PF1 Recruitment for Shadows of Gallowspire - High level action!


Recruitment

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Zurged: Am I reading the 13 AC correctly? For a cavalier?
Rorek: You can go ahead with the concept but as a half-elf.


Oh it's so much worse than that too! I figured I'd just lean hard into the DR aspects, and hope to snowball out of control with glorious challenge. I get it if that's a bit too sub-optimal for consideration though.


If you'd prefer, I can whip up something more traditional? I'll be the first to admit I have no idea on if build will work out well or not


Sorry I’ve been so quiet- the (American) holiday this week had me ridiculously busy. I was still planning on submitting my virtuous bravo paladin of Iomedae (even though we have a second Dex based paladin now), but I also have an idea for a ranger if there’s a need for scout/skills character?

Oh... actually... nobody’s pitched a bard yet, have they? I also have an idea for a buffer/force multiplier that’s part paladin, that I could make if that’s needed? They would be an oath of the people’s council paladin 2/cavalier 4/battle herald 6. I’ve never actually played a battle herald, so I’m not positive how effective that would actually be, but I’d be interested in trying it out if that’s a role that still needs filling?

Silver Crusade

after internal debate, I'm going to make a fire kineticist, largely because of three reasons
1. Haven't had a chance to play a fire kineticist, or even play a kineticist past 6.
2. I was struck with an inspiration,
3. The more I thought about it, the more I wanted to keep the original race of the character I PMed you.

That said, would you be open to discussing the possibility of having completed the fire element requirement to get -

Purging Flame

Source PCS:OR

Element fire; Type utility (Sp); Level 6; Burn 1 (see text)

You can purge yourself or another with flame, removing all impurities. This functions as break enchantment on a single target. The target must be willing and takes 2 points of fire damage per character level as well as 1 point of burn (you do not need to accept burn unless you are the target). You can use this ability even when affected by an effect that denies you actions, so long as this effect is one that break enchantment could remove. If you burn rare incense or igneous rocks worth 100 gp or 1,000 gp as part of using purging flame, your target also benefits from restoration, as if the spell were cast using diamonds of equal value as a material component.


Zurged Rush: Ahhhh, I get the concept now. I do not have an issue with it.
Giant Halfling: Both concepts work. I must admit the battle herald is intriguing - never seen one in action.
Rorek: Yes, that talent is available.


Sometimes the stars align.

Years ago one of the best PbP games I was in was a Carrion Crown game. Utterly fantastic GM, and a set of players who were together from level 1 to level 9, and many truly great role-playing moments. Unfortunately the GM had to stop playing on the boards, but to this day I still reference that campaign as one of my favorites and it had some of my best role-playing.

I would love a chance to continue with the same character, Zed Ulmin, self-loathing Dhampir Inquisitor (Kinslayer) of Pharasma. All of his backstory and personality is there, and you can even peruse his posts to see how his role-playing would be. Let me know if you would like to see his crunch adjusted to your character creation rules before making a decision.


@Shadowfox- one of the battle herald class features is a bonus to leadership... is that feat available for this game or no? If it is (and I get selected), would I be able to make a profile for the cohort and use both for RP, or would you control the cohort? (If I did go that route, I’d probably use a lower level version of the virtuous bravo paladin as the cohort; and possibly make them either siblings or somehow romantically entangled?)


CampinCarl: May I see Zed's crunch updated to 12th level? Thanks.
Giant Halfling: The Leadership feat is available. The cohort, however, would not adventure with you on this AP.


Okay, thanks for the quick response. Follow-up question: we can still bring mounts/animal companions with us though, right?


Yes, although you will eventually be traveling to an undead HQ (that is the plot) so normal mounts will be unnerved and bolt by the ambience. ACs are fine.


I meant mounts like from the cavalier class (which function as animal companions). I'm working on putting the battle herald together right now. I think that in a melee heavy party they'd be a helpful addition, but if it ended up being them and one other (main) melee character the party buffs may not make up for the individual power the build sacrifices.

I know it opens up a can of worms for you, but with a relatively small number of applicants, would you be open to me submitting two different potential characters (if I can even muster the time for that)? One would be the battle herald and the other one probably the ranger (but maybe the virtuous bravo). Obviously I wouldn't dream of taking up two spots in the party, but then you'd have more options for putting together a party you like?


Dot. This seems like a really good opportunity for a Medium or a Spiritualist. I'll be back later with more character details, but I'm thinking a native Ustalav professional spirit-hunter.


Shadow_Fox wrote:
CampinCarl: May I see Zed's crunch updated to 12th level? Thanks.

Will do, I should have time tomorrow to get him updated.

How do you feel about variant heritages?

Silver Crusade

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okay, rough background-

rough background:

Alianna is the daughter of an varisian family of performers. She grew up in a life that taught joy was one of the most important things in life. That, in order to truly live, one must be passionate. She was taught to enjoy the small things. Gatherings of friends around a fire, drink and food shared with loved ones, sights both wondrous and mysterious. All life had wonder in it, it was up to those alive to bring it out.

She was taught how to sing, dance, and perform, she even learned how to read tarot cards from her grandmother. And when her powers manifested the family celebrated the gift. Some claimed it was a gift from a goddess such as Sarenrea, others that it was merely a coincidence, and other, more humorous accusations were thrown out regarding the families ancestors and penchant for "hot" action. Whatever the case, it was seen as something good. Eventually, as Aliana grew to better control her power she began incorporating it into her dances and performances. Creating sparks at precise places during her spinning dance, controlling flame and weaving it around her as she flowed. Soon, the flame dancer has a renown of no small report in Varisia. She even started using it, to her grand mothers dismay, as part of tarot reading. Whenever she would draw a ominous and dark card, she would spin a small tale of inspiration before burning the card away. Signifying that nothing is set in stone, even the strands of fate are but smoke in the wind.

Eventually, her family would leave Varisia to travel to other regions, largely at Aliannas' requests. They traveled down through Cheliax to Andoran, and into Taldor, where they met keleshite dancers, up through Kyonin and lastwall, finally arriving in Ustalav. Out of all the places they had been, this was the one they found the hardest. The people superstitious, nigh xenophobic in smaller towns would have nothing to do with their fortune telling, and shied away from Alianna's dances. The larger cities of course, were more welcoming. However, the peoples reactions from the smaller and more rural parts caused Alianna worry...Even in the larger cities where she had been welcomed there had been this air of... hopelessness. The people almost felt joyless. Hopeless even. She resolved to double her efforts.
She resolved to do everything she could to rekindle the light of joy and hope in those she met that needed it.

This, along with her rather forceful nature lead to several incidents. She didn't, couldn't, understand the perspective of most ustlavians. The stoic cynicism and harsh outlook. Even those she met of varisian descent seemed... dulled, by the land and its history. Several times she was yelled at for being a "naive nuisance" or for "butting her head in where it wasn't wanted". After nigh a year of traveling alone in Ustalav, with little and few between success, she was beginning to falter. Yet her greatest achievement, and indeed her greatest revelation would soon come. In a small road-side town near the sudderwood, she had just got to her room after another unsuccessful night when she heard shouts. Cries for help. She leapt from her bed and ran to investigate. Outside she saw what she had not seen before. Shambling corpses of undead stalked from the forest edge. Militia men shouted as they grabbed up weapons. Yet, they seemed so few to the number of undead descending on the town. Alianna's feet moved before she could think, she lept from the window, blasting flames from her hands and feet as she did so. She had been practicing it for her dances, where she would send herself flying through the air with strong, abrupt bursts of flame. She floated to the ground before breaking out into a run.

Maybe I can do something. Anything!

She had only fought with her powers twice. And one of those had been more intimidation than anything else.

She shot a blast of flame that incinerated a zombie. Then another. But as she had observed, their numbers were so great that removing one was akin to taking a bucket from a lake. She suddenly had an idea. She had always thought of her fire as originating from her body, but perhaps that wasn't the case. She focused on a spot with several undead shambling forward and closed her eyes. come ooooonnnnnn, please work!

Moments later a column of flame erupted from the ground, burning away several of the undead at once. She did it again, then again. Slowly, her skin started heating up and glowing, fire began to swirl around her and her normal green eyes changed to a luminescent fiery red in a similar fashion as elves eyes looked. Once more she tried to focus and call another column of flame but could not and fell to a knee panting heavily. She looked up, she had wreaked havoc on the land and undead around her, but more seemed to be pressing in. An endless tide, and she felt spent. She watched as militiamen battled with the undead. They were strong, each one more than a match for one or two at a time, but killing the undead was a slow process for them. She glanced back towards the inn and saw a mother and child pressed up near the wall, two militiamen fighting back several skeletons.

Alianna had never been incredibly religious, but she found herself praying to the goddess many believed gifted her her power, Sarenrea. Asking for strength and help. And, for the first time, she felt a warming sensation in her chest she had never felt before. It seemed to take some of heat away, or at least, make it more tolerable. She suddenly remembered one of the many nicknames she had been given. The Flame of Hope. She chuckled to herself, both at how she had "earned it", and that she was remembering it now of all times. There was a gentle reassurance in her mind.

She shook her head as she muttered to herself. A mighty lofty title... but... if I can be that light of hope for others. she continues as she forces herself to stand up despite the searing heat.

Then I will burn so bright that even the abyss would not conceal me.

She sprinted towards the militiamen protecting the mother and child who were beginning to be overwhelmed. In a dance of flame half the undead they were combating lay burning to ash. Soon the remaining joined them. Alianna was a whirlwind of flame. She danced across the battlefield wielding a whip of pure flame, she was a beacon of hope to the nearly overwhelmed militia, and despite falling unconscious at the end managed to rally them to a victory.

After that, She awoke in the burnt field where she had fallen, as he skin had burned anyone who tried to move her. She was hailed a hero, and many apologized for having yelled at her the previous night. She also learned that she had been wrong, in a way, about the people of ustalav. While joy was largely absent, hope was more prevalent here than almost anywhere else. It was a jealously guarded hope, a small ember burning among damp kindling. It just needed to be nurtured and it would blaze brighter than ever. Alianna doubted that she alone could do that, but if she could play even a part in it, she would. After all, she was the flame-dancer, the spark of joy, the flame of hope. And she would do her damn best to live up to those titles.

Image for Alianna

Crunch for Alianna Its not entirely done, but most of it is done. Note, the temp ability scores are for when she has 5 or more burn. (which she will start her day with regularly)


only a week or so to wait ;) Now comes all the speculation :D


We don’t have to just wait...

I’m still working on my battle herald (turns out there’s lots of moving parts with 3 different classes and trying to avoid overlapping bonuses) but I believe the setup is that we’re supposed to be an established party, right? That means that for at least the last couple levels we’ve already been adventuring together (and maybe much longer)- we could start sketching out ideas for what we’ve done together and what kind of relationships we might have with each other?

@Shadowfox- is the idea that our adventuring party has completed most/all of the AP up to this point and we’re just continuing, or did we hear about trouble and come to help when some other party vanished or quit? If the former, is there somewhere we can find a summary of what we’ve done so far without any spoilers of what’s to come (for those of us who have never played the AP before)?


Giant Halfling: I prefer one concept.
CampinCarl: Variant Heritages are fine.
Rorek: Thanks.
Eren: One week left.


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This is an intriguing concept to try for. Would you be interested in...

Hoss'r Stonekind, Human(Osirian)Ranger(Infiltrator)/Living Monolith?

Probably go with LN for alignment.

I've being trying to build something like this for a Mummy's Mask game a few years now on PBP recruitment, but I usually try with an Oread.

Quick Basic History:
Born and raised a worshiper of Anubis by his father who is a General in the Osirian army protecting the capital, Hoss'r grew disillusioned with normal army life and set out to help explore the Half-Dead city of Wati. Meeting with some success there, he found a scroll depicting an ancient process that would allow him to become a protector of life made of living stone. He sought out and successfully convinced a sphinx to help him transform himself. Not long after his transformation, he was sought out by powerful people in Ustalav that belonged to a cult that fought undead rising in their homeland and wanted to gain his unique aid. They called themselves the 'Esoteric Order of the Palatine Eye.' They offered him a chance at the extreme adventure he craved, and rampaging undead he could crush to honor his god. How could he refuse?


@Shadow_fox- I think my last post might have ninja'd you. I'm trying to think about my background as I piece together the mechanics for my battle herald, and I was wondering if the idea was that our adventuring party has completed most/all of the AP up to this point and we’re just continuing, or did we hear about trouble and come to help when some other party vanished or quit? If the former, is there somewhere we can find a summary of what we’ve done so far without any spoilers of what’s to come (for those of us who have never played the AP before)?


Giant Halfling wrote:
@Shadow_fox- I think my last post might have ninja'd you. I'm trying to think about my background as I piece together the mechanics for my battle herald, and I was wondering if the idea was that our adventuring party has completed most/all of the AP up to this point and we’re just continuing, or did we hear about trouble and come to help when some other party vanished or quit? If the former, is there somewhere we can find a summary of what we’ve done so far without any spoilers of what’s to come (for those of us who have never played the AP before)?

The latter option- prior group has disappeared.


He'sDeadJim wrote:

This is an intriguing concept to try for. Would you be interested in...

Hoss'r Stonekind, Human(Osirian)Ranger(Infiltrator)/Living Monolith?

Probably go with LN for alignment.

I've being trying to build something like this for a Mummy's Mask game a few years now on PBP recruitment, but I usually try with an Oread.

** spoiler omitted **

Yes, sure.


I hinted in my background that I had handled some of the APs conflicts with a former team.
When this team disbanded I joined a group of heroes.


Ok, this is a partial submission, but I thought I should at least get the spine up.

Presenting Ardan Kiel, Priest of Pulura

Quick Background:
Ardan Kiel is an Aasimar priest of Pulura. A grandson of Lady Eliandra of Pulura’s Falls, he has been part of the faith of Pulura since he was born. He was raised in Ustalav; his parents fled Sarkoris with the opening of the Worldwound and ended up in Ustalav.

His parents raised him in the faith, and he has been active as a Puluran for the better part of two and half decades. This has entailed actively fighting undead in the northern reaches of Ustulav; he is renowned for slaying a Travilos Grammairen ( a vampire lord).

Raised in Ustalav, he is terrified by the possibility of a resurgent Whispering Tyrant. When the call went out for heroes to stop this plot, he was quick to volunteer.

Appearance:
:
The first thing that stands out is the white hand shape in the hair of his beard– a wight grabbed his face many years back, and all the hair it touched has since grown white, rather than his natural dark brown…
46 years old. 6‘1”, 193 lbs. Brown hair, full beard and mustache (kept short and neat), the beginnings of a bald spot. Hazel Eyes. Several scars.

Mechanical:

Ardan Kiel
CG Male Aasimar (Garuda Blooded)
Cleric (Herald Caller) 8 Stargazer of Pulura 4,

Init +4 = +4 (dex)
Speed 30 ft
Darkvision 60 ft

Defense
AC : 21 = 10 + 2 (Shield) +1 Enhancement (Shield) +4 Dex +4 Armor +1 Enhancement (armor)

HP 95 = 8 (d8 maxed at first) + 7d8=> 35 + 4d6 => 16 + 3 x 12 (con)
Fort +17 = +6 Cleric +1 Stargazer+3 Con +2 Luck +4 Resistance+1 Competence
Ref +16 = +2 Cleric +2 Stargazer +4 Dex +2 Luck +1 trait+4 Resistance+1 Competence
Will +22 = +6 Cleric +2 Stargazer + 7 Wisdom +2 Luck+4 Resistance+1 Competence
CMD *** = 10+9 Bab+***

Offense
Melee: ***
Ranged: ***
BAB : +9/+4
CMB : +*** = +9 Bab + *** Str
Stats (20 pts)
Str = 10 (0 pts)
Dex 18 = 14 (5 pts) +2 racial + 2 enhancement
Con 16 = 14 (5 pts) + 2 enhancement
Int 10 = 10 (0 pts)
Wis 25 = 16 (10 pts)+2 Racial+3(lvl 4,8,12)+4 enhancement
Cha 10 = 10 (0 pt)
Feats : Healer’s Hands (1st), Sacred Summons (3ed) Augment Summoning (Herald Caller 4), Signature Skill (Heal) (5th), Summon Good Monster (7th), Superior Summoning (Herald Caller 8), *** (9th), *** (11th)

Traits : Fates Favored (Faith), Deft Dodger (Combat)
Skills (4*12+0(int) /lvl)+8 FCB (skill roll NOT INCLUDING ACP)
Survival (+13, 3 ranks +3 trained + 7 Wis)
K Planes ( +15, 12 ranks+3 trained+ 0 Int)
Perception (+25, 12 ranks +3 trained +7 wis + 5 eyes of the eagle)
Acrobatics ( +12,3 ranks+3 trained +4 Dex+2 racial)
Spellcraft ( +15, 12 ranks+3 trained + 0 int)
Heal (+22, 12 ranks +3 trained + 7 Wis)
Fly (+6, 2 ranks +4 Dex)

Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
K Geography ( +8, 5 Ranks +3 Trained +0 Int)
Linguistics (+9,9 ranks+0 int)
K History ( +8, 5 Ranks +3 Trained +0 Int)
K Nobility ( +8, 5 Ranks +3 Trained +0 Int)
Languages : Common, Celestial, Draconic, Aquan, Terran, Auran, Ignan, Aklo, Undercommon, Necril, Sylvan

racial abilities:

+2 Wisdom, +2 Dexterity: Aasimars (Garuda Blooded)
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars (Garuda blooded) have a +2 racial bonus on Fly and Acrobatics checks.
Spell-Like Ability: Aasimars(Garuda blooded) can use See Invisibility once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Class abilities:

Aura (Ex): has an aura of chaos &, good(see the detect evil spell for details).
Channel Energy (Su): 3 times per day, Positive Energy (6d6) in a 30 ft radius, Will save DC 16
Domain : Good
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Evil, and Lawful Spells: Can't cast spells with either of the Evil or Lawful descriptors.
Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment (good, chaos). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template.
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Mighty Heralds: At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat.
Guiding Light (Su): The stargazer gains a familiar, treating his stargazer level as his wizard level.
Mystery Magic (Ex): Heaven’s Leap
At 3rd level, the stargazer gains the Stars subdomain in addition to any domains he already has. His stargazer levels count as (and stack with) cleric levels when determining which domain abilities he gains and their effects. If he isn’t a cleric, the subdomain’s spells are added to his class spell list (if necessary) and to his spells known, spellbook, familiar, or similar source. Spells added this way may be cast only once per day, unless using the stars are right ability. He can use the stars are right ability regardless of his spellcasting class.
Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.
The Stars Are Right (Su): If you prepare your cleric spells while the stars are visible to you, you may spontaneously cast any of your Stars subdomain domain spells by swapping out a spell of an equal spell level. Any Stars subdomain spells that you cast while the stars are visible to you heal you of damage equal to the spell’s level as you cast the spell.
Sidereal Arcana, The Pack: The stargazer becomes attuned to the beasts that follow the Caravan. He gains a +2 bonus on Handle Animal checks. In addition, whenever he casts a summoning spell that conjures multiple creatures of the animal type, he summons an additional animal of that type.
Sidereal Arcana, The Mother: The stargazer channels the nurturing heart of the Caravan. Whenever the stargazer casts a cure spell, casts breath of life, or uses the healing hex, he adds twice his class level to the hit points restored. If the stargazer is a cleric with channel positive energy, his stargazer levels stack with his cleric levels to determine its effects.

Equipment: 108000, max 40000 gp:

Magic Items
Snapleaf 750 gp
Feather Token – Tree 400 gp
Potion of Touch of the Sea (potion sponge) 52 gp
Wand of CLW (50 charges)
Handy Haversack 2000 gp
Cloak of Resistance + 4 (16000 gp)
Belt of Physical Might (+2 Dex, Con) 10,000 gp
Lucky Horseshoe (6800 gp)
Eyes of the eagle (2500 gp)
+1 Darkwood Heavy Wooden Shield 1257 gp
Pale Green Prism Cracked Ioun stones (Saves), 4000 gp
+1 Darkleaf Cloth Leather Lamellar Armor 1810 gp
Headband of Inspired Wisdom +4 (16000)
Weapons , Do it all knife (Cold Iron Sawback Kunai ) (9 gp)
Gear (32 gp): Explorer’s outfit, tent (small) 10 gp, bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp),), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp
+45600 gp to spend

Spells:
L0 (DC 17, *)
L1 (DC 18, 4+1 domain+2 wis)
L2 (DC 19, 4+1 domain+2 wis)
L3 (DC 20, 4+1 domain+2 wis)
L4 (DC 21, 3+1 domain+1 wis)
L5 (DC 22, 3+1 domain+1 wis)
L6 (DC 23, 2+1 domain+1 wis)

Obviously, there's about 45000 gp worth of kit to add, a couple of feats to specify, and he could use more attention to his background. Ardan offers both significant battlefield presence from summoning, and he offers tremendous healing capabilities.


Alright I have Zed Ulmin updated with the character creation rules and powered up to level 12. Will likely tweak some things in the final build based on party composition, but he will remain largely the same: A Pharasman Inquisitor who is the bane of all things undead, using a litany of buffing and utility spells to make himself a powerful melee force.

Let me know if you have any questions or concerns, or would otherwise like to see anything else from my submission!


Giant Halfling wrote:

We don’t have to just wait...

I was referring to that Eren was already done. so now just waiting...


@Eren- I understood that, I was just trying to point out (apparently unsuccessfully) that as people finished their individual characters they could start to talk to each other about how their characters might know each other and maybe even start to lay some ground work for where/when/why the adventuring group came together. If people prefer to wait until after recruitment to work that out, that’s fine too, I just thought it could be a productive alternative to anxious waiting?

Silver Crusade

Well, I'm sure some of you would have at least heard about Alianna, shes likely to be minorly famous due to her shows, And rumours of her being a nosy, naive, girl that minds others business too much are bound to be circulating ustalav at this point.


I've decided to work on a character. I'm working on it now.

My basic concept is a gnome spiritualist (soul warden) who worships Ashava. The aesthetic of Ashava is "good will-o-wisp". Sort of the light in the darkness thing, and the soul warden is a spiritualist who has helped their possessing phantom pass on.

I'm thinking that my character is a traveling spirit guide by profession, like a famous exorcist. Perhaps like a Witcher. My next task is to find a repeatable action in combat that's useful but is, perhaps, not an attack. I'm wanting my character to be a gnome, and I'm not expecting to see very strong combat damage capability.


Gianthalfling-

Eren has a built on mechanic in his back story that this (going after the whispering way and stopping the whispering tyrants return) is his purpose. How he met the others would be 'they were brought together'

Though I am all for looking over others characters and critiquing builds lol or friendly banter.


I have received great builds. I am moving up the deadline for submissions to this FRIDAY AT 6:00 PM EST.


OK, I'm done. I'd love to hear from the other players and the GM what y'all think.

In combat, Nivia employs Antagonize, ectoplasmic tanglefoot bags, and her familiar's haunting melody, which can replicate any phantom's aura. Outside of combat her best skills are Stealth, Diplomacy, and Sense Motive. Her traits are Slippery and Affable. She excels when able to solve encounters with undead non-violently.

Concept: Nivia is a professional soul guide. She travels the land, accepting contracts to bring undead to rest. She serves all, regardless of their need, happily de-haunting an attic just as readily as she delves into a crypt to cleanse it. Not a particularly strong warrior, Nivia relies on others to defeat powerful foes. Her true strength lies in her knowledge and manipulation of the undead, and in her spiritual magic.

Her familiar, Imset, is a psychopomp sage. A scribe that takes the form of a whippoorwill, Imset travels with Nivia and assists her as a counselor, an ambassador, and a compatriot in battle. Imset utilizes his haunting melody and ability to deliver Nivia’s spells in battle against undead.

Appearance: Nivia is a gnome who, contrary to expectations for her people, dresses sensibly. Her red hair is often tied up in a bun behind her to get it out of her face, and she seems prepared for travel. She wears a magical backpack that carries a number of items useful for her career. Atop her head are a pair of goggles and a headband. She wears a concealing cloak, a pair of winged boots, and a pendant with a brilliant ruby. A crescent moon tattoo adorns the back of her left hand, and another tattoo of a dancing woman covers the same upper arm.

Her familiar Imset is a black bird wearing a plague mask. Imset can be seen flying above Nivia in the shape of a whippoorwill or sitting on her shoulder or atop her head in its true form.

Background: Nivia’s childhood was spent with her parents, both priests of Ashava, the empyreal lord of lonely spirits. While her infancy was spent in a city, as soon as she was old enough to travel her parents took her with them on their journeys. They would walk about the Inner Sea Region, collecting stories and solving problems for those people who needed help bridging the gap with the spirit world.

Nivia connected to the spirit world when she was still young, due to her close exposure with it. She began to hear the whispers of the dead, and she became sensitive to places where spirits were plentiful. This sensitivity drove her away from her heritage from a time. She left her parents and tried to join the world of the living. She traveled to Varisia, to live in Magnimar. With no skills applicable in the real world, she got a job as a graveyard attendant during nights and she sang on the streets for spare change during the day.

Nivia’s life was changed when the sea roiled and the ancient city of Xin rose out of the ocean. The resulting tsunami destroyed the neighborhood in which she lived and killed many of her friends and contacts. Despite her best efforts, the tide of the dead voices rose and bonded to her, transforming Nivia into a zeitgeist channeler. Her spirit companion represented Magnimar’s dead, and Nivia found herself unable to get rid of it. Priests at local temples were able to banish it for a time, but it would always find a way to return.

Nivia began to think of a way to help the spirit. She turned to her parents’ teachings. She researched planar mechanics and the fate of lost souls, and determined that she needed to travel to the Boneyard and present the tangled and lost spirits to Pharasma herself. Her journey was long and harrowing, and involved traveling to several distant cities to prepare for the journey. Next she needed to acquire a scroll or item capable of transporting her into the Great Beyond, which she traveled to Nex to acquire. Finally, she needed to travel hundreds of miles through the Boneyard. The journey wore at Nivia’s resolve as the spirits tried to entangle her in their issues as well. Finally, she was able to reach the Boneyard and contact local psychopomps for their aid in passing her spirit along.

Many years have passed since Nivia’s fateful journey. She returned from the Boneyard with a masked avian companion and a strengthened resolve to aid the dead. Since her time spent in Pharasma’s realm, Nivia has done her best to take up the mantle of her parents’ work. She works best when able to calm a spirit with words rather than needing to cleanse it with blade and spell. Nivia also found that her time among the living took away her appetite for solitude. After her return from the Boneyard, she also sought a group of like-minded individuals with whom to travel, vanquish the undead, and help lost spirits.

Stats:
Nivia
Female gnome spiritualist (soul warden) 12
NG Small humanoid (gnome)
Init -1; Senses low-light vision, Perception +4
--------------------
DEFENSE
--------------------

AC 10, touch 10, flat-footed 10 (-1 Dex, +1 size)
hp 99 (12d8+36)
Fort +13, Ref +5, Will +13 (+2 vs. illusions, fear, and despair)
Immune disease Defensive Abilities eternal hope, ectoplasmic form
--------------------
OFFENSE
--------------------
Spd 20ft.
Melee +1 undead-bane dagger +12/+7 (1d4+2/19-20)
Ranged entangling ectoplasm +10 touch (entangle 1d3 rounds)
Special Attacks fell magic, warding vessel, phantom elegy, entangling ectoplasm (6/day)
Spell-like Abilities
Constant - arcane sight
At will - detect undead
3/day - fly (5 minutes)
1/day - bleed, chill touch, detect poison, touch of fatigue
1/day - calm spirit, see invisibility (10 minutes)
Spiritualist Spells Known (CL 12th, concentration +16)
4th (4/day) - speak with haunt, solid fog, shadow jaunt, restoration, enervation
3rd (5/day) - speak with dead, cure serious wounds, force punch, phantom steed, dispel magic
2nd (6/day) - purge spirit, lesser restoration, invisibility, cure moderate wounds, augury
1st (6/day) - protection from evil, obscuring mist, comprehend languages, burst of insight, positive pulse, sanctify corpse
0 (at will) - detect psychic significance, grave words, light, telekinetic projectile, read magic, stabilize
--------------------
STATISTICS
--------------------
Str 12, Dex 8, Con 16, Int 10, Wis 18, Cha 16
BAB +9, CMB +9, CMD 18
Feats Ghost Guide, Antagonize, Skill Focus (stealth), Ghost Whisperer, Eldritch Heritage (ectoplasmic), Improved Eldritch Heritage
Traits Affable, Slippery
Skills Bluff [12] +18 (+20 with undead), Diplomacy [12] +18 (+20 to gather information, +24 with undead seeking rest), Knowledge (history) [12] +15, Knowledge (religion) [12] +15, Perform (sing) [12] +15, Sense Motive [12] +19 (+25 with undead seeking rest), Stealth [12] +25
Languages Necril, Common, Gnome, Sylvan
SQ keen senses, obsessive, weapon familiarity, nosoi scribe, psychopomp’s bond
Worn Gear headband of mental prowess (Wis, Cha) +2, cloak of resistance +3, periapt of health, soulsight goggles, winged boots, tattoo holy symbol of Ashava
Carried Gear handy haversack, mask of a thousand tomes, cold iron spirit planchette, dagger of repose, crypt rod, 10 candles, flasks of holy water (3), potion of lesser restoration, crowbar, folding shovel, sunrods (4), spiritbane spike, 10,428gp

Familiar:
Imset
Nosoi psychopomp sage familiar
N Tiny outsider (extraplanar, psychopomp)
Init +3; Senses darkvision 60ft., spiritsense, low-light vision, Perception +9
--------------------
DEFENSE
--------------------
AC 18 (+3 Dex, +3 natural, +2 size)
hp 49 (3d10+3)
Fort +8, Ref +7, Will +8
DR 2/adamantine SR 17 Immune death effects, disease, poison Resist cold 10, electricity 10 Defensive Abilities improved evasion, ward against death (12 rounds/day)
--------------------
OFFENSE
--------------------
Spd 20ft., fly 50ft. (good)
Melee bite +14 (1d3-1)
Special Attacks haunting melody (24 rounds/day, DC 19), deliver touch spells, speak with master, spirit touch
Spell-like Abilities
At will— invisibility (self only)
3/day— speak with dead (6 questions, CL 12th)
1/day— hide from undead (DC 14), sound burst (DC 15)
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 17, Wis 13, Cha 16
BAB +9, CMB +10, CMD 20
Feats Alertness, Weapon Finesse
Skills Fly [3] +17, Knowledge (arcana) [12] +18, Knowledge (engineering) [1] +7, Knowledge (history) [3] +15, Knowledge (local) [1] +13, Knowledge (planes) [12] +24, Knowledge (nobility) [1] +13, Knowledge (religion) [12] +24, Linguistics [3] +9, Perception [3] +9, Profession (scribe) [3] +7, Sense Motive +3, Stealth [6] +20
Languages Abyssal, Infernal, Celestial, Common, Gnome, Sylvan
SQ share spells, empathic link, change shape (raven or songbird)


Shadow_Fox wrote:
Giant Halfling: I prefer one concept.

That's actually a relief, lol. Putting together this battle herald is proving way more complicated than I anticipated! She's coming together though. I'm almost done with her crunch (which I'll post tomorrow) and I've got a pretty clear idea for as much background as I think I can do without knowing when/where the party formed, but my brain is a little too fried to look up and/or invent all the names and whatnot to write it out.


Alright, here is the crunch for Eudamonia Solanis. I still have to stat up her mount, and I'm planning on spending a little more of her leftover gold, but her mechanics are mostly done.

Racial Abilities:
Aasimar [musetouched]
Outsider [native]
+2 Dex, +2 Cha
Darkvision 60’
Resistance 5 vs acid, cold, and electricity
SLA (1/day)- glitterdust
Skilled- +2 racial bonus to diplomacy and perform

Class Abilities:
Paladin [oath of the people’s council] 2
Detect Evil- at will; as spell or read single target as move action (as if studied 3 rounds)
Stirring Monologue- add 6+ Cha mod rounds/day to inspiring command
Divine Grace- add Cha mod to all saves
Lay Hands- heal 2d6 to self (swift) or touched target (standard); 9 times/day

Cavalier [order of the Star] 4
Challenge- swift; 2/day; +4 damage vs target, +2 morale to saves while threatening target, -2 AC vs other targets.
Mount- as 12th level druid
Tactician- grant teamwork feat to all allies within 30’ for 5 rounds (move action, 1/day)
Calling- offer short prayer as standard action; once within next minute add Cha mod (competence bonus) to one ability check, attack, save, or skill check. Can be used 1/day for each roll. (+1/2 lvl to LoH)
Cavalier’s Charge- +4 to hit and no AC penalty on mounted charge.
Expert Trainer- +1/2 lvl to handle animal with mount; teach tricks faster.

Battle Herald 6
Inspiring Command- works like bardic music; swift action to activate; 34 rounds/day (including stirring monologue). Select one effect when activating.
- inspire courage: +3 competence bonus to hit and damage; +3 morale bonus to saves vs charm and fear (all allies in 60’)
- keep your heads: +2 competence bonus to Will saves and concentration (all allies in 60’)
- shake it off: one ally within 60’ that’s suffering an ongoing effect can reroll to negate with +2 competence bonus (not effective against instantaneous effects, effects with recurring saves, or effects that do not allow an initial save)
- sound the charge: +2 competence bonus to hit and damage, +10’ move on charge (all allies within 60’)
- inspire greatness: one ally within 30’ gains: 2d10 +double Con mod temporary hp; +2 competence bonus to hit; +1 competence bonus to Fort (counts as 2 levels higher)
Voice of Authority- +2 diplomacy & intimidate if share language; allies gain +2 to perception and sense motive to hear and to understand secret messages.
Easy March- allies within 60’ can hustle or forced march 2 hours/day without penalty
Banner- fleet standard: all allies within 60’ gain a +10’ enhancement bonus to speed and get a +1 dodge bonus to AC in any round they move at least 10’.


Code and Edicts:

Code of Conduct
- I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
- I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
- I am the first into battle, and the last to leave it.
- I will not be taken prisoner by my free will. I will not surrender those under my command.
- I will never abandon a companion, though I will honor sacrifice freely given.
- I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
- When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
- I will never refuse a challenge from an equal.
- I will give honor to worthy enemies, and contempt to the rest.
- I will suffer death before dishonor.
- I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.

Edicts- The cavalier must strive to protect the faith and all those who follow its teachings, from priest to common man. He must adhere to the strictures of the faith, promote its cause whenever possible, and serve the agents of the divine.

Obedience- Hold your weapon in front of you and hang a holy symbol of Iomedae from it. Kneel while focusing on the holy symbol, pray for guidance and protection from the Inheritor, and swear to follow her teachings.
- Gain a +4 sacred bonus on Diplomacy and Knowledge (nobility) checks.
- Cast searing light as an SLA 1/day (CL 12)


Traits, Feats, and Skills:

Traits:
birthmark [faith]
beast bond [social]

Feats:
1- flagbearer
3- deific obedience [Iomedae]
Cav1- distracting charge
5- hands of valor
7- horse master
9- celestial servant
11- companion figurine
BH6- lastwall phalanx

Skills:
Diplomacy +30 (12 ranks +3 class +7 Cha +2 race +4 sacred +2 VoA)
Intimidate +22 (10 ranks +3 class +7 Cha +2 VoA)
Knowledge [nobility] +8 (1 rank +3 class +0 Int +4 sacred)
Knowledge [religion] +14 (9 ranks +3 class +0 Int +2 order)
Ride +20 (12 ranks +3 class +4 Dex +1 trait)

Background Skills:
Perform [oratory] +23 (12 ranks +3 class +7 Cha +2 race)
Profession [soldier] +5 (2 ranks +3 class +0 Wis)
Handle Animal +21 (10 ranks +3 class +7 Cha +1 trait)

Languages: Celestial, Common


Equipment:
knight’s outfit (courtier’s outfit, jewelry, tabard), silver holy symbol
+2 undead defiant mithril breastplate, cloak of resistance +2, ring of protection +2
+2 undead bane longspear [Banner of the Ancient Kings], +1 alchemical silver warhammer
+2 belt of physical prowess (Dex/Con), +4 headband of alluring charisma
Figurine of Wondrous Power [golden lions] (16,500)
2010 gold

Combat Stats:

Str 13
Dex 18 (14 +2 race +2 enhancement)
Con 16 (14 +2 enhancement)
Int 10
Wis 10
Cha 24 (15 +2 race +3 level +4 enhancement)

HP 116 (12d6 +36 Con +4 FCB)
AC 24* (10 +8 armor +4 Dex +2 deflection) +2 vs undead
CMD 29 (10 +12 BAB +1 Str +4 Dex +2 deflection)

Fort +22 (+10 base +3 Con +7 Cha +2 resist)
Ref +16 (+3 base +4 Dex +7 Cha +2 resist)
Will +16* (+7 base +0 Wis +7 Cha +2 resist)
*+2 trait vs charm/compulsion; +2 morale vs charm/fear

Perception +0, Sense Motive +0; Initiative +8

Longspear (w/flagbearer)
+17/12/7, 1d8+5
- vs undead: +19/14/9, 1d8+7+2d6


I'll working on the background/fluff this afternoon but the basic idea is that she's from Lastwall and trained at the College of War in Vigil. When word reached the college that there had been an attack on Kenabres (in Mendev), she was part of a group of students that decided to go get involved. On their way through Ustalav, however, her and a couple of cavalier friends got sidetracked dealing with undead infestations and she's been there ever since.

Mechanically, she's a skilled diplomat (+30 diplomacy) who's only average in a fight (probably slightly better than a 12th level warrior) but adds a lot of buffs to the party, and can help with things like status removal to some extent. Just by being present (and conscious) she grants everyone +2 morale to hit, damage, and saves vs charm/fear, +2 resistance vs mind-affecting effects (if they don't already have a resistance bonus), +10' movement, and a +1 dodge bonus to AC if they move at least 10'; and she has enough rounds of inspiring command that she should be able to have it going pretty much every round of combat on top of that.


Hmm . . .. I could touch an old favorite concept that I used in PF1 . . ..

Human battlefield control fighter. "Simple" build that not many put the effort into using, because it doesn't crush the bad guys.

He isn't built to do damage. He's built to prevent the bad guys from doing damage.

Trip/Reposition/Disarm AoO machine build. Very effective against normalish opponents. The weird stuff can get frustrating, though.

Actually, his profile is still loaded on the site from his last game . . .. So, that's really close to what I would be building. REALLY close.


I believe this is accurate:

Complete:
eriktd - Warpriest (Divine Champion) 12
Dread - Wizard (Evoker) 12
Ellioti - Sorcerer 5/Soul Warden 7
Zurged Rush - Half Orc Cavalier [constable] 12
Giant Halfling - Aasimar Muse-touched Paladin 2/Cavalier 4/Battle Herald 6
Leinathan - Gnome spiritualist (soul warden) 12
CampinCarl9127 - Dhampir Inquisitor (Kinslayer) 12
Pad300 - Aasimar (Garuda Blooded) Cleric (Herald Caller) 8/Stargazer of Pulura 4
Rorek – Human Kineticist 12

Incomplete:
Lucendar - Lucent Cloudspire - Paladin – missing background

Ideas:
Ouachitonian - Dragon Disciple
The Archlich - alchemist/master chymist
Hesdeadjim – ranger/living monolith

Let me know if I missed anyone.

Liberty's Edge

@Shadow_Fox - Would the intimidate skill get any use in this adventure, or are like 90% of the enemies undead or otherwise immune to intimidate?


Crisischild wrote:
@Shadow_Fox - Would the intimidate skill get any use in this adventure, or are like 90% of the enemies undead or otherwise immune to intimidate?

Some use - I would say 65% of enemies are undead.


Too late to the thread, then?

That's absolutely fine if true, but other than the first post intent on cut-off, it looks like there's till Friday?


Here is GiantHalfling's fully completed submission. Everything should be in the alias profile (including the fluff which I'm including below as well). I am (always) open to questions or feedback from the GM (or other players); the build has a lot of moving parts so if something looks wrong or doesn't make sense please ask (and I can either explain it or fix it, lol). Her full name is a bit of a mouthful but she is mostly known as Dame Solanis (or Sola to her close friends).

Appearance:
Eudamonia is a beautiful woman, despite having facial features that are almost harshly angular and an arch to her brow that chronically makes her expression seem rather severe. Her long auburn hair is always kept up in tight braids so as not to interfere with donning and removing her helmet, though this decision does nothing to temper the sternness of her appearance. Still, there is clear kindness and care in her bright green eyes and her friendly demeanor is charming enough to easily erase that sense of hardness, when she wants it to. Although she is on the tall side for a woman (at 5’8”), she is often shorter than many of the soldiers she goes into battle with. It is undeniable, however, that her presence is much greater than her physical frame dictates.

Eudamonia wears a simple crimson velvet gown, trimmed with white silk and golden embroidery, in the style of the ladies of Lastwall. Unless headed to a formal event where it would be prohibited, a polished, form-fitting mithirl breastplate is buckled in place over her gown. Her armor is engraved with an etching of Iomedae striking down a banshee, but that detail is rarely seen as it is obscured by a narrow tabard- a white field with a large crimson star on the chest, denoting the order of knights she belongs to. Above all this she wears a crimson cloak and a silver holy symbol of the Inheritor. Those fortunate few who have seen her nude know that the shapely woman also has a birthmark resembling the sword-and-sun on her lower back.


Concept:
Brief History
Eudamonia was born in Hallein Town on the northern border of Lastwall. Her birth was celebrated by many, including her devout parents, because she bore a birthmark in the shape of Iomedae’s holy symbol. Expectations were, therefore, high when she arrived at the College of War in Vigil for training as a girl. She did not disappoint and by her coming of age was initiated into the ranks of Iomedae’s paladins. Not long after that, word reached the college that demons had attacked Kenebres in Mendev and she set out with a group of other young warriors in the hopes of helping (this is a reference to the Wrath of the Righteous AP, but if that doesn’t line up with your timeline it could have been another city near the Worldwound, like Aaramor in Numeria). While passing through Ustalav, however, the band kept encountering pockets of undead plaguing local villages. Most of the group decided that was a lesser evil and continued on in their original quest but Eudamonia and a trio of cavaliers opted to stay and help. Her friends taught her what they knew of their order and, in time, she learned to lead all manner of groups in battle. She has remained in Ustalav ever since, working to fight back the evils that reside there and bring hope to the people.

Defining Moment
Only a couple months after parting ways with their peers, Eudamonia and her cavalier friends discovered a group of ghouls led by a ghast that was preying on the village of Redleaf. The hive was more than they could deal with on their own, so the young knight rallied a dozen of the ablest townsfolk and led them in battle against the foul menace. Bolstered by her speeches and the flag she flew over their fights, the townsfolk made the difference and helped to save their own village. The people showed their gratitude by gifting her with a silvered magical warhammer that she still carries. She knew in that moment that it was her divine calling to lead others into battle, and to safeguard people from the undead taint left by the Whispering Tyrant.

Reputation
Eudamonia, or Dame Solanis as she is more often called, has attracted the attention of many of Ustalav’s power players. She is known first and foremost for her skills as a battlefield commander, having led watchmen from towns all across southern Soivoda against a variety of undead and other supernatural threats. Her skills as a diplomat are not quite so widely known, but those who have seen her winover the support of insular, paranoid townsfolk and bristling, covetous nobles know she is no less skilled in that arena. She also has a penchant for arriving at important places astride her celestial lion, Leopold the Valliant, which has garnered a fair bit of attention in and of itself.


I am in EST also.


hustonj wrote:

Too late to the thread, then?

That's absolutely fine if true, but other than the first post intent on cut-off, it looks like there's till Friday?

Recruitment is definitely still open. I was just posting a summary of the submissions for myself and anyone else who wishes to apply.


I changed my paladin from half-elf to elf since it made sense with his quest to end his sister's undead existence. I took the Mummy's Mask trait as the party is missing a trap disabler and took unsanctioned knowledge to add some buffs, like heroism, haste and divine power. I took Fearless Aura feat to make party within 20' (40' with buff) of Gaelan immune to fear.

Gaelanith Sindarien:

Physical Description: Gaelan is a handsome elf, brown hair, hazel eyes, 6' in height, lithe figure, with a tattoo of a tree on his forehead, like this: Pic

Background:
Gaelan was found in the wilds of the Mierani forest as a baby by an elven scout, the tattoo on his forehead and the aura of light surrounding him as the sole indicators that his nature was related to the fey. He was adopted into a noble family, where he was schooled in history, swordplay, and magic. He bonded with his adopted older sister, Selene, and grew to love her very much. Though he did not have the patience for magic, Gaelan appreciated its intricacies and complexity. On his 25th birthday, his life changed, when Selene was reported missing. He accompanied the scouts on a search and find mission. It was late in the night, when Gaelan heard sounds and decided to leave the camp and investigate alone. He found nothing and was on his way back to the camp when he heard the most horrible of screams. He ran back to the camp to find the elven scouts dead, blood seeping out of their ears and the smoke wisping out of their eye sockets. In the middle of the camp was a ghostly figure with his back turned. Gaelan drew his sword to strike when the floating figure turned and in an instant, he recognized Selene, now a ghostly elven figure, her face knotted into a mask of rage! Gaelan was horrified, as Selene seemingly recognized him and flew away, disappearing into the forest, sparing his life. Gaelan fell to his knees and cried, his sister dead, now a creature of undeath - a banshee as he later learned. It was at this time that Gaelan swore vengeance on all undead and dedicated himself to eradicating its servants and trained to become a paladin, dedicating himself to Sarenrae with his weapon of choice: the elven curved blade. After years of training, Gaelan searched far and wide for Selene, seeking to end her tortured existence. Alas, he had no luck. But, he did gain experience in destroying the undead. He left his home in forest and traveled to Wati, a city with a necropolis full of undead. After a few years there, he helped the locals fend off an undead attack and grew skilled in disabling magical traps, his elven love for magic never far from him. Now a skilled undead hunter and avenger, Gaelan has heard rumors of the Whispering Tyrant's return and he seeks to prevent this atrocity in any manner possible.

Personality:
Gaelan is quite charming and diplomatic. He cares for his teammates and tries to lead by example. He can be a bit of a hothead sometimes, especially when avenging an injustice.

Crunch:

Gaelanith Sindarien
Male elf paladin (oath of vengeance) 12
LG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +16
Aura courage (20 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 28, touch 17, flat-footed 21 (+9 armor, +7 Dex, +2 shield)
hp 88 (12d10+12)
Fort +16, Ref +19, Will +14; +2 vs. death
Immune blindness, charm, dazzled, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 agile cold iron elven curve blade
+18/+13/+8 (1d10+22/15-20) {with power attack}
+22/+17/+12 (1d10+10/15-20) {without power attack}
Special Attacks smite evil 4/day (+5 attack and AC, +12 damage)
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—light
Paladin Spell-Like Abilities (CL 12th; concentration +17)
. . At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 9th; concentration +14)
. . 3rd—haste, greater magic weapon (extended to 24 hours with rod and applied +3 to agile elven curve blade)
. . 2nd—blade tutor's spirit, heroism, widen auras
. . 1st—bless weapon, divine favor, hero's defiance, shield of faith
--------------------
Statistics
--------------------
Str 13, Dex 24, Con 10, Int 14, Wis 7, Cha 20
Initial stats:
Str 13
Dex 16+2+2level+4belt
Con 12-2
Int 12+2
Wis 07
Cha: 15+1level+4headband

Base Atk +12; CMB +9; CMD 30
Feats Fearless Aura (7th), Fey Foundling (1st), Improved Critical (elven curve blade) (9th), Power Attack (5th), Unsanctioned Knowledge (11th), Weapon Finesse (3rd)
Traits seeker, trap finder
Skills Diplomacy +20, Disable Device +23, Knowledge (nobility) +17, Knowledge (religion) +17, Linguistics +8, Perception +16, Profession (soldier) +7; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Elven, Goblin, Infernal, Orc, Osiriani, Sylvan
SQ channel wrath, divine bond (weapon +3, 2/day), lay on hands 13/day (6d6+12), lightbringer, mercies (diseased, exhausted, fatigued, paralyzed), powerful justice
Combat Gear lesser extend metamagic rod, pearl of power (2nd level); Other Gear celestial armor, +1 agile cold iron elven curve blade, belt of incredible dexterity +4, cloak of resistance +3, handy haversack, headband of alluring charisma +4, ring of force shield, ring of sustenance, vestments of war, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae), masterwork thieves' tools, mess kit, pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 31 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (20 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fey Foundling Magical healing works better on you
Immunity to Blindness You are immune to blindness.
Immunity to Charm You are immune to charm effects.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (6d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Smite Evil (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.


Best to go through traps! What's the worst that could possibly happen


My Master Chymist can also deal with traps as he has trapfinding from one of his alchemist archetypes. I should be completing the character at some point today or tomorrow - doing some last touches on the background.


Mmmhh... I'm a bit late for this, I believe, but I'll try to have the character ready for Friday. It will be a ranged warpriest, based on this character (but no gestalt, etc etc).


Recruitment is open till Friday at 6:00 pm EST and look forward to reading about the alchemist and the ranged warpriest. Please note that I will pick the concepts that I find most interesting or intriguing, rather than fill the major 4 roles. It's a hard choice, as I like a bunch of them. I will make sure they are combat effective as well.


Oops, I forgot paladin's CL is -3. That will make my AC 1 point lower as magic vestment will be +2 and not +3 and will last only 18 hours a day instead of 24 with Lesser Rod of Extend. Well, if Gaelan gets selected and we have a trap disabler, will substitute and get Magical Knack trait so CL will only be -1. It also makes sense with my background of being found as a baby in the woods.


Hi GM Shadow Fox, here's Archlich's submission! It seems I was the first one to find your post, but one of the last people to finally bring my submission, huh? :) Regardless, here's my Master Chymist for your review. Thanks for the consideration!


Archlich, curious as to how do you qualify for the Grand Mutagen listed in Master Chymist? It requires 16th level. Did I miss something?

Liberty's Edge

leinathan wrote:
Her familiar

OH MY GOD THAT IS THE CUTEST BIRD I HAVE EVER SEEN

Anyways, here’s Wrathadorand, the Morning Star – Lawful Stupid (in an entertaining, nondisruptive way) Molthuni Arsenal Chaplain warpriest of the Empyreal lord Ragathiel.

In combat role: Divine barbarian.

Out of combat role: Divine barbarian.

The Arsenal Chaplain archetype gives the warpriest weapon training for any weapon they have weapon focus so that's cool. They're stuck with only the War blessing, which is average. Between warpriest's sacred weapon class feature and the Warrior Spirit Advanced Weapon Training, he can increase his weapons enhancement bonus to +5 and give it whatever weapon ability -ghost touch, holy etc- any particular enemy requires to fight. The Ragathiel cleric spell Shield of Wings lets him fly. Warpriest's are self sufficient, so like a barbarian he's really good at jumping on the most dangerous backline enemy and boppin' them on their noggins. His best skill is Perception followed by know Religion and Intimidate. He has a few open feats, figure I'll wait till I see the final party composition to fill in where needed. Two-handed power attacking isn't a feat intensive build. Brings good party buffs like communal protection from evil or lesser restoration.

I apologize if this has been answered before and I missed it, but are custom magic items allowed? A Ring of Enlarge Person would cost 4k gold. Standard action to Enlarge Person for 1 minute. It's not critical for the build, or needed at all really. I just think it's cool.

For time zone I am vaguely in North America. I travel a lot for work.

Sorry his backstory is so long and over the top. It... it kinda got away from me.

Wrathadorand, the Morning Star:

Wrathadorand is a human of mwangi descent. His skin is coal black, head and face immaculately cleanshaven. His nose, cheekbones and jawline are sharp and pronounced, as if he were chiseled from onyx. He is tall with a strong, athletic build and a perpetual at attention pose. His right arm, from fingertips to shoulder, is heavily scarred, as if burned. His armor is flawless mithril full plate, crafted by artisans specifically for him. A white tabard bearing Ragathiel’s holy symbol is draped over the front and back of the armor, a similar cloak hangs from his shoulders. His mighty sword, Dawnbreaker, is an adamantine falchion taken from a powerful demon general he defeated in single combat.

He is courageous, passionate, and not particularly smart or imaginative. He stands as an immovable obelisk among a sea of evil, never compromising. He believes he was born to combat evil forces and never backs down from a challenge, foolishly rushing headlong into hordes of devils and demons without waiting for his allies. He is honorable to a fault, announcing his presence and gladly waiting for an enemy to arm and armor themselves before engaging in combat.

Many slaves had it better in Molthune than in other nations. Wrathadorand’s parents might have appeared to be free people to outsiders. They operated a small accounting business on behalf of their master in Korholm, unsupervised. At the end of the day they closed shop and returned to their own sperate living area near the business, rarely interacting with their master. They were even paid. They lived this way in relative contentment for years but, while they were never beaten or chained, slavery is slavery. When their son was born, it renewed in them a drive to seek freedom. Molthune offered a path to citizenship for slaves, but it was expensive.

Wrathadorand was a strong, healthy child, but he was always a little aloof, unconcerned with the everyday problems of mortal men. As a child he often spoke of dreams calling him to a greater purpose. In his dreams he saw a sword, wreathed by five wings of flame, impaled in a stone. He would approach the stone and draw the sword from it. As he drew the sword the ground below him would crack and fall away, revealing a black pit of screaming, damned souls that stretched off into infinity. He felt terror as he fell into the pit, sword gripped in his hand, but he never fell far. The five flaming wings that hovered around the sword would affix themselves to his back and arrest his fall, and bravery would flow into him through the sword. He would hold the sword aloft as he hovered over the pit, and the light it cast would force back the darkness. Then he would wake.

Unfortunately, these dreams did nothing for Wrathadorand’s family and, more unfortunately, he proved to not have a head for numbers. His parents had hoped he would be able to assist them with the accounting business they worked to help them fund their bid for freedom, but he just was not capable. When he was a young man, a new opportunity presented itself. It was announced that any who joined and served in the nation’s military for five years would be granted citizenship. Wrathadorand’s parents pushed him to sign up, hoping his sword-centric dreams meant he was destined for a soldier’s life.

Wrathadorand was accepted into the military and made it through training quickly, easily taking to combat. At this time, his divine powers began to manifest. The arsenal chaplains, militant priests who mix martial prowess and divine power from their gods, quickly pulled Wrathadorand into their ranks and taught him to focus and hone his powers and his powers grew. Rapidly. Initially, this was seen as a good thing by the warpriests of Molthune however, just like with his attempts at accounting before, Wrathadorand seemed distracted and unfocused on the cause of the Molthune military. He did not care about Molthune’s problems or their war with Nirmathas. His powers grew exponentially over a short few months, and the warpriests were begining to see his strength as a problem and not an asset. The solution they devised was to deploy him on the front lines against Nirmathas and hope he would be killed in combat.

They never got a chance to try and rid themselves of this potential problem. One day, after easily defeating ten of the warpriest’s best soldiers at the same time in a sparring session, Wrathadorand simply walked out of the arsenal district. He went to his parents -as well as any of the silver available for the taking at their office- and the three walked out of the city. None of the city guard or military police were foolish enough to stand in his way, having seen the destructive power he was capable of. Guided by dreams wherein a mastiff wreathed in golden flame spoke to him, Wrathadorand took his parents to Magnimar. His parents used silver they had taken from their master when they left to start a small fishing business in the city, but fishing was not Wrathadorand’s destiny.

He was drawn to the small, dilapidated temple to Ragathiel the city housed. When he saw their holy symbol, a crossed bastard sword and flaming wing, he knew he had found people that would give him purpose. After speaking to the monks of the Ragathien temple, telling them of his dreams of five-winged swords and mastiffs wreathed in golden flame, they welcomed him into their ranks with open arms. They taught him of Ragathiel’s mission, an empyreal lord dedicated to battling the evil outsiders that besiege the mortal planes and Wrathadorand knew he had found his purpose. The monks had never seen someone that wielded as much power as Wrathadorand.

Wrathadorand spent several years under the guiding hands of the church of Ragathiel, primarily hunting down cults of devil worshipers that were trying to bring demons and devils to the material plane in large numbers. Eventually his power and accomplishments attracted the attention of archons of Ragathiel and he was welcomed into their ranks. He marched with the hosts of Ragathiel against the fiendish legions of hell. He had finally found the place he fit, his destiny. The dreams of the flaming sword ceased and, for the first time in his life, he found a cause he cared about.

The warpriest was considered to be talented and skilled, but brash and overzealous. He regularly ignored battlelines and formations to chase after the largest enemy he could set his eyes on, defeating them, then moving on to the next largest. Wrathadorand’s greatest enemy would not, however, be a giant. Not by his standards, anyways.

Xel’gaz, a horned devil and favored general of Asmodeus himself, faced Wrathadorand in single combat on Dis, the second layer of Hell almost two years ago. The cornugon was the mightiest foe the warpriest had ever faced, and the clang of their weapons echoed down the alleyways of the blasted city of Dis for hours before Wrathadorand finally claimed the head of the devil. Wrathadorand’s mithral armor and bastard sword were reduced to shambles from the violence and duration of the conflict, as was his opponents’ armor. Xel’gaz’s sword -an unusual choice of weapon for a horned demon- was untouched, the adamantine metal of the curved blade gleaming as brightly and unblemished as the day it was forged. His own sword destroyed and the conflict far from over, Wrathadorand reached for the sword to take it up against its creators.

He woke in the humble temple to Ragathiel in Magnamar two weeks later. The same temple his journey to righteous warrior had started. The sword of the fallen devil had been cursed and when in his brashness he took up the sword, the weapon transferred its curse to Wrathadorand. It nearly killed him and strangled the divine link that allowed holy power to flow from the Celestial plane into the human. His right arm, the one used to grab the sword, was shriveled and emaciated, little more than skin and bone. What is more, the skin was run through with deep cracks that smoldered and burned no matter what the healers tried. It took many sessions of healing and blessings, but he was eventually rid of the disfiguring and cured injury, though the scarring never went away. His divine powers returned more slowly, a barely perceptible trickle.

Lacking the strength to return to the battlefields of hell, the priests were intent on teaching the warrior some semblance of humility and common sense, starting with mundane tasks novices would be expected to take on. Cleaning, speaking with petitioners, teaching children, feeding the impoverished. Wrathadorand initially hated this, a waste of his talent he claimed. Slowly he grew to enjoy the slower paced life the monks of the temple lived. His heart turned from one of uncaring towards the everyday woes of mortal men, to one that believed no act of good was too small to be worth committing. He even gained something of a sense of humor and made friends throughout the city.

His destiny had not changed, however. He was a mighty warrior and could not live his life in a temple. Feeling their duty to educate and humble the young the man was fulfilled; the monks gave him blessing to return to the world of evil slaying. Not the battlefields of hell, his divine power was still a fraction of what it once was, but to act as their agent against the forces of evil on the material plane as he had when he first arrived at the temple.

Xel’gaz’s sword had to be pried from Wrathadorand’s fingers when the angels brought him to the temple after his fateful battle. In the months while he was recovering and learning, the skilled forgepriests of Torag had purified the cursed sword and it was given to Wrathadorand to use against its creators as he had originally intended. They named the sword Dawnbreaker.

"I am Wrathadorand, the Morning Star! I stand where you fall, devil! When you see Pharasma, give her my regards!"

Stats:

Wrathadorand, the Dawn Star
Male human (Mwangi) warpriest (molthuni arsenal chaplain) of Ragathiel 12
LG Medium humanoid (human)
Init +9; Senses Perception +27
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 24 (+10 armor, +2 deflection, +2 natural)
hp 105 (12d8+48)
Fort +13, Ref +6, Will +15; +4 vs. effects that cause you to lose your grip on weapons
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dawnbreaker +21/+16 (2d4+14/15-20)
Special Attacks blessings 9/day (War: battle lust, war mind), fervor 13/day (4d6), sacred weapon (1d10, +3, 12 rounds/day), weapon training (sacred weapons)
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 12th; concentration +18)
. . 4th—divine power (3), freedom of movement
. . 3rd—magic vestment (+3, 12 Hrs), shield of wings (4)
. . 2nd—ironskin (2), communal protection from evil (2), weapon of awe (2, DC 17)
. . 1st—divine favor (5), protection from evil (2)
. . 0 (at will)—create water, detect fiendish presence, detect magic, light, read magic
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 16, Int 10, Wis 20, Cha 10
Base Atk +9; CMB +15; CMD 27 (31 vs. disarm, 31 vs. sunder)
Feats Additional Traits, Advanced Weapon Training, Advanced Weapon Training, Combat Rhythm, Cunning, Skill Focus (Know: Religion), Skill Focus (Perception), Furious Focus, Improved Critical (falchion), Improved Initiative, Power Attack, Quicken Blessing, , Toughness, Weapon Focus (falchion)
Traits arcane temper, fate's favored, natural flier, seeker
Skills Acrobatics -3 (-7 to jump, -2 while flying), Climb +7, Fly +9, Handle Animal +9, Intimidate +14, Knowledge (engineering) +9, Knowledge (religion) +21, Linguistics +6, Perception +27, Profession (soldier) +14, Spellcraft +5, Swim +7
Languages Celestial, Common, Elven, Infernal, Necril, Polyglot, Skald, Varisian
Combat Gear wand of cure light wounds (50 charges); Other Gear +1 crusading mithral full plate, dawnbreaker, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +2, corset of delicate moves, gloves of dueling, headband of inspired wisdom +4, ring of protection +2, vestments of war, 4,675 gp
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Special Abilities
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Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Combat Rhythm Each damaging melee attack reduces total voluntary penalties by 1 for until next turn.
Fervor (4d6, 13/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Blessing (War Blessing) Expend 2 uses of blessings to deliver selected blessing as swift action.
Sacred Weapon +3 (12 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Trained Initiative +4 (-Dawnbreaker-) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Warrior Spirit +4 (-Dawnbreaker-, 5/day) (Su) Standard action, add enhance bon or item powers for 1 min.
Weapon Training (Sacred Weapons) +4 (Ex) +4 to hit and damage with your sacred weapons.

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