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Deiros
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Greater Aasimar
As for a mount, do I create it or just find something suitable from 3.5 or pathfinder material?
| lynora |
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Greater Aasimar ** spoiler omitted **
As for a mount, do I create it or just find something suitable from 3.5 or pathfinder material?
I would recommend just using something that already exists in pathfinder, but if you want to create something, I'm fine with that.
Greater Aasimar looks good. Obviously will need to spend a level on it, but no problems with it that I can see..
| lynora |
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If it's allowed there are some 3.5 spells that I would like to use. How do you feel about the Complete Arcane, Complete mage, and to a much lesser extend the spell compendium from 3.5?
I just got rid of those books recently. Too much work on conversions. If there's a specific spell you want i can probably allow it, but it's a lot easier to jsut use pathfinder spells.
| Meredian Adriatnaic |
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Meredian Adriatnaic wrote:If it's allowed there are some 3.5 spells that I would like to use. How do you feel about the Complete Arcane, Complete mage, and to a much lesser extend the spell compendium from 3.5?I just got rid of those books recently. Too much work on conversions. If there's a specific spell you want i can probably allow it, but it's a lot easier to jsut use pathfinder spells.
Feel free to veto any or all of these. I can work within the pathfinder spells, but I do have a few favorites of bygone games.
I'm a big fan of the "heart of (element)" series. Basically they're long term buffs that you can choose to expend for a specific effect.
HEART OF AIR
Transmutation [Air]
Level: Druid 2, sorcerer/wizard 2, wu
jen 2 (air)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until
expended
You feel light as a feather, as if the slightest
breeze might knock you about.
This spell converts part of your body
into elemental air, freeing you somewhat
from the bonds of gravity. You gain a +10
enhancement bonus on Jump checks,
and if you have a fly speed, that speed
gains a +10-foot enhancement bonus.
Furthermore, while this spell is active,
you can activate a feather fall effect (as
the spell) on yourself as an immediate
action. This benefit lasts for 1 round
per level, at the end of which time the
spell's entire effect ends.
If heart of air is active on you at the
same time as heart of earth, heart of fire,
or heart of water, you gain light fortification.
If all four of these spells are active
on you at the same time, you become
immune to extra damage from critical
hits and sneak attacks.
HEART OF EARTH
Transmutation [Earth]
Level: Druid 4, sorcerer/wizard 4, wu
jen 4 (earth)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until
expended
You feel your flesh strengthen with the
power of stone.
This spell converts part of your body
into elemental earth, which toughens
you considerably. You gain a +8 bonus
on checks to resist a bull rush, overrun,
or trip attack. You also gain temporary
hit points equal to twice your caster
level (up to 30 hp).
Furthermore, while this spell is active,
you can activate a stoneskin effect (as
the spell) on yourself as a swift action.
This benefit lasts for 1 round per level
(or until the stoneskin's total protection
is consumed), at the end of which time
the spell's entire effect ends.
If heart of earth is active on you at
the same time as heart of air, heart of
fire, or heart of water, you gain
light fortification. If all four of
these spells are active on you
at the same time, you become
immune to extra damage
from critical hits and
sneak attacks.
HEART OF FIRE
Transmutation [Fire]
Level: Druid 5,
sorcerer/wizard 5,
wu jen 5 (fire)
Components: V, S
Casting Time: 1
standard action
Range: Personal
Target: You
Duration: 1 hour/
level (D) or until
expended
You feel a sudden flame
burning within you.
This spell converts
part of your body into
elemental fire, which
speeds your step and
toughens your flesh. You
gain a +10-foot enhancement
bonus to your land speed and resistance
to fire 20.
Furthermore, while this spell is
active, you can activate a fire shield effect
(as the spell; fire-based protection
only) on yourself as a swift action. This
benefit lasts for 1 round per level, at the
end of which time the spell's entire
effect ends.
If heart of fire is active on you at the
same time as heart of air, heart of earth,
or heart of water, you gain light fortification.
If all four of these spells are active
on you at the same time, you become
immune to extra damage from critical
hits and sneak attacks.
HEART OF WATER
Transmutation [Water]
Level: Druid 3, sorcerer/wizard 3, wu
jen 3 (water)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until
expended
Hood of the cobra convinces these robbers
that Hennet is more than they can handle
The crashing of waves echoes in your ears.
This spell converts part of your body into
elemental water, which makes you better
able to navigate aquatic environments
and slip through confined spaces. You
gain a swim speed equal to your land
speed, which grants you certain benefits
(including a +8 racial bonus on Swim
checks; see MM 311). You also gain the
ability to breathe water (as if under the
effect of a water breathing spell). Finally,
you gain a +5 enhancement bonus on
Escape Artist checks.
Furthermore, while this spell is active,
you can activate a freedom of movement
effect (as the spell) on yourself as a swift
action. This benefit lasts for 1 round
per level, at the end of which time the
spell's entire effect ends.
if heart of water is active on you at the
same time as heart of air, heart of earth, or
heart of fire, you gain light fortification.
If all four of these spells
are active on you at the same
time, you become immune to
extra damage from critical hits
and sneak attacks.
I'm also a HUGE fan of servant horde. Good for that wizard who likes to be pampered, but doesn't want to drag around a bunch of muggles. Also good if he has no intention of doing anything for himself. ever.
As you complete this spell, you sense a
number of invisible entities form around
you.
This spell creates a number of unseen
servants (PH 297) equal to 2d6 +1 per
level (maximum +15).
Material Component: A small stick to
which many lengths of knotted thread
are attached.
| lynora |
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lynora wrote:Meredian Adriatnaic wrote:If it's allowed there are some 3.5 spells that I would like to use. How do you feel about the Complete Arcane, Complete mage, and to a much lesser extend the spell compendium from 3.5?I just got rid of those books recently. Too much work on conversions. If there's a specific spell you want i can probably allow it, but it's a lot easier to jsut use pathfinder spells.Feel free to veto any or all of these. I can work within the pathfinder spells, but I do have a few favorites of bygone games.
I'm a big fan of the "heart of (element)" series. Basically they're long term buffs that you can choose to expend for a specific effect.
** spoiler omitted **...
Okay, I'll approve those. Just make sure to put this info in your character profile so I can reference it easily.
KMBCross
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I figure I'll probably submit something I've played offline, and will translate here as best I can.
After taking a look at the Ifrit race in comparison to the other core races, I raised him to equal efficiency (since the ARG playtest says he's worth 6 RP, while other cores are 10). Hope you don't mind?
Either way, I'll be making a magus(kensai), and ask for approval for the Swashbuckler from Tome of Secrets for my secondary?
| Monkeygod |
| Pathfinder Adventure Path, Companion Subscriber |
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Lyn,
would it be ok if I switch out some of the Drow Noble's SLA??
Also, going Inquisitor 2/Ninja 3/Drow Noble
Edit:
Also,
How do you feel about custom equipment? Nothing magical, but the classical ninja's weapon as well as its scabbard were multifunctional, with the scabbard having a variety of uses. I had a Ninja in another game(briefly) and combined a few items found on the d20PFSRD, like a false bottom, bladed edge, etc.
| lynora |
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Lyn,
would it be ok if I switch out some of the Drow Noble's SLA??Also, going Inquisitor 2/Ninja 3/Drow Noble
Edit:
Also,
How do you feel about custom equipment? Nothing magical, but the classical ninja's weapon as well as its scabbard were multifunctional, with the scabbard having a variety of uses. I had a Ninja in another game(briefly) and combined a few items found on the d20PFSRD, like a false bottom, bladed edge, etc.
As long as the costs work out okay I have no problem with it.
| lynora |
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I figure I'll probably submit something I've played offline, and will translate here as best I can.
After taking a look at the Ifrit race in comparison to the other core races, I raised him to equal efficiency (since the ARG playtest says he's worth 6 RP, while other cores are 10). Hope you don't mind?
** spoiler omitted **
Either way, I'll be making a magus(kensai), and ask for approval for the Swashbuckler from Tome of Secrets for my secondary?
I am okay with your changes to the Ifrit. And I'm okay with that class combo too. :)
| lynora |
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I would like to present the most recent(and unfinished) version of Ignatius Highhill.
I get an error when I try to view this.
| Monkeygod |
| Pathfinder Adventure Path, Companion Subscriber |
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This is technically a Tiefling race trait, but I figure it would fit for Drow as well, could I take this as one of my two traits?
An instinct for dishonorable conduct serves you well when fighting opponents who are blind, oblivious, or blundering around in the dark.
Benefit: You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.
Dragonborn3
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Dragonborn3 wrote:I would like to present the most recent(and unfinished) version of Ignatius Highhill.I get an error when I try to view this.
Ah, I know what went wrong. I forgot to make it public. #^-^#
You should be able to view it now.
| lynora |
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lynora wrote:Dragonborn3 wrote:I would like to present the most recent(and unfinished) version of Ignatius Highhill.I get an error when I try to view this.Ah, I know what went wrong. I forgot to make it public. #^-^#
You should be able to view it now.
Ah, cool. Yep, that worked. Looks good so far. :)
| joriandrake |
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hello, noting my interest to play
Gestalt concept: not sure about that yet it would be my first actual gestalt game, probably something I consider is a rogue/sorcerer(necromancer) concept ("dark assassin" or "mageknife" concept, first focuses on dark arts the second on illusions) or perhaps a rogue/ranger(druid?) one ("predator" concept, a hunter/pathfinder who can turn into an animal, probably wolf)
| Mr. Swagger |
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I still need to think of a name and roll hit points, but other than that everything is done. In case you are wondering Herolabs does not do gestalt characters, but it is able to be modified and I did as much as I could before I had to adjust things manually.
Ranged
Longbow +5 (1d8/x3)
Special Attacks Judgement of Sacred Destruction +2, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3, +5 melee touch, +4 ranged touch):
1 (4/day) Comprehend Languages (DC 13), Protection from Evil (DC 13), Bless, Litany of Sloth
0 (at will) Read Magic (DC 12), Detect Magic, Create Water, Detect Poison, Disrupt Undead, Stabilize
--------------------
STATISTICS
--------------------
Str 16, Dex 15, Con 15, Int 14, Wis 14, Cha 9
Base Atk +3; CMB +6; CMD 18
Feats Furious Focus, Improved Initiative, Pack Attack, Power Attack -1/+3
Traits Reactionary, Vagabond Child (urban): Disable Device
Skills Acrobatics -1, Bluff +10, Climb +4, Diplomacy +10, Disable Device +8, Escape Artist -1, Fly -1, Intimidate +8, Knowledge (Local) +6, Perception +8, Ride -1, Sense Motive +8, Spellcraft +8, Stealth +9, Swim +4
Languages Common, Draconic, Goblin, Infernal
SQ Forbidden Lore (Ex), Inquisitor Domain: Conversion Inquisition, Judgement (1/day) (Su), Misdirection: -Choose- (Sp), Necessary Lies (Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Weapon Cord
Combat Gear +1 Scythe, Arrows (40), Dagger, Masterwork Breastplate, Shortsword; Other Gear Backpack, Masterwork (empty), Bedroll, Cleric's vestments, Crowbar, Everburning torch, Flint and steel, Grappling hook, Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (10), Pathfinder Chronicle: Knowledge (Local), Powder, Rations, trail (per day) (3), Rope, silk (50 ft.), Shinobi shozoku, Sunrod (5), Thieves' tools, masterwork, Vial, ink or potion, Waterskin, Weapon Cord
GP 415
SP 1
CP 9
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Inquisitor Domain: Conversion Inquisition Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4: -Choose- (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Misdirection: -Choose- (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Pack Attack Ally's attack allows you to take a 5-foot step
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another--alternate Escape Route
Weapon Cord Attached weapon can be recovered as a swift action.
Ranger:
Favored Community (Ex)
At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
Trapfinding (Ex)
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
| lynora |
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Here is most of the stuff I have done for Avlar, back story will put up after talked to Monkeygod, Kolm and Meredian.
I also had a question. I was wondering if my mount could look like this Mount,Mount. It just for look going to still use lion stats for it.
Wow, that looks cool. With the stats the same I see no reason why not. :)
| lynora |
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I still need to think of a name and roll hit points, but other than that everything is done. In case you are wondering Herolabs does not do gestalt characters, but it is able to be modified and I did as much as I could before I had to adjust things manually.
** spoiler omitted **...
Cool. Backstory is good. Mechanics seem sound.
| Tenoch Itzcoatl |
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Ok, This is Dark Netwerk. Here is the alias for my character. The background is in it. I still need to pick feats and make the purchases.
A couple of questions:
What languages exist on your world and which might make sense given Tenoch's history?
I'm not sure if it is already mentioned somewhere but how do we calculate HPs? Roll, max, average?
Jarred Henninger
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Finished with the crunchy bits
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Deiros
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Character Crunch so far
Mount
Male Cold One (Mount)
N Large Animal
Init +3; Senses Darkvision (60 ft); Perception +8
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DEFENSE
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AC 18, touch 12, flat-footed 15 (+1 dodge AC)
hp 27 (3d8+3);
Fort +4, Ref +6, Will +3
Defensive Abilities Evasion
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OFFENSE
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Speed 40 ft.
Bite +4 (1d8+2/20/x2)
Tail -1 (1d6+1/20/x2)
--------------------
STATISTICS
--------------------
Str 15, Dex 17, Con 12, Int 12, Wis 15, Cha 10
Base Atk +2; CMB +4 (+2 Overrun); CMD 17 (+4 vs. trip) (+2 vs. Overrun)
Feats Light Armor Proficiency, Power Attack, Improved Overrun
Skills Perception +8, Jump +6
SQ Combat Trained, Low-light Vision, Scent, Natural Armor +6
Dragonborn3
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So, here is the backstory of Ignatius Highhill. He was my favorite character in RotRL, but sadly... well, read it for yourself.
He remembered the sacrifice he made, calling down the holy flames to sear the evil counterparts the cursed mirrors had created, and how those flames had burned away his flesh and life.
He was finally among his family again, and with Freefall, in the Greenhills. The halfling afterlife was not bad, and he flew with Freefall for what seemed like eternity. Why should it feel like anything else, when time holds so little meaning to the dead? They were never far from the others, yet they were an impossible distance away.
Still, when he felt the pull to return to the land of the living, Ignatius found he couldn't resist the call. With barely a goodbye to his ancestors, Ignatius found himself looking upon the Material Plane once more... through the eyes of an infant.
And so Ignatius Highhill was alive again, going through the cycle from the very beginning with all his memories. As soon as he could he changed his name to Ignatius Highhill II, and not long after his magic returned -fire magic, just like he had favored in his former life- he came across a young dire bat no larger than a housecat. Recognizing his old friend Freefall immediately, Ignatius took this as another sign that his presence on this world was no coincidence. The forces of Nature wanted him to do something, and had remade him so he could handle the rigors of the city with more ease. Gone were the days when he could change his form or strike his foes down with the fury of a storm, but the days of rising into a pillar of cleansing flame were at hand...
Ignatius spends most of his time in the Warrens, where there is plenty of food for Freefall and where his slight skill at healing is appreciated. Sure, he might have been attacked occasionally when he first arrived, but how many continue to harass a man who can set you aflame with but a word and gesture? Not to mention the overly large bat that was never far from his side...
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