Re-recruitment: 2 spots open for Gestalt, Mythic Wrath of the Righteous.


Recruitment

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Here is my Healer submission bard 7/cleric 7/gestalt 7/Hierophant 2.

Healer:

Unnamed Hero
Male aasimar bard 7/cleric of Pharasma 7/gestalt 7/Hierophant 2 (Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 71 (7d8+15)
Fort +6, Ref +6, Will +9; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor), fly 20 ft. (poor)
Melee cold iron dagger +5 (1d4/19-20) or
. . silversheen dagger +6 (1d4/19-20)
Special Attacks bardic performance 22 rounds/day (move action; countersong, distraction, fascinate [DC 19], inspire competence +3, inspire courage +2, suggestion [DC 19]), channel positive energy 9/day (DC 19, 6d6), faith's reach[MA], mythic power (7/day, surge +1d6)
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—bleeding touch (3 rounds), rebuke death (1d4+3)
Bard Spells Known (CL 7th; concentration +13)
. . 3rd (2/day)—blink, haste
. . 2nd (5/day)—blur, gallant inspiration[APG] (DC 18), glitterdust (DC 18), mirror image
. . 1st (6/day)—comprehend languages, feather fall, grease, identify, liberating command[UC]
. . 0 (at will)—know direction, light, mending, message, prestidigitation, spark[APG] (DC 16)
Cleric Spells Prepared (CL 7th; concentration +10)
. . 4th—anti-incorporeal shell[ACG], cure critical wounds[D]
. . 3rd—create food and water, cure serious wounds[D], invisibility purge, communal resist energy[UC]
. . 2nd—cure moderate wounds[D], false life, communal protection from evil[UC], lesser restoration, silence (DC 15)
. . 1st—ant haul[APG] (DC 14), cure light wounds[D], endure elements, remove fear, shield of faith, unbreakable heart[ISWG]
. . 0 (at will)—create water, detect magic, read magic, stabilize
. . D Domain spell; Domains Death, Healing
--------------------
Statistics
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Str 10, Dex 10, Con 10, Int 12, Wis 17, Cha 22
Base Atk +5; CMB +5; CMD 15
Feats Alignment Channel, Craft Wondrous Item, Mythic Crafter[M], Selective Channeling
Traits touched by divinity
Skills Acrobatics -5 (-9 to jump), Craft (blacksmith) +13 (+15 when making magic items, +18 when crafting non-mythic magic items), Diplomacy +16, Fly +1, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +14, Linguistics +5, Perception +9, Perform (oratory) +16, Sense Motive +16, Spellcraft +11, Use Magic Device +16; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Hallit, Taldane
SQ amazing initiative, bardic knowledge +3, healer's blessing, lore master 1/day, mythic craft[MA], recalled blessing[MA], singing steel, versatile performances (expanded versatility, oratory)
Other Gear +1 holy reliquary sing stl. agile breastplate[APG], heavy steel shield, cold iron dagger, silversheen dagger, cloak of resistance +1, phylactery of positive channeling, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Pharasma)[UE], masterwork backpack[APG], masterwork blacksmithing tools, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Pharasma, 455 gp, 2 sp, 9 cp
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Special Abilities
--------------------
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, 22 rounds/day) Your performances can create magical effects.
Bleeding Touch (3 rounds, 6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Positive Energy 6d6 (9/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Expanded Versatility (, Use Magic Device) (Ex) Add another skill to those affected by a versatile performance ability.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Fly (20 feet, Poor) You can fly!
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healer's Blessing (Su) Your cure spells are empowered for free.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Mythic Craft (Ex) Double progress with Craft checks. Add tier to skill when making magic items.
Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
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.
Selective Channeling Exclude targets from the area of your Channel Energy.
Singing Steel Strike to begin bardic performance quicker.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Performance (Oratory) +16 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks


OK... I believe I'm finished.
Human Oracle+Mesmerist 7/Hierophant 2


Makonta the Half-Orc Inquisitor / Bloodrider, Heirophant + Trickster Dual Path:

Makonta

Half Orc Gestalt Bloodrager 8 (Crossblooded: Arcane, Abyssal; Bloodrider, Urban ) / Inquisitor 7 (Sanctified Slayer: Revelry Chaos Subdomain) & Shaman 1 (Unsworn)
NG Medium humanoid (human, orc)
Init +5; Senses Perception +13, Darkvision 60'
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Defense
--------------------
AC 19, touch 12, (+7 armor, +1 deflection, +1 Dex)
hp 96 (8d10+16)
Fort +7, Ref +4, Will +7 (+1 trait vs Charm/Compulsion, +3 vs fear); Shake It Off TW feat will frequently provide +4 to all.
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Offense
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Speed 30 ft.
Melee Rhoka, Liquid Glass +14/+9 (1d8 + 7)
. . Rhoka, Liquid Glass, two handed +14/+9 (1d8 + 9)
Special Attacks
Bloodrage 20 rounds/day (free action; +3 STR / +3 Dex / +3 CON, ; free action cast of Haste (+1 attacks, +1 dodge AC / Reflex) and Blur (20% Concealment))
Studied Target: Move or swift action for +2 attack, damage, Bluff, Knowledge, Perception, Sense Motive, Survival on two visible targets.
Bane: Swift action, +2 enhancement (stacks with weapon) to attacks, +2 enhancement + 2d6 to damage; 7 rounds per day
Cunning Killer: On successful knowledge check, +2 insight to attacks and damage vs creature with INT 6 or less, for 3 rounds. Knowledge check is DC 10 + CR
2d6 Sneak Attack
Auto Flank for +2 attack vs any medium or large opponent (Blades above and Below)
Challenge: swift action 1/day, adds Character level -2 damage to each attack vs one target. Lowers AC by 2 points vs all other foes. +1 + (CL-2) / 4 morale to attack vs encountered species in previous 24 hours.

Bloodrager Spells Known: CL 8, Concentration +8
. . 2nd (1/day)—Ablative Barrier, Ironskin, Mirror Image
. . 1st (2/day)—Blade Lash, Feather Fall, Hide Weapon, Longarm, Bonus:(Shield) Bonus: Urban (Blade Tutors Spirit)

Inquisitor Spells Known: CL 8, Concentration +8
. . 3rd (1/day)—Heroism, Blood Scent
. . 2nd (4/day)—See Invisibility, Darkness, Savage Maw, Shared Training
. . 1st (5/day)—Bless, Divine Favor, Handy Grapnel, Shield Companion, False Face
. . Orison (6 Known) — Create Water, Detect Magic, Stabilize, Oath of Anonymity, Guidance, Acid Splash

Shaman Spells Prepared: CL 1, Concentration +3
. . 1st (2 prepared per day from)—Comprehend Languages, Dancing Darkness, Hidden Spring, Monkey Fish, Obscuring Mist, Tears to Wine
. . Orison (3 prepared per day from)—Mending, Guidance, Purify Food and Drink, Create Water, Dancing Lights, Light, Know Direction, Detect Poison, Resistance, read magic
--------------------
Statistics
--------------------
STR: 20, DEX: 13, CON: 14, INT: 16, WIS: 14, CHA: 12
Base Atk +8; CMB +13; CMD 25
Feats Auspicious Birth, Raging Vitality, Eschew Materials, Shake it Off, Blades Above and Below, Boon Companion, Curmudgeon Smash, Intimidating Prowess, Extreme Mood Swings, Cunning Killer,
Traits: Fate's Favored, Fools For Friends, Community Minded; Drawback: Meticulous
Skills: Acrobatics +5, Climb + 9, Craft: Alchemy + 14, Bluff +4, Disable Device + 2, Disguise + 5, Handle Animal + 13, Heal +13, Intimidate +29 ,Linguistics +14, K: Arcana +7, K. Nature +7, K. Religion +7, K. Local +7, K. Planes +14, Perception +13, Ride +6, Sense Motive +17, Sleight of Hand +2, Spellcraft + 18, Stealth +12, Survival +4 (+7 to track), Swim + 9, UMD + 5
Languages: Read Lips, Sign Language, Draconic*, Abbyssal*, Giant*, Dwarven, Elven, Orc*, Sphinxian, Sylvan, Aklo, Common* (*Racial)
Other Gear: +1 Steel Lamellar Armor (1300), +1 cruel Liquid Glass Rhoka (9,105), +1 Ring of Deflection (2000), Ring of Tactical Precision (11,000), Mark of the Grinning Skull (2000), Cloak of the Hedge Wizard (Transmutation) (2500), Training Harness (Wolf) (10), MW Tool for Intimidation (50), Spirit Bane Spike (300), Portable Artificer's Lab (300), Sunderblock (35), Divine Focus: Tattoo (100), Magenta Prism Ioun Stone, Cracked (800, usually keyed to Spellcraft), 6 doses of Desna's Star Tea (30 gp), Beast Whistle (5), Spring Loaded Wrist Sheathes x2 (10), Scroll of Comprehend Languages (25), 80 GP.
3,350 held back for crafting: Sleeves of Many Garments (200), Amulet of Mighty Fists +1 (4,000), Armillary Amulet (2,500). Will take about 6 days to craft while adventuring.

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Special Abilities
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Unsworn Shaman: Minor Spirit. Variable hex selected each morning: any one witch or shaman hex. Typically either Coven (can provide an at-will +3 bonus to Caster level to others) or Fetish (CWI)
Tenacious (Half Orc Alternate Racial Trait): 1/day can reroll a failed Fort, Will, or Con save and take the second result
Favored Class Bonus: +1/2 to Intimidate and to Knowledge checks to identify creatures (Half Orc, Inquisitor, taken 7 times); +3 total
VMC: Cavalier (Order of Vengeance): Edicts, Challenge, +1/2 level to Intimidate, and demoralized enemies penalty is increased by 1
Monster Lore: +Wis to knowledge checks to identify creatures
Revelry Subdomain: all spells granting a morale effect are automatically Extended for free. 3+WIS / day can force a round of roll 2d20 and take worst as a touch attack
Stern Gaze: +1/2 Inquisitor Level as morale bonus to Sense Motive and Intimidate
Track: +1/2 Inquisitor level to Survival checks to track
Restrained Magic: Can give allies a +2 bonus vs an AoE spell you cast.
Cunning Initiative: +WIS to Initiative
Detect Alignment: At will detect chaos / law / good / evil
Solo Tactics: Count all allies as having the TW feats selected. Bonus TW feat at 3rd and every three levels thereafter, 6 total; can change most recently selected as a Standard action WIS Modifier times per day
Discern Lies: 7 rounds per day of Discern Lies as immediate action
Auspicious Birth: Increase TW feats numerical effects by 1
Raging Vitality: +2 CON when raging, and falling unconscious does not end rage
Eschew Materials (Bloodrager Bonus Feat): Can ignore any material component of 1 gp or less
Boon Companion: Druid level for Animal Companion is increased by 4, capped at character level
Cornugon Smash: Free action intimidate on a power attack hit
Extreme Mood Swings: Morale bonuses increase by 1
Intimidating Prowess (Bloodrager Bonus Feat): Add STR mod to Intimidate checks
Blades Above and Below (Inquisitor Bonus TW Feat): flanks with companion if attacking medium or large sized opponent
Shake It Off (Inquisitor Bonus TW Feat): +1 bonus to saves per adjacent ally. Increased to +2 via Auspicious Birth and +3 via Ring of Tactical Precision
Cunning Killer: +1 + BAB/6 insight to attacks and damage on successful Knowledge checks vs creatures with INT of 2+BAB/4 * 2, for INT mod rounds
Combat Expertise: -3 attacks and +3 dodge to AC
Power Attack: -3 attacks, and +6 / 9 to damage
Can cast arcane bloodrager spells in medium armor but still has ASF for shields.
Combat Medic Martial Tradition: Custom (rhoka, longsword, longbow, dagger) + Armor Training, Alchemy (Salve), and Gladiator (Humble Combatant)
+3 morale to saves vs fear; +5 morale to DC to be intimidated
Strike Fear: Expend martial focus as a full round action to intimidate 30' radius
30 minutes to prep 3 doses of Salve, to a max of 5 or 6 at once; heals 4d8 + 5 + WIS damage. Max of 7 times per character. DC 25.

Animal Companion: Zejia the Odd
Wolf Animal Companion, Draconic
N Large Animal
Init +4; Senses Perception +5, LLV, Scent 30', Darkvision 60'
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Defense
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AC 20, touch 12, (+8 natural armor, +3 Dex, -1 size)
hp 112 (7d8+56)
Fort +13, Ref +8, Will +3;
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Offense
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Speed 60 ft.
Bite +14 (1d8 + 12 + Trip @ +15)
Bite: PA is +12 (1d8 + 18 + Trip)
--------------------
Statistics
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STR: 27, DEX: 17, CON: 27, INT: 3, WIS: 12, CHA: 6
Base Atk +5; CMB +14; CMD 28
Feats: Muscular Reflexes, Narrow Frame, Bodyguard, Weapon Focus: Bite ****Narrow frame may be better as the belt of the weasel, to save a feat - no -retraining.
Skills: Intimidate +5, Perception +5, Stealth +7
Languages Common (understands, 1 rank in Linguistics)
Other Gear
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Special Abilities
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Link: +4 circumstance to Handle Animal Checks
Not Quite Animal: +5 to DC for Handle Animal Checks
Resist Acid: 10
Immune to Magical Paralysis and Sleep Effects
Feral: When Bloodrager rages, gains +2 morale to STR: Effectively +1 attack and +1 damage
Blood Bond: At 9th level, gets a copy of any spell or SLA with a range of personal cast on bloodrager while mounted. Includes: Divine Favor, Ironskin, Mirror Image, Defending Bone, Shield, others
Power Attack: -2 attack for +6 damage
Narrow Frame: Can move normally in a space half it's size
Bodyguard: Can expend an AoO to add +2 (+3 with Ring of Tactical Precision, +4 with Fools for Friends trait) to adjacent ally's AC vs triggering attack.
Tricks: Attack x 2, Intimidate, Work, Flank, Break Out, Come, Detect, Down, Demolish, Guard, Heel

Eikiat (Ike)
NG Tiny Psuedodragon
Init +3 , Perception + 9
Blindsense 60', DV 60', LLV
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Defense
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AC 21, touch 15, (+6 natural armor, +3 Dex, +2 size)
hp 48 (Half Masters, effectively 8 HD)
Fort +7, Ref +5, Will +7;
Immune: Paralysis, Sleep; SR 12
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Offense
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Speed 15 ft. , Fly 60' (good)
Sting: +11 (1d3-2 + Poison) and Bite: +11 (1d2-2)
2.5' space, Reach 0' (5' with tail)
--------------------
Statistics
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Str 7, Dex 17, Con 13, Int 10, Wis 12, Cha 10
Base Atk +8; CMB +9; CMD 10 (14 vs. trip)
Feats: Weapon Finesse (Feat tax rules drop this, so need a replacement; worst case, Extra Item Slot)
Skills: Acrobatics +8, Craft: Alchemy + 8, Diplomacy +5, Handle Animal + 9, Heal +9, Intimidate +8, Fly + 16, Linguistics +8, K: Arcana +1, K. Planes +8, Perception +9, Sense Motive +9, Spellcraft + 8, Stealth +20 (24 in forests), Survival +6
Languages: Draconic, Telepathy 60'
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Special Abilities
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Empathic Link: can sense emotions out to 1 mile.
Sting: Poison, injury, Save DC 14 Fort. 1/minute for 10 minutes, sleep 1 minute on failed save. Includes +2 racial bonus.
Valet: Open / Close and Prestidigitation at will
Valet: Shares TW, item creation feats. Counts as having Cooperative Crafting (+2 circumstance bonus to Craft or Spellcraft checks to make something and 2x the crafting progress in GP)
Valet: Can move before and after delivering a touch spell or aiding another. Can Full round action to aid another on three adjacent creatures.

Tactics: use standard action to Aid Another (5' reach with tail) for a +2 bonus to Attacks for Zeija, and use move action to fly and keep up.

Background: Raised by his tribe around the southern edges of Katapesh, Makonta has always felt just a little ... off. The feeling of ennui and displacement increased throughout the first seasons of training with the tribal shaman, leading to the inevitable adventurous decision to abandon the tribe and set off in search of fulfillment. Having recently arrived in Ilybdos after working his passage on a traders vessel, he is now in search of a Purpose. Curiously, Makonta has seen symbology in this city that remind him of the rather distinct birthmark on his forearm, though he cannot seem to find anyone able to recognize the symbol. He feels a calling to an unknown force that fills him with power, and his years with the tribe taught him how to be reign in his emotions to a single candle-flame focus, striking harder and more accurately against his enemies. His totem wolf (and oddly resilient) companion, Zejia the Odd, has stayed with him throughout his wandering. Zejia is much heartier than most wolves the tribe raised... but as usual for wolves of the Zeran tribe, as she has gotten older her saliva has become more dangerous and when her hackles rise, people take note. Makonta isn't sure of the pedigree of his companion, but suspects that something not quite wolf is in her past.

Tactics: Swift action 30' mass intimidate for -3 to attacks and saves, move in and attack with rage / studied target. Pull out Bane and Challenge for the big targets. +29 to intimidate before some conditional modifiers, but not much of a face otherwise. Shares out TW feats to the party via Shared Training. Covers some buffing and debuting, and some healing for effectively 7 potions of Cure Serious Wounds per party member via Alchemy Sphere. Will generally be mounted on Zeija while traveling. UPDATE: I misinterpreted a combination of class features and feats, and Makonta can only Aid Another for +3 caster level for witches or others with the Coven Hex. Corrected now.

First round: Study as move, release pre-cast Savage Maw as a swift, Divine Favor as a standard. Zeija moves and attacks (which hopefully causes a trip, forcing the opponent prone for -4 AC, though if we have a lot of ranged PCs she can forego the trip). At the start of the second round, free action rage and swift action bane if needed, then full attack. Gives a +6-8 to attack, +1-3 +2d6 damage, +3 AC and an extra attack for (currently): +22/22/17 (1d8 +4d6 +12) 18-20/x2. Most creatures within 30' will have been demoralized for -3 to attacks, saves, and skill checks for multiple rounds; -5 vs Makonta.

I'll need to drop some feats, as the game that fizzled which this character started out for used both 1 feat per level and the feat tax rules. Backstory would be mostly intact, just change location a little bit. It also had some boosts to animal companions / familiars I will need to remove. Non-rules wise, Makonta's goal would be to find a purpose or group which feels like home; and then, longer term, to develop a fort/village/community which could be safe ground and a home to return to for that group / purpose.

Is Psionic material from DSP alright to use?

Grand Lodge

Hmmm Cleric/fighter 7 Hieriohant 2 of Shelyn. Thinking a normal cleric with a weapon master fighter(Glaive). Human would be the race.


Ellioti wrote:
May I stack favored terrain bonuses from both sides of the gestalt?

I'm going to say you take the better of the two favored terrain progressions.


rorek55 wrote:

But meh spirited charge kinetic blasts :(

8d6+8+conx2 haha.

But if that's the case, I may just go for the inquisitor/gunslinger. As my other idea was a sorcerer/class X going into Ddiscple for dragon shifting. And wings, because wings are freaking awesome

For what it's worth, there's a decent overland portion of the next adventure coming up. But yeah, you would come in with a flying mount indoors for a bit. I can expand corridors a little to make being mounted while medium more viable, but flying is going to be a lot harder. :(


Lady Mercy wrote:

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.

Sorry I missed your question earlier. :( I'd be fine in principle with a more LN flavored hellknight, but I think Mercy would have trouble with the group as-is. Don't really see them being cool with someone doing Asmodeus' divine obedience and stuff like that, even if Mercy is generally civil and a team player.


rorek55 wrote:

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?

I don't mind guns, but I think the dragon disciple is a bit cooler myself.

Also you can craft items before you come into the game. Just pay the crafting cost out of your WBL and call it good.


Rednal wrote:
@Samnell: Do you have any questions, comments, or concerns about Valissa? I really enjoy both gestalt and mythic stuff, so I'd like to have a chance to address any issues that may come up. ^^

Sorry, I've not had a chance to really look at her yet. :( Will try to get back to you tomorrow.


@scottg0 wrote:

Here is my Healer submission bard 7/cleric 7/gestalt 7/Hierophant 2.

** spoiler omitted **...

Cool. Can I get a bit of backstory for Unnamed? Doesn't have to be a novel, just enough that I have a sense of who they are.


River of Sticks wrote:
Is Psionic material from DSP alright to use?

I've been using it in my Against the Necromancers game and the basics look close enough to how I recall it from 3.5. Go ahead.


I have, as usual, forgotten to do this until a ways in but I have made a roster of completed submissions. Since this thread isn't bound to the game like the old one, I can't link it directly here at the top of the page. But I have linked it through the game and I hope that's reasonably accessible so it's not entirely lost in the shuffle as it might be just dropped here.


Samnell wrote:
Lady Mercy wrote:

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.

Sorry I missed your question earlier. :( I'd be fine in principle with a more LN flavored hellknight, but I think Mercy would have trouble with the group as-is. Don't really see them being cool with someone doing Asmodeus' divine obedience and stuff like that, even if Mercy is generally civil and a team player.

No problem. I've been thinking about alternate versions of her in case Antipaladin was a no go. I'll drop Hellknight and submit her as a Paladin of Desna instead.

Silver Crusade

Okay, so 'm gonna try the sorc/monk because I wanna be able to go dragon mode at higher levels haha.

Just a few of things I want to clear up and make sure I understand.

crits work like 5e crits now, save unless you have a higher crit multiplier, (IE, you only increase weapon dice damage and nothing else)

Mythic Vital strike is still banned as per the original rules? Or does it do something else? I know I asked about it before, but I missed the part in the original post about it not working.

Mythic Power attack works as written, save you do NOT double your Power attack damage on a crit? (personally, I think this would be fine if you are still using the above crit rules, as it is only being doubled once over. And still would fit into how you wanted to scale down multipliers)

you cannot buy actions, so, you couldn't spend a mythic power to get an additional standard action on your first turn. Is this correct?

You stated you cannot cast two spells in a turn, however, could you cast a spell, and then buy an attack?

No mythic power/ability will be able to bypass DR or Immunity? (I forgot if there were energy immunity bypass things, kinectists rejoice!)

I'm working under these assumptions at the time, but some things may change if these are not how things are actually working at this time.


rorek55 wrote:


Mythic Vital strike is still banned as per the original rules? Or does it do something else? I know I asked about it before, but I missed the part in the original post about it not working.

somewhere I read something about a clarification

Silver Crusade

I had another question, its more out of curiosity, but, would you have allowed a necromancer PC application? A sort of, "let the dead continue the fight" type. "win at all costs" etc?


Background for Timmy the beneficent::

Timmy was born to a couple of crusaders (a priest and paladin of Ioemedae). As such he was expected to follow on with their path. However as a toddler, and accident with a horse cart crippled poor Timmy as it ran over his legs. He was healed enough to survive, but nobody of sufficient power was available to fix the damage to his legs, and he still doesn't work correctly.

This caused a change in his life. His parents, still devoted, didn't spend time trying to make him a warrior for the cause, but instead allowed him to study things on his own. He still maintained a devotion to the goals of the crusade, but decided to pursue it through studying and helping people. He ministered to the down and out in Kenabres. Those who's psyches were traumatized by what they had seen, then gave into drink, pesh, or some other out. Over time he became known for his healing ability and inspirational talks.

This came to the attention of the Queen of Mendez, and he was allowed to join her personal unit of crusaders in a support capacity.

When the wardstones were shattered Timmy was imbued with mythic ability beyond those around him. He doesn't really know why. However the Queen decided it was a reason to send him to the army capturing Drezen, and he was teleported there.

Ok, so have stats and some background up and ready.


Samnell wrote:
Ellioti wrote:
May I stack favored terrain bonuses from both sides of the gestalt?
I'm going to say you take the better of the two favored terrain progressions.

Too bad. I guess that makes Norardrut insufficient.


Character submission. Everything should be in profile.


I've put together this submission for your game. All the details are in the profile, but here's a summary:

Lyanniel is a luminous elven maid in devoted service to Erastil, gifted with a divine wolf that is her animal companion. She is a veritable font of positive energy, and can achieve a zen-like state of tranquility while mounted that aids all those around her. She fights with a longbow and a special lance that is carved to look like an arrow.


rorek55 wrote:

Okay, so 'm gonna try the sorc/monk because I wanna be able to go dragon mode at higher levels haha.

Just a few of things I want to clear up and make sure I understand.

crits work like 5e crits now, save unless you have a higher crit multiplier, (IE, you only increase weapon dice damage and nothing else)

To judge from our last battle, I think everyone long ago forgot that I changed how crits work. Myself included. For now, assume they work as in standard PF.

rorek55 wrote:


Mythic Vital strike is still banned as per the original rules? Or does it do something else? I know I asked about it before, but I missed the part in the original post about it not working.

It does something else. No one in the party had taken it and we're still pretty low mythic, so it hadn't been on my radar previously. Here's the new version:

New Mythic Vital Strike wrote:
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.
Quote:


you cannot buy actions, so, you couldn't spend a mythic power to get an additional standard action on your first turn. Is this correct?

Not currently, but there's a chance that will change when we agree to the wider mythic house ruling as a group. I know that's frustrating and confusing right now, and I have not been remotely clear about communicating it, but I'd like to give the new players a chance to have their voices heard in the discussion too.

Quote:


You stated you cannot cast two spells in a turn, however, could you cast a spell, and then buy an attack?

You could cast a spell and then burn mythic power for an attack via amazing initiative, sure.

Quote:


No mythic power/ability will be able to bypass DR or Immunity? (I forgot if there were energy immunity bypass things, kinectists rejoice!)

Not currently, though paladin smite can still bust DR. I'm looking at a possible revision that will let you reduce DR or Immunity with mythic stuff rather than outright negate it as a possible best of both worlds situation.

Quote:


I'm working under these assumptions at the time, but some things may change if these are not how things are actually working at this time.

I understand completely. One of the big reasons I want input from the new players is to be sure we don't accidentally screw over their PCs. The bigger mythic revision ought to have been done earlier this year so it would be all in place...but this year has been a disaster for me personally.


rorek55 wrote:
I had another question, its more out of curiosity, but, would you have allowed a necromancer PC application? A sort of, "let the dead continue the fight" type. "win at all costs" etc?

My impression is that the group might accept that, but it would be borderline. Probably not ok for you to animate dead off the party's army, but if you had a handy cultist corpse that could be different. I don't think anyone in the current roster is vehemently anti-undead, just pretty paladinny.


The roster doc should now be up to date.

Silver Crusade

also, when did we gain mythic levels? As I need to know what feats I had access to for mythic feats. (sorry, never played the AP so I don't know when tiers are gained)


You can’t take mythic feats with normal feat slots, only with the mythic feat slots you get from tiers... so, you got 1 at tier 1, and could take a 2nd with one of your path abilities. Unless you meant checking which mythic feats you qualified for when hitting tier 1, in which case I think tier 1 is reached at 4th level (if I remember correctly from the one time I played part of chapter 1 years ago?)

Hope that’s helpful


Query: Should I assume feats available to a Natural Weapons Rangers are available to a Shifter?

My default is yes, for hopefully obvious reasons, but there are feats on that list not normally available to PCs. Most glaringly desirable (I think)? Improved Natural Attack.

Silver Crusade

yes that was what I meant (since mythic feats have the normal feats as prerequisites, I needed to know which were up for grabs at Tier 1)

thanks!


Apologies, hadn't updated that line. Nature Fang Druid / Ilsurian Archer Ranger with dual path Marshal and Heirophant.


Here is my submission, I've mostly got things finished, though there is a little tinkering left to do on his stats most of the premise is there, is a self buffer melee combatant.

I'm also likely going to add a little more into his background, though I wanted to ask you what you think a "heroic feat" would be for a hero in the area? Defended a village? town? took part in a battle and turne the tide? some other lesser thing?

also, would you rather I stayed away from the vital strike feats? I know they can get silly in mythic, so I wanted to ask you personally as the GM. (especially with the whole "buy another standard action" things normally allowed, but at least those are under wraps so far)

I likely won't and will just go down the route of getting full attacks, but wanted to ask as it is a consideration


rorek55 wrote:
also, when did we gain mythic levels? As I need to know what feats I had access to for mythic feats. (sorry, never played the AP so I don't know when tiers are gained)

The first tier comes at 6th. The second came at seventh.


hustonj wrote:

Query: Should I assume feats available to a Natural Weapons Rangers are available to a Shifter?

My default is yes, for hopefully obvious reasons, but there are feats on that list not normally available to PCs. Most glaringly desirable (I think)? Improved Natural Attack.

Yeah, you can take 'em.


Calardan Amorath Iothor wrote:
also, would you rather I stayed away from the vital strike feats? I know they can get silly in mythic, so I wanted to ask you personally as the GM. (especially with the whole "buy another standard action" things normally allowed, but at least those are under wraps so far)

We're going to trial a sane version of mythic vital strike:

Mythic Vital Strike wrote:
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.


My submission isn’t on the roster. :)


Lyanniel wrote:
My submission isn’t on the roster. :)

It is now.


Samnell wrote:

We're going to trial a sane version of mythic vital strike:

Mythic Vital Strike wrote:
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.

I always read it that way. That's most likely the RAI. It was just worded in an unfortunate way.

How do you feel about a second submission?


Samnell wrote:
Rednal wrote:
@Samnell: Do you have any questions, comments, or concerns about Valissa? I really enjoy both gestalt and mythic stuff, so I'd like to have a chance to address any issues that may come up. ^^
Sorry, I've not had a chance to really look at her yet. :( Will try to get back to you tomorrow.

Since there's a lot of commentary and stuff to look at... just calling a bit of attention back to this. XD


Ellioti wrote:
Samnell wrote:

We're going to trial a sane version of mythic vital strike:

Mythic Vital Strike wrote:
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.
I always read it that way. That's most likely the RAI. It was just worded in an unfortunate way.

I also run it this way. One of my players tried using a 2dX weapon with mythic vital trying to get 4x and I said "umm, no" pretty fast.


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I've always wanted to play in a Wrath of the Righteous game only ever finishing book one in a live game.

I will put something together but is there anything you feel the party really need? You said there was main ranged so I'll stay away from that. I was considering a alchemist/slayer or ranger going for a witcher type character.

I was also wondering on the pace of the game? I currently had free time with my work and I'm looking for a fast pace game, how many posts do you try and get out a day? Or what do you expect?

Grand Lodge

My cleric of Shelyn is an orphan due to demons who has risen to become a powerhouse warrior embracing the power and effect of love. Taking heart to lead with a rose, be is often mocked but in battle his healing, bluffs, and blade work have earned them the name of The Rainbow defender[due to there signature clothing and interior cloak lining]


Ellioti wrote:
Samnell wrote:

We're going to trial a sane version of mythic vital strike:

Mythic Vital Strike wrote:
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.

I always read it that way. That's most likely the RAI. It was just worded in an unfortunate way.

How do you feel about a second submission?

No objection at all.


Ictoo wrote:

I've always wanted to play in a Wrath of the Righteous game only ever finishing book one in a live game.

I will put something together but is there anything you feel the party really need? You said there was main ranged so I'll stay away from that. I was considering a alchemist/slayer or ranger going for a witcher type character.

They're a little shy on heals. The group's also only got the one chunky melee specialist right now. The PC we just lost was the other.

Ictoo wrote:


I was also wondering on the pace of the game? I currently had free time with my work and I'm looking for a fast pace game, how many posts do you try and get out a day? Or what do you expect?

In a perfect world I'd like to get one good, game-advancing post out per day. RL and the usual back and forth of needing to hear back from the group on things means that's usually not the case. My current practice is that I check in on the game at least every other day -it's on my task scheduler that way- and do what needs doing then. I also tend to give it a day or two when I've presented the party with a situation and they've not decided on a course of action yet, to be sure everyone has a chance to weigh in.


Samnell wrote:
My current practice is that I check in on the game at least every other day -it's on my task scheduler that way- and do what needs doing then.

What a brilliant idea, scheduling game check-ins as tasks! I should do that for my games.


Samnell, are you familiar with Legendary Games version of the shifter, Legendary Shifters? If so, could we use it?


Samnell wrote:
They're a little shy on heals. The group's also only got the one chunky melee specialist right now. The PC we just lost was the other.

Oh, that's good. My second submission following will be a melee specialist (mobility and vital strike route) and healer. Also my first ever PF cleric.

Unless you, for some reason, fell in love with my dwarfen Hunter/Ranger Norardrut Brightfoot that was (illegally) stacking favored terrain bonuses from both sides, you may ignore my first submission.

This is Kyras Aradan, Half-Elf Cleric (Separatist) 7 / Ranger (Planar Scout) 6, Horizon Walker 1 / Hierophant-Champion 2:

Crunch & Background:

Kyras Aradan
Male Half-Elf Cleric of Gorum (Separatist) 7 / Ranger (Planar Scout) 6, Horizon Walker 1 / Hierophant-Champion 2
CG Medium humanoid (human, elf)

Init +4
Senses Low-light Vision, Darkvision; Perception +16
=================================================
DEFENSE
=================================================
AC 23, touch 12, flat-footed 21 (+7 armor, +2 Dex, +1 natural, +3 shield)
hp 91 (d10 +2 CON +1 FCB)
Fort +8, Ref +8, Will +12 (immune to sleep and +2 vs. enchantment)
=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee Greatsword +11 (2d6+14 /x3) (Power Attack)

Cleric Spell prepared (CL 7th; concentration +11)
4th-Dimension Door (d), Dimensional Anchor, Greater Magic Weapon
3rd-Fly (d), Communal Resist Energy, Dispel Magic, Paragon Surge
2nd-Mythic Enlarge Person (d), Grace, Remove Paralysis, Burst of Radiance, lesser Restoration
1st-Mythic Enlarge Person (d), Mythic Shield Of Faith, Mythic Shield Of Faith, Protection from Evil, Liberating Command, Air Bubble
0th-Detect Magic, Detect Poison, Create Water, Mending

Ranger Spells prepared (CL 3th; concentration +7)
1st-Cheetah’s Sprint, Lead Blades

Special Abilities Ferocious Strike (7/day), Agile Feet (6/day), Channel Energy 4d6 (2/day, DC12), Touched by Divinity (Enlarge Person 1/day), Astral Plane Planar Bond (60 feet/day as move in 5-foot increments), Favored Terrain (Astral Plane +2, Underground +4), Favored Enemy (Evil Outsider +4, Undead +2)
=================================================
STATISTICS
=================================================
Str 20, Dex 14, Con 14, Int 10, Wis 18, Cha 8
Base Atk +7; CMB 12; CMD 24
Feats Divine Fighting Technique (Gorum), Power Attack, Shield Focus, Unhindering Shield, Vital Strike, Dimensional Agility, Mythic Vital Strike, Endurance, Dual Path
Skills Climb +9, Heal +8, Knowledge (Geography) +4, Knowledge (Planes) +10, Knowledge (Religion) +10, Linguistics +4, Perception +16, Sense motive +14, Spellcraft +4, Stealth +12, Survival +8 (+3 follow tracks), Swim +9 ACP -1 (not included)
Traits Elven Reflexes, Touched by Divinity (Gorum, Strength domain, Enlarge Person)
Languages Taldan, Common, Elven, Abyssal
Gear silver holy symbol of Gorum, see bottom
=================================================
SPECIAL ABILITIES
=================================================

Spoiler:

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
Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Blended View Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.

Ranger (Planar Scout)
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.
Track A ranger adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Planar Empathy A planar scout can use wild empathy only on animals with the extraplanar subtype. He can use this ability to influence outsiders with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Planar Terrains At 3rd level, a planar scout gains a planar terrain. Planar terrains function in all ways like a ranger’s favored terrain; he must select a new plane each time he gains a favored terrain.
Planar Bond At 4th level, rather than forge a bond with an animal or his allies, a planar scout forms a bond with a specific plane. The planar scout becomes infused with the essence of his plane of choice, taking on physical characteristics of denizens native to his chosen plane as well as the abilities listed below.
Astral Plane: Each day, the planar scout can teleport up to 5 feet per ranger level as a move action. This must be used in 5-foot increments. At 10th level, he can do so as a swift action.

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.

Cleric
Domains Strength (Ferocity subdomain), Travel (Separartist, -2 WIS and level, Increase your base speed by 10 feet.)
Ferocious Strike Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Agile Feet As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (-2 wis).

Mythic Hierophant / Champion
Mythic Spellcasting You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
Fleet Charge This ability requires a move action to use, does not stack with other mythic abilities that grant extra actions, and the attack does not ignore damage reduction. This ability costs 3 mythic power.
Recalled Blessing The spell you cast without spending slots or spells/day takes its normal casting time. The abilities to force two rolls and taking the lower for the target’s save and to roll twice to overcome spell resistance each cost an additional point of mythic power. This ability costs 2 mythic power to use.
Extra Mythic Feat Mythic Vital Strike
Hard to Kill, Surge +1d6, Amazing Initiative


=================================================
BACKGROUND
=================================================
Kyras is a sturdy half-elf dressed in a dirty, run-down breastplate. Nowadays he's a devout follower of Gorum. Before that he was stationed as a guard near a rift to the astral plane. He fought many evil outsiders that used the astral rift as a shortcut to invade the material plane. Not only did he study it, but he also sometimes entered the astral plane through that rift in order to drive back invaders. This constant battle and struggle for survival drove him into religion, and to the god of war, Gorum. Though he was unsatisfied with the orthodoxy of her deity’s teachings and found his own religious interpretion. While Gorum's focus is purely in battle and fighting for strength and glory, Kyras felt a need to focus on the mobility that is neccessary to approach and travers a battle field. His past a scout had tought him this. Eventually his work as a rift guard were over, when he had a vision to join the war. He was meant for greater things and instead of just defending one place, he had to bring an end to the outsider menace.
His days as a no-name soldier are a past. There are stories about Him already. Most importantly, 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 had been watching from the sky and enjoying the glorious battle while not favouring any particular side. As a gratitude he granted the winner, Kyras, ascension into the Hierophant-Champion path. Kyras 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.

=================================================
GEAR
=================================================
Amulet of natural armor +1 2000
Headband of wisdom +2 4000
Belt of Giant Strength +2 4000
+1 cold Iron Great Sword 4740
Cleric's Kit 16
Cloak of Resistance +1 1000
+1 Buckler 1005
+1 mithral agile breastplate 5400
minor Bag of Holding 1000

339 gp


Amaranthine Witch wrote:
Samnell, are you familiar with Legendary Games version of the shifter, Legendary Shifters? If so, could we use it?

I'm not familiar with it at all, sorry. If the text of it is on d20pfsrd or something I'm willing to give it a look.


Ellioti wrote:
Samnell wrote:
They're a little shy on heals. The group's also only got the one chunky melee specialist right now. The PC we just lost was the other.

Oh, that's good. My second submission following will be a melee specialist (mobility and vital strike route) and healer. Also my first ever PF cleric.

Unless you, for some reason, fell in love with my dwarfen Hunter/Ranger Norardrut Brightfoot that was (illegally) stacking favored terrain bonuses from both sides, you may ignore my first submission.

This is Kyras Aradan, Half-Elf Cleric (Separatist) 7 / Ranger (Planar Scout) 6, Horizon Walker 1 / Hierophant-Champion 2:

** spoiler omitted **...

I've put Kyras on the list in lieu of the dwarf, then. :)


Samnell wrote:
Rednal wrote:
@Samnell: Do you have any questions, comments, or concerns about Valissa? I really enjoy both gestalt and mythic stuff, so I'd like to have a chance to address any issues that may come up. ^^
Sorry, I've not had a chance to really look at her yet. :( Will try to get back to you tomorrow.

Got that chance to look at Valissa.

Stuff:

I think I understand the mechanics well enough. A little concerned about the abrasive personality, but in moderation and not directed at PCs it could be fine. Possibly even directed at them, but I've had bad experiences going back a long time with abrasive characters leading to real hard feelings.


It's extremely unlikely that Valissa would be noticeably caustic towards the other party members - or, for that matter, most friendly NPCs. XD They are, after all, mythic heroes with a track record of success. She has nothing to complain about there. She might yell at enemies, though, or minor NPCs who screw up big time and don't make a real effort to fix things.

(Basically, she has no patience for fools, but softens considerably for people working hard and doing well. I have no interest whatsoever in generating inter-party conflict - and even if I did, someone better at combat could shut Valissa down pretty hard. XD)

Silver Crusade

Any feedback on calardan would be welcome, as well as any ideas of a couple of theme related plausable feats (perhaps slaying some rampaging demon?) he could have pulled to reach level 7 that I can work in, I've mostly only given a rough background and his overall personality.


Sorry I missed this earlier.

Calardan Amorath Iothor wrote:


I'm also likely going to add a little more into his background, though I wanted to ask you what you think a "heroic feat" would be for a hero in the area? Defended a village? town? took part in a battle and turne the tide? some other lesser thing?

All of those are good ideas. The war's been on for at least a few weeks now and it started with a mythic wahoo can bursting open all over Mendev. Before that, the wardstones did keep a lid on things but that doesn't mean there were no raids or other dangerous occasions for Calardan to distinguish himself with. If nothing else, there are the demon cults working to subvert Mendev from way back and he could have tangled with some of them.

I like the charmingly conceited personality.

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