
Samnell |

Hello! This year has been a dumpster fire and the casualties include two players in my Wrath PBP. That puts us at three, which is a touch too cozy. We promise not to sacrifice you to Deskari. Much of the original recruitment post still applies, except that we're now at seventh level and MR2 and we've consistently forgotten the mythic house rules I sketched out way back in the day. At some point, hopefully soonish, I'll be revisiting those in a more comprehensive way with guidance from some third-party fixes. We've also lately abandoned Automatic Bonus Progression in favor of just using the items because it's a little simpler and most of us forgot it most of the time too.
Our Heroes are currently in the tail end of Book Two, down in Drezen's Dirty Dungeons. They are highly likely to return to camp now that the late battle has concluded, so we have an ideal window to introduce new PCs with minimal awkwardness. These seem like the easiest ways to me:
1) You were with the army all along and have just now come to prominence. That makes your mythic power a little hard to explain, but not insurmountable. There could have been a raid on the camp by some demon with a mythic thigabob. I'm flexible here.
2) You are heroes from elsewhere in Mendev who were empowered at the same time as the group, but engaged on another front. The recently-departed wizard/arcanist was summoned away on Urgent Crusade Business and he could easily have told the high command that the Drezen expedition could use some extra badasses given he left. :) Essentially you'd be teleported in after having your own separate adventure -which happened off-stage and got you to your present level- with the plan to join the crusade on this front.
The current cast:
Blink Vala, a sylph slayer+rogue/arcanist who flits about the battlefield doing murders. She's on the Trickster path and does some buffing and scouting as well as damage.
Galin Solatar, a half-elven warpriest of Arqueros/fighter (dervish of dawn) on the Champion path. Galin mostly focuses on archery, but he can cut demons up close too.
Steave Rojerz, an angel-blooded aasimar brawler/paladin who throws his shield a lot and just punched a half-fiend minotaur to death with his bare hands. Champion mythic path.
Recruitment is open until 11:59 PM, EST, on Monday, December 24. As always, questions welcome.

Rednal |

Any opinion on third-party content, including Spheres, Pact Magic, and Legendary Games' Mythic Rules?

Ouachitonian |

I've got a character that might fit. Kensai Magus/Urban Bloodrager, Archmage path. How do you feel about using Wild Arcana with Spellstrike? Since a normal spell and a Wild Arcana spell are both cast as a standard action, I feel like they ought to be interchangeable, but you're the GM.
Given the semi-ABP way things stand, how much gold are we using?

Samnell |

Any opinion on third-party content, including Spheres, Pact Magic, and Legendary Games' Mythic Rules?
As a general thing, I'm not opposed but also this is a game with a lot of GMing overhead so it's not where I want to learn whole new subsystems, just as a practical thing. So I think spheres are right out.
However, I know the general outline of Pact Magic from the 3e era. I could be sold on that with a good concept.
I'm looking at Legendary Games' stuff for cleaning up the issues with mythic. Finally doing so will be a group discussion issue, but I'm not opposed in principle if you want a mythic version of a normal feat from in there or something on those lines. Just give me a heads up so I know where I need to look to see how it works.

Samnell |

I've got a character that might fit. Kensai Magus/Urban Bloodrager, Archmage path. How do you feel about using Wild Arcana with Spellstrike? Since a normal spell and a Wild Arcana spell are both cast as a standard action, I feel like they ought to be interchangeable, but you're the GM.
Not sure what you're asking. Do you mean to double up and cast both a regular magus spell and a wild arcana spell, both of which you would shoot down your blade in a single attack?
Given the semi-ABP way things stand, how much gold are we using?
We opted to retire ABP. Use your normal WBL.

Rednal |

On general principles, I STRONGLY recommend the section on the bottom left marked 'Mythic Solutions', even if literally nothing else from that mythic ruleset is used. XD It clamps down on the biggest offenders (*Stares at Mythic Vital Strike*) and generally stops things from being completely insane.
For a pact magic character, I was thinking someone who makes contracts with various goodly and positive spirits, including the angelic types. Sort of active heavenly support for the crusade, via a mortal intermediary. The class is otherwise pretty similar to the Shaman, with a daily choice of spirits to get powers from and some pick-permanent-abilities-from-a-list (like most classes). I'm intending to lean towards support since it looks like we've got plenty of damage as it is.

Ouachitonian |

(I don't mean to insult your intelligence, but it is kind of a tricky thing to explain, so I'm going to break it down as simply as I can.)
Normally, casting a spell is a standard action.
Wild Arcana allows you to "expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot." This was originally as a swift action, but I'm given to understand it's been errataed to a standard action.
Spellstrike allows you to cast a spell and full attack as a full-round action.
So what I'm wanting to do is sub in the Wild Arcana spell (expend mythic power, cast a spell at CL+2 whether or not I have it prepared etc) in a spellstrike. Wild Arcana+Full Attack rather than Normal Spell+Full Attack.

Samnell |

(I don't mean to insult your intelligence, but it is kind of a tricky thing to explain, so I'm going to break it down as simply as I can.)
Normally, casting a spell is a standard action.
Wild Arcana allows you to "expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot." This was originally as a swift action, but I'm given to understand it's been errataed to a standard action.
Spellstrike allows you to cast a spell and full attack as a full-round action.
So what I'm wanting to do is sub in the Wild Arcana spell (expend mythic power, cast a spell at CL+2 whether or not I have it prepared etc) in a spellstrike. Wild Arcana+Full Attack rather than Normal Spell+Full Attack.
So functionally, it's just a straight substitute but you get to keep your spell slot for something else and you get CL+2? That's fine.

@scottg0 |

How would you feel about adding a healer? Cleric/Hierophant
Not sure about the other half of the gestalt but thinking a bard would be useful.
Mythic question: Recalled Blessing uses one mythic point to allow you to cast a spell without expending a prepared spell or spell slot (still needs to be one you prepared that day). Since this is a standard action to cast, it is also a swift in your rules? It's a single mythic point normally to recall something like Cure Critical Wounds, but in your rules, is it really going to cost one point per spell level recalled so 4 points?
Are mythic points still regenerating at 1d4 a day? Is that really nerfing the Mythic use.
Any race restrictions? I'm kind of fond of aasimars with wings.

drbuzzard |

OK, this is the build, will think about a background. He'll be a crippled child of crusaders who's forceful personality has overcome his physical limitations.
Timmy the benificent
Female human (Chelaxian) bard 7/oracle 7/gestalt 7/Marshal 2 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +4; Senses Perception +10
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Defense
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AC 20, touch 12, flat-footed 18 (+5 armor, +2 Dex, +3 shield)
hp 78 (7d8+22)
Fort +6, Ref +9, Will +9; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities hard to kill; Immune fatigue
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Offense
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Speed 20 ft.
Special Attacks bardic performance 21 rounds/day (move action; countersong, distraction, fascinate [DC 18], inspire competence +3, inspire courage +2, suggestion [DC 18]), channel positive energy 6/day (DC 21, 6d6), mythic power (7/day, surge +1d6)
Bard Spells Known (CL 7th; concentration +12)
. . 3rd (2/day)—haste, see invisibility
. . 2nd (4/day)—glitterdust (DC 17), mirror image, pugwampi's grace (DC 17), silence (DC 17)
. . 1st (6/day)—disguise self, feather fall, feather step[APG] (DC 16), grease, hideous laughter (DC 16)
. . 0 (at will)—dancing lights, detect magic, light, lullaby (DC 15), prestidigitation, read magic
Oracle Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—cure serious wounds, invisibility purge, neutralize poison, communal resist energy[UC]
. . 2nd (7/day)—cure moderate wounds, ironskin, make whole, lesser restoration, lesser restoration
. . 1st (8/day)—cure light wounds, detect undead, divine favor, endure elements, protection from evil, remove fear, shield of faith
. . 0 (at will)—create water, detect poison, enhanced diplomacy, mending, purify food and drink (DC 15), resistance, stabilize
. . Mystery Life
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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 21
Base Atk +5; CMB +5; CMD 17
Feats Alignment Channel, Dual Path[M], Improved Channel, Lingering Performance[APG], Selective Channeling, Spell Penetration
Traits child of the crusades, sacred conduit
Skills Acrobatics +3 (-1 to jump), Appraise +7, Bluff +15, Diplomacy +15, Disguise +9, Intimidate +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +11, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +6, Perception +10, Perform (comedy) +15, Perform (oratory) +15, Sense Motive +15, Spellcraft +11, Stealth +3
Languages Abyssal, Common, Hallit, Thassilonian
SQ amazing initiative, bardic knowledge +3, inspired defense[MA], lore master 1/day, oracle's curse (lame), rally[MA], recalled blessing[MA], relentless healing[MA], revelations (life link, channel, safe curing), slow and steady, versatile performances (comedy, oratory)
Combat Gear wand of cure light wounds; Other Gear +1 chain shirt, +1 heavy steel shield, cloak of resistance +2, handy haversack, phylactery of positive channeling, ring of sustenance, 830 gp
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
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).
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (move action, 21 rounds/day) Your performances can create magical effects.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Fatigue You are immune to the fatigued condition.
Inspired Defense (Ex) Bonus from inspire courage performance applies to all saves. Spend 1 power to add tier.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Life Link (7 max bonds, 170 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Oracle Channel Positive Energy 6d6 (6/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Relentless Healing (Su) Spend 1 power to apply a healing spell or ability to a creature that has died within 1 round.
Safe Curing (Su) Casting healing spells does not provoke AoO.
Selective Channeling Exclude targets from the area of your Channel Energy.
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Performance (Comedy) +15 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Oratory) +15 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Rednal |

I tweaked my idea. I'm now working on a Medium (Outer Channeler)/Pactmaker for extra pact-y goodness (also ability score synergy). XD Definitely more of a supporter character than anything else. Rough idea is someone who got longevity/youth through mythic power and has been supporting the war for literally decades, and was sent out to support the efforts in the interior of the Worldwound using their cunning and experience. Not really a champion demon-slayer or anything, but insanely knowledgeable (after that kind of experience, they would be... XD) and flexible enough to adapt to most situations.

Rednal |

All right, here's what I've got so far. ^^ The basic outline is a pact-maker who joined early in the crusades and has been immortal (mythic longevity) since at least then, possibly earlier. As a Pactmaker, she has phenomenal knowledge skills (<- seriously, they're probably the best class in the game at these), and between pact spirits and medium spirits, she can swap in various powers to adjust for different situations. She is primarily a supporter; her offense isn't nearly as good as her knowledge and buffs, so no worries about outshining the fight-y types. XD
Notably, as an Outer Channeler Medium who bonds with angels (she worships the entire pantheon of good and a chunk of the neutrals, and she's flexible in her means of solving problems), she has a permanent Protection From Evil-type power going and is especially resilient to mind-affecting things in general. Her head's too crowded for anything else to squeeze in. XD She's not so good at Reflex saves and pretty lousy at CMD, though.
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Valissa is one of the more distinguished members of the Mendevian Crusades and a frequent advisor to Queen Galfrey over the years. Valissa's primary role is that of tactician - planning strategies for the armies of Mendev to execute against the demons and, whenever possible, keep them in line. She was recently dispatched to aid the heroes from Kenabres since they are increasingly seen as vital to the ultimate success of the crusades.
Valissa is well-known to the crusaders, due in no small part to the fact that she joined the war effort very early on and apparently hasn't aged a day since - a contrast to the queen, who's gone through more than one youthening Sun Orchid Elixir and has visibly changed over time. Nobody's entirely sure how old Valissa really is, but most estimates put her upwards of ninety.
She's also known for the fact that angels and spirits seem to love inhabiting her body, and they give her talents and powers not quite like those of others. Her abilities have been known to change from day to day as she adjusts to various circumstances, and nobody is ever quite sure what to expect from her.
As part of her experience with pact powers, Valissa has developed numerous abilities, and the spirits provide her with additional information on a variety of topics. This is the source of her incredible knowledge of most topics - indeed, her apparent familiarity with even the most obscure lore about demons has helped turn the tide of more than a few battles. It's also helped her research a variety of spirits.
Incidentally, despite her often-caustic personality (she has little tolerance for fools), Valissa is a good person at heart. She outright refuses to call evil spirits into her mind, regardless of their abilities, though she tolerates neutral ones. The spirits support her by limiting her need for food and water and healing her wounds, as well as jealously safeguarding her mind from affects that might influence her thoughts (without exercising outright control over her, which is something she seems permanently immune to).
Though flexible in her abilities, Valissa is no true warrior, and she's always at her best when guiding and supporting others rather than engaging in duels. She prefers to remain towards the back of combat, where she can get a better view of the battlefield.
While not actively legalistic, Valissa tends to have strong opinions on the exact terms of agreements she has with the various spirits that inhabit her head. For example, while she always offers surrender to foes she engages, she's not actually required to offer surrender to enemies other people are fighting, nor to accept it again if a captive violates the terms of her surrender. She's rather fierce about punishing people who attempt to abuse the charity she offers, and most demons have long since learned that she's more likely to kill them and any hostages instead of letting fear of harming the innocent slow her down. (This is a manifestation of her practical approach to solving problems - Valissa believes that giving in to them only encourages them to do it more, so the best way to protect people and minimize harm is to avoid negotiating with such evil beings in the first place.)
Valissa is abrasive to people she thinks are abandoning their duties, but she acknowledges genuine effort and doesn't expect more from people than they can actually give. To put it another way, her sympathy correlates directly with people's efforts to overcome problems.
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Female venerable human medium (outer channeler) 7/pactmaker 7/Marshal 2 (Pathfinder Player Companion: Psychic Anthology, Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human)
Init +8; Senses Perception +13
Aura protective aura (10 ft.)
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Defense
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AC 19, touch 14, flat-footed 17 (+5 armor, +2 deflection, +1 Dex, +1 dodge; +4 deflection vs. evil)
hp 92 (7d8+15)
Fort +8, Ref +5, Will +12; +4 resistance vs. evil
Defensive Abilities hard to kill
Weaknesses taboo (never harm animals)
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Offense
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Speed 30 ft.
Special Attacks decisive strike[MA], divine surge, mythic power (7/day, surge +1d6), seance boon (hierophant), shared seance, spirit (Hierophant, 1 influence), wild arcana[MA]
Medium (Outer Channeler) Spells Known (CL 7th; concentration +16)
. . 3rd (3/day)・summon monster III
. . 2nd (5/day)・haste, invisibility, summon monster II
. . 1st (7/day)・burst of insight[OA], comprehend languages, cure light wounds, protection from evil, summon monster I
. . 0 (at will)・detect fiendish presence, detect magic, guidance, light, prestidigitation, read magic, stabilize
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Statistics
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Str 10, Dex 12, Con 12, Int 18, Wis 12, Cha 28
Base Atk +5; CMB +5; CMD 19
Feats - Custom Feat -, - Custom Feat -, - Custom Feat -, - Custom Feat -, Dual Path[M], Iron Will
Traits exposed to awfulness, tactician
Skills Bluff +13, Diplomacy +17, Disguise +13, Heal +9, Intimidate +14, Knowledge (arcana) +23 (When Fulfilling Spirit Knowledge Tasks), Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +23 (When Fulfilling Spirit Knowledge Tasks), Knowledge (local) +14, Knowledge (nature) +15, Knowledge (nobility) +14, Knowledge (planes) +23 (When Fulfilling Spirit Knowledge Tasks), Knowledge (religion) +23 (When Fulfilling Spirit Knowledge Tasks), Linguistics +11, Perception +13, Perform (oratory) +13, Perform (sing) +13, Profession (soldier) +13, Sense Motive +13, Spellcraft +9, Survival +8, Use Magic Device +13
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Infernal, Sylvan
SQ amazing initiative, automatic writing (linguistics), bind additional spirit (2 spirits), bind spirit, binder secret, binding, bs: revelation of brilliance (+9), bs: sustenance, bs: undying aid, constellation aspect, dowsing (survival), enduring armor[MA], faith healing (heal), gatefinder (perception), gatekeeper (knowledge [planes]), hypnotism (diplomacy), jealous guardian (pact), longevity[MA], occult knowledge (+3/+7), pact augmentation, pact augmentation: dodge, pact augmentation: initiative, phrenology (knowledge [arcana]), prognostication (sense motive), read aura (perception), selective ability (pact), servitor, shared seance modification, site channeling, spirit bonus (+2 on Wisdom checks, Wisdom-based skill checks, and Will saves), spirit mastery, spirit surge 1d6, spirits known, taboo modification, unyielding personality (pact), volatile mind (pact)
Other Gear - custom magic item -, belt of mighty constitution +2, cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, 3,500 gp
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Special Abilities
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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).
Angel An angel is a servant of the good-aligned planes, a voice of unity and cooperation among celestial beings.
Alignment: Any good.
Spirits: Astral deva (trickster), balisse (hierophant), empyrean (archmage), movanic deva (champion),
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Bind Additional Spirit (2 Spirits) (Ex) At 4th level and every 6 levels thereafter, a pactmaker gains the ability to bind one additional spirit to her soul, to a maximum of four spirits at 16th level.
Bind Spirit (Ex) A pactmaker may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactmaker must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Sp
Binder Secret (Ex) A pactmaker’s greatest power is not within the seals she draws or the spirits she summons, but in the esoteric knowledge she unearths in her pursuit of the secrets of pact magic. At 1st level, a pactmaker gains one binder secret. She must meet all
Binding (Ex) [u]Binder Level:[/u] 7
[u]Max Spirit Level:[/u] 4
[u]Binder Ability DC's:[/u] 22
Bind Check: 1d20 + 1/2 class level + Charisma Modifier.
(Currently: 1d20 + 12 + 1 from Endless Chalk)
BS: Revelation of Brilliance (+9) (Ex) A pactmaker with this secret adds her Charisma bonus (if any) on all Knowledge skill checks that she makes. If the pactmaker has the occult scholar archetype, she gains a +2 bonus on all Knowledge checks that she makes and she can attempt all Knowled
BS: Sustenance (Ex) While bound to a spirit, a pactmaker with this secret does not need to eat or drink. At 10th level, the pactmaker also does not need to breathe while bound to a spirit, making her immune to inhaled poisons and effects, including suffocation.
BS: Undying Aid (12/day) (Ex) While bound to a spirit, a pactmaker with this secret can heal a number of hit points of damage equal to her binder level as a standard action by expending one major granted ability that she possesses for 5 rounds. The pactmaker can use this ability
Constellation Aspect (Ex) Beginning at 1st level, every time a pactmaker makes a good pact with a spirit, she gains an additional supernatural power known as a constellation aspect for the duration of her pact with the spirit. This constellation aspect must be drawn from amon
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +2 bonus that bypasses all DR.
Divine Surge (Su) Gain more spell slots and add 1 cleric spell per spell level to spell list.
Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location.
Enduring Armor +5 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Jealous Guardian (Pact) (Ex) While you are bound to a spirit, whenever you fail a Will save against a mind-affecting effect, you may attempt a second Will save 1 round later at the same saving throw DC. You only receive this one additional chance to save against the mind-affecti
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Must Offer and Honor Surrender You must always offer your foes a chance to peacefully surrender to you, and you must accept and honor any such terms that your foes agree to.
Never Harm Animals You must vow to never harm an animal.
Occult Knowledge (+3/+7) (Ex) A pactmaker adds half her class level (minimum 1) to Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (planes) skill checks and may make these skill checks untrained. When making a Knowledge check to fulfill a spirit’s K
Pact Augmentation (Su) At 3rd level and every 3 levels thereafter, a pactmaker selects one of the following augmentations. She may not select the same pact augmentation more than once unless noted otherwise. While the pactmaker is bound to a spirit, she gains the benefits
Pact Augmentation: Dodge (Su) The pactmaker gains a +1 dodge bonus to her AC.
Pact Augmentation: Initiative (Su) The pactmaker gains a +4 bonus on initiative checks.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Protective Aura (+4, 10 ft.) (Su) +4 to AC and saves vs. evil, and protection from evil effect. Standard for 10 ft aura.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Seance Boon (Hierophant) +2 (Su) Healing spells restore +2 hp of damage.
Selective Ability (Pact) (Ex) Whenever you activate a granted ability that affects an area, you may exclude a number of creatures from the granted ability’s effects equal to your Charisma modifier. These targets are not affected by your granted ability.
Servitor (Ex) Gain a familiar, which can transform into outsider of chosen subtype.
Shared Seance (Su) Can share the Seance bonus with others.
Shared Seance Modification (Su) Allies cannot gain seance boon unless of compatible alignment with channeled subtype.
Site Channeling (Su) Can channel spirits in locations related to chosen subtype or its native plane.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Mastery (Ex) At 7th level, a pactmaker can use her occult powers to replenish a spirit’s energy faster than usual, allowing her to use an expended granted ability as if it wasn’t expended. The pactmaker cannot augment this granted ability with an alteration b
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Spirits Known (Ex) Valissa has pacts with the following spirits:
[u]Level 1:[/u] Achaelous, Cave Mother, Coralene, Dantalios, Eos Dei, Gwenolyn's Ghost, Jacques Gaston, Marat, Milo of Clyde, Verbose
[u]Level 2:[/u] Humble Ohbai, Lady Jarah, Mute Sylvus, Pevwyrn Pevro
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Taboo Modification (Ex) Must accept subtype taboo, with no recompense. May take normal taboo for free spirit surge.
Unyielding Personality (Pact) (Ex) Whenever you make a poor pact with a spirit, you do not suffer the spirit’s personality influence unless you fail your binding check by 5 or more.
Normal: When you fail a binding check, you suffer the spirit’s personality influence for the pact
Volatile Mind (Pact) (Ex) While you are bound to a spirit, whenever you succeed on a Will saving throw against a mind-affecting effect, you may expend a bound spirit’s major granted ability for 5 rounds as an immediate action in order to deal 1d6 points of damage per level
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Samnell |

How would you feel about adding a healer? Cleric/Hierophant
Not sure about the other half of the gestalt but thinking a bard would be useful.Mythic question: Recalled Blessing uses one mythic point to allow you to cast a spell without expending a prepared spell or spell slot (still needs to be one you prepared that day). Since this is a standard action to cast, it is also a swift in your rules? It's a single mythic point normally to recall something like Cure Critical Wounds, but in your rules, is it really going to cost one point per spell level recalled so 4 points?
Are mythic points still regenerating at 1d4 a day? Is that really nerfing the Mythic use.
Any race restrictions? I'm kind of fond of aasimars with wings.
Healing is fine and definitely something the group is a bit shy on just now.
For now, basically assume Mythic works as in the book. It's going to see an overhaul in a touch, but I want that to be something the whole group has input on.
I don't mind an aasimar with wings, and you can just pick your heritage rather than roll or burn a feat on it, but it looks like you'd have a few levels before you could pick them up with the racial feat.

Doomed Hero |

I have an idea for a "strange bedfellows" sort of character.
Cheliax has good reason to want the Worldwound contained or destroyed. I was thinking of submitting House Thrune's contribution to the Fourth Crusade.
A Hellknight champion infused with the raw, Mythic power of Hell, driven to destroy the demonic foothold on Golarion.
Mechanically, she'd be a Tyrant Antipaladin 5/Evangelist of Asmodeus on one side, and a Sorcerer 5/Hellknight Signifier 2 on the other, following the Archmage mythic path.
Is that an allowable concept, or are you not interested in dealing with an evil character in the party?

Ouachitonian |

I'll go ahead and take Fiendish heritage so I can roll 3 times and pick.
1d100 ⇒ 58You heal yourself of double the normal amount of damage by resting.
1d100 ⇒ 33You gain DR 2/silver.
1d100 ⇒ 52You gain a +2 bonus on saving throws against poison.
I'm not sure any of those are worth swapping the SLA for a bite via Maw or Claw, since the general rule in PF is "the best defense is a good offense." But I've already said I'd take the feat and done my rolls.
I'll take DR2/silver.

Lysander the Swordsman |

This is Ouachitonian's completed submission. Lysander mostly revolves around bein a semi-normal Dex Magus, but his Bloodrager side adds significant combat prowess and, via Broad Study, the ability to spontaneously cast his combat spells when he chooses (ie, so I don't have to decide how many of what I want memorized, I just took all my blasts as Bloodrager Spells known. This does mean he'll be using much less Metamagic than you might expect from a Magus.). Also, Urban Bloodrage boosting Dex, and the nifty spell-like features of Arcane Bloodrage.
Mythic-wise, he's dual-pathed Archmage/Champion. Mythic Weapon Finesse is a godsend, and as a Kensai who can't wear armor, Enduring Armor is a great little pickup.
Just for fun, I took Possessed Hand. Think of it as his black blade itself subtly influencing his attacks to strike slightly more accurately. Also, I took the Condescending Drawback; he just can't help pitying the poor, ignorant plebes who never had the brains to learn spellcasting (a slight change from the default trait that suggests it's an ethnicity/race thing. I hope that's ok. I have a back-up plan if it's not.).

hustonj |
I'm thinking a finesse-based Shifter/Rogue/Trickster. Deinonychus-based Shifters don't do as much damage as Tiger-based Shifters, but they can still deal some significant damage, and then combine that with the potential Sneak Attack dice? Could be a very serious damage dealer.
Unlike so many others, though, I'm still working weekdays for now and have to accept assignments from the wife in the evenings to keep life positive. May take me a little time on multiple days to work up the character by hand. <shrug>
Past my bedtime today, though. Less than 7 hours until the alarm goes off.

Samnell |

Question, are you allowing mythic vital strike RAW?...
Looks.
That's... Someone was napping when that was written.
We're going to use this version, I think:
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength
bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by 2 if you are using Vital Strike, by 3 if you are using Improved Vital Strike, or by 4 if you are using Greater Vital Strike.

Lady Mercy |

Doomed Hero here. I decided to go ahead and build my submission.
Here's Mercy, Hellknight Signifier and one-lady wrecking crew off to see how badly the good guys are screwing up out in the Worldwound and see if she can help get things back on the right track towards law and order.
If this concept is a no-go, I can easily rework her as a Paladin instead. I just liked the idea of a Hellknight joining the fight against the demons.

ScorchedOne |

A Hellknight champion infused with the raw, Mythic power of Hell, driven to destroy the demonic foothold on Golarion.
Mechanically, she'd be a Tyrant Antipaladin 5/Evangelist of Asmodeus on one side, and a Sorcerer 5/Hellknight Signifier 2 on the other, following the Archmage mythic path.
Is that an allowable concept, or are you not interested in dealing with an evil character in the party?
You may play any non-evil alignment that you like, provided you can play it in a way that doesn’t constantly cause needless strife. It’s fine to have some RP tension in the party, but when things really get to the point of players at cross-purposes everyone tends to lose out.
I mean I can see how it would work, but original recruitment post linked.

MadScientistWorking |

Here is my characters background. She's a mesmerist/splintersoul vigilante who is a spy for the crusade. Her alignments are LG/N and there might be some weird mechanical wonkiness with the splintersoul.

Ellioti |

This is Norardrut Brightfoot, Dwarven Hunter (Forester) 7 / Ranger 6, Horizon Walker 1 / Champion 2:
Norardrut Brightfoot
Male Dwarf Hunter (Forester) 7 / Ranger 6, Horizon Walker 1
LG Medium humanoid (dwarf)
Init +2
Senses Darkvision; Perception +15
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DEFENSE
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AC 25, touch 13, flat-footed 23 (+7 armor, +2 Dex, +1 deflection, +3 natural, +2 shield)
hp 98 (d10 +3 CON +1 FCB)
Fort +9, Ref +8, Will +8, Bonus +5 against spells and spell-like abilities, +1 against poison
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OFFENSE
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Speed 50 ft.
Melee Dwarfen Boulder Helmet +10 (1d4+9) (Power Attack)
Melee Greatsword +11 (2d6+14 /x3) (Power Attack)
Hunter Spells Known (CL 7th; concentration +11)
3rd (2/2 per day)-Instant Enemy, Greater Longstrider
2nd (4/4 per day)-Barkskin, Fog Cloud, Mud Buddy, Stone Call
1st (6/6 per day)-Longstrider, Lead Blades, Resist Energy, Feather Step, Entangle
0th-Detect Magic, Detect Poison, Create Water, Guidance, Mending
Ranger spells prepared (CL 6th; concentration +10)
1st-Cheetah's Sprint, one open slot
Special Abilities Favored Enemy (evil Outsider +4), Favored Enemy (Undead +2), Favored Terrain (Underground +6), Favored Terrain (Forest +2), Favored Terrain (Astral Plane +2), Touched by Divinity (Enlarge Person 1/day)
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STATISTICS
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Str 20, Dex 14, Con 16, Int 10, Wis 20, Cha 6
Base Atk +7; CMB 12; CMD 24
Feats Power Attack, Combat Reflexes, Steel Soul, Endurance, Vital Strike, Divine Fighting Technique (Gorum), Outflank, Shield Focus, Unhindering Shield, Coordinated Charge, Planar Focus, Mythic Vital Strike
Skills Acrobatics +8, Climb +9, Knowledge (Dungeoneering) +4, Knowledge (Nature) +4, Knowledge (Geography) +10, Knowledge (Planes) +10, Knowledge (Religion) +7, Linguistics +4, Perception +15, Profession (Guide) +7, Stealth +9, Survival +7 (+3 follow tracks), Swim +9 ACP -2 (not included)
Traits Glory of Old, Touched by Divinity (Gorum, Strength domain, Enlarge Person)
Languages Taldan, Mendev, Common, Dwarfen, Abyssal
Gear silver holy symbol of Gorum, see bottom
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SPECIAL ABILITIES
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Traits
Touched by Divinity As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You've always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you-most often in the form of a sacred animal or creature. Your faith is strong, even if you don't happen to be a divine spellcaster-if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain's 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).
Racial
Barrow Warden Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.
Lorekeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Hunter(Forester)
Favored Terrain A forester gains the ranger’s favored terrain ability. She gains her first favored terrain at 5th level and a new favored terrain every 4 levels thereafter. In addition, at each such interval, the bonuses on initiative checks and skill checks in one favored terrain (including the one just selected, if so desired) increase by 2. Starting at 5th level, a forester adds half her favored terrain bonus on damage rolls while in her favored terrain and fighting a creature native to that terrain. This replaces animal companion.
Camouflage At 7th level, a forester can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn’t grant cover or concealment.
Tactician At 3rd level as a standard action, a forester can grant the benefits of one teamwork feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the forester has. Allies do not need to meet the prerequisites of these bonus feats. The forester can use this ability once per day at 3rd level, plus one additional time per day at 7th level and every 5 levels thereafter. This replaces hunter tactics.
Animal Focus, Evasion, Woodland Stride, Wild Empathy, Track
Ranger
Favored Enemy At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
Favored Terrain The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunter’s BondAt 4th level, a ranger forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Horizon Walker
Favored Terrain At 1st level, a horizon walker may select a favored terrain from the ranger favored terrains table. This works exactly like the ranger favored terrain ability. The horizon walker gains an additional favored terrain at 2nd, 4th, 5th, 7th, 8th and 10th level, and he can increase the bonus from an existing favored terrain as described in the ranger ability. If the horizon walker has abilities from other classes that only work in a favored terrain (such as a ranger’s camouflage and hide in plain sight abilities), those abilities work in favored terrains selected as a horizon walker.
Mythic
Endless Hatred You can expend one use of mythic power as a free action to increase all of your favored enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a favored enemy bypass all damage reduction. You must have the favored enemy class feature to select this ability.
Fleet Charge As a swift move action, you can expend one three 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.
Impossible Speed Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Hard to Kill, Surge +1d6, Amazing Initiative
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BACKGROUND
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"Hello my friends. Welcome adventurers! Welcome to Kenabres and to the fifth Mendevian Crusade. My name is Norardrut Brightfoot, call me Nor. I will be your guide for this tour. In fact, you are lucky! I am the best guide you will ever have. I am a master of all lands, an expert in both earth and planar geography. During our trip I will tell you all there is to know about the wonders and dangers ahead and beyond. I will also help and guide you, be it dark dungeons, wild forests or abyssal depths. If you seek aid in any particular task, feel free to ask. My qualifications, you ask? I have this sword and these scars." Presenting his bloody Greatsword and many scars on his face he goes on. " Not enough? Well, I've been hunting undead and slaying demons for the past four decades now. And I am still alive, am I not?" That was Norardrut about five years ago.
Norardrut is a sturdy dwarf dressed in a dirty breastplate. Nowadays he's a devout follower of Gorum. Before that he acted as a local guide for the newcomers that joined the crusade bringing them save and quick to the front lines. But he got drawn into battle when he had a vision to join the war. All the tales and stories of great battles only encouraged him further. There are even stories about him already. In the battle of insert here he fought a demon in a three-day long duel and finally slayed it. That's when Gorum's herald First Blade appeared. He has been watching from the sky and enjoying the glorious battle while not favouring any particular side. As a gratitude he granted the winner, Norardrut, ascension into the Champion path. Norardrut swore to seek battle wherever it may be found using his scouting skills to get there and lead armies into position. And now he has been summoned to join an army engaging near Drezen in need of another hero.
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GEAR
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Ring of Protection +1 2000
Headband of inspired wisdom +2 4000
Belt of Giant Strength +2 4000
+1 cold Iron Great Sword 6740
+1 Breastplate 2350
Cloak of Resistance +1 1000
Dwarven Boulder Helmet 20
Scroll of Terrain Bond 3x 3000
Potion Enlarge 5x 250
Buckler 5
Ranger's Kit 9
126 gp

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Ahhhhhh.
I've got two cool ideas, one is a sorcerer(draconic)/monk(scaled fist) that will go into dragon disciple. (Silver or gold dragon of course.)
The other is the inquisitor/gunslinger.
Ahhhhhh. I've really been wanting to try out both for a while :(
GM, you or your players have any thoughts on either?
The sorcerer would have come/been teleported after saving a small village (or some such, I haven't ironed out all the details) with or without a partner.
The inquisitor would have been in the army, and would be assigned as a special asset to the group due to his knowledge and skill with both black powder and demon hunting. (Possibly a cold iron warden)

River of Sticks |

I made a L8/T2 inquisitor for something like this... Would be pretty simple to scale back a level. Melee, which there is already a lot of, but would be able to handle some healing as well with the inquisitor spell list. I did see some overlap with some earlier entrants. Will post that shortly for consideration.