10, Will +4 Attack bite +11 (1d4+4), 2 hooves +9 (1d6+2); Ability Scores Str 21, Dex 17, Con 17, Int 6, Wis 12, Cha 6; Special Qualities: darkvision 60’, low-light vision, scent, DR 5/evil, Resist 10 (Acid, Cold, Electricity), Link, Share Spells, Evasion, Devotion, Multiattack Feats: Run, Toughness, Armor Prof (light), Armor Prof (med); Skills: Perception +13; Tricks: Combat Riding, Attack Anything
BAB 6; CMB+15; CMD 28
Equipment: masterwork breastplate barding, bit & bridle, feed (10 days), military saddle with lance cup, saddle bags

Background:
Henry was born to simple farmers on the border of Lastwall and Nirmathas. The 7th child, and 4th son, his parents knew they would struggle to support and feed him, as well as the other members of his family. They did their best, however, teaching him to read and write and impressing on him a desire to do good and serve the greater good of the world. Their hopes and hard work paid off when Henry and his brother William were presented to the Knights of Ozem as potential pages and squires. The order took the boys in hand, raising them to become righteous warriors and staunch defenders of the people, as well as teaching them the worship of the Inheritor, Iomedae.

As the brothers advanced through their training, Henry felt a calling to Iomedae and to protecting those who could not protect themselves. His older brother William focused exclusively on the martial trainings, becoming an expert cavalryman and soldier. Growing up in a knightly order afforded the boys an excellent chance to increase their lot in life, and they both succeeded. Henry worked his way through the ranks, earning pieces of armor, magical items, hard-won skills and the respect of the Order. He even was granted a special place in a newly begun Crusade, designed to stave off yet another demonic incursion from the Worldwound.

Taking his equipment and saying his goodbyes, Henry joined a contingent of other paladins, all sworn to the Lady, and headed North towards Kenabres and points beyond.

Description: Henry is a large man, standing 6’2” and massing over 200lbs outside his armor. He wears his sandy-brown hair close cropped and shaves daily before his morning prayers and meditations. His blue eyes shine with the confidence and belief only an experienced paladin can bring forth, standing out clearly in sun and wind-darkened skin.

While armored, which is most of the time, Henry wears heavy reinforced plate and carries a kite-shaped steel shield. Both are obviously well made and cared for, with personally applied paint in the colors of Iomedae. He wears an unadorned but obviously magical longsword at pretty much all times, and a small quiver of javelins over his right shoulder. Outside his wargear, Henry wears simple tunic and trousers, with a heavy coat when it gets cold. His horse, aside from appearing out of nowhere and being remarkably intelligent, looks no different than any other wellbred warhorse, with breastplate barding and military saddle cinched on tightly and a cold-iron tipped lance in the lance-cup.


MadHiro wrote:

I'm working on an applicant character, and I'm trying to make them ballpark as powerful as Quinn, and I can't seem to get my ability scores up to the same weight class.

Quinn has:
Str 21, Dex 10, Con 18, Int 10, Wis 10, Cha 22

My current build has:
Str 22, Dex 10, Con 14, Int 10, Wis 10, Cha 18

Am I missing some swank source of ability score increases other than +2 total from levels and +4 total from Mythic?

Did you add in his items? Also he had a tear that added +2 to one of the stats. I did not keep up with Quinn sheet after he left.


Tilnar wrote:

Question: for the following path ability

PRD wrote:


Armor Master (Ex):
You don't take an armor check penalty or incur a arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn't apply to you. You can select this ability up to three times. The second time, it also applies to medium armor. The third time, it also applies to heavy armor.

Would the reduction of mithral armour apply when determining the type? Like, as an example, taking once would apply to mithral chainmail and twice to mithral plate? I ask because I've had different GMs rule differently -- and while I could put a mythic feat into Extra Path ability, just seeing if I need to.

Also: disregard the earlier Sentinel question -- it's not really the best PrC to only dip 3-5 levels in.

No. You, to apply the benefits you need to take it three times for heavy armor. Same as "armor proficiency", where you need heavy proficiency to wear even mithral heavy armor.


Nilus Romani wrote:

Hi GM,

I played this character in a WOTR that ended. We left off almost exactly where you guys are right now. He wasn't a Paladin of Iomedae, rather of Shelyn. He was a semi-pacifist who always offered opponents a chance to surrender (unless they were demons or undead, those he destroyed) and in that game he had managed to atone a few of the different NPCs found (Jesker, Jestak, Joran Vhane) and then he spontaneously converted several former Lamashtan cultists who began worshiping him (thus the Divine Source mythic power). If you want to see my post history its all right here on this alias as I've left this guy alone since then. He has honestly been one of my favorite characters ever to play in this forum. I have lots of legitimate concerns with the mechanics of Mythic play, but the sheer scale of what it lets you do (play a burgeoning deity) is pretty awesome.

I wouldn't mind adjusting Nilus to meet he needs of the campaign, but I'd hate to completely rewrite him, I loved this character. (That's a Shelyn pun =))

Looks interesting, but I really want the character to be a Paladin of Iomedea.

-- david


DM Papa.DRB wrote:
MadHiro wrote:

I'm working on an applicant character, and I'm trying to make them ballpark as powerful as Quinn, and I can't seem to get my ability scores up to the same weight class.

Quinn has:
Str 21, Dex 10, Con 18, Int 10, Wis 10, Cha 22

My current build has:
Str 22, Dex 10, Con 14, Int 10, Wis 10, Cha 18

Am I missing some swank source of ability score increases other than +2 total from levels and +4 total from Mythic?

Did you add in his items? Also he had a tear that added +2 to one of the stats. I did not keep up with Quinn sheet after he left.

I didn't see any items that added to abilities on their sheet; my concern is only to avoid making a character that is much weaker than the one I'd be hoping to replace. But really, my stat line is still plenty burly, even if it's not the same level of absurd.


Hi All, This is what I have for submissions. Also sent PM to those that early on dotted, but have not yet submitted a character.

Remember, ground rule changes:
1) Characters due this Friday 27 July
2) Character level 11 / Mythic tier 4
3) Wealth for 11th level character

Psionichamster - Henry d'Vadin - Male Human Paladin 11 / Champion 4
MadHiro
Tinnar – Arigoder - Male Aasimar (Muse-Touched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 10 / Champion 4
Vrog Skyreaver - Caanan Tirabade - LG Half-Orc Paladin 12/Guardian 5
Groundhog x
The KGB x
The Chess x
Lucendar x
Alias ad Tempus x
Edward Sobel - Sabrina De'Foe
The Wyrm Ouroboros x
Interesting Character x
hustonj – Alzar - Angel-Blooded Aasimar Sacred Shield Paladin Warrior of the Holy Light
Javell DeLeon – Theoden - Male human paladin (Oath against fiends, Tempered champion) 12/Champion/Guardian 5

-- david


I'm still putting the specifics together, but my character is a paladin (tortured crusader) 8 / arcanist (vanilla) 3, with archmage mythic path.

Her name is Pip the little. I made an alias since I like her so much I'll keep her even if not selected.


DM Papa.DRB wrote:


Looks interesting, but I really want the character to be a Paladin of Iomedea.

-- david

Is it for ease of transition or something else?


He said a character would be passing on to the incoming character a "campaign longsword." That sounds like a bunch of story stuff is tied to that sword, and thus very likely the reason for the limitation.


The campaign longsword is called Radiance, and it turns into whatever weapon you want it to turn into....

But, maybe that's it.


Need to quit and go to bed.

Working on the character. Had to look up some info on Radiance to make sure I wasn't cutting my own throat. Radiance is a Bonded Legendary Item, so no point in building one with the submission . . ..

Was looking at making the Sacred Shield's shield a Legendary Item. Works really well with the build. Can't have two, though. I'll do more looking later.

Adapt and overcome!


This is Interesting Character.

Here is the profile for Pip.

I only have the mythic choices in there right now.
I'll get more tomorrow night/tonight.


Radiance is also a weapon that's pretty thoroughly dedicated to Iomedae, and a paladin of Iomedae is going to get the most and best use out of it. Wanting a paladin of Iomedae to be replaced by a paladin of Iomedae seems to me to be a pretty reasonable request.

Speaking of which ...

Airianna Flametongue -- Female archon-blooded aasimar paladin (oath of the mendevian crusade, tempered champion) 11 -- Marshal-Champion 4 -- Child of the Crusades

Airianna Flametongue:

Airianna Flametongue
Female archon-blooded (lawbringer) aasimar paladin (oath of the mendevian crusade, tempered champion) 11/Marshal-Champion 4
LG Medium outsider (native)
Init +4; Senses Perception +4
Aura courage (10 ft.), justice (10 ft.)
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 25 (+10 armor, +1 deflection, +2 natural, +2 shield)
hp 159 (11d10+49)
Fort +17, Ref +11, Will +17; +2 circumstance vs. blinded or dazzled
Defensive Abilities hard to kill; Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron longsword +18/+18/+13 (1d10+7/19-20) or
. . gauntlet (from armor) +15/+15/+10 (1d3+4) or
. . unarmed strike +15/+15/+10 (1d3+4 nonlethal)
Ranged mwk composite longbow +12/+12/+7 (1d8+4/×3)
Special Attacks advance[MA], bravery/valor variant channeling 5/day (DC 20, 6d6 plus 3 channel bonus), mythic power (12/day, surge +1d8), smite evil 4/day (+5 attack and AC, +11 damage)
Spell-Like Abilities (CL 11th; concentration +16)
. . At will—halo
. . 1/day—continual flame
Paladin Spell-Like Abilities (CL 11th; concentration +16)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 19, Dex 10, Con 16, Int 16, Wis 12, Cha 20
Base Atk +11; CMB +15; CMD 26 (30 vs. bull rush, 30 vs. trip)
Feats Blades Above And Below, Dazzling Display, Divine Fighting Technique (iomedae's Inspiring Sword), Dual Path[M], Enforcer[APG], Motivating Display, Persuasive, Shatter Defenses, Weapon Focus (longsword)[M], Weapon Specialization (longsword), Worldwound Walker
Traits child of the crusades, omen
Skills Acrobatics -3 (-7 to jump), Diplomacy +25, Handle Animal +9, Heal +7 (+11 dealing with humanoid pregnancy or birth), Intimidate +31 (+33 circumstance vs. evil creatures), Knowledge (nobility) +8, Knowledge (planes) +4, Knowledge (religion) +7, Linguistics +5, Perception +4, Profession (midwife) +5, Ride +1, Sense Motive +17, Stealth +8, Survival +3, Use Magic Device +10; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Infernal, Iobarian
SQ amazing initiative, anchoring aura, clarion call[MA], divine bond, divine bond, divine bond (weapon +3, 2/day), divine weapon specialization, fleet charge[MA], halo[ARG], holy vessel, lay on hands 11/day (5d6), mercies (cursed, injured), precision[MA], recuperation, smiting aura[MA], tactical genius[MA]
Combat Gear +1 evil-outsider-bane cold iron durable angel quill arrowhead arrow (10), maiden's helm, mwk cold iron durable angel quill arrowhead arrow (50), wand of cure light wounds (34 charges), acid (3), healer's kit, liquid ice[APG] (3), thunderstone (3); Other Gear armor of the pious, mithral heavy steel shield, +1 cold iron longsword, radiance, mwk composite longbow (+4 Str), amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of quick reflexes +2/+3[MA], cracked magenta prism ioun stone, firepowder (10), handy haversack, headband of mental prowess +2 (Int, Cha), knight-inheritor’s ring, ring of sustenance, stagger-proof boots, bedroll, boline, burner, candle (11), candle lamp[UE] (4), canteen[UE] (2), case, wooden, chalk (5), chalkboard[APG], crowbar, flint and steel, fuel pellet (100), ink (2), inkpen (2), iron eye, mess kit[UE], midwife's kit[UE], paper (22), pouch, belt, pouch, belt, powder[APG] (10), sack, sanctified rings (pair), shining stones (stones w/ continual flame cast on them), #10 (2.5 lb), surgeon's tools[UE], trail rations (5), weapon cord[APG], whetstone, winter blanket (2), heavy horse (combat trained), bit and bridle, cold iron horseshoes, dandy brush, feed (per day, x20), lamellar (leather) barding, military saddle, saddlebags, waterproof bag (x4, 5 days feed in each), 62 gp, 9 sp, 5 cp
--------------------
Special Abilities
--------------------
Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Anchoring Aura (DC 20) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Blades Above and Below You and different sized ally are both considered to flank an enemy you threaten of same size as one of you.
Bravery/Valor Variant Channeling (±3 Sacred) Additional save vs. fear/AC bonus, or standard channel
Bravery/Valor Variant Channeling 6d6 plus 3 channel bonus (5/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Clarion Call (4 rds) (Ex) As a swift action, use 1 power temporarily grant allies in 30 ft your active smite/challenge.
Dazzling Display (Longsword) Intimidate check to demoralize can affect those within 30' who see you.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Su) Add evil outsider bane to weapon divine bond, but remove flaming.
Divine Bond (Weapon +3, 11 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Fighting Technique (Iomedae's Inspiring Sword, Advanced) (full rd action, 30 feet, 3 rounds) Longsword display grants allies in range +2 sacred bonus to atk, saves, and skill checks for duration.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+4 bonus, bypass all DR).
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (5d6 hit points, 11/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Injured) (5 rounds) (Su) Target gains fast healing 3 for duration.
Motivating Display Your demoralizing display grants alies +1 attack & skill checks.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Smite Evil (4/day) (Su) +5 to hit, +11 to damage, +5 deflection bonus to AC when used.
Smiting Aura (4 dmg, 4 rnds.) (Su) Spend 1 pow. when smiting evil. 20-ft. aura damages evil creatures that start or move into it.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tactical Genius (Su) Spend mythic power to swap out bonus teamwork feats.
Weapon Focus [Mythic, Longsword] 1 MP: As a swift action, add half tier to attack with selected weapon.
Worldwound Walker Can be considered neutral if affected by spells/effects that act different based on alignment.

Flash, Heavy Warhorse:

Flash CR –
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 15 (+4 armor, +3 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee cold iron horseshoes +5 (1d4+5) or
. . unarmed strike +5 (1d4+5 nonlethal) or
. . bite +5 (1d4+5), 2 hooves (cold iron-shod) +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1.5; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +8
SQ combat riding
Other Gear lamellar (leather) armor[UC], cold iron horseshoes (4, built as cold iron gauntlets), bit and bridle, dandy brush, feed (per day, 20), military saddle, saddlebags, waterproof bag (4, containing feed, 5 days each)
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Background, Description:

I do not as of yet have a full background on Airianna Flametongue. I'd thought to have the Omen be Sunlord Thalachos having attended her birth on a classic 'dark and stormy night', in his guise as an itinerant healer, but he's Sarenrae's herald, not Iomedae, so that's semi-shot. ... well, semi. Not entirely. Still thinking about it.

Airianna typically works as a woman's healer and midwife, for only the pittances necessary for her to restock her kit or for free if they can't afford that; she believes that bringing life and hope into the world is as important, if not moreso, than taking demons out of it, and would far prefer to put her talents to use that way. Even so, she knows that her skill with a sword is exceptional, and so she pursues the crusade with determined zeal.

She has lost family to the Worldwound; both parents, possibly a sibling, likely cousins, though many others will have 'escaped' confrontation and will work on the fringes, supporting those who fight the holding-action and the new crusade. Most especially, she'll have lost her fiancee' to the assault of Khorramzadeh on Kenabres; the sanctified rings she still carries were meant to be their wedding rings.

Airianna will have thrown herself into the defense, then assault, against the demons' renewed attack with great alacrity; she definitely would have been part of the assault and liberation of Drezen, and may have come to the attention of Quinn Inktooth in that fashion, for her 'in the vanguard' willingness, her 'browbeat and smite' methodology, and her ability to rally the troops around her. If the character is chosen, she will have received visions during daily meditations, and she will meet him either at the gate or at the closest public place to his quarters.

She is called 'Flametongue' both for her ability to inspire her allies (Diplomacy +25) and for her ability to intimidate her foes (Intimidate +31, +33 vs. evil); she has learned to attune her blade to invoke that intimidation factor, after which she can really get to cracking her foe's defenses. Though in combat she'll start out at range with her masterwork bow and the evil-outsider-bane arrows (their base being cold iron angel quill arrowhead durable arrows, one or two of which she will tend to use first) she's been gifted with, she'll very readily turn the arrows over to someone who is better at it than she is, heft her shield and sword, and quickly close with the foe.

She always, always, always uses her continual flame ability before she rests for the night; while that may result in her creating a stockpile (she currently has a pouch of 10 stones bearing the eternal light), since she gives them away for free, she rarely has many. She does prefer to place the enchantment on portable objects, such as stones or on the nubs inside lanterns. She will, when asked by her nominal superiors, place a continual flame on a stable physical location such as a castle wall, but she does prefer to be able to give the light to people to carry with them 'in all the dark places they must go.'

For all that, Airianna is a close-coupled short woman, 5'2" and 115 lbs, with a body trained to exert power instead of agility. 54 years old, she has copper red hair with flame-red highlights, brilliant emerald green eyes, and warm golden skin. Her halo, when manifested, reflects this physicality, and is primarily a warm gold, with copper, flame-red, and occasionally emerald filaments radiating out from her like holy fire. Her voice is an upper alto/low soprano (a mezzo-soprano), and she is well-trained in projecting her voice through the din of battle or against the rising passion of a mob.


DM Papa.DRB wrote:


No. You, to apply the benefits you need to take it three times for heavy armor. Same as "armor proficiency", where you need heavy proficiency to wear even mithral heavy armor.

And this would be why I asked- because mithral armour is treated as one category lower (proficiency aside) - I've seen it ruled either way (even on builds here on the forums), depending on whether the GM feels the path ability is linked to the proficiency or the armour itself. (I'd say the ambiguity suggests it might make for an FAQ candidate, but as they're rolling out 2e, I'm not really expediting any more clarifications of this rule-set)

Well, that will be one more thing to fix on the sheet when I switch to the alias -- though I suppose it saves me the money of buying mithral, since there's no benefit once the path ability kicks in. ;)


Submitting Ulrich for consideration. Hope your cool with the Griffon riding angle, just went with the Roc animal companion. I'm not tied to it by any means. I will switch to the warhorse if you like.

Ulrich:

Sir Ulrich
Shining Knight Paladin 11
Trait: Community Minded, Reactionary
Init: +7; Perception +1:

--------------------
Defense
--------------------
AC 28, touch 11, flat-footed 27
(+11armor,+1dex,+4shield,+2natural)
HP: 162 (11d10+11con+11fcb+20mythic)
Fort +16, Ref +12, Will +16 (+23 touch of rage)

--------------------
Offense
--------------------
Speed 30ft: 20ft in Armor, 40ft Fly
Melee:
Radiance: +25/+20/+15 1d8+14 19-20x2
Vital Strike +25 3d8+42 19-20x2

Melee Power Attack:
Radiance: +22/+17/+12 1d8+20 19-20x2
Vital Strike +22 3d8+60 19-20x2

Melee Touch of Rage:
Radiance: +32/+27/+22 1d8+21 19-20x2
Vital Strike +32 3d8+63 19-20x2

Melee Touch of Rage and Power Attack
Radiance: +29/+24/+19 1d8+27 19-20x2
Vital Strike +29 3d8+81 19-20x2

--------------------
Statistics
--------------------
Str 32, Dex 12, Con 12, Int 10, Wis 12, Cha 20
Base Atk +11; CMB +3; CMD: 17

Feats: Skill Focus Survival(B), Fey Foundling(1st), Divine Fighting Technique Inspiring Sword(3rd), Eldritch Heritage(5th), Vital Strike(7th), Sill Focus Diplomacy(B), Power Attack(9th), Improved Vital Strike(11th)

Mythic Feats: Dual Path, Eldritch Heritage, Vital Strike

Skills:
Diplomacy +25 (11ranks,3class,5cha,6feat)
Ride +15 (11ranks,3class,1dex)
Survival +15 (8ranks,1wis,6feat)
Handle Animal +9 (1rank,3class,5cha)
Linguistics +2 (2rank)

Languages: Common, Celestial, Sylvan

-------------------------
Special Abilities:
-------------------------
Orc Bloodline:
-Touch of Rage 8/Day +7 Morale bonus to attack, damage, will saves
-Fearless: Immune to Fear, +2 Natural Armor
-Strength of the Beast: +4 Inherent bonus to Strength
Aura of Good
Detect Evil
Smite Evil 4/Day (+5att / + 11dmg)
Divine Grace
Lay on Hands 10/10 5d6+10
Aura of Courage
Mercy: Sickened
Divine Fighting Technique:
Initial Benefit (Full Round, Grant allies within 30ft +2 sacred bonus to attack, saves and skills for 3 rounds)
Advanced Benefit (Standard Attack or Charge grant allies that see attack, +2 sacred bonus to Attack, Saves, and Skills for 1 minute)
Divine Bound: Mount
Aura of Resolve
Knight’s Charge (DC 20 will save or Panicked for 5rounds)

-------------------------
Mythic Abilities:
-------------------------
Champion/Trickster
Mythic Power 11/11
Surge +1d8

Champion Strike: Fleet Charge
Trickster Attack: Surprise Strike

Path Abilities: Extra Mythic Feat, Mythic Smite, Path Dabbling (Eldritch Flight), Enhanced Ability

-------------------------
Gear: 71pp 9gp
-------------------------
+1 Longsword / Radiance (+3 Cold Iron Long Sword)
+2 Deathless Full Plate (10,650gp)
+2 Champion Large Steel Shield (9,170gp)
+4 Belt of Strength (16,000gp)
+4 Headband of Charisma (16,000gp)
Robe of Arcane Heritage (16,000gp)
+3 Cloak of Resistance (9,000gp)
Ring of Feather Falling (2,200gp)
Aegis of Recovery (2d8+7) (1,500gp)
Ioun Torch (75gp)

5 Meditation Crystals (Charged from Previous Day) (500gp)

Pathfinder Kit (12gp)
Iron Holy Symbol (5gp)
Tabard (5gp)

Mount:
Studded Leather Barding (100gp)
Bit and Bridle (2gp)
Harness (2gp)
Exotic Military Saddle (60gp)

-----------------------------
Spells:
-----------------------------
1st: Hero’s Defiance (6d6+12) x2, Lesser Restoration x2
2nd: Ironskin, Litany of Righteousness x2
3rd: Deadly Juggernaut x2

-----------------------------
Divine Bound: Mount
-----------------------------

Arkas
Celestial Griffon (Roc)
Tricks: Combat Trained:

------------------
DEFENSE
------------------
AC 32, touch 15, flat-footed 26
(+3armor,+14Natural,+5Dex,+1dodge,-1size)
hp 99 (9d8+27)
DR: 5/Evil
Fort +8(+13), Ref +13(+18), Will +6(+11) +4 vs Charms
Resist: Cold, Acid, Electricity 10

------------------
OFFENSE
------------------
Speed 20ft, Fly 80ft
Bite +13 1d6+7
Claw/Claw +13/+13 1d6+7 plus grab

Statistics:
Str 24, Dex 20, Con 14, Int 6, Wis 13, Cha 11
Base Atk + 6; CMB +13; CMD 28
Feats:
Toughness, Dodge, Iron Will, Lightning Reflexes, Skill Focus Fly

Skills:
Fly +18 (9rank,3class,5dex,3feat,-2size)

Special Qualities: Low-Light Vision, Darkvision 60’

Backstory:

Ulrich was raised in Kenabres. His father had come to make weapons to help aid the crusade. Ulrich was fascinated by Queen Galfrey as a child. He too wished to become a paladin of Iomedae in hopes to meet and serve the queen. He started his training young. He trained hard and moved through the ranks. When of age he made his oath and joined the crusades. Like others he was sent out on mission right away. Dangerous as any around the world wound he returned again and again. Each time he grew stronger in faith and power.

Observing different demons, Ulrich realized that any that could fly had a huge advantage. He prayed on this time and time again. Finally when he was of suitable strength Iomedae visited him in a dream. She commended his forethought. She reached out and touched his forehead and he suddenly awoke. When he did a beak was tapping him on the forehead. Before him stood a griffon. Iomedae had sent him a companion. With his new companion he soon started making a name for himself. So much so that Queen Galfrey heard of him. A message was sent. A dream was to be fulfilled as the queen had invited Ulrich to come meet with her. After the meeting Ulrich joined the personal guard of the queen.
Galfrey and her army was away when Kenabres fell, but they had helped retake Drezen. They had kept the city safe why the heroes of Kenabres were away. Ulrich had continue to do well, but wished to do more. He had received another vision from Iomedae. It seems the heroes were in need of his help. He told the queen of this vision. She agreed it was his time and released him from her service to aid the heroes. They now await their return to Drezen where Ulrich will meet up with them.

Me as a player: I have never abandoned a game. My longest on here is at 4 years and still going strong. I post multiple times a day if the game pace allows for it. Thanks again. Looking forward to saving the world with everyone :)


The Wyrm Ouroboros wrote:
Radiance is also a weapon that's pretty thoroughly dedicated to Iomedae, and a paladin of Iomedae is going to get the most and best use out of it. Wanting a paladin of Iomedae to be replaced by a paladin of Iomedae seems to me to be a pretty reasonable request.

Except that it *isn't* a weapon of Iomedae.

From The Worldwound Incursion:

Radiance was once a powerful weapon, yet since Yaniel's
death the blade has become inert. When handled by a paladin,
however, the blade suddenly glows with golden light and
functions as a +1 cold iron longsword that radiates light as a
torch on command. The weapon shifts and changes its form to
match the paladin's deity's favored weapon
(in the hands of a
paladin who doesn't worship a deity, the weapon remains a +1
longsword). Certain events and tasks can awaken Radiance's
latent powers, eventually transforming it into a full-fledged
holy avenger-t hese events are noted in the following
adventures in Wrath of the Righteous as they occur.
In addition, Radiance is a legendary item (Pathfinder RPG
Mythic Adventures 1 69) that bonds with a mythic paladin as
soon as it is wielded in combat-in this adventure, Radiance
bonds if a paladin uses it in the final encounter against Vorlesh's
babaus. The weapon has two daily uses of legendary power
that recharge each day, but does not currently possess any
legendary attributes, for it has yet to be wielded by a mythic
paladin. As Radiance has its own ability to grow in power, it
cannot be given the upgradable legendary item ability.

Anyways, thanks for your time Papa. Hopefully you'll find someone who will stick around.

Silver Crusade

Here is an updated Sabrina, I did not add any items that might be transfered from Quinn would rather let that happen in the course of the game if selected...

sabrina:

Sabrina De'Foe
Female angel-blooded aasimar (angelkin) paladin (oath against fiends, oath of vengeance) 11/Marshal 4 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 60, 60)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +5
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 25 (+10 armor, +2 deflection, +1 Dex, +1 natural, +2 shield)
hp 159 (11d10+49)
Fort +15, Ref +9, Will +16; +2 vs. [evil], -2 vs. distraction ability of swarms, and mind-affecting effects
Defensive Abilities hard to kill; Immune disease, fear
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor), fly 20 ft. (poor)
Melee claíomh solais +19/+14/+9 (1d8+6/19-20)
Special Attacks mythic power (14/day, surge +1d8), smite evil 4/day (+5 attack and AC, +11 damage)
Spell-Like Abilities (CL 11th; concentration +14)
. . 1/day—alter self, light
Paladin Spell-Like Abilities (CL 11th; concentration +14)
. . At will—detect evil
Paladin (Oath against Fiends, Oath of Vengeance) Spells Prepared (CL 8th; concentration +11)
. . 3rd—dispel magic, greater shield of fortification[ACG]
. . 2nd—inheritor's smite, paladin's sacrifice[APG] (DC 17)
. . 1st—cure light wounds, hero's defiance[APG] (2), protection from evil
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 16, Int 14, Wis 15, Cha 20
Base Atk +11; CMB +17; CMD 30
Feats Angel Wings[ARG], Angelic Blood[ARG], Extra Lay on Hands, Extra Mythic Power[M], Greater Mercy[UM], Hover, Power Attack, Weapon Focus (longsword)
Traits armor expert, child of the crusades, chosen of iomedae
Skills Diplomacy +13, Fly +9, Heal +11, Knowledge (history) +5, Knowledge (nobility) +8, Knowledge (planes) +9 (+11 to identify evil outsiders or items or effects created by evil outsiders), Knowledge (religion) +8, Linguistics +5, Perception +5, Ride +5, Sense Motive +11, Spellcraft +6 (+8 to identify evil outsiders or items or effects created by evil outsiders), Survival +3
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal
SQ amazing initiative, anchoring aura, celestial crusader[ARG], channel wrath, divine bond (weapon +3, 2/day), focus[MA], haunting regret, heroic block[MA], holy vessel, lay on hands 15/day (7d6), mercies (diseased, fatigued), powerful justice, rally[MA], recuperation, scion of humanity[ARG], smiting aura[MA]
Combat Gear inheritor's gauntlet; Other Gear armor of the pious, +1 crusading adamantine buckler, claíomh solais, bag of holding i, belt of mighty constitution +2, boots of striding and springing, bracers of the merciful knight[UE], cloak of the crusader, handy haversack, headband of mental superiority +2, knight-inheritor’s ring, magenta prism ioun stone, ring of protection +2, bedroll, belt pouch, flint and steel, holy text (Iomedae)[UE], masterwork crusader's cross, silver holy symbol of Iomedae, soap, waterskin, 100 pp, 891 gp, 6 sp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Anchoring Aura (DC 20) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
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 (Weapon +3, 11 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fly (20 feet, Poor) You can fly!
Focus (Su) When ally within 30 ft uses surge, it rolls bonus die twice and takes higher result.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Haunting Regret -2 vs. swarm distraction, mind-affecting effects, and on concentration checks.
Heroic Block (Ex) When melee attack targets ally, spend 1 power to move up to double speed and aid AC.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (7d6 hit points, 15/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Smite Evil (4/day) (Su) +5 to hit, +11 to damage, +5 deflection bonus to AC when used.
Smiting Aura (4 dmg, 4 rnds.) (Su) Spend 1 pow. when smiting evil. 20-ft. aura damages evil creatures that start or move into it.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
--------------------

the rest of the info is in the profile, I did not go further in the backstory since I have not read through the entire gameplay (lots to go through).

my idea is that Sabrina was in Kenebras when the initial fall happened, she was not trapped below ground instead she ended up somewhere else, possibly trapped somewhere in the worldwound. she fought her way out and ended up joining one of the armies of the party.

because of her past, and the stigma associated with her name, she kept her identity a secret. but she received another vision from Iomedae, It was time to restore her family's honor, and name. to rebuild the Army of Angels.


I've got all my choices listed save equipment and spells.
Tomorrow I'll continue.

I'm on a phone, at work, so writing lots and lots of text is a slow process.


Re: Paladin of Iomadae and Radiance

While the sword will reform itself to the deity favored weapon of the wielder, my reading of the books leads me to believe that its full potential is only available to a Paladin of Iomadae, so that is what I am requesting.

Re: Submissions; This is what I have so far. If I have missed anyone or have something incorrect, please let me know.


  • Psionichamster - Henry d'Vadin - Male Human Paladin 11 / Champion 4
  • Tinnar – Arigoder - Male Aasimar (Muse-Touched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 10 / Champion 4
  • Vrog Skyreaver - Caanan Tirabade - LG Half-Orc Paladin 12/Guardian 5
  • Edward Sobel - Sabrina De'Foe - Female angel-blooded aasimar (angelkin) paladin (oath against fiends, oath of vengeance) 11/Marshal 4
  • The Wyrm Ouroboros - Airianna Flametongue - Female archon-blooded (lawbringer) aasimar paladin (oath of the mendevian crusade, tempered champion) 11/Marshal-Champion 4
  • Interesting Character - Pip the little - Dual class, arcanist / paladin (tortured crusader)
  • hustonj – Alzar - Angel-Blooded Aasimar Sacred Shield Paladin Warrior of the Holy Light
  • Javell DeLeon – Theoden - Male human paladin (Oath against fiends, Tempered champion) 12/Champion/Guardian 5
  • Ashe - Sir Ulrich - Shining Knight Paladin 11 / Champion/Trickster 4

  • Groundhog
  • The Chess
  • Lucendar
  • MadHiro

  • Alias ad Tempus
  • The KGB


Right, here's Arigoder now occupying his alias. Was debating spending the last of his money on a wand or two (since he can use arcane spell-completion based on the bloodrager list) -- but nothing with a permanent effect.

In terms of who I am: I'm in Eastern Time (GMT -4, thanks to daylight savings). Usually try to post over lunch from work (sometimes a late lunch, like today), but if not that, then in the evening (after 9, usually). Can manage a post-per-weekday rate (and one on weekends), but more would be tricky as I have a 1 year old daughter (year and a day, in fact) which tends to occupy much of my non-work time (and why my evening parts to tend to be later).

I've been in some pretty successful PbP campaigns on these boards -- but, sadly, been the victim of GMs who were no longer able to run the games anymore (usually with promises to try to come back) -- although that's sad, it's preferable to GM ghosting, which I've also experienced a few times. All that to say, I'm a committed player in every PbP I join.


I'm going to withdraw; there are plenty of good submissions already, and there just isn't much that differentiates my Umath from several of the extant submissions. Have fun, and good luck! Wave that sword around and shout "For glory and honor!" for me.


I think I've got the important parts of Alzar finished.

Still have to buy mundane things like food, waterskins, rope, etc. Easily finished up if it matters.

Please follow the above link to examine the build.

I hope you pick someone that meshes into the party well, and that everyone enjoys the game. The goal is for everyone to have fun, after all.


Here is Lucendar's submission - halfling paladin who is faster than a warhorse! Stat sheet included in profile. I am just missing the background, which I will submit prior to the deadline. Sure, a 3' female paladin looks strange and contrary to all the heroic tropes in movies and books but I hope you will give it fair chance. When you study this build, you will notice great AC, good saves, survivability (173 hps), 20' aura of courage which makes party members immune to fear, divine fighting technique charge to buff allies with sacred bonuses, and amazing mobility (60' normal and she can have 100' movement in one round and still full-attack enemy as well as immune to AoOs against anything Large size or above, which makes up 90% of the higher echelon of CR 14+ creatures). I chose the tempered archetype to avoid spells and tracking of buffs. And the 3' paladin can hit you with 3-4 smiting strikes of 1d8+30/17-20 x3 for underestimating her. Finally, she is rocking celestial armor and bracers of the avenging knight to look the paladin part!


Here, once again, is Aerianna Flametongue, revised after a 'hmm, that's interesting' moment, followed by a 'eureka' moment, and coupled with delving into two other APs (Curse of the Crimson Throne and Shattered Star) for details. Not being the advertising colossus that Lucendar is for Jadara Quickfoot ( -.o ), I'll let the background and notes speak for me.

Aerianna Flametongue, the Silver Maiden -- Female archon-blooded (lawbringer) aasimar paladin (oath of the mendevian crusade, tempered champion) 11/Marshal-Champion 4 -- Child of the Crusades

Background:

The story of the Silver Maiden truly begins, not in 4679 when she was born, nor even in 4710 when much of her family was slain during the upsurge in demonic activity when Yath rose from the Abyss. Strangely, it begins in far away Korvosa, during the rise and fall of Queen Ileosa; it begins not with Aerianna herself, but with the fallen paladin and swordmistress Tala Mateev.

Tala Mateev had been a devotee of Warrior's Ring, and trained as a paladin in the Tempering Hall of Absalom to master the longsword, favored weapon of the archon empyreal lady of femininity, rings, and martial training Falayna. When the end of a quest left her in Korvosa just after Queen Ileosa Arbasti (see Curse of the Crimson Throne) began establishing the Gray Maidens, Tala (female human LG paladin (tempered champion) 3) was enticed into the group by way of the temptation of being able to improve her skill with the longsword. Pushed mercilessly by Kordaitra Destaid, the group's second-in-command and de facto commander, magically manipulated by the group's wizard Vavana Dhatri, Tala's pride, ego, and eagerness to learn at any cost eventually led to her fall as a paladin -- which in turn was a crack that would later widen into a major psychological disorder bordering on a split personality.

With the fall of Queen Ileosa and the disbanding of the Gray Maidens in 4707, the thoroughly-dishonored Tala Mateev (LE cavalier (sister-in-arms) 5) left Varisia with a half-dozen others of the squad she’d led; aimless, they travelled east with no purpose other than to stay together and get as far away from the life they were leaving behind. The long journey took them through Lastwall, threaded between Ustalav and Razmiran and, reaching the River Kingdoms, inadvertently hired on as caravan guards heading north on the West Sellen river, up the Crusader Road. Reaching Nerosyan in 4708 with only two of the squad remaining, their path as sell-swords was not to last, the last two of Tala’s companions dying in skirmishes with Worldwound demons soon thereafter.

But Tala herself survived and, after drifting for a short time, found a retreat only a mile or so away from the town of Vala’s Gift, and retired -- or tried to. Her psyche was in strong conflict with itself, aspects of her ‘paladin self’ clashing with the ‘maiden self’, her loyalty to her cruel ‘sisters’ in a strange conflicted lock-step with her once-paladin’s ideals of honor and loyalty. Her skill with a longsword and her intimidating visage (or lack thereof, behind her maiden’s helm) was undeniable and uncompromising, and thus grew for a time rumors of a swordmistress living in seclusion near the town.

Let us return, however, to the crusader city of Kenabres, wherein was born, was raised, trained, and lived the young maiden Aerianna. Taking after her father as a healer, admiring her mother, two uncles, and multiple siblings and cousins as soldiers supporting the defense of the town and the people against the abyssal invaders, she watched from afar as Khorramzadeh the Storm King attacked Kenabres and cracked the wardstone, only to be nearly brought down by the silver dragon Terendelev; what is rarely mentioned is the cost to the soldiery and town folk; Aerianna lost two cousins that day.

Still, for the next fifteen years Kenabres was active, first fiercely, then less so as the energy devoted to the Fourth Crusade wore away; the plain-faced seven-year-old aasimar girl who watched from shelter as the vast balor smashed through stone walls learned her trade as a woman’s healer and midwife, and by the time the Fourth Crusade petered to a halt, the sturdy young woman had reached her twenty-second year. That was the same year that Queen Ileosa was dethroned, and Tala Mateev began the long, strange path that would lead her to Vala’s Gift.

Less than a handful of years later, however, in 4710 Aerianna was with her father on one of their typical circuits about Kenabres, visiting the villages and hamlets behind the city and still provided it with some food; guarding the pair was a troop in which several of her family, siblings and cousins, were enlisted. For them, it was less a military escort than a family road-trip. It turned into a family disaster, as several score demons descended on the hamlet in which they were, bloodily slaughtering the troop, the inhabitants, the livestock -- everyone but Aerianna herself. The commander of the demons, having pointed her out at the very beginning of the slaughter, watched her agony as she failed in every attempt to defend her patients, to strike back at the abyssals, to do anything that would make a difference. As the demons left her as the sole surviving witness, the leader laughed cruelly in her face, kicked her weeping form over, and left her broken form behind.

Not broken; furious but impotent.

With the defenders already stretched to their breaking point, Aerianna’s report of the massacre at the Partoch hamlet was received with glum acknowledgement, but no action. Still furious, now at the crusader forces in Kenabres with an impotency equal to her own, she left the city to find someone, anyone who could teach her to defend herself, to strike back at the demons. And when she came across the rumor of a battle-maiden whose zeal and skill kept the town of Vala’s Gift clear of the foul things, she headed north -- well, north-east, anyhow.

A decade older than Aerianna, Tala Mateev (now cavalier (sister-in-arms) 7) had seen far more of the world -- and at first she refused to have anything to do with the midwife. Several weeks’ persistence exposed the fact that Aerianna was going nowhere until she learned something, however, and so giving the woman burdensome scutwork, Tala expected to run her off and that right quick. But Aerianna was used to hard work, and grimly carried or dragged every load Tala gave her, ran every road and hill and ravine over and through which Tala sent her, did every filthy tedious chore with diligence and detail. Impressed despite herself, the ex-Gray Maiden started to see in Aerianna the potential for the perfection of her own ideal -- and, possibly, the renewal of her sisterhood.

And so she took Aerianna as a student, teaching her everything she could of the basics of her skills: the art of the sword, the reliance on her shield-sister, dedication and zeal and above all others, loyalty. Her instruction swung wildly from cruel to compassionate, her personality imperatives whipsawing Aerianna back and forth and inadvertently ensuring that loyalty would become an intense part of Aerianna’s being. The scars she laid on the younger woman were those of hard work and combat training, however; Tala was a firm believer in ‘spare the rod, spoil the child’, as well as ‘the more I bleed sweat in training, the less I bleed in combat’, and though she typically trained Aerianna with weighted, bated (dulled) blades, they were not that dull, and every mistake in Aerianna’s form was immediately punished by Tala’s sword snaking through the gap and creasing her skin.

Learning everything Tala cared to teach her, doing absolutely everything the swordmistress demanded of her no matter how degrading or grimly cruel, Aerianna was -- compared to many others -- a fast and focused study, in part because she knew that she had a lot to catch up on, and not much time in which to do it if she were to begin taking the fight to the demons that had taken her family. After most of a year of this training, including several desperate fights against lesser demons which came through, Tala decided that Aerianna was ready to be given the honor of the facial scars of the Gray Maidens and be fully inducted into her order.

Iomedae had other plans.

A paladin of the goddess crashed the very start of the mid-morning two-woman ceremony; her sword surrounded with a glow that kept its edge from damaging either student or master, the woman faced Tala blade-to-blade. As the two clashed, the paladin pleaded with the cavalier to turn away from the darkness within her, that redemption was possible, that the people around her, both Aerianna and those in Vala’s Gift would better served -- far better served -- if she would only return to the Light that still struggled to shine inside her. Tala was slow to enrage, but as the paladin fell to one knee, then spoke a few words and rose again healed of the worst of her wounds to continue to seek Tala’s redemption, her fury broke free of her self-restraint. Using the paladin as, essentially, a practice dummy, the ex-Gray Maiden gave her student a display of weapon expertise, pointing out every error she saw in the paladin’s defense and morality, until finally the Iomedaean lay out on the ground, half-senseless and helpless.

"Here," spoke Tala, snatching the paladin’s quenched longsword from the ground and thrusting the grip into Aerianna’s hand, which now-instinctively closed about it. "Finish her."

Aerianna stared down at the holy warrior who, after all, had done neither her nor her instructor any lasting harm. "What??"

The flat of Tala's blade smacked against the flat of the paladin's, fine steel ringing against fine steel; Aerianna's grip tightened against the vibrations raised. "Did I stutter? Did you somehow misunderstand what I ordered you to do, initiate?? Finish her."

Slowly, as if under a compulsion, Aerianna moved to the fallen woman's side, lowering the tip of the paladin's own blade to press against her throat. There she froze, staring down at the woman who had regained senses, though not her vigor; she was exhausted from channelling the goddess's blessings, and could do it no more. There she stood, the paladin meeting her gaze without fear, with a hope deep inside her eyes that strove to communicate itself to Aerianna ...

... and which finally did.

"No."

Tala's head rocked back in shock. "What do you mean, no??"

Aerianna's gaze lifted, but quailed at what she saw in her teacher's visage; the flicker of compassion was not enough to stand against the bonfire of Tala's anger. "I ... I can't."

Furious and impatient, Tala's blade struck aside the paladin's blade which Aerianna held, lifted, fell. "Little worm, you are giving me serious reason to reconsider!!" She gestured at the paladin's headless corpse. "Get rid of that. I don't want to see you until tomorrow; I have a lot of thinking to do, to decide whether or not you were just a waste of my fvcking time." She stalked off into the overgrowth behind the small cabin the two of them shared, lashing out at branches and vines as she went.

Slowly, Aerianna did as her swordmistress had ordered her; it was not the first time she'd been told to stay out of sight, and the penalty for being seen had always been painful. It was the first time she'd ever had to dig a grave, however, and she did so with care, whispering a tearful apology to the paladin for her death, for the ill way in which she was being buried. Not knowing many of the specifics of the Iomedean faith, she nonetheless stripped the woman of her armor and items, placed eleven stones as a small cairn at her head to mark the grave, then pulled on the armor (which, though chain mail, still fit her ill), took up the sword and, keeping out of Tala's sight and hearing, crept off before dinner-time to begin the thirty-mile trek back to Kenabres.

Luck was with her; the paladin's horse (entirely mundane, fortunately) was tied up a half-mile away in the direction she was headed; having some instruction in handling such a beast, she mounted up and turned for her long-abandoned home. The horse let her get to Kenabres even before Tala knew her to be gone, and that night she was turning the paladin's sword, armor, holy symbol, and gear in to the church of Iomedae, where it was recognized.

So, too, was Aerianna, and early on in her interrogation as to where she'd been for the last year and the circumstances of the paladin's death, she broke down entirely. Despite her weeping, she was able to hiccup her way through a reasonably coherent explanation of her last months, and told the woman who had waved the others out of the room everything she could remember of the unnamed paladin's battle to redeem herself and Tala Mateev. After listening gravely, the other woman -- herself a paladin of Iomedae -- told her that not all is lost, for the other paladin had the victory, for had not Aerianna returned to the church? Aerianna's weeping only increased, and she begged the woman for forgiveness, for mercy, if only she herself might be allowed to be the least servant in the church, were it only to be scrubbing floors for the rest of her life as her penance for her life being traded for that of a paladin's.

"Oh," said the woman softly, "I think you're going to have to do a bit more than that."

The weeks following were as a white-hot forge-fire to a misshapen blade of finest steel, correcting and reshaping the twists placed in her by her previous instruction. Much of Tala's work was sound, including -- especially -- her passion for the art of the blade, but the reasons, the morals and ethics of her actions, had to be grounded once again in the Iomedean ideals. But Aerianna's spirit was finally pliable, given up in service to the Inheritor, and eleven weeks after her return, she was consecrated as paladin, given her savior's +1 cold iron longsword, and sent forth to go as the goddess willed her.

Tala, being paranoid, had left by nightfall the day after Aerianna's own flight, but the cabin was Aerianna's first stop, to review the lessons she'd learned there, both good and bad. There she swore an oath to herself and upon the grave of the paladin who had saved her, that she would finish the paladin's work and redeem the spirit of Tala Mateev.

------

Over the next two years, Aerianna threw herself into the forefront of the defense against the renewed demonic incursions, earning a Knight-Inheritor ring and keeping an eye out for indications of where Tala might have gone. The passion, compassion, and zeal with which she has rallied the people to their own defense, helped those in need, and driven the forces of chaos and evil into retreat gained her the surname of 'Flametongue'. Along the way she fell in love with an Iomedean priestess, Jannet Crus, and the two of them were in Kenabres only a week away from pledging their troth when Khorramzadeh the Storm King attacked, slaying the silver dragon Terendelev and shattering the wardstone. Together, they fought their way out of Kenabres against the attacking demons, leading a sizeable cluster of civilians to safety --

-- which was when Tala Mateev attacked and slew Jannet before turning on Aerianna.

Seeing the madness of obsession within her former teacher, yet seeing the faintest yearning towards the light that the paladin who'd saved her had seen inside Tala, Aerianna struck back against her former teacher. The time spent fighting demons had taught her well, and though she was not yet quite the match for her former mistress, she was above and beyond the previous paladin's skill with a sword. With the support of Iomedae to keep her on her feet and fighting, with the insight a year's worth of study under Tala had given her of the other woman's psychology, Aerianna Flametongue lashed her once-teacher with blade and word, opening wounds in flesh and mind to release blood as well as the venom long-since encapsulated in her spirit. "You betrayed your goddess," she said as she struck at the fallen paladin's leg. "You failed your sisters," and her sword gashed the ex-Gray Maiden's shield arm. "You mis-taught me," and her sword pierced Tala Mateev's shoulder, shattering her clavicle and causing her sword to fall to the ground. "And you slew the woman I loved, for no reason but that she was between you and I," and Aerianna's shield slammed against that of her former teacher, driving her down and prone.

There she lay, broken in body and in spirit, as Aerianna knelt beside her and drew the maiden's helmet from her former teacher's head. "Hullo, ma'am." The aasimar removed her own helm, looking down gravely.

"Aeri." Tala spoke weakly, bleeding out from half a dozen wounds. "I ... you ... did I ... really?"

Aerianna looked down at her, and was for a moment moved to compassion -- but that would not have served. For Tala Mateev, only the steel would serve. "Yes, Tala. You did. All of us."

Tears started to leak from the fallen woman's eyes, a sight Aeri had never seen in the entire year of her apprenticeship. "I ... never wanted ... meant ..."

"And yet you did, Tala. You were seduced -- by your eagerness, by your pride, by your conceit. By the cruelty you learned from others as the price of their teaching, and which you tried to teach to me."

The compassion, Aerianna knew, was to grip her teacher's hand in her own, to hold her head in her lap, to be with her as she mourned her wasted life. "If ... only ..."

Compassion was these, and one more thing, but there was still more steel needed. "Would you be judged on your actions, but be shown mercy by what is now in your heart?"

Tala was silent for a time, and only her tears and slowing breathing assured Aerianna that she still lived. Finally, her voice almost inaudible, she spoke -- if barely. "... would ... throw myself ... 'nto Hell ... 'f I could ... only feel ... Warrior's Ring ... again."

Aerianna swallowed, and hard, closing her eyes against the hammer of her own emotion, tears running freely down her cheeks. "Then may your contrition shine bright in Pharasma's eyes, and may Falayna take you to her practice halls, that you might purge the failures of your life in loyal service in the hereafter. Steel yourself to your cause, Gray Maiden." Gently letting her head to the floor, Aerianna rose and once more took up her sword. Lifting it up, she took careful aim, for this was the last compassion she could show her former mistress.

Her eyes opening, Tala's gaze met that of her executioner and redeemer. "Silver Maiden," she whispered -- and Aerianna's sword sent her on to her Pharasma's halls.

------

Since that day, Aerianna has thought long and prayed fervently on the woman's last words, and has finally decided -- or been inspired -- to indeed become a Silver Maiden instead of a Gray Maiden. The Gray Maiden's preferred colors of steel and red are, after all, not far from Iomedae's favored red and white, for all that her clergy goes with gold and white; taking on Tala Mateev's +1 mithral gray maiden plate and maiden's helm, she hopes to either be able to redeem the Gray Maidens themselves, or create the better version of them -- what they could have been under the hand of a good monarch, what they should have been given their sisterhood. It is by this moniker, 'Silver Maiden', that she is known amongst the Fifth Crusade.

Characterization, Notes, and Description:

I realized as I worked that 'Motivating Display' was a lesser version of Iomedae's Divine Fighting Technique, and wasn't necessary; removing it and being led by the fluff on the 'maiden's helm' led me to the Gray Maidens, the feat 'Gray Maiden Initiate', and the background above. As Gray Maiden plate is identical except in appearance to standard full plate, as armor of the pious is, after all, mythic armor, and as I've set aside the money necessary for it, I was wondering/hoping that if selected the transfer of mythic power would include the transfer of the armor's power from Quinn's +1 mithral plate to Aerianna's +1 mithral gray maiden plate; this would permit her to continue to use the gray maiden plate, and to use her 'Gray Maiden Initiate' feat with the armor. I'm also hoping I can keep the silver/mithral effect instead of the gold elements typical to the armor of the pious, mostly as a flavor thing -- the gray maiden's etchings and red enamel transforming into Iomedean sigillary, such as the 11 Acts.

Airianna typically works as a woman's healer and midwife, for only the pittances necessary for her to restock her kit or for free if they can't afford that; she believes that bringing life and hope into the world is as important, if not moreso, than taking demons out of it, and would far prefer to put her talents to use that way. Even so, she knows that her skill with a sword is exceptional, and so she pursues the crusade with determined zeal.

Though she has lost family to the Worldwound, including both parents, at least one sibling, and several cousins, she still has more that serve in Mendev's armies and who work behind the scenes in support roles. She still carries the sanctified rings that were meant to be her wedding rings with Jannet Crus; although it is not something the background delves into, Jannet is still present in Aerianna's thoughts.

Airianna will have thrown herself into the defense, then assault, against the demons' renewed attack with great alacrity; she definitely would have been part of the assault and liberation of Drezen, and may have come to the attention of Quinn Inktooth in that fashion, for her 'in the vanguard' willingness, her 'browbeat and smite' methodology, and her ability to rally the troops around her. If the character is chosen, she will have received visions during daily meditations, and she will meet him either at the gate or at the closest public place to his quarters.

She is called 'Flametongue' both for her ability to inspire her allies (Diplomacy +25) and for her ability to intimidate her foes (Intimidate +31, +2 vs. evil, +2 in gray maiden plate); she has learned to attune her blade to simultaneously show mercy and invoke that intimidation factor, after which she can really get to cracking her foe's defenses. Though in combat she'll start out at range with her masterwork bow and the evil-outsider-bane arrows (their base being cold iron angel quill arrowhead durable arrows, one or two of which she will tend to use first) she's been gifted with, she'll very readily turn the arrows over to someone who is better at it than she is, heft her shield and sword, and quickly close with the foe.

She always, always, always uses her continual flame ability before she rests for the night; while that may result in her creating a stockpile (she currently has a pouch of 10 stones bearing the eternal light), since she gives them away for free, she rarely has many. She does prefer to place the enchantment on portable objects, such as stones or on the nubs inside lanterns. She will, when asked by her nominal superiors, place a continual flame on a stable physical location such as a castle wall, but she does prefer to be able to give the light to people to carry with them 'in all the dark places they must go.'

For all that, Airianna is a close-coupled short woman, 5'2" and 115 lbs, with a body trained to exert power instead of agility. About 28 years old with a plain face, she has copper red hair with flame-red highlights, brilliant emerald green eyes, and warm golden skin. Her halo, when manifested, reflects this physicality, and is primarily a warm gold, with copper, flame-red, and occasionally emerald filaments radiating out from her like holy fire. Her voice is an upper alto/low soprano (a mezzo-soprano), and she is well-trained in projecting her voice through the din of battle or against the rising passion of a mob.

Technicals:

Aerianna Flametongue, the Silver Maiden
Female archon-blooded (lawbringer) aasimar paladin (oath of the mendevian crusade, tempered champion) 11/Marshal-Champion 4
LG Medium outsider (native)
Init +4; Senses Perception +4
Aura courage (10 ft.), justice (10 ft.)
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Defense
--------------------
AC 25, touch 11, flat-footed 25 (+10 armor, +1 deflection, +2 natural, +2 shield)
hp 159 (11d10+49)
Fort +17, Ref +11, Will +17; +2 circumstance vs. blinded or dazzled
Defensive Abilities hard to kill; Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron longsword +18/+18/+13 (1d10+7/19-20) or
. . gauntlet (from armor) +15/+15/+10 (1d3+4) or
. . unarmed strike +15/+15/+10 (1d3+4 nonlethal) or
. . wand of misery +15/+15/+10 (1d6+4)
Ranged mwk composite longbow +12/+12/+7 (1d8+4/×3)
Special Attacks advance[MA], bravery/valor variant channeling 5/day (DC 20, 6d6 plus 3 channel bonus), mythic power (11/day, surge +1d8), smite evil 4/day (+5 attack and AC, +11 damage)
Spell-Like Abilities (CL 11th; concentration +16)
. . At will—halo
. . 1/day—continual flame
Paladin Spell-Like Abilities (CL 11th; concentration +16)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 19, Dex 10, Con 16, Int 16, Wis 12, Cha 20
Base Atk +11; CMB +15; CMD 26 (30 vs. bull rush, 30 vs. trip)
Feats Blades Above And Below, Dazzling Display, Divine Fighting Technique (iomedae's Inspiring Sword), Dual Path[M], Enforcer[APG], Gray Maiden Initiate (Avenging Knight, Faceless Maiden), Persuasive, Shatter Defenses, Weapon Focus (longsword)[M], Weapon Specialization (longsword), Worldwound Walker
Traits child of the crusades, omen
Skills Acrobatics -3 (-7 to jump), Diplomacy +25, Handle Animal +9, Heal +9 (+13 dealing with humanoid pregnancy or birth), Intimidate +33 (+35 circumstance vs. evil creatures), Knowledge (nobility) +8, Knowledge (planes) +4, Knowledge (religion) +7, Linguistics +5, Perception +4, Profession (midwife) +5, Ride +1, Sense Motive +17, Stealth +8, Survival +3, Use Magic Device +10; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Hallit, Infernal
SQ amazing initiative, anchoring aura, clarion call[MA], divine bond, divine bond, divine bond (weapon +3, 2/day), divine weapon specialization, fleet charge[MA], halo[ARG], holy vessel, lay on hands 10/day (5d6), mercies (cursed, injured), precision[MA], recuperation, smiting aura[MA], tactical genius[MA]
Combat Gear +1 evil-outsider-bane cold iron durable angel quill arrowhead arrow (10), maiden's helm, mwk cold iron durable angel quill arrowhead arrow (50), wand of cure light wounds (34 charges), acid (3), healer's kit, iron eye, liquid ice[APG] (3), sanctified rings (pair) (2), thunderstone (3); Other Gear +1 mithral Gray Maiden plate*, mithral heavy steel shield, +1 cold iron longsword, mwk composite longbow (+4 Str), wand of misery, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of quick reflexes +2/+3[MA], cracked magenta prism ioun stone, firepowder (10), handy haversack, headband of mental prowess +2 (Int, Cha), knight-inheritor’s ring, ring of sustenance, stagger-proof boots, bedroll, boline, burner, candle (11), candle lamp[UE] (4), canteen[UE] (2), case, wooden, chalk (5), chalkboard[APG], crowbar, flint and steel, fuel pellet (100), handy haversack (center, 80 lb limit), handy haversack (left, 20 lb limit), handy haversack (right, 20 lb limit), holy text (The Acts of Iomedae)[UE], holy text (The Lymirin Discourses, nonmagical)[UE], ink (2), inkpen (2), mess kit[UE], midwife's kit[UE], paper (22), pouch, belt, pouch, belt, powder[APG] (10), sack, shining stones (stones w/ continual flame cast on them), #10 (2.5 lb), surgeon's tools[UE], tied on items, trail rations (5), weapon cord[APG], whetstone, winter blanket, 12 gp, 9 sp, 5 cp
* - 11,800 gp set aside to turn into grey maiden armor of the pious.
--------------------
Special Abilities
--------------------
Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Anchoring Aura (DC 20) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Avenging Knight (Ex) Gain +1 damage bonus on creature that damaged you the previous round.
Blades Above and Below You and different sized ally are both considered to flank an enemy you threaten of same size as one of you.
Bravery/Valor Variant Channeling (±3 Sacred) Additional save vs. fear/AC bonus, or standard channel
Bravery/Valor Variant Channeling 6d6 plus 3 channel bonus (5/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Clarion Call (4 rds) (Ex) As a swift action, use 1 power temporarily grant allies in 30 ft your active smite/challenge.
Dazzling Display (Longsword) Intimidate check to demoralize can affect those within 30' who see you.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Su) Add evil outsider bane to weapon divine bond, but remove flaming.
Divine Bond (Weapon +3, 11 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. (See 'Helper' spoiler.)
Divine Fighting Technique (Iomedae's Inspiring Sword, Advanced) (full rd action, 30 feet, 3 rounds) Longsword display grants allies in range +2 sacred bonus to atk, saves, and skill checks for duration.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Faceless Maiden (Ex) Gain +2 Intimidate bonus when wearing Gray Maiden plate.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+4 bonus, bypass all DR).
Gray Maiden Initiate (Avenging Knight, Faceless Maiden, Avenging Knight, Faceless Maiden) Become affiliated with Gray Maidens and gain two benefits of your choice.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (5d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Injured) (5 rounds) (Su) Target gains fast healing 3 for duration.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Smite Evil (4/day) (Su) +5 to hit, +11 to damage, +5 deflection bonus to AC when used.
Smiting Aura (4 dmg, 4 rnds.) (Su) Spend 1 pow. when smiting evil. 20-ft. aura damages evil creatures that start or move into it.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tactical Genius (Su) Spend mythic power to swap out bonus teamwork feats.
Weapon Focus [Mythic, Longsword] 1 MP: As a swift action, add half tier to attack with selected weapon.
Worldwound Walker Can be considered neutral if affected by spells/effects that act different based on alignment.

Flash, Heavy Warhorse:

Flash CR –
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 15 (+4 armor, +3 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee cold iron horseshoes +5 (1d4+5) or
. . unarmed strike +5 (1d4+5 nonlethal) or
. . bite +5 (1d4+5), 2 hooves (cold iron-shod) +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1.5; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +8
SQ combat riding
Other Gear lamellar (leather) armor[UC], cold iron horseshoes (4, built as cold iron gauntlets), bit and bridle, dandy brush, feed (per day, 20), military saddle, saddlebags, waterproof bag (4, containing feed, 5 days each)
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Helpers:
Weapon: defending (+1), evil-outsider-bane (+1), keen (+1), merciful (+1), axiomatic (+2), disruption (+2), flaming burst (+2), holy (+2), speed (+3), brilliant energy (+4)

Armor: bashing (+1), fortification (+1/3/5), spell resistance (+2-5, 13/+2)

Immune to Fear: Kaiju, Sahkil
Immune to Mind-Affecting: Construct, ooze, plant, undead, vermin; behemoth, great old one, inevitable, kami, qlippoth.

armor of the pious, +1 mithral heavy plate, 23,300: (+11,500, as +3 +3800)
maiden's panoply, +3 grey maiden plate, 30,650: 10,650 (+20,000, as +5 +extra 4,000)

maiden's aegis, +2 heavy steel, 9,170: 4,170 (+5000, as +2 rallying)
bastion of the inheritor, +1 rallying heavy steel, 22,170: 6,170 (+16,000, as +4 rallying, +extra 1000)


@Tilnar: Going good, bud! Where does the time go? I mean, heck, it's only been like 5 or 6 years. :P

@Papa: If it's cool I'd like to switch 'oath of fiends' with 'oath of the mendevian crusade' and submit that one instead. Man I totally missed that one in herolabs. Just overlooked it I guess. That's a good one.


@Javell
Ok, now you're just trying to make me feel old. ;)

Went through a "stop applying" phase after a few too many rejections/ghostings by GMs -- but I've been quietly keeping on in a few games. Now that there's a baby at home, had to stop my weekly game so PbP's all I can manage. ;)


Javell DeLeon wrote:
@Papa: If it's cool I'd like to switch 'oath of fiends' with 'oath of the mendevian crusade' and submit that one instead. Man I totally missed that one in herolabs. Just overlooked it I guess. That's a good one.

@Javell: Go for it.

@All: Tomorrow at 12:00 EDT is the cutoff, and I'll announce the chosen Paladin by 17:00. You can change anything up till 12:00.

-- david


Jade's background has been added and she is complete. I know it's a longshot, but it was fun creating her. Good luck all.


@Tilnar: Lol!

@Papa: Cool. Thanks!


DM Papa.DRB wrote:
Javell DeLeon wrote:
@Papa: If it's cool I'd like to switch 'oath of fiends' with 'oath of the mendevian crusade' and submit that one instead. Man I totally missed that one in herolabs. Just overlooked it I guess. That's a good one.

@Javell: Go for it.

@All: Tomorrow at 12:00 EDT is the cutoff, and I'll announce the chosen Paladin by 17:00. You can change anything up till 12:00.

-- david

I’m on PST, so unfortunately I think I’ll be out of this race.


Okay, all the choices are made, including spells and equipment.

Need to organize into a proper sheet, but all the needed info is there.
It'll be tonight before I can rearrange into a proper sheet though.

Note, I'm nightshift central time.


Just one last quick question - is it ok to pick up a discharged wand (paying the price for the remaining charges)? If so, I may swap out the Plume of Panache and most of what's left of Arigoder's coin for an almost half-full wand of false life.

Again - not a major change either way.


Arigoder Senari wrote:

Just one last quick question - is it ok to pick up a discharged wand (paying the price for the remaining charges)? If so, I may swap out the Plume of Panache and most of what's left of Arigoder's coin for an almost half-full wand of false life.

Again - not a major change either way.

Sure, go for it.

Just less than two hours to go.


Recruitment closed.

I have been reading submissions yesterday and this morning, and have narrowed the choices down to three (3). I'll post by 17:00 with my decision.

-- david


Using three different set of criteria, I came up with three different final three applicant lists; except for one applicant that was on all three lists.

Would Aerianna Flametongue please report in on the Discussion Thread.

To all the others, with the quality of the submissions, I have no doubt you will find other games.

thank you all,

-- david aka DM Papa.DRB


1 person marked this as a favorite.

No shame losing out to that concept - she had a great background. Have a fun game!

Silver Crusade

Awesome choice and thumbs up for the winner.

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Have fun!


Nice choice. If only I got characters like that from my players.

Makes me wonder who the grey maidens are now.

---
Though now I need to figure out what to do with Pip. I really like her and want to play her now.


congrats and good luck!

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