
hustonj |
Worked through most of the mechanics. Have the important writing bits to do, yet. Should get to them tomorrow.
Query 1: Taking Legendary Item okay? (A Shifter's not going to be taking up the weapon in the AP, anyway).
If so, Upgradeable is, I assume, okay. And upgrading it should apply the crafting rules already indicated, I'm thinking.
Query 2: If I want to add a feature to the item, adding 50% of the cost to the cheaper feature, can the first addition be made using Upgrade, or does it need to be made normally, and then Upgradeable applies?
[The plan is to have an intelligent, combined Amulet of Barkskin/Mighty Fists as the Legendary Item.]
Please note, the Legendary Item is not central to the character, just really useful for him, and makes a good hook, I think. I can easily work without it.
A Trickster/Dual Path to Guardian Shifter/Unchained Rogue is looking to fill the second major melee combatant hole. My experience says a Tiger-based Shifter fills about the same role as a Barbarian on the front line. I'm building a Deinonychus-based Shifter instead. His Dex is HUGE, pumping his primary Rogue skills and his combat abilities at the same time, thanks to the Unchained Rogue's Finesse Training.

Auric Lightmane |

So, I have some work to do still to finish my character but I’m looking right now at virtuous bravo Paladin/Dawnflower dervish bard with the marshal mythic path... he’d be a born and bred crusade who’s being reassigned to a unit better suited for the prowess he’s shown lately. He’d be decent in melee, and be a force multiplier (with party buffs to up everyone else’s effectiveness), plus he’d add some healing and utility to the party.
That said, I see that the party is pretty low on divine casting... I have another idea that just barely lost out to the pally- an unchained monk/ecclesitheurge cleric of Irori... he’d be super wise with fair melee abilities and some control (with high save DCs for stunning fist and some SoS spells), plus the usual healing and whatnot clerics do... oh, and he’d be pretty good at identifying enemies. His backstory would be that he was training and fighting alongside some dwarven sacred-fist warpriests, guarding the caves and tunnels under the border to stop demons from sneaking in through them, but was recently reassigned to the surface. If that sounds like a better fit to you (Samnell, or any of the current players) please let me know and I’ll finish work on him instead! PS- he’d probably take the hierophant path.

Samnell |

Oof. I've lost characters that way too. :(
Query 1: Taking Legendary Item okay? (A Shifter's not going to be taking up the weapon in the AP, anyway).
If so, Upgradeable is, I assume, okay. And upgrading it should apply the crafting rules already indicated, I'm thinking.
Legendary Item is ok. Foebiter is right out.
Query 2: If I want to add a feature to the item, adding 50% of the cost to the cheaper feature, can the first addition be made using Upgrade, or does it need to be made normally, and then Upgradeable applies?
Not sure what you're asking. Can you lay it out for me?

hustonj |
Well, been alternating between making fudge and rebuilding the character . . .. I still have a lot of fudge to make to share at work. I have less than 3 pieces per coworker right now.
Base item: Amulet of Natural Armor. Normal advancement simply improves on Enhancement bonus to Natural Armor.
Core rules magical crafting allows adding a second item's abilities to an existing item, but increases the cost by 50% of the base value for the weaker item.
As I advance the Amulet of Natural Armor, I want to expand it so that it is ALSO an Amulet of Mighty Fists. (Aside: The wishlist has it becoming an Amulet of Natural Armor +5 and Amulet of Mighty Fists providing Holy, Greater Vampiric, and maybe one of (Heartseeker, Menacing,or Mythic Bane). Though I could be convinced I'm looking at the wrong specials.)
Will the Upgradeable ability of the Legendary Item allow me to add the second capability through the ritual, or do I need to first establish the second capability through a normal item crafting effort?
I think Upgradeable should let me do it (still have to pay the additional cost), but I'm trying not to make assumptions about less-often used rule sets.
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I have some formatting to do and I need to come up with a name and base personality for the Amulet, too, I think. Seems like I should. Also need to purchase the most mundane things, like backpack, waterskins, arrows, etc. But the character is more than complete enough for evaluation.
Here's a link to "The River". I would appreciate any feedback from pretty much anybody. This seems like a pretty hefty character to me, but I keep hearing how hard Gestalt/Mythic stuff can turn left on a group.

Samnell |

Will the Upgradeable ability of the Legendary Item allow me to add the second capability through the ritual, or do I need to first establish the second capability through a normal item crafting effort?
I think Upgradeable should let me do it (still have to pay the additional cost), but I'm trying not to make assumptions about less-often used rule sets.
The RAW on Upgradeable is a bit of a mess. I've read it four times now and I think the text implies you could only improve existing abilities through it but it's written with a strong commitment to opacity. That is pathetic and silly for a power you're burning a mythic ability on, so much so that I'm almost sure your read is the RAI. If it's not, the RAI for this one is wrong.
Go for it.
Feedback-wise, I like the RP angle of a character who views the Worldwound as an offense against nature in addition to a danger to civilization.

Rednal |

For what it's worth, one of my characters has used Upgradeable to add various other magical item effects to their weapon (using the rules for adding additional effects), albeit with the restriction that if they craft in a slotted effect, they can't actually wear items in that slot anymore. So there's no trading gear out if they find a better version of something - effects cost less thanks to Upgradeable, but they're permanent. It's actually kind of nice to be able to slap stuff like Swarmbane Clasps into the weapon itself. XD

Enae the Spy |

So my completed sheet is in the profile here. If you have any questions as the archetype is a bit odd and building out two characters is a wee bit complicated. The whole basic gist is to build a spy and infiltrator mechanics wise while also making a rather tanky character. The background Im going to change a bit to make a little less sinister sounding.

Auric Lightmane |

So, I think this character is ready to be added to the completed application list. Technically, I still need to finish picking spells known and spend about 3,000 gold (both of which I was hoping to wait on so that, if selected, I could coordinate with the other party members) but everything else should be set.
I ended up going with a musetouched aasimar who's paladin 7 on 'one side' and bard 5/evangelist 2 on 'the other'. He's got pretty solid defensive stats, decent melee ability, some healing, and a bunch of party buffs (like the flagbearer feat, bardic music, spells, etc).
If you look at the last couple of spoilers down at the bottom of my profile, you'll see I have a few paragraphs of backstory (including an intentionally vague reference to the fight I think may have been behind my new abilities), plus a paragraph or so each on appearance and personalty.
If there's anything else I forgot (or if you'd prefer I pick those last few things before selections are made) please let me know. I'm starting to get anxious for decision day already, lol.

Hope, Chosen of Desna |

Doomed Hero here-
My 10 minute re-work from Antipaladin became a day-long total revisioning of the character.
The basics are still there. She's still an arcane caster in heavy armor. Now though, she's Desna's first (and only) Paladin.
Hope is looking for Arueshalae. I don't know if this game has discovered her yet, but that's Hope's big plot hook to link her to the game. She's destined to find a Lost Soul and lead her out of the darkness.
Woe be it to anyone who gets in her way.
Here's what Hope brings to the table-
Mythic Arcane casting, that's really enough on it's own, right?
Enhanced Channel Energy, she's a fantastic out-of-combat healer
Protection from Mind Control/Possession effects, Any ally who finds themselves not in control of their character is going to like having her around)
Immunity to Paralysis and other Movement inhibitors, She doesn't get stuck., ever
Immunity to Fear, and beneficial Auras, Because Paladin!
Immunity to Alignment based effects, She's a good guy, but she's not a Good guy, ya know?
Immediate Action Counterspells, She makes other casters hate her with this one weird trick!
Sass, She has a lifetime supply, and she loves to share.

Maka Zaci |

Crunch probably needs another pass and I'm still working on the background, but Maka is by and large good.
UC Monk(Scaled Fist/Invested Regent) 5 / Paladin(Faithful Wanderer) 2 --- Kineticist(Overwhelming Soul) 7 --- Guardian
Maka is an aasimar with dragonic blood running through her veins. Her Kineticist abilities allow her to deal a lot of damage at range. Her Monk, Paladin, and Guardian Mythic abilities ensure she is no glass canon, and gives her plenty of melee options as well.
Apsu has guided Maka to Kenabres to help deal with the threat of the world wound. A challenge that puts a smile on Maka's face. With Maka at your side, things will never be too dark, figuratively and literally.
Maka’s draconic nature and ability with fire developed at a young age. Unsurprisingly, the monastery was an ideal environment to hone her abilities. Though she lacked the ability to push herself as far as other Kineticists, her abilities came more naturally than most, easily combining with her monastic training.
Maka truly loved her home, yet despite that, she long had the urge to leave. For as long as she could remember, she had had dreams about flying with dragons, flying away from the island. Flying away, but never quite leaving. Then one day, something new happened in her dreams; The dragons flew so far away that Maka could no longer see Jalmeray. They kept flying, faster and faster. In what felt like both a lifetime and a heartbeat, Maka found herself near the other side of the world. She floated there, staring at a wound ripped in to the earth, in to reality itself. Monstrous horrors pouring from it like pus from an infection.
Maka awoke, not with a start, but with a calm sense of relief. She knew her task, why she needed to leave. There was something wrong out there, and she needed to help fix it. More than that, for the first time, she had a true idea of the scope of the world. Excitement began to overtake the sense of calm as Maka began to pack her few belongings in preparation for the long, long journey before him.

Auric Lightmane |

she's Desna's first (and only) Paladin.
I thought only LG, NG, and LN deities had paladins? (They’re the only ones who have Paladin codes of conduct listed)
@Maka- I’ve never noticed overwhelming soul before, I really like the combo of that and scaled fist for a viable bender build! (I don’t really get the pally levels though, is that just for Cha to saves?)

Samnell |

Crunch probably needs another pass and I'm still working on the background, but Maka is by and large good.
UC Monk(Scaled Fist/Invested Regent) 5 / Paladin(Faithful Wanderer) 2 --- Kineticist(Overwhelming Soul) 7 --- Guardian
Maka is an aasimar with dragonic blood running through her veins. Her Kineticist abilities allow her to deal a lot of damage at range. Her Monk, Paladin, and Guardian Mythic abilities ensure she is no glass canon, and gives her plenty of melee options as well.
Apsu has guided Maka to Kenabres to help deal with the threat of the world wound. A challenge that puts a smile on Maka's face. With Maka at your side, things will never be too dark, figuratively and literally.
** spoiler omitted **
** spoiler omitted **...
I don't have viewing rights to your Gdocs. :( You can switch 'em to viewable with a link, or if you'd rather keep more of a lid on them then just share with douglas.ramsey@gmail.com.

Maka Zaci |

Doomed Hero wrote:she's Desna's first (and only) Paladin.I thought only LG, NG, and LN deities had paladins? (They’re the only ones who have Paladin codes of conduct listed)
@Maka- I’ve never noticed overwhelming soul before, I really like the combo of that and scaled fist for a viable bender build! (I don’t really get the pally levels though, is that just for Cha to saves?)
The Pally levels are to represent some time fighting in the Crusade. Still tooling that aspect of the background around, but I imagine Maka has been having fun fighting demons for a little bit off to the side somewhere. Hidden Wanderer has some nice matching fluff for a traveling monk and tones down some of the more overt Paladin abilities. It also helps shore up her otherwise pathetic Will save and provides a healing ability. Even if it's only 1d6 a handful of times per day, as a player I think healing is one of the most miraculous things in the game and love having the ability. The build certainly doesn't require the Paladin levels but since she was Lawful Good with ties to Apsu anyway, Paladin wasn't out of the way.
@Samnell, Docs should be public now, sorry about that. Also sorry for how long they are but the build has a LOT of class abilities.

Storyteller Shadow |

OK, here is the rebuilt A'streth no longer evil.
Male Serpentfolk –
Gestalt - Spell Less Ranger (Sentinel) 2/ Unchained Rogue 3/Swashbuckler (Inspired Blade) 1/Sorcerer 1 (Destined Bloodline/Eldritch Scrapper)
Fighter 7 (Dervish of Dawn)
NG Monstrous Humanoid
Init +11; Senses Perception +12 (+13 Disable Traps) (+13 Avoid Surprise)
Languages: Undercommon, Aklo, Draconic, Abyssal, Elven, Dwarven
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Defense
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AC 17, touch 16, flat-footed 11 (Dexterity +5, Natural AC) (18 AC vs. Traps)
hp 87 (70+CON+7 Favored Class - Fighter)
Fort +8, Ref +16, Will +8
+2 versus Mind Effecting & Poison / +1 versus Traps / +2 vs Fear
EVASION
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Offense
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Speed 30 ft. (Can Move through 30’ of Terrain as if it were Normal Terrain)
BAB +7/+2
Panache Points – 7
Martial Flexibility - 4 x Day [Extra Martial Flexibility as a Feat?]
Melee Elven Curved Blade +1 (Bane vs. Demons) +15/+10 – Damage 1d10+12 (Demons Attack +4 Damage +2+2d6)
Melee Rapier – +12/+7 - Damage 1d6+6 (vs. Demon Attack +2 Damage +2)
Ranged Longbow +12 – Damage 1d8
Ranged Daggers +12 1d4
Sneak Attack 2d6
Stealth Attack 1d6 (Favored Enemy OR Terrain ONLY)
Sorcerer Spells Known (Sor 1st; concentration +2):
1st (2/Known - 4/Day) - Expeditious Retreat & True Strike
0 (at will)—Mage Hand, Resistance, Detect Magic, Disrupt Undead
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Statistics
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Str 8, Dex 20, Con 12, Int 18, Wis 10, Cha 16
Base Atk +7; CMB +6; CMD 21
Feats:
Nimble Moves, Acrobatic Steps, Piranha Strike [Power Attack for Dex], Iron Will, Extra Panache
Fighter Feats – (1) Improved Initiative, (2) Exotic Weapon Proficiency (Elven Curved Blade), (4) Great Fortitude, (6) Combat Reflexes
Proficiencies:
All Simple and Martial Weapons, Elven Curved Blade, Hand Crossbow, Light and Medium Armor, and Shields.
Traits:
Called - Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Chance Encounter – Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.
Mythic bonus: Gain a +2 trait bonus on Reflex saves. By expending on use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.
Skills: 78 Ranks (Based on Class +INT)
Acrobatics +21 (Ranks 8)
Bluff +12 (Ranks 8)
Climb +5 (Ranks 3)
Diplomacy +1
Disable Device +18 (Ranks 8)
Disguise +12 (Ranks 8)
Escape Artist +12 (Ranks 2)
Fly 0
Heal 0
Intimidate +12 (Ranks 8)
Knowledge Arc 0
Knowledge Dungeoneering +8 (Ranks 4)
Knowledge History 0
Knowledge Local +8 (Ranks 4)
Knowledge Nature +8 (Ranks 4)
Perception +12 (Ranks 8)
Ride +5
Sense Motive +11 (Ranks 8)
Sleight of Hand +16 (Ranks 8)
Spellcraft 0
Stealth +21 (Ranks 8)
Survival +8 (Ranks 3)
Swim +4 (Ranks 2)
Use Magic Device +5 (Ranks 1)
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Special Abilities
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(Sorcerer)
SQ Destined Bloodline:
Eschew Materials, Cantrips,
Martial Flexibility (including Arcane Strike & Combat Casting) - Use a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. Must otherwise meet the feat's prerequisites. Can use this ability a number of times per day equal to 3 + 1/2 his Sorcerer level. Can use this ability again before the duration expires in order to replace her previously chosen combat feat with another choice.
If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At higher levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
Bloodline Arcana - Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.
(Unchained Rogue)
Finesse Training (Dex to Attack),
Finesse Training (Dex to Damage),
Trapfinding,
Fast Stealth (Talent),
Danger Sense,
(Spell-Less Ranger)
Favored Enemy (Outsider Evil) He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify these creatures,
Track (+1/2 Ranger level to follow or identify tracks),
Mugshot - A sentinel can spend 1 minute studying the appearance of a target or a likeness of the target in the form of a picture, carving, or visual illusion and memorize it with perfect recall. From that point on, the sentinel gains a +4 bonus on Perception checks to notice the target in disguise or pick him out of a crowd. The sentinel is automatically allowed a Perception check against the target’s Disguise check whenever she sees the target, even if the individual isn’t doing anything to draw attention to himself.
A sentinel can memorize the appearance of a number of targets equal to her Wisdom modifier (minimum 1) at any given time. Once a sentinel has reached her maximum number of memorized appearances, she must forget one of the memorized faces before gaining a new one,
Deceptive Combat Style (Improved Feint),
Stealth Attack - If a spell-less ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The spell-less ranger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four spell-less ranger levels thereafter. Should he score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft.
ONLY usable against favored enemy or in favored terrain.
(Swashbuckler)
Inspired Panache - Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
Inspired Finesse - At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
Deeds - Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll.
If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Fighter:
Bravery +2
Burst of Speed – At 3rd level, a dervish takes only a –1 penalty to her AC after charging. At 7th level, the dervish can charge with no penalty.
Desert Stride - At 7th level, a dervish can move through 10 feet of difficult terrain each round as if it were normal terrain. This benefit stacks with the benefits provided by the Acrobatic Steps and Nimble Moves feats.
Weapon Training – Heavy Blades
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Base Racial Traits
Ability Scores: Serpentfolk are far more dexterous than most races and their minds are inhumanly sharp, but they lack true physical prowess. They gain a +2 Dexterity, +2 Intelligence and -2 Strength.
Type: Serpentfolk are monstrous humanoids.
Size: Serpentfolk are medium creatures and stand around 6' tall.
Base Speed: Serpentfolk have a base speed of 30 feet.
Languages: Serpentfolk begin play speaking Draconic and Undercommon. Serpentfolk with high Intelligence scores can choose from the following: Aboleth, Abyssal, Aklo, Common, Dwarven, Elven, and Infernal.
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Defense Racial Traits
Resilient: Serpentfolk gain a +2 racial bonus on saving throws vs. mind-effecting effects and poison.
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Feat and Skill Racial Traits
-Skilled: Serpentfolk have very limber bodies, and their minds are adept at understanding arcane knowledge. They gain a +2 racial bonus on Escape Artist.
- Deep Hunter: Some serpentfolk train in navigating the harsh tunnels of the Darklands instead of honing their magical talents. They gain a +2 bonus to Survival instead of Use Magic Device. This alters Skilled.
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Magical Racial Traits
Spell-like Abilities: A'streth can cast disguise self and suggestion, each once per day, using his total character level as their caster level.
Hypnotic Gaze (Sp): A'streths' gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell hypnotism (caster level equal to Hit Dice). The DC of this effect is equal to 11 + Charisma modifier. The effects of the hypnotic gaze only last a single round. This racial trait replaces serpent’s sense
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Offense Racial Traits
Natural Weapons: Serpentfolk have a bite attack that deals 1d4 damage. This is a primary natural weapon.
Poison: Serpentfolk possess a natural venom in their fangs. Whenever a creature is struck with their bite attack, they suffer the effects of this venom; Venom: Injury (Bite), Save: Fort (DC = 10 + 1/2 Serpentfolk HD + Con modifier), Frequency: 1/round for 6 rounds, Effect: 1d2 Str damage, Cure: 1 save.
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Sense Racial Traits
Darkvision: Serpentfolk can see perfectly in the dark up to 60 feet.
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Gear
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Longbow (75)
Arrows (40)
Arrows IN Quiver (20)
Caltrops (6)
Rope Silk 50’ (2)
Waterskin (3)
Masterwork Thieves’ Tools
Tent, rations for 10 days, & water for 10 days, saddlepacks and saddle bags. Strap for lizard to move upside down.
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Special Material Gear
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None
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Magical Gear
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Cloak of Elvenkind (2,500 GP)
Boots of Elvenkind (2,500 GP)
Wand of Feather Fall (750)
Curved Blade +1 (Bane Demon) (2,000)
Belt of Incredible Dexterity +2
Headband of Intellect +2
Aegis of Recovery – An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.
250 GP
MYTHIC
Mythic Tier 2 Tricketsr
Mythic points: 9/9
Ability Score Increase – Constitution
Mythic Surge (Su):
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Mythic Power:
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Hard to Kill (Ex):
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Amazing Initiative:
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Feat – Extra Mythic Power
Path Ability – Deadly Dodge -
Trickster Attack – Fleet Charge -
Path Ability – Additional Trickster Attack – Surprise Strike -
Background:
A'streth is not your normal Serpentfolk, he is far, far more dangerous.
Ice water from the most frigid seas run though his veins. When first hatched he consumed all of his hatch mates as they hatched, believing their presence would somehow prejudice his own existence. At least that is how he remembers it.
His mother recognized in him this cunning and gave him as an offering to the High Priest of Ydersius to be properly cultivated. Cultivated he was, despite his homicidal tendencies, which the High Priest referred to as merely "belligerence", A'streth was finally able to come to grips with the fact that he need not be the only sentient being on the planet to be secure.
The God worked its way into A'streth's soul and showed him the ancient glories of his people and that his desire for blood could be appeased with the slaying of lesser races for the glory of all Serpentfolk. Still, even though he was no longer actively seek to kill everything he saw, A'streth's talents did not lie with the Divine.
The High Priest began to groom him as an assassin to be used against his foes. The warrior behind glass to break in case of an emergency. Once suitably trained, the High Priest bade A'streth to immerse himself in the culture of one of the enemies of the Serpentfolk, the drow. To do so, he would have to leave the ancient city and travel to Telderist.
During his travel across Lake Nirthran. A’streth became enamored of the pirate fighting style they named Swashbuckling. He stayed on the crew the ship and better learn the techniques before ultimately reaching Telderist. After all, if his initial strike did not slay, what better way to kill ones opponent than by ensuring that their counter-strike never struck you?
A'streth immediately made an impact upon arrival slaying a few slaves who offended him at a local Tavern. The Crimelord who owned the Tavern recognized the skills of the Serpentfolk and hired him on as muscle, well blade.
Soon enough, a better opportunity came along and A'streth killed his former employer for a handsome sum giving ownership of the Tavern to a drow of much greater power, an agent of the Nightrunners.
The Nightrunners gave A'streth further training and more importantly, steady work on their own payroll. A'streth began to wonder if his original purpose here would ever be served but has continued to do as he was bade, enmesh, immerse and become even more deadly.
Then he met Kassii the Bloodscaled and the Witch began to alter his destiny. She revealed to him the power within his own blood and aided him in releasing that power which once more opened pathways into martial study that A’streth had heretofore left unexplored. Becoming part of her coven so very much reminded him of the destiny that Ydersius had Called him to. When not slaying someone on behalf of the Nightrunners, he is doing so for the Bloodscaled.
A’Streth on an assassination job for the Bloodscaled ran afoul of a Paladin of Iomedae who instead of slaying him, converted him(initial Mythic Awakening) to her cause and utilized him to aid her in her further endeavors (as a Cohort). She answered the call of the Crusade and was cut down on the front lines. With her death A’Streth “felt” her soul inhabit his, and he has agreed to continue the fight against the Worldwound with new allies.
The statistics I used from a DOC that was created by the Faceless GM, let me know if you DO NOT approve.
Serpentfolk
Base Racial Traits
Ability Scores: Serpentfolk are far more dexterous than most races and their minds are inhumanly sharp, but they lack true physical prowess. They gain +2 Dexterity, +2 Intelligence but suffer -2 Strength.
Type: Serpentfolk are monstrous humanoids.
Size: Serpentfolk are medium creatures.
Base Speed: Serpentfolk have a base speed of 30 feet.
Languages: Serpentfolk begin play speaking Aklo and Undercommon. Serpentfolk with high Intelligence scores can choose from the following: Aboleth, Abyssal, Common, Draconic, Dwarven, Elven, and Infernal.
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Defense Racial Traits
Resilient: Serpentfolk gain a +2 racial bonus on saving throws vs. mind-effecting effects and poison.
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Feat and Skill Racial Traits
Skilled: Serpentfolk have very limber bodies, and their minds are adept at understanding arcane knowledge. They gain a +2 racial bonus on Escape Artist and Use Magic Device checks.
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Magical Racial Traits
Spell-like Abilities: Serpentfolk can cast the following spell-like abilities: 1/day - disguise self, suggestion (DC = 12 + Intelligence modifier), ventriloquism with a caster level equal to their character level.
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Offense Racial Traits
Natural Weapons: Serpentfolk have a bite attack that deals 1d4 damage. This is a primary natural weapon.
Poison: Serpentfolk possess a natural venom in their fangs. Whenever a creature is struck with their bite attack, they suffer the effects of this venom; Venom: Injury (Bite), Save: Fort (DC = 10 + 1/2 Serpentfolk HD + Con modifier), Frequency: 1/round for 6 rounds, Effect: 1d2 Str damage, Cure: 1 save.
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Sense Racial Traits
Darkvision: Serpentfolk can see perfectly in the dark up to 60 feet.

Hope, Chosen of Desna |

Doomed Hero wrote:she's Desna's first (and only) Paladin.I thought only LG, NG, and LN deities had paladins? (They’re the only ones who have Paladin codes of conduct listed)
You are completely correct.
Beyond Morality circumvents all alignment limitations and restrictions. Desna needed a paladin, so she got one.
Hope is a Paladin without a code. Her goddess gave her a job and isn't going to sweat the details. :)

Eirik Dragonheart |

Amaranthine Witch here, in the end I didn't go with shifter at all.
I have to finalize the background and post it but this is my submission. He brings arcane and divine spellcasting as well as melee combat via shapechanging. Feel free to poke the crunch although I think I didn't go with anything too obscure.

Maka Zaci |

@Hope- that’s a neat idea but don’t you have to be tier 3 to take beyond morality?
@Maka- do you mean faithful wanderer? I tried looking up hidden wanderer and couldn’t find anything. Sounds like an interesting concept though.
Yes, Faithful Wanderer is the one. The archetype is also very fitting for Apsu. Wandering around to give help where it's needed is even one of his Paladin oaths. Apsu has interesting oaths and all of them already applied to Maka, so it serves as another way to tie Maka to her god. I'd link them but looks like the Archives are currently down. Apsu also specifically doesn't have Oracles because he doesn't want to curse a mortal just to give them power. Kind of toying with the idea that Maka is a bit of a take on that. Given draconic abilities and placed in a living situation that allowed her to properly harness her abilities. Hence the lack of burn and gestalt. She is then called in to action when she is ready.
*Edit*
I really like the synergy of Auric's build. Aura's and Performance is a hell of a buff combo. That is a useful and handsome swiss army knife for a party to have.

Auric Lightmane |

Thanks! He came together pretty well. He can be reasonably effective in combat himself but his version of a nova is to crank the whole party up.
Round 1- swift: smite; move: inspire courage (+2 hit/damage, +2 all saves); standard: angelic bond (+3 AC and saves); automatic: flagbearer (+1 hit/damage)
Round 2- swift: clarion call (+5 hit, +7 damage); move into melee (or cast buff)
Those are all stacking buffs, so he’d be granting the party +8 to hit, +10 damage, +3 AC, and +5 to all saves. Obviously he can’t do that all the time but if he can pull it all together at the right time it should be pretty nice for everyone!

Maka Zaci |

Thanks! He came together pretty well. He can be reasonably effective in combat himself but his version a nova is to crank the whole party up.
** spoiler omitted **
Hahaha, to go even further beyond!

Enae the Spy |

Here is her final background. I made it more morose and less sinister on her end:
I've finally been transferred to a new group of people within the Worldwound. While I love meeting new people there are certain aspects I dread. It's always the same questions. Are you really on our side? Why do you like lying? Did you really think an abyssal animal was cute? Ok.. That last one was less being a spy and more my own eccentricities. I found it cute and I'm not going back down from my assertion. I get why they do it as others have fallen for lesser reasons. And the stuff I've said while spying is completely vile. Slitting the throats of every crusader. Bathing in their blood. It requires a remarkable amount of composure to refer to friends and allies even while lying. It finally came to a head recently. The destruction of the wards resulted in a large amount of residual divine energy in the area. At least that's what I've been told. Im not really that smart. And while I was infiltrating the Cult of Baphomet I found out they were about ready to test an artifact to harness that energy. Normally, I'd call for help but given the circumstances I made a calculated risk. If it was a trap I'd probably be dead but if not thousands could die so I took the artifact. At first I took solace that it probably was a trap as my body burned with pain so badly that I collapsed in the middle of the Worldwound. Eventually I got better but by the time I felt able to move normally the cult found me. I was able to dispatch them with ease. Whatever that artifact was supposed to do did it to me. The problem is I don't know what it did to me nor anyone else in the crusade for that matter. And that started the latest batch of rumors. That it was all just a hoax. That the artifact corrupted my soul. I should just be killed immediately and be done with. I fought a rough battle over some of my superiors wanting me locked up until this whole war was over. Eventually we found a compromise. I was going to end up working with a group of people with similar abilities to my own. So in case I betray them they can cut me down. Am I happy about this? Sort of. Im glad I can still contribute but Im not happy that Im entering into this with an air of distrust. Hopefully, Ill be able to change their minds soon.
If you have any questions feel free to ask as she's a weird archetype. Mechanically she's a tank using her magic as more defensive abilities than offensive. I forgot the actual monster that I was thinking of. I know it looks like a mucus covered frog but beyond that....
EDIT:
Oooo god.... I finally read more of the mythic rules and she's missing a mythic feat and ability score increase. Just assume I increase charisma by 2 and take mythic Skill Focus Bluff.

Enae the Spy |

Roster should be up to date again.
Just to let you know Enae is a Splintersoul vigilante if that is important.

Storyteller Shadow |

Storyteller Shadow wrote:With a story like that, Serpentfolk is ok. Weird as hell, but this is the AP with A Certain Succubus.OK, here is the rebuilt A'streth no longer evil.
** spoiler omitted **...
Weird as hell is what I do! :-)
I was considering Cleric or Paladin of Iomedae to really flavor the hell out of the "conversion" but alas I could not get the point buy mix right. Fighter makes the rest of the build better anyway as the BAB and the HP are sorely needed.

![]() |

.... I'm a dragon boi that punches hard and is good at not being punched..and eventually will be able to go full dragon mode (or full DBZ mode with dimensional savant eventually). lol. oh, also have some spell utility? XD
but with buffs, at level 8 he will have ~36-39 AC and punch pretty hard :3
possibly will go down dazzling display route so I can instill the fear of GOD into demons.
also, that jolly young man, likely should have a full casting class, I just feel it would help his job.

Samnell |

.... I'm a dragon boi that punches hard and is good at not being punched..and eventually will be able to go full dragon mode (or full DBZ mode with dimensional savant eventually). lol. oh, also have some spell utility? XD
but with buffs, at level 8 he will have ~36-39 AC and punch pretty hard :3
possibly will go down dazzling display route so I can instill the fear of GOD into demons.also, that jolly young man, likely should have a full casting class, I just feel it would help his job.
He has spell focus (enchantment). You gotta to wrangle those elves.

Auric Lightmane |

Lol- I love that this got some traction! I was imagining a pre-elves&workshop version who was a kind and generous protector of the people (not quite rooted in the historical St Nicholas, but sort of connected to the stories that lead to the modern idea of Santa, or some of the completely fictitious origin stories). I like where your heads are at though. What about a hunter/empyreal sorcerer? Lots of casting (all Wis based), all good saves, good number of skills... he probably doesn’t really need full BAB... although, there is a famous—possibly true—legend that the real St Nicholas punched the heretic Arius in the face at the council of Nicea... is there an archetype for brawler or Umonk that gets an animal companion?
Edit: ranger/sylvan sorcerer?

Auric Lightmane |

Nooooo, lol. I tried to add this to my previous post but the edit window closed before I hit submit. Wild child brawler gets a companion, so you could combine that with something... maybe a cardinal cleric? St Nick was actually a cardinal, plus the extra skill points... you’d get a lot less illusion/enchantment spells, but wind walk and heroes feast seem like good fits...

hustonj |
Saint Nicholas. Kris Kringle. At least one actual Claus (Klaus?) somewhere along the way.
Multiple men did the gift giving thing on which the more popular aspects of Santa are based. People wore carved, wooden shoes which they left outside the door, because the outside were covered in sewage (Remember all the movies that show people emptying chamber pots out their windows?) - Actually, nobility had wooden platforms that looked kind of like the wooden shoes worn in Japan, in order to keep their fancy shoes out of the muck. Details nobody wants to remember about the timeframe. The earliest giver left gifts inside the children's wooden shoes. Not sure how that translated to stockings drying out by the fire, but, hey.
At least one actually did do the thing of giving poor behaving kids coal. Of course, coal was a positive, useful thing at the time. It was frequently used to heat the homes, because a coal fire was smaller, hotter, and lasted longer than a wood one. So, giving them coal was akin to giving our kids underwear: they need it, whether they want it or not.
Edit: I'm a fat, older white dude named Jeff with a grey beard that reaches down to about my xiphoid. I HAVE to know something about Santa. Or, as Doctor Who knows him, Jeff. I loved that particular Christmas special, for an obvious reason.

Silas Kaine |

I'd like to submit Silas for consideration.
He is a Wizard5/Riftwarden2||Staff Magus7 on the Archmage path.
He was traveling when Kenabres fell and rushed to the ruins of the city to stronghold of the Riftwardens. After battling some of the remnants of the Demonic army, he has caught up the army at the battle of Drezen.

Samnell |

I'd like to submit Silas for consideration.
He is a Wizard5/Riftwarden2||Staff Magus7 on the Archmage path.
He was traveling when Kenabres fell and rushed to the ruins of the city to stronghold of the Riftwardens. After battling some of the remnants of the Demonic army, he has caught up the army at the battle of Drezen.
Silas is on the list.

Blink Vala |

But is it the nice list or the naughty list?
I did once have my party find a fat guy in red unconcious in a cell. Or maybe it was dead? I am quite mean. And speaking of mean, my party looted the sack he was carrying. It seemed to be a modified sack of holding with an unlimited number of random wooden toys...

Maka Zaci |

But is it the nice list or the naughty list?
I did once have my party find a fat guy in red unconcious in a cell. Or maybe it was dead? I am quite mean. And speaking of mean, my party looted the sack he was carrying. It seemed to be a modified sack of holding with an unlimited number of random wooden toys...
Did the party put it together?

Auric Lightmane |

@Samnell- I just wanted to clarify one thing about my background real quick: I mentioned having been trained as a field officer but I just meant that to describe abilities like inspire courage and flagbearer. The idea was that some of the bonuses he’s granting were from calling out tactics and combat advice. I certainly am not planning on showing up and trying to boss the party around like a superior officer (unless that’s something the party really wants to play around with).