GM Rednal's Wrath of the Righteous (Inactive)

Game Master Rednal

The Ruins of Drezen
Citadel Drezen
Drezen Dungeon
Battle Map
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Party Loot


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Guys I have gotten into another WotR game. This one sounds interesting but I don't want to be greedy.


Heya Rednal, any objection to me being in two of your games? I missed the first chance due to being sleepy.


No objections. ^^ I'm pretty relaxed about stuff like that - besides, the Soul Points wouldn't mean much if I didn't accept people at least twice. XD


I'm interested, but I have to think a bit on a concept. I've never really played gestalt.


GM Rednal wrote:
The two current players are rather heavy attackers so far. Adding in a Champion would likely give three solid melee types which - while dangerous - might not be the best thing for overcoming the challenges you're likely face.

Fair. I could go Hierophant as well: it's simply a question of whether I emphasize my cleric side or my ranger side.


Nothing is coming to me... Happy gaming!


Tilaria:

Tilaria
Female Human Karmic Seeker Sorcerer 1/Talented Monk 1
Lawful Good Medium Humanoid (Human)
Initiative; +5 Perception +7
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Defense
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AC 18, touch 18 flat-footed 10
hp 10
Fort +3, Ref +7, Will +5
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Offence
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Speed 30 ft.
Melee +5 Unarmed Strike (1d6 + 2)
Magic
Level 1 Spells - 4 per day - Mage Armour, Snowball
Level 0 (at will) - Light, Read Magic, Detect Magic, Ray of Frost

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Statistics
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Str 10 Dex 20, Con 12, Int 11 Wis 16, Cha 18
Base Atk +0; CMB +4; CMD 15
Feats
First Level Feat: Spell Focus (Conjuration) - Grants a +1 to Conjuration Spells DC
Bonus Feat (Human): Varisian Tattoo (Conjuration). - Casts Conjuration spells as if they were one level higher.
Bonus Feats (Monk) : Two Weapon Fighting - Reduces the penalties for fighting with two weapons.
Weapon Finesse - Allows the use of dexterity to hit.
Pummelling Style - Concentrate all your attacks into a single blow.
Pummelling Style
Traits Riftwarden Noble - +2 bonus to concentration checks.
Quain Martial Artist - +1 to unarmed damage
World Traveller - +1 bonus to diplomacy and it becomes a class skill.
Drawback - One Arm
Racial Traits
Skilled - +1 skill rank each level.
Bonus feat (Weapon Finesse)
Skills Perception +7, Diplomacy +9, Sense Motive +7, Stealth +9, Swim +5, Disable Device +9
Languages Common
Combat Gear
Other Gear
Money 150 gp
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Special Abilities
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A Sorcerer is granted a number of strange and Eldritch powers,some by blood and some by pure will.

Abilities
Tinkering: A Seeker Sorcerer acts like a rogue in regards to traps and disable device, adding her Sorcerer Level to perception for finding traps and is able to disable magical traps.

Bloodline
Arcana: If you are casting defensively because a creature is threatening you and you fail your concentration check, one of the creatures that is threatening you provokes an attack of opportunity from you or from one ally who is adjacent to the enemy. You decide which creature provokes this attack and which of its adjacent opponents may make the attack.
Fate’s Retribution (Su): Starting at 1st level, when you are hit by a melee attack, as an immediate action, you can curse the creature that struck you. The target takes a –2 penalty on all attack and damage rolls for 1d4 rounds. A Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

A talented monk takes a number of abilities from many sources. These are known as Edges and Talents.

Monk Edges x 3
Basics: The monk’s martial arts training has emphasized many of the basics of combat training. The monk may select a combat feat for which he meets the prerequisites, and receive this as a bonus feat. A monk may take this edge more than once. Each time, it grants a new feat as a bonus feat (Two Weapon Fighting, Weapon Finesse)
Unfettered Kata (Ex): This ability grants a Monk Improved Unarmed Strikes as a Bonus Feat, and grants them a bonus to their AC equal to their wisdom modifier, improving by +1 at 4th level.
It also grants them access to the Unarmed Fighting style, giving them the ability to use Monk Talents through Unarmed Strikes.

Monk Talents x 2
Style Master (Ex)*:[Master of Many Styles] The monk may select a bonus style feat that is the first feat in a style path, even if he does not meet that feat’s prerequisites.
Alternatively, he may choose a feat in that style’s feat path (such as Earth Child Topple) as a bonus feat if he already has the appropriate style feat (such as Earth Child Style). The monk does not need to meet any other prerequisite of the feat in the style’s feat path.
This talent may be taken more than once. Each time, it grants the monk an additional bonus feat (Pummelling Style).
Deadly Strikes* (Ex): The monk is a master of using his superior body control to deal surprising amounts of damage with weapons. The monk may be able to replace its base damage dice, depending on the weapon and the monk’s level.
Deadly strikes depends on the monk to easily adapt his own superior body control through weapon blows, and thus is easier to use with more basic weapons. When using a weapon that only threatens a critical hit on a natural 20 and that has only a x2 crit multiple (including unarmed attacks), the monk compares the die listed on Deadly Strikes Table 1 for a monk of his level and size to the weapon’s base damage die. If the table’s die is superior, the monk uses it instead of the weapon’s normal damage die whenever the monk deals damage with that weapon.

Appearance:
A tall, willowy woman with darkened skin, the most notable aspect of Tilaria is her missing left arm. Tilaria rarely attempts to conceal this or hide it - between her obvious lack of weapons, slim figure, no armour and a lack of an arm many people assume she isn’t dangerous - a mistake she quickly corrects.

Typically dressed in simple clothes that are often lightly patterned, Tilaria also often goes barefoot to allow more precise strikes when she uses a kick rather than a blow. On special occasions she has the knowledge to dress up more elegantly, but despite her upbringing finds it less than comfortable. Her clothes often reveal a complicated tattoo on her right shoulder and upper arm, an Idolis Tattoo from the Varisians, and a large birthmark on her right shoulder resembling the Rune known as the Seeker’s Spiral.

Tilaria has a messo-soprano voice and dark blue eyes. She tends to take fastidious care of her body and clothing when she can, but doesn’t fear dirt when it comes to it.

Personality:
Tilaria is not what most people typically think of as a monk. She lacks the spiritual balance many who pursue such things achieve. However, she is much more friendly and diplomatic thanks to her upbringing.

Despite this, Tilaria is a deeply spiritual person, dedicated to the God Irori, and seeks to bring about her own spiritual perfection combined with perfecting her body and the world around her. Determined, driven and capable she fully intends to make the world a better place.

Background:
Never knowing her parents left a hole in the soul of Tilaria Vashda. Somehow, she knew they were dead. She always had, ever since she had been old enough to understand that her parents were adoptive. And for some reason, it mattered. Her parents, as wonderful as they were, didn’t understand the singing in her blood, the need to bring a balance back to the wounded world they lived in. They couldn’t understand why there daughter’s birthmark literally itched when she thought of the unnatural creatures spilling from the Worldwound.

But they did understand she was destined for something greater. Once she reached her majority they explained the secret of her birth as they knew it - her parents had been Riftwardens, sent on a most secret mission a handful of days after her birth. They didn’t know what, or even what a Riftwarden was, exactly. But Tilaria knew, as they explained, that she was going to find out.

However, she was young, inexperienced, overconfident in a magical ability she had barely any understanding of and no real mastery. Tilaria thought she could manage regardless. She was wrong, and it cost her an arm.

To this day she doesn’t know exactly what happened. She had joined some adventurers, learning useful skills such as the picking of locks and the disabling of traps, when an ambush came. Confident in her potent Mage Armour spell, she stood ready to fight, only to find the spell ripped apart and her allies and teachers vanished. She raised her hand to cast a spell. A blow from an axe ripped through it above the elbow, severing it with a sickening ripping noise.

It was her screams of agony that brought the city guards, who managed to staunch the blood long enough for a healer to arrive. But the cost of the magic to repair such a wound was far beyond Tilaria, her own savings barely allowing her room and board as she recovered.

Wallowing in self pity, the young women considered her options. She could give up, run away, leave the secret of her parents and the Riftwarden’s behind. Or she could fight, find another way, learn new skills to compensate for a missing arm. The blood in her veins sang in answer - the karmic balance refused to be stopped by a mere missing limb.

Two things were clear, however - her powers too weak to protect her all the time. She needed them stonger, and she needed an alternative. Not wishing to be weighed down by heavy armour and weapons, she turned to the path of the Monk. Many of the Masters of such arts saw the stump of her arm, her physical imperfection, and laughed. She refused to admit that they were right, however, and finally found one Master who agreed - a rain of blows was one method, but one perfect blow was another.

She learned. She had always been fast, but she learned to reign in her wild blows, to discipline herself for the moment of the strike. And as she learned, they travelled. Often her lessons came on the deck of a ship or besides a roadside temple. The spent time in Tian Xia one year, roamed with the Varisians near Magnimar another. Five years wandered, trained and learned. She learned to admire, respect and eventually worship Irori, who overcame his imperfections to rise to Godhood.

When all was done she found a new goal - to attain perfection. But even then, her blood called. With the discipline of her training, her powers had grown, and they called her to restore the balance. She had to find out the fate of her parents, if she could. It must be attempted, and completed if possible.

She considered: to improve one’s surroundings was to enhance oneself. There were few places as awful as the Worldwound. And there, she might find answers…

Taking the coin her Master granted her for aiding him in teaching his newer students, she left for one more journey - to return home, to Kenabres.

I noticed the folks in the thread seemed to be second level, but I've done the level one build for now in case we new folks haven't reached such illustrious power yet. Upgrading to second should be simple enough.


Nah, you'll be entering at second level. XD Trust me, you're going to need your power...

(Though I do encourage all entrants to avoid min-maxing. ^^ That's likely to backfire on you, since I scale encounters to your power level instead of always running with what's officially set. It's actually safer to not be too extreme.)

Shadow Lodge

So no Paladin of Iomedae, eh?

How much longer is recruitment going to be open Rednal, I may see if I can come up with something this time.


Probably until at least the 28th, maybe longer if there's still strong interest. I know a lot of people are still enjoying the holidays, and I don't want to make the schedule TOO tight. The current players can manage for now. ^^

Silver Crusade

Hrmmm I had an Idea but the race isnt among the races allowed Was gunna go Medium/Kineticist Blast/Tank With healing, Channeling The Teamster and other Good Spirits while Using things like Kinetic Healer and Cover to provide support, Seance Sharing for buffs with limited casting. I could play it with Human instead.. but would have to either go Alchemist or Synthesist or Something to get the same race look.

Shadow Lodge

Rednal, how do you feel about aasimars with human ages? They exist in golarion canon and I'd feel better about playing one if they weren't 90+ years old.

I am pondering either a Paladin of Iomedae/Oracle (Purifier) of Battle or a Paladin of Eristil/Shaman of Nature.

Also, another question worth asking: Once a character qualifies for a prestige class, would it be alright to take a prestige class on each side of the gestalt? Say becoming Hellknight Signifier/Evangelist or Evangelist/Exalted.


No problems there. Let's just say their human blood is stronger than their celestial blood (there's even an alternate racial trait for that, though you don't need to take it).

As for prestige classes,

Gestalt Rules wrote:
A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant. Because it’s possible for gestalt characters to qualify for prestige classes earlier than normal, the game master is entirely justified in toughening the prerequisites of a prestige class so it’s available only after 5th level, even for gestalt characters.


Two days left for submissions. ^^ If you'd like to throw your hat in, best do it soon.

Shadow Lodge

Do you accept 3rd party? Because if you do I have an idea for a healer/melee/2ndary caster/trap finder that's just been rattling around in my head for a while now.
Alchemist (vivisectionist)/machinesmith with SRMD (science related memetic disorder, basically mad science disorder)
His obsession is in expiramenting on humanoids (primatial lay himself) and finding ways to duplicate the various functions with mechanical or magical systems.


It depends on the third-party material in question, but I will at least consider things that are posted up. ^^

Shadow Lodge

The third party in question is the class "machine smith"

Silver Crusade

You didnt comment on my post at all which is why I havent put anything up as of late.


Should have something up tomorrow. Busy today catching up on work from being off last week.


Rednal, should we use the 150gp or 900gp?


@Ashe: Wealth by Level - which, in this case, is Level 2. XD

@Endoralis: You didn't ask a question - I didn't really have anything to comment on, since it just looked like you were musing on your options. ^^

Shadow Lodge

I did though :P
So machinesmith yay or nay?

Silver Crusade

It was more along the lines of If that combination was fine and if I could use the race I wanted even If I had to trim it down somewhat. The race was Kasatha. Otherwise I would need to Invade one of the already made character's classes to gain arms to have the same look/idea. The race is overpriced really.


@Endoralis:

Quote:
Races: Core, along with Aasimar/Catfolk/Kitsune/Tiefling/Elemental-blooded

@Lord Foul II: Machinesmith is an acceptable 3rd-party class. At least, the reviews don't seem to think it's overpowered, so... XD


The Machinesmith is cool. And if you get the Cutting Edge Machinesmith you can also be Ironman!

Silver Crusade

@ As I thought I was seeing if you would make an exception, as such I simply have to Multiclass... alot. I hope the Alchemist doesnt care too much.

So I would go Kineticist on one side and Hunter/Alchemist on the other so that at 3rd I can look like what the character is meant to be. Then start the Heally buffy stuff with Medium on the Alch side.

Shadow Lodge

Cool, I'll get right on building it
@john garret: have you happened to buy that if so could you send me a copy of that greatwork? If not I'll build it with the mechanus instead and maybe buy it later then retrain the greatwork, (in character dismantling the little robot for spare parts)


I do own it, yes. Honestly, I'd strongly recommend buying it instead. There's a lot of cool stuff in there, such as Rocket Cluster tubes, Gun Turrets and the Woonderbuilder Archetype that lets you have up to three Greatworks, albeit reduced in power compared to the normal versions.


cool, I'll buy it later
for now have a wall of text

my character, Virgil Haas:

LN Human Alchemist (vivisectionist, Circhugan, Trap breaker)/Machinesmith
STRENGTH
16 (+3)
DEXTERITY
12 (+1)
CONSTITUTION
16 (+3)
INTELLIGENCE
20 (+5)
WISDOM
10 (+0)
CHARISMA
12 (+1)

HIT POINTS
HP 23
AC [17] = 10 +1 [Dex] +4[Armor] +2[Shield]
Touch AC [11] Flat-Footed [16]

BASE ATTACK BONUS
+1
Basic Melee Attack +4
Basic Ranged Attack +2
primary weapon: mace to hit +6 damage 1d8+3

FORTITUDE SAVE
+6 = 3 [base] +3 [Con]
REFLEX SAVE
+4 = 3 [base] +1 [Dex]
WILL SAVE
+0 = 0 [base] +0 [Wis]

CMB
+4 = 1 [BAB] +3 [Str] +0 [size]
CMD
+15 = 10 +1 [BAB] +3 [Str] +1 [Dex] +0 [size]

CARRYING CAPACITY
Light Load: 76lbs.
Medium Load: 153lbs.
Heavy Load: 230lbs.
Lift Over Head: 230lbs.
Lift Off Ground: 460lbs.
Push or Drag: 1150lbs.

Alchemist Extracts Per Day
Level 1 2 + 2 [Int]
standard extracts prepared
1 enlarge person 3 cure light wounds

Machinesmith Prototypes Per Day
Level 1 2 + 2 [Int]
standard daily prototypes built
2 guardian drones, 1 obscuring mist 1 either longstrider or expeditious retreat
Alchemist
Discovery 1:
Preserve Organs (Ex)
Benefit: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Trapfinding (Ex)

Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps.

This ability replaces poison use and poison resistance +2.

Infused Curative

At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).

This ability replaces poison use.

Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Sneak Attack

At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
This ability replaces bomb.

Torturer’s Eye

At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.
Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Crafter (Ex)

A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Prototype (Su)
Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.

A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.

If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.

Repair (Su)

A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.

Item Expertise (Ex)
At 2nd level the machinesmiths gains a bonus on Spellcraft and Use Magic Device checks equal to ½ his machinesmithst level (minimum 1).

Greatworks (Su)

In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called mobius cores. They use this to power their most cherished creations. Machinesmiths do not create a mobius core lightly, for it means the crafter entraps a piece of their magical essence outside their body. At 1st level, a machinesmith can choose to create a mobius core in order to power a greatwork. Machinesmiths currently know of three common types of greatworks, but there may be more. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted.

Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operator's levels in machinesmith to determine their effects.

A machinesmith tinkers with their greatworks constantly. They initially create greatworks during their spare time, even the minimal down time during adventuring. However, if a greatwork is destroyed the machinesmith must start over. Remaking a destroyed greatwork requires 8 hours of uninterrupted work, plus 8 hours for each upgrade. In all other respects, this resembles the process for crafting a magic item.

If a greatwork is lost and cannot be destroyed by the machinesmith, such as by an enemy, the machinesmith can sever the connection between their mobius energy and the greatwork, rendering it inert, one day after it is lost.

(greatwork chosen Mechanus: humanoid)

Humanoid: Dryden

Size Medium; Speed 20 ft.; AC 17 (touch 13 flat footed 15); Attack slam to hit +5 1d10+3 damage; Ability Scores Str 17, Dex 15, Con -, Int -, Wis 10, Cha 1

Dryden's feats: improved natural attack

Feats:
Weapon focus (Mace) placeholder because I can't think of anything
throw anything
brew potion
extra discovery/rouge talent: Bomber
Bomber (Su)

Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist's bombs, except they deal damage equal to the damage dealt by the rogue's sneak attack.

Alchemist Extracts Per Day
Level 1 2 + 2 [Int]

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +1 = DEX 1+0+0
Appraise +9 = INT 5+1+3
Bluff +5 = CHA 1+1+3
Climb* +3 = STR 3+0+0
Craft (alchemy) +12 = INT 5+2+3+1(class)+1(trait)
Craft (metalworking) +11= INT 5+1+3+1(class)+1(trait)
Craft (anything else) +7 = INT 5+0+0+1(class)+1(trait)
Diplomacy +1 = CHA 1+0+0
Disable Device*† +6 = DEX 1+2+3
Disguise +5 = CHA 1+1+3
Escape Artist* +2 = DEX 1+1+0
Fly* +1 = DEX 1+0+0
Handle Animal† +1 = CHA 1+0+0
Heal +10 (know nature) = WIS 0+0+0
Intimidate +3 = CHA 1+2+0
K (Arcana)† +9 = INT 5+1+3
K (Dungeoneering)† +5 = INT 5+0+0
K (Engineering)† +7 = INT 5+2+0
K (Geography)† +5 = INT 5+0+0
K (History)† +5 = INT 5+0+0
K (Local)† +5 = INT 5+0+0
K (Nature)† +10 = INT 5+2+3
K (Nobility)† +5 = INT 5+0+0
K (Planes)† +5 = INT 5+0+0
K (Religion)† +5 = INT 5+0+0
Linguistics† +5 = INT 5+0+0
Perception +5 = WIS 0+2+3
Perform +1 = CHA 1+0+0
Perform +1 = CHA 1+0+0
Profession† +0 = WIS 0+0+0
Profession† +0 = WIS 0+0+0
Ride +1 = DEX 1+0+0
Sense Motive +2 = WIS 0+2+0
Sleight of Hand*† +5 = DEX 1+1+3
Spellcraft† +12= INT 5+2+3+1+1
Stealth* +5 = DEX 1+1+3
Survival +4 = WIS 0+1+3
Swim* +3 = STR 3+0+0
Use Magic Device† +1 = CHA 1+0+0

Traits

Spark of creation: +1 to craft checks, items crafted are 5% cheeper

Red handed fetish (+2 fire resistance)

The Orphan one, +2 to concentration checks which I don't actually have to make now that I think about it
Overprotective

In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.

As an orphan you have not had many people to care about you and form bonds with you. You treasure the few bonds you do have and will not allow them to be severed.
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

well that took long enough

plans for the future,
work out with GM a price that would be fair to add homuculous abilities to my Mechanus (I want him to be able to talk among other things)
find and become proficient in a firearm (will not be his primary weapon, he has a high strength score, he will use it)
take the prestige class "transmechanical ascendant" and become a cyborg.


Looking at the party it seems what party niche they most need is healing, And they also lack a trap breaker
This makes me feel good about my chances.
...
Also it is somehow only now that I noticed you were also my RotRL GM
and I forgot to copy/paste my machinesmith trick into my profile, the one I chose was repair flesh technique, allowing me to use my repair ability on non constructs.


@Endoralis Don't mind at all. Do what is fun after all! :D

Machinesmith I have played the class some before and albeit it isn't very overpowered at all. It can however wain in the later levels due to lack of unique spells and a lot of its spells remaining extremely short durations. However the PrC class it has in the cutting edgemachine smith stuff is actually fairly neat.

Mythic might be the only saving grace as around 7-9th lvl the class started to peter out strength wise. This is just my observation and perhaps the build I used at the time wasn't as focused as it could have been.

Silver Crusade

Cool I pan on going Champion/Guardian as.. sadly Herophant is ALL about Divine, which I dont have, HOWEVER, I'll start healing with my Blast damage.. so.. thats a thing.


I plan on taking the "transmechanical ascendant" PrC and pick up a lot of nice construct immunities and strength bonus and natural armor,
unless the PrC in cutting edge machine smith is better.
Though this character isn't about optimization, machine smith was picked because of it's flavor, it's exactly what I'm looking for, flavor wise.


Is there time for one more?

Haven't done Gestalt but an easy combo would be Paladin/Oracle. Granted I will brainstorm on the Archs associated with the paladin as needed.

Will look over the party and see whether I need to go Paladin (Arch that fits WotR) / Oracle (Battle) or Paladin (Hospitlar) / Oracle (Life) - Heal everything~

Worshipping Iomedae of course~ Gotta go sword and board! There is demons to kill! xD

Will double check here later as I work on the build to see if I am too late or not~


Machinesmith Nope that was the PrC I was thinking of Characters Yet to be. I thought, incorrectly, it was in the add on. My bad there!

Endoralis I had thought of the healing bomb route as well. But taking a discovery that requires you to mix a Potion to gain only what you would have as if you imbibed it.

When the alchemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the alchemist to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.

So your bombs could be 5d6 damage but a healing bomb mixed with CLW would only heal 1d8+x on a direct hit and a X for splash. Not overall effective when you could take something to maximize your bombs damage radius, harm outsiders or other creatures. If i misinterpreted the above let me know but that is all I can find on it so the discovery is so-so compared to like Holy Bomb or Precise bombs and such.

Again to each their own. That is of course my two cents. ;)


@Danath: Submissions are being accepted through tomorrow. ^^

In other news, I'm getting the feeling that people really want to play martial classes for this campaign... XD

Silver Crusade

Hrm? No not Healing Bomb... at all.. I'd blast you healed.


Gm Rednal

Oh okay! Well shoot. I have to hurry then. >.>; And you want a full submission right? Back story the works?

With that be back soon!


@fey: It would actually do x+1 but that's still a rather tiny amount of healing to get at the expense of a bomb, and it could hit enemies, aaand you could miss
That said I use sneak attack, because I have a construct pet to flank with.
DM: how many new people are you accepting I'm guessing two to add the two original members.
As to Martials, the more the merrier as the more people closing with the enemy the more people I have to flank with.

Silver Crusade

Considering From Kineticist my Blast will be FAR stronger than any Alch Bomb the healing won't be small like that the Alchemist will only be Two levels regardless, to get what I need for aesthetics.


Gabriel, The Just
Male AngelBlooded Aasimar Paladin(Hospitaler) 2/ Oracle(Nature) 2 of Iomedae
Favored Class Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation. (Bounded Mount)
LG Medium Outsider (Native)
Init +0, Perception +0, Senses darkvision 60

Defense
AC 22, Touch 14, Flat Footed 18
(+6 Armor, +2 Shield, +4 Cha)
HP 26 (2d10+6)
Fort +11, Reflex +5, Will +8
Defensive Abilities
Lay on Hands 6/Day: 1d6+2(on Self)
Shield of Fait 1/Day CL 2

Offense
Speed 30ft

Normal Attack:
Cold Iron Long Sword +8 1d8+5 19-20x2
Cold Iron Cestus +8 1d4+5 19-20x2

Special Attacks
Smite: +5 to Hit, +2Damage(+4 against Evil Outsider, Dragon, Undead on First Hit)

Oracle Spells Known CL 2st: Concentration +6
Cantrips (At WIll) Create Water, Purify Food and Drink, Guidance, Detect Poison, Mending
1st: DC:16 (6/day) Divine Favor, Cure Light Wounds, Charm Animal

Statistics
Str 20, Dex 10, Con 17, Int 12, Wis 10, Cha 20
Base Atk +2, CMB +7, CMD 22
Feats: Armor Proficiency (light,medium,Heavy), Weapon Proficency (Martial), Feyfoundling
Traits Fates Favored, Touched By Divinity, Blade of Mercy
Drawback Overprotective
Skills: 12 Ranks Diplomacy +10, K. Planes +8, K. Religion +6, K. Nature +6, Ride +5, Perform Oratory +10
Racial Modifiers +2Str,+2Cha
Celestial Crusader Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
LanguagesCommon, Celestial, Abyssal
SQ: Alter Self 1/Day
Mystery: Nature
Curse Tongues(Celestial)
Revelations:
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Other Gear Gold: 28
MW Cold Iron Long Sword, Armored Coat(Kikko armor), Armored Kilt, Heavy Steal Shield, MW Cold Iron Cestus, Pathfinder Kit. Potions CLW x5

Special Abilities:

Detect Evil
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 7th level, and at every six levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of four times per day at 19th level.
Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Backstory:

Gabriel was born in the temple of Iomedae in the great city of Kenabras. His father a devout priest and his mother a young paladin doing her best to help in defense of the city and to combat the world wound. Gabriel was mainly cared for by his father as his mother was often out aiding the city. Since he was old enough to remember he had dreams of his mother fighting demons. When he had these dreams he would see another woman standing with his mother, seeming to help her. She provided a great calm for Gabriel and a sense that his mother would be alright. He was provided teachings from his father and the temple. He expressed his wishes to follow his mothers path and was trained from a young age to be a paladin himself. One day while off training in the woods he received a vision. It seemed to be one of his dreams, but he was still awake. This time the beautiful maiden that always helped his mother turned and spoke to him. Gabriel, you are pure of heart and have honored me with your faith and service. Your mother and father have done the same and so they were rewarded with you. There will be a time when I will need you my champion. You will know it when it comes to pass. Stay strong and I will continue to bless you and do what I can to aid you. With that the woman touched his forehead. A flash of light knocked Gabriel down. When he awoke he felt a divine energy coursing through him.

It had been many years since that vision. Gabriel was now a young man. He had finished his training and sworn himself to the crusade. He had gathered with the others to see this years festivities and new crusaders, but when the demon attack occurred he took to the defense of those around him unable to defend themselves. He used all his gifts and fought for as long as he could. In the end a great rift opened and swallowed many at the center of the city. Gabriel was caught in one of the cracks. He held on and witnessed the slaying of the great silver dragon that protected the city. As his strength gave out he began to fall. As he closed his eyes to except his fate he felt his decent slow. When he opened his eyes he was laying on the shield of the maiden Iomedae. She lowered him to the bottom of the cavern. There she touched him again. This knocked him into a slumber, but refreshed and healed his body. He has now awoke and met up with other survivors of the attack.

Here is Gabriel for your consideration. I have started this game 4 or 5 times and they all died. I cheated a bit and used the format you like. Will make an alias if selected. Rednal is a cool GM and whoever gets selected will have a good game here. I am in one of his games hoping to get some soul points :)


I'm planning to accept one more character for now - I've found that PbPs tend to work much better when played in smaller groups, and that's one reason I tend to go for gestalt games. ^^


Oh my just three people then,
From a narrative perspective we're in dire straits.
:)


I updated my profile for level 2 and changed my backstory to reflect the fact switching my campaign trait to Touched by Divinity.


Just a note whenever we go mythic, Virgil will most likely go trickster or guardian, but it depends how the story and character develops, other paths are possible.

Silver Crusade

Ah so one instead of two? like the original party? Hrm in that case I might be out of the running simply due to the fact Im not an obvious strong class combination or that I dont start my desired second class until 4th. Still put something up but I wont hold my breath.


oh wow just one? Sounds like a challenge then!

GM Rednal

So I was thinking about Paladin/Oracle at least to 2nd level and switching paladin over to arcanist for 4 levels then taking the Mystic Theurge Prc and going Paladin / Mystic Theurge if possible.

So Paladin 2 / Oracle 2
Then Arcanist 4 / Pal 2 / Oracle 6
Followed by Prc so in the end they would be a ...

Arcanist 4 / Paladin 16 / Mythic Theurge 10 / Oracle 10

Seems like it would be a fairly strong caster and have decent healing and frontline ability.

Willhave the Paladin/Oracle up and if the above is impossible. Since I am fairly new with Gestalt, please let me know I am always open to CC. :)


As much as I like that build in gestalt mystic thurge type PrCs are usually disallowed


I've updated another character whose concept I'm pretty much in love with, specifically a character who'd been made for a Kingmaker that fell off the edge of the world.

Ary Bishop You can look over posts to see the basic gist of how the character plays out. I'd of course have to change up the character's background a bit, but it wouldn't edit -too- much. With the bump in stats, I could gestalt Paladin/Ranger. Are you okay with the Ranger Iomedean Combat Style?

She is built off of having 150gp to start with. If you want to up that, I wouldn't mind, but all she could really use short of GM love is to upgrade her armor. :)

I figure that having been raised by the church from a relatively young age, she'd best fit for Child of the Crusades, having one of her mentors be the former Crusader in question.

I might dual-path champion with her, I'm honestly unsure. I'd definitely like to see her go down the path of Mortal Herald, though. :)


@Characters yet to be

Oh I understand why, hence why I asked and threw out a sample build. If the DM has time to shut me down then I will know what other route to take.

If anything a Paladin/Oracle would still be a decent aid, Adding to healing and such.

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