Pathfinder level 20

The Paladin probably isn't going to help you get your evil empire back... Probably needs to be more like the new big bad wants to kill you and the only ones powerful enough to prevent that are your old foes. Bear in mind we could quite easily determine if you simply wished to return to your evil ways, and I know Thadeius would have subjected him to a multitude of divinations, etc.
 
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More fluff. I'm not very familiar with the setting, so please insert location names where appropriate.

[sblock=Adventures]Gerhard Vangerdahast was the son of a blacksmith and veteran of the last war. Good at taking orders and not one to second guess his superiors, he was never the less getting sick of the tedium of beurocracy and chain of command, and set out as a mercenary as soon as the war was over.

It was then that a local baron called out for warriors to save his beloved wife from a band of roving bandits. Gerhard joined a small group of adventurers to bring her back, and their efforts successful, they discovered the plot was simply a distraction to keep the barons forces from assisting at the siege of Meleen.

After battling the scum at Thesh, one of Gerhards companions disappeared mysteriously. The group tracked him to the estate of the wizard Sorgendal, who was in the process of building flesh golems for a hostile takeover of the city's mage guilds. After rescuing their companion, dispatching the golems and bringing Sorgendal to justice, Gerhard asked the mages to teach him their occult secrets of weaponsmithing as his reward.

Later, after being summoned to help Thadeus investigate a plot against his father, Gerhard was enslaved by the vampire Vortesh and caused many headaches for his friends plans. He was freed, and assisted in the destruction of Vortesh and his vampire enclave.

Gerhard and his companions traveled north into the mountains to stop a tribe of frost giants from terrorizing the outlying villages. They were quickly caught up in the middle of a clash between the frost giants and a group of remorhaz. They discovered the remorhaz was being controlled by a vile beast called a neothelid, and after slaying it they negotiated a truce ensuring peace between the giants and the humanoid settlements. When the others left the mountains, Gerhard stayed on for a time to ensure the truce was being honored. During his time with the giants he learned their language and won the tribes respect by once again braving the caverns of the remorhaz, quelling the beasts and earning the title of "worm friend".

After defeating the Gith army and their red dragons, the group was caught up in a war with the kraken lich Bahnlodaer, a fearsome monster from the plane of shadow. The heroes defeated Bahnlodaer and his undead minions before they could be unleshed upon the material plane, but the krakens phylactery was never found.[/sblock]
[sblock=Gerhard]Race: human
Class: fighter
Level: 20
Alignement: lawful neutral
Languages: Common, giant

Str 28 (16 +2 race +4 lvl +6 magic, 10 pts.)
Dex 22 (15 +1 lvl +6 magic, 7 pts)
Con 20 (14 +6 magic, 5 pts)
Int 12 (2 pts)
Wis 10 (0 pts)
Cha 11 (1 pts)

AC:40 (10 +6 DEX +14 armor +5 nat + 5 deflection)
HP:310 ((10 +5 CON)x20 +10 FC)
Init:+10 (6 DEX +4 feat)
Speed:30'
CMD:45 (10 +20 BAB +9 STR +6 DEX)(not including weapon training)
CMB:+29 (20 BAB +9 STR)(not including weapon training)
Melee:+29 (20 BAB +9 STR)
Ranged:+26 (20 BAB +6 DEX)
Fort: 22 (12 BS +5 CON +5 magic)
Ref: 17 (6 BS +6 DEX +5 magic)
Will: 13 (6 BS +5 magic)
Damage reduction: 5/-
Spell resistance: -

Weapon stats
Bleeding thunder: +41/+36/+31/+26, 4d6+23+1d6 elecricity+1 bleed (17-20/x3 +

2d8 sonic + deafen (fort DC 14 negates)) (29 melee +2 feat +5 class feature +5

magic)
Phantoms bane(vs. undead): +43/+38/+33/+28, 4d6+25 (17-20/x3)
Spear (thrown): +34, 1d8+17(x3) (26 ranged +4 class feature +4 magic)

Armor stats:
Full plate, +14 AC, ACP 0, max dex +7

Class/racial features: bonus feat, bonus skill points, bravery +5, armor

training 4, weapon training (heavy blades +5, spears +4, close +3, bows +2,

light blades +1) armor mastery, weapon mastery (greatsword)

Feats(in order learned):
Human power attack
Lvl 1 weapon focus (greatsword)
Ftr 1 cleave
Ftr 2 intimidating prowess
Lvl 3 dazzling display
Ftr 4 weapon specialization (greatsword)
Lvl 5 master craftsman
Ftr 6 shatter defences
Lvl 7 craft magic arms & armor
Ftr 8 greater weapon focus (greatsword)
Lvl 9 iron will
Ftr 10 great cleave
Lvl 11 improved iron will
Ftr 12 greater weapon specialization (greatsword)
Lvl 13 deadly stroke
Ftr 14 combat reflexes
Lvl 15 improved critical (greatsword)
Ftr 16 lunge
Lvl 17 improved initiative
Ftr 18 penetrating strike
Lvl 19 skill focus (craft weaponsmithing)
Ftr 20 greater penetrating strike

Skills
Ranks: (2 + 1 INT +1 race) x20 + 10 FC = 50

Code:
Skill                   Bonus  Ranks  CS    Mod   Misc
craft (weaponsmithing)  +34    20     3     1     8 (feats) 2 (gear)
intimidate              +32    20     3     0     9 (STR)
knowledge (engineering) +14    10     3     1     0
ride                    +19    10     3     6     0
survival                +13    10     3     0     0
swim                    +22    10     3     9     0
climb                   +22    10     3     9     0
Gear:
Bleeding thunder; +5 shock, thundering, viscious, wounding greatsword
Phantoms bane; +5 ghost touch, undeadbane greatsword
+4 returning spear
Spiders silk; +5 ghost touch mithral full plate armor
Masterwork blacksmiths tools
Belt of physical perfection +6
Amulet of natural armor +5
Cloak of resistance +5
Ring of protection +5
Ring of regeneration
5x potion of cure serious wounds
Boots of speed

85 246gp[/sblock]
 


could be good. The main villain wouldn't necessarily be interested in the evil empire per se, as they'll be somewhat macro-evil... but okay.

Did you see Megamind yet? Good film, just finished it. I think I see what you're saying about "values loyalty", in that he has a friend named Minion. An actual friend, though.
 


Craft Magic ARms & Armor: can he take that? I like the idea (big fan of the Michael Scott Rohan series starting with Anvil of Ice, with the Mastersmiths being non-casters (and awesome)), but you'd need spellcasting to get use of it; unless we totally fudge the rules for your character. I don't hate the idea, though RAW he can't really take it without adequate levels in spellcasting. And would you want to use the feat for something else?

Kraken Lich: heh. heee heee. Interesting idea, though it wouldn't be just a kraken with a template I'm afraid...
 

The Master Craftsman feat allows characters to substitute ranks in craft for spellcasting levels when crafting magic items. Each time the feat is taken it applies to one skill, so with Master Craftsman(craft weaponsmithing) I can take the Craft Magic Arms and Armor feat, but only use it to make metal weapons. Since I don't know any spells, crafting swords with special abilities has a very high DC.

Also, I've taken skill focus: craft, so thats three feats spent on making cool weapons. That still leaves 20 feats spent on @$$kicking.
 
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Unfortunately I have to withdraw from this game. My schedule for the next few weeks doesn't permit joining another game. :(

Have fun.
 

Mastercraftsman: really?! That's fantastic! I like that. Done! Ultimately, why not let dwarven fighters and beefy barbarians craft their own weapons? economically, their gold is as good as anyone's, and they're less crazy to manage than spellcasters.
 

Just what I was thinking. LN fighter, much better to have around the forge.

BTW, we lost our paladin. Makes Malacarus easier to explain. Noone is duty bound to kill him. Still, bummer.
 

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