DM Waz up's Legends of the Beyond (Inactive)

Game Master william Nightmoon

The Five Walking Isles have always been here, but how where they made, and why are they so powerful?


51 to 100 of 198 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Let's see what I can get here.

2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14

Oof. As crappy as that looks...it adds up to 21 points. I guess I can work with that. GM, what's the upper limit as far as race points go? I'd love to try out a gargoyle, but if you think that's a little too OP (which it probably is), then I'm cool with trying something else out.

Sovereign Court

well, all the races I've applyed so far myself are in the 15-19 range, I'm gonna have to say that 20 is the maximum, however there are a few exceptions, such as Centaur and warforged.


If you answered my question about prestige classes, I must have missed it. I got two ideas atm. One is a Magus // Arcane trickster (from wizard/rogue), the other is Sorcerer // Rage Prophet (From Bloodrager/Oracle). Will you allow prestige classes like that, assuming that I do qualify completely on one side?

Since it seems 3PP is on the table... How about path of war? I would love to pick up Hidden Blade for my rogue idea above, though it might change what I come up completely.


Dragon class

Jotun racial class

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

That rules out Trox; that's ok, I'll poke around some ideas.


I have the pdf for most of them, so if you want I can transfer the fey one to you? I've always wanted to play some sort of fey character.


2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 4) + 6 = 13

Sovereign Court

@Teiidae: yeah I'll let you use those, interesting I've never seen those before and I'm really into dragons :P


I love dragons too! And ogres, and minotaurs. :) I'll come up with something. I was also curious about the "less Race-pointed races" question from Philo.


@Dm waz up?: Awesome, If you want to see the angel or fey pdf, hit me up. Otherwise I will be playing a dragon, not sure which colour though.

What's the alignment and level we start at?

Sovereign Court

oyzar wrote:

If you answered my question about prestige classes, I must have missed it. I got two ideas atm. One is a Magus // Arcane trickster (from wizard/rogue), the other is Sorcerer // Rage Prophet (From Bloodrager/Oracle). Will you allow prestige classes like that, assuming that I do qualify completely on one side?

Since it seems 3PP is on the table... How about path of war? I would love to pick up Hidden Blade for my rogue idea above, though it might change what I come up completely.

I'm going to go ahead and say you can only have one Prestige class.

as long as it isn't too overpowered. i want a high power game, but not a game where i have to try to kill you to even have a chalange. not all the game is going to be combat, most will be RP or in some cases one on one Duels. you will face traps and powerful creatures with lots of resistances. these are clockwork/steamwork islands. you will be facing a lot of constructs and mages. and of course monsters with class levels, not just NPC classes.

any alighnment, monsters on the Islands are very diverce and quite contradictory compared to their more "savage brethren". as for LVL we are starting at 7

Shadow Lodge

Ooooh a gestalt game

I have an idea for a barbarian/alchemist Orc who could get a 40+ str at lvl 11 single classed (if a skald is in the party) I could try that one, or maybe I could go for some kind of occult class

Sovereign Court

im going to give a rule about the Dragon class though, if you play as one you must start your race out as a core race, not anything over 12 RP


2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 2) + 6 = 9

It's rare I get something this good. I shall consider it. Was hoping for a little more balance but the dice have always hated me when it comes to stat rolls.

Shadow Lodge

If that's what hate looks like I could use a bit of it :P

Hmm maybe I could use my old swashbuckler/mesmerist kitsune build, maybe using dragon born instead.


I think I could still do my original idea. Warlord (Steelfist Commando) has some good synergy with Swashbuckler.


Thanks for allowing me a prestige class at all :).

He didn't allow PoW yet, so I don't think Warlord is on the table. Though it would be nice to get confirmation on that.

I think I'll go with the Magus (Kensai) + Arcane Trickster idea. For that I'm looking at using the Estoc. Sadly there is no feat like fencing grace or dervish dance for that. If PoW is not on the table (where Deadly Agility Solves the problem), would you allow me to have a feat that let me use dex to damage? Though I guess I can just go with an agile weapon...

For the Avariel, can I swap out the racial traits same as a normal elf would be allowed to swap them out? Avariel would work pretty good with this concept.


DM waz up? wrote:
as long as it isn't too overpowered.

I thought that was the go ahead. Yes? No?

Sovereign Court

as long as you can balance your class out then yes. I hate min/max people. although i personally have a system of dice rolling that allows for a minimum of 8 and a max for 18 before racial bonuses...

Shadow Lodge

I'd love to try out kinetist for this but sadly nothing's really synergies with them
Well, except rogue or ninja, but that lacks conceptual synergy


Rolling already:

2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (3, 1) + 6 = 10

Question for the GM - do the rolls have to be taken in this order, or can we change the order?


Half-Minotaur Bard:

Unnamed Hero
Male half-minotaur bard (arcane duelist) 7/fighter (cad) 7/gestalt 7 (Pathfinder RPG Advanced Player's Guide 80, Pathfinder RPG Ultimate Combat 45)
CG Large humanoid (giant)
Init -1; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 19, touch 8, flat-footed 19 (+6 armor, -1 Dex, +5 shield, -1 size)
hp 74 (7d10+28)
Fort +10, Ref +6, Will +6; +2 vs. mind-affecting and poison
Defensive Abilities resistant
--------------------
Offense
--------------------
Speed 30 ft.; sprinter
Melee +1 mithral Cow-Bell +9/+4 (2d6+14) or
. . dagger +7/+2 (1d6+11/19-20) or
. . gore +2 (2d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks bardic performance 19 rounds/day (move action; bladethirst, distraction, fascinate [DC 16], inspire competence +3, inspire courage +2, rallying cry), gatecrasher, powerful charge, relentless
Bard (Arcane Duelist) Spells Known (CL 7th; concentration +10)
--------------------
Statistics
--------------------
Str 20, Dex 9, Con 17, Int 8, Wis 9, Cha 17
Base Atk +7; CMB +11 (+14 dirty trick, +14 disarm, +13 overrun, +14 steal, +15 sunder); CMD 22 (25 vs. dirty trick, 25 vs. disarm, 24 vs. overrun, 25 vs. steal, 24 vs. sunder)
Feats Arcane Strike, Catch Off-guard, Charge Through[APG], Combat Casting, Disruptive, Giant's Smash, Improved Overrun, Improved Sunder, Power Attack, Tower Shield Proficiency, Weapon Focus (Cow-Bell), Weapon Specialization (Cow-Bell)
Skills Bluff +13, Diplomacy +13, Intimidate +13, Linguistics +9, Perception +9, Perform (percussion instruments) +13, Use Magic Device +13
Languages Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Giant, Gnome, Halfling
SQ arcane bond - weapon, deadly surprise, payback
Other Gear +2 chain shirt, +1 ironwood tower shield, +1 mithral Cow-Bell, dagger, belt of giant strength +2, cloak of resistance +2, headband of alluring charisma +2, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], tent, large[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 54 gp, 6 sp, 7 cp
--------------------
Special Abilities
--------------------
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action, 19 rounds/day) Your performances can create magical effects.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Charge Through You can make a free overrun as part of a charge.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deadly Surprise (Ex) When you hit an opponent that is denied its Dexterity bonus to AC, you may attempt a dirty trick combat maneuver as part of the attack.
Disruptive +4 DC to cast defensively for those you threaten.
Gatecrasher (Ex) Gain a +2 bonus on Strength checks to break objects.
Giant's Smash Ignore first 5 points of hardness to inanimate, unattened objects.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Payback +1 (Ex) +1 to hit and damage any creature that has attacked the cad since the beginning of his last turn.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore [Natural Attack: Gore]) (Ex) Charge with chosen weapon deals 2x dice + 1.5x Str mod dam.
Relentless (Ex) +2 Bull Rush and Overrun if you and your opponent are standing on the ground.
Resistant (Ex) +2 to save vs. poison and mind-affecting effects.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.


High powered gestalt game but you hate min/maxing? Kinda of an oxymoron isn't it?


Just about Finished with Akashira, just need a background.

Managed to get just almost everything I was looking for. Still a little rough around the edges, but she should work. I'll run everything through Herolab when I get the chance, make sure I did not forget anything.

Shadow Lodge

2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15

Hmm those stats are decent for pretty much anything

Sovereign Court

personally, the kinetisit melds well with a barbarian or a monk. the kinetisist's reliance on Con really helps out if you can also smash your opponents that get too close.

and you can rearrange your rolls.
as for the min/maxing, it's very frustrating when no matter how you try to balance out a game there's always that one guy who focuses in one area and practically always succeeds at his job. sometimes you aren't suppose to win, you know!

it just make me mad that i make really obvious run away situations and my party thinks it's so high and mighty that they could take it... then they win... and get loot they where not supose to. it creates a whole myriad of problems for the DM, but I'm a home-brewer so I just meld the situation to fit.


Lord Foul II wrote:

I'd love to try out kinetist for this but sadly nothing's really synergies with them

Well, except rogue or ninja, but that lacks conceptual synergy

Monk goes well. You can flurry with your Kinetic Blade / Kinetic Whip and treat ranged as your secondary.

Shadow Lodge

The problem with kinetist's reliance on con is that they also rely on con damage.... Though if I can flurry....

Ooh if i can play psionic classes I know what I could do with this
Soulknife (if I can treat my kinetic blade and my soulknife as the same weapon)
Or Ageis (if I can't)


DM waz up? wrote:
it just make me mad that i make really obvious run away situations and my party thinks it's so high and mighty that they could take it... then they win... and get loot they where not supose to. it creates a whole myriad of problems for the DM, but I'm a home-brewer so I just meld the situation to fit.

Spoiler:
I try to avoid putting loot in games that I don't want the players to have.

Players are sneaky bastards, they always find a way to do things they are not supposed to.


I'm kind of leaning towards and Avariel (Winged Elf) Crossbowman (Fighter) / Sniper (Rogue Unchained). He served time as a guardsman and while his use of the crossbow was a bit odd, he made quite a name for himself as an accomplished marksman.


Well, let's give it a shot..
2d6 + 6: 2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6: 2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6: 2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6: 2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6: 2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Hmm. Those aren't too bad.
Could we use templates with our character creation?
Monster classes?


WerePox47 wrote:
High powered gestalt game but you hate min/maxing? Kinda of an oxymoron isn't it?

Not really. Gestalt was always meant more as an options/versatility boost than a straight power-up.


Philo Pharynx wrote:
That brings up a point. Is there any sort of bonus for somebody who plays a lower-point race? One of my ideas is Vanara Monk/gunslinger, but being ~10 RP off from somebody is disappointing.


Here's my submission - Annurian, a Winged Elf Zen Archer / Trapper Ranger. He has a bow, and sets/disarms traps :)

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Where are we at with pre-game crafting costs?

Silver Crusade

roll: 2d6 + 6 ⇒ (3, 6) + 6 = 15
roll: 2d6 + 6 ⇒ (5, 4) + 6 = 15
roll: 2d6 + 6 ⇒ (2, 5) + 6 = 13
roll: 2d6 + 6 ⇒ (3, 4) + 6 = 13
roll: 2d6 + 6 ⇒ (4, 2) + 6 = 12
roll: 2d6 + 6 ⇒ (3, 4) + 6 = 13

Shadow Lodge

Ok deciding between
Kinetist/soulknife dragonborn with a focus on empowered natural weapons
Kinetist/Ageis
Barbarian (yotenblood)/alchemist or skald, retired soldier and drunkard, lost his entire squad and had to fight his way back to base on his own, he immiedietly retired afterward later he joined a circus as the "strong man"
Swashbuckler/mesmerist kitsune
Mesmerist/heavens oracle


Im up for this.
I will make... Something. Not sure yet. Stat roll!

stat roll: 2d6 + 6 ⇒ (5, 3) + 6 = 14
stat roll: 2d6 + 6 ⇒ (2, 1) + 6 = 9
stat roll: 2d6 + 6 ⇒ (2, 4) + 6 = 12
stat roll: 2d6 + 6 ⇒ (3, 6) + 6 = 15
stat roll: 2d6 + 6 ⇒ (6, 5) + 6 = 17
stat roll: 2d6 + 6 ⇒ (1, 6) + 6 = 13
This gives me ideas, I'll be back with a build in a bit.

This is going to sound stupid but... Can i play an awakened animal?

Sovereign Court

okay, i am not okay with psionics, but occult classes are fine.

use the unchained crafting rules... and you have about two weeks worth of crafting to do.

Shadow Lodge

Not ok with psionic classe?
Damn there goes my favorite of the concepts...
Hmm


2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 5) + 6 = 12

The winged elf is too good to pass up. This would be my first pbp here if accepted. I'll try and have my concept ready asap.

Sovereign Court

If you would like more info on the game, please ask. I'm centering around the mysterious creation of the islands.


Akashira:
Akashari
Female human (Azlanti, Pureblooded) magus (bladebound, kensai) 7/rogue (unchained, eldritch scoundrel) 5/shadowdancer 2/gestalt 7 (Pathfinder Player Companion: Arcane Anthology 23, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +12; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 25, touch 24, flat-footed 12 (+1 deflection, +7 Dex, +6 dodge, +1 natural)
hp 59 (7d8+21)
Fort +9, Ref +14, Will +9
Defensive Abilities canny defense +5, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +15 (1d6+11/18-20)
Special Attacks arcane pool (+2, 7 points), magus arcana (broad study[UM]), sneak attack (unchained) +1d6, spell combat, spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 7th; concentration +12)
. . 3rd—haste
. . 2nd—bladed dash, glitterdust (DC 17), mirror image
. . 1st—grease, reduce person (DC 16), shield, shocking grasp (2)
. . 0 (at will)—detect magic, open/close (DC 15), ray of frost, read magic
Rogue (Unchained, Eldritch Scoundrel) Spells Prepared (CL 5th; concentration +10)
. . 2nd—frigid touch[UM], resist energy, rope trick
. . 1st—grease, keep watch, mage armor, protection from evil, reduce person (DC 16), shield
. . 0 (at will)—light, mage hand, prestidigitation, touch of fatigue (DC 15)
--------------------
Statistics
--------------------
Str 13, Dex 25, Con 15, Int 20, Wis 14, Cha 13
Base Atk +5; CMB +6; CMD 30
Feats Arcane Strike, Combat Reflexes, Craft Wondrous Item, Dodge, Mobility, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Acrobatics +17, Appraise +11, Bluff +9, Climb +5, Diplomacy +11, Disable Device +21, Fly +13, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (planes) +15, Linguistics +9, Perception +14, Perform (dance) +6, Ride +11, Sense Motive +12, Sleight of Hand +12, Spellcraft +15, Stealth +17, Swim +5
Languages Aboleth, Abyssal, Azlanti, Celestial, Common, Osiriani, Shadowtongue, Thassilonian
SQ alarm sense, black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hide in plain sight, iaijutsu, perfect strike, rogue talent (ledge walker), rogue talents, spells, trapfinding +2
Combat Gear oil of bless weapon (2), pearl of power (1st level), wand of infernal healing (50 charges); Other Gear amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +2, headband of vast intelligence +2, ring of protection +1, magus starting spellbook, masterwork thieves' tools, spell component pouch, 45 gp
--------------------
Special Abilities
--------------------
Alarm Sense (Su) Gain trap spotter effect if in 10 ft of magical trap.
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Rapier) Kensai abilities only function when wielding a weapon of this type.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Ledge Walker (Ex) No Acrobatics penalty at full speed on narrow, uneven, or slippery surfaces & not flat footed.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Rogue Talents For Rogue Talents which require Ki, can use spell slots.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spells Can cast wizard spells with the number of slots of a magus.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


Philo Pharynx wrote:
Philo Pharynx wrote:
That brings up a point. Is there any sort of bonus for somebody who plays a lower-point race? One of my ideas is Vanara Monk/gunslinger, but being ~10 RP off from somebody is disappointing.

I'm curious about this myself. I was considering playing a Skinwalker, rather than any of the other races. They're like...9 RP.

Sovereign Court

Skinwalker would fit well. Now your race can be anything, but non-core is preferred. So yeah skinwalkers work. Full-lycanthrope inhabit a few of the Islands. And of course shark-kin live in the water.

I will give traces that fall below 10Rp a 25 point build.


So a higher base if they roll low? Doesn't do much for me, but meh, I like the race regardless.


Bah, Akashira is a very similar concept to my own mechanically. Though even with the boost from winged elf she got much better stats than me...

Can our 10k item be a crafted item? In my case I would love to craft a ring of invisibility, which would cost me 10k.


Okay this is what I made. A Kasatha Gunslinger/Rogue. Built him to be like a high precision sniper.

Tunga Kel-Dosai:

Tunga Kel-Dosai
Kasatha gunslinger (musket master) 7/slayer (sniper) 7/gestalt 7 (Pathfinder RPG Advanced Class Guide 53, 120, Pathfinder RPG Bestiary 4 174, Pathfinder RPG Ultimate Combat 9, 50)
LN Medium humanoid (kasatha)
Init +7; Senses Perception +13
--------------------
Defense
--------------------
AC 23, touch 19, flat-footed 14 (+4 armor, +5 Dex, +4 dodge)
hp 60 (7d10+14)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10, Will +5
Defensive Abilities nimble +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +9/+4 (1d3+2 nonlethal)
Ranged +2 distance living steel musket +15/+10 (1d12+7/×4)
Special Attacks deeds (dead shot, deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, startling shot, steady aim, targeting), grit (3), sneak attack +3d6, studied target +2 (2nd, swift action)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 13, Int 12, Wis 17, Cha 9
Base Atk +7; CMB +9; CMD 28
Feats Accomplished Sneak Attacker, Deadly Aim, Expert Sniper, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Weapon Focus (musket)
Traits covered sniper, storm hunter
Skills Acrobatics +15, Climb +10, Craft (firearms) +5, Knowledge (dungeoneering) +10, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (local) +5, Perception +13, Profession (sailor) +10, Sense Motive +13, Sleight of Hand +11, Stealth +20, Survival +13, Swim +7
Languages Common, Draconic, Kasatha
SQ accuracy, combat style (archery), deadly sniper +7, desert runner, desert stride, gunsmith, jumper, living steel, multi-armed, musket training, slayer talents (ranger combat style[ACG], snap shot[APG]), stalker, stalker
Combat Gear reagent, black powder (10); Other Gear +1 shadow studded leather, +2 distance living steel musket[UC] with 1 far-reaching sight and 50 mwk metal cartridge, mwk metal cartridge[UC] (50), endless bandolier[UE], far-reaching sight[UC], backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], mess kit[UE], powder horn[UC], trail rations (5), waterskin, 157 pp, 322 gp, 5 sp, 7 cp
--------------------
Special Abilities
--------------------
Accuracy (Ex) Halve range penalties with bows, crossbows, and firearms.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Sniper +7 (Ex) Ignore 30' limit and bonus damage for sneak attacks vs. unaware targets in first range inc.
Deeds Use Grit to perform special abilities with your firearms.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Multi-Armed (Ex) Has one primary and 3 off hands.
Musket Training (+5, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Nimble +2 +2 (Ex) +2 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Snap Shot (Ex) On surprise rd treat init as if roll 20, but must make a ranged att, then roll normally.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.


I imagine that GM meant 10k market price...but that is a good question, do you allow crafted items for a lower cost? And is Leadership on the table?
Also, stats;
Stat: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Stat: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stat: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Well, gee. I GUESS I'll take the equivalent of a 31 point buy. Twist my arm why don't ya...

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The GM has already stated that he is using the Unchained rules for crafting. This means items will have a crafting cost of around 85% of the market value for most crafters, and could outright fail with 25% of the market cost spent for attempting the craft in the first place, dependent on several skill rolls and at least one random event.

51 to 100 of 198 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Intrest check, High powered Gestault game. All Messageboards

Want to post a reply? Sign in.