Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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Borderlands has pretty much just humans. Though for our purposes, there are going to be many different races. The most prolific will be humans, but orc, goblin, dwarves, elves, and all the others will be there too. Just think elves who once lived with the ancients, and now reside in their monastery. Dwarves who mine the planet for another precious source, Eridium. Bandit orcs and goblins, let alone all the other monsters and races. Understand that the population of the planet is 90% bandits. No real large cities, except for the floating orbital space stations.

A few of the towns are Haven, Old Haven, Sanctuary, Fire...., Opportunity, and more to come.
_____________________________
We will not start playing for like a week at least. In a week, say next Monday, we will start seeing what we have started. Looking at races, classes and specials...


Ok so i've settled on Weapon Master/Mysterious Stranger, Pistelero Gunslinger.. Ill finish it tm, but switchin some things around stats will be

str-10
dex-22
con-14
int-13
wis-14
cha-16

feats as of now.. Point Blank Shot, Precise shot, Rapid Reload, and Two-Weapon Fighting..


GM, if I were you, i would ban the Synthesist summoner. I actually run a gestalt game an these boards, and in it we have three Synthesists and three others. We might as well be playing two separate games, the synthesists are so much more powerful than the others. Synthesists have few weaknesses, but in a gestalt game, those weaknesses completely vanish.

In that game we have a synth/monk, a synth/paladin, and a synth/gunslinger. They are sixth level and thus far are chewing through a Level 14 module, I kid you not.

However, if you choose not to ban them, I'll be playing one, and therefore advise everyone else to play one too in order to be able to keep up. I'm advising banning them as it encourages much more diversity in the game.

Here's the game, if you're curious: Kill or be killed.


Synthesists are incredibly well-rounded, and Gestalt can just make that even worse. That said they're one of the few effective ways of playing a character who gets their powers from wearing a shell/another creature. This opens up many fun RP possibilities, from a mecha-riding pilot to a Siren phasing a body into existence.

I'd suggest making the Synthesist incompatible with certain class features so they don't become too indestructible- IE the Monk's Wis to AC, the Paladin's Cha to Saves, the Lore Oracle's Cha to AC and Reflex, and probably a few others.

Rigor's problem stems from allowing some of the sweetest combinations into his game. Paladin/Synth? That... that is just NASTY. I should know, I played one briefly.

Edit: "Half-Elf Summoner(Synthesist/Wild Caller) 7 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 3/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 1"
Oh god... you allowed a Synthesist/Wild Caller cross? And a Monk dip? Oh... oh god.


Synthesists are banned. LOL


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I am quite intrested!
5d6 ⇒ (4, 3, 1, 4, 4) = 16 12
5d6 ⇒ (4, 6, 6, 6, 2) = 24 18
5d6 ⇒ (2, 3, 3, 6, 4) = 18 13
5d6 ⇒ (4, 6, 6, 6, 1) = 23 18
5d6 ⇒ (1, 6, 6, 6, 1) = 20 18
5d6 ⇒ (2, 5, 6, 2, 5) = 20 16
5d6 ⇒ (6, 6, 6, 6, 4) = 28 18

I have the epic idea of building a claptrap, will have to shimmy off to the race builder to see what I can come up with :D

Edit: Wowzers. That's a lot of 6s...
4 18s and a 16... do you want me to reroll?


14 out of 35 rolls is a 6... that's almost half...
I should build a barbarian/alchemist and really boost those numbers ;)
But serously, do you want me to reroll?

Edit: 80pb FTW!!!


O_o And I thought I rolled well with 42pt buy.


Ya most people are between 40 and 45, with one person rolling a 30 ^-^
I am double that...


Haha, and there's the reason I don't usually let my players roll for games. :P

I'm fine with changing the Imakandi around about to incorporate that, there's not much to do with regards to my character except choose maneuvers and spells. Since my will save is the old concentration skill what do you want me to use instead? Or shall I just add it back and spend skill point on it?


Here's a version of Warlock that looks pretty good, and pretty well Pathfinderized to me, and appears to be popular.

SmiloDan's (Superstar 2012 Top 32) Warlock Conversion

Just to let you know, I would be planning a melee type warlock using either Hideous blow, Eldritch Claws, or Eldritch Glaive.


Alrighty, I'm definitely interested, but my lack of experience is overwhelming me at this moment. Off the top of my head based on some of the description, especially with the high fantasy, I'm thinking some form of a changeling. She would be a mix between the experiment and the challenge. I imagine her kind of tweaking, almost like she herself comes in and out of focus, electrical style energy mixing with the high fantasy vibe. She was experimented on, abused (I know, getting a little dark), and is extremely unstable. The elite maybe use her as a plaything, pitting her in fights, but always keeping her heavily guarded. Come to think of it, I'm channeling a little bit of River from Firefly, just without the ninja abilities. Definitely more of when she gets angry everyone too close dies, but she doesn't have to lay a finger on them. Anyhow, sorry to just rant on the board, but this is the direction I'm going in my head!

5d6 ⇒ (4, 6, 2, 4, 1) = 1714
5d6 ⇒ (4, 4, 3, 4, 5) = 2013
5d6 ⇒ (2, 2, 4, 2, 6) = 1612
5d6 ⇒ (1, 6, 2, 5, 2) = 1613
5d6 ⇒ (2, 6, 4, 5, 6) = 2317
5d6 ⇒ (2, 6, 6, 5, 1) = 2017
5d6 ⇒ (5, 3, 2, 5, 4) = 1914

14,13,13,17,17,14

Alrighty, I'll get to work with that and see what I come up with!


So, I know there wasn't a specific "ban" on psionics... but this fits my little changeling powerhouse quite well. Wilder, or more specifically, Blasting Wilder. I think this really fits in well with a creepy little girl who's been experimented on and can kill you with her mind. I've only played a little bit of Borderlands 1 and even less of 2, so I'm not so knowledgeable on the storyline, just the game play. It makes me think a lot of Fallout, which I know a little better. Either way, let me know what you think! I'm working on a bit of crunch so if you don't say anything before hand I'll try and post it today.


That sounds a lot like Elfin Lied, a very dark manga/anime. Basic premise is she has psychic hands that can rip people apart up to 10 feet or so, and every time she does, a bloody handprint appears on the persons back. Again, pretty dark, so dont look it up if you are not prepared.
Rambling is just fine ^-^ Its interesting to get inside someones head so to speak and gives us all plenty to go on.

So this is after borderlands 1 but before Handsome Jack destroys all the claptraps? In that case there should be plenty of these guys running around :D

CL4P-TP General Purpose Robots:

CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.

Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defence racial Traits
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Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.

Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits
_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

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Favoured Class Options
Alchemist Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue The rogue gains +1/6 of a new rogue talent.
Wizard Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

.

Race Points: CL4P-TP

Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp +2 dex, +2 int, -2 str
Linguist: 1rp
Cornered Fury: 4rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 9rp

There thats done! What do you guys think? I purposefully made them about the strength of the core races as they arnt meant to be super powerful, instead just a small robot, about as strong as the average human.
While creating it, I did so based on how close I could get to the feeling of them ingame instead of having any particular class in mind. I thought the things like blind panic, master tinker and the penalty to jumping helped achieve that :D
The constructed type was taken from the Android monster listing and seems more powerful than half-construct while being cheaper but gets a lot closer to the feel I was looking for. If needed I can up the race points associated with it. I also slightly modified it so that they can be afraid, as that happens a lot in the game :) Some other ideas I had was natural armour/improved to represent its metal shell or deathless spirit further setting it apart as a construct.
All in all, I look forward to playing one of them! It looks like they would make good gunslingers or alchemists naturally and I have the thought of a claptrap gunslinger wielding a culvern or double hackbut and getting sent flying backwards every time he fires XD

So your guys thoughts?


Gobo, Thank you for making the clap traps. You have a choice now before you keep your rolls or reroll with a blessing from the DM, and it will truely be a blessing not a curse.


I have not liked any Wilder's that I have played with, it seems so different. But if you can flavor it well with the background I will likely allow it.

*****Disclaimer***** Understand everyone! That I have stated my opionion about classes that I really don't like. If you still choose to play them, you will not be treated unfairly throughout the game. I will have lots of questions. You will not get extra bonuses at the beginning of the game.


I have not seen a melee warlock yet, maybe it will be better or at least not so broken.

I prefer concentration as a skill rather than what Pathfinder made it. Keep it as a skill.


Decided on Alchemist(Beastmorph Vivisectionist)/Ranger(Shapeshifter).

Working out character sheet today.


GM Wolf wrote:
Gobo, Thank you for making the clap traps. You have a choice now before you keep your rolls or reroll with a blessing from the DM, and it will truely be a blessing not a curse.

Oh I will definitely reroll then :) I keep trying to think of how to make a class weaker to balance out those stats... or go balls to the walls and build a 2-weapon wielding cleric/monk. Make the thing as MAD as possible :) Watch as I get a 20pb this time around ;D

Now for this CL4P-TPs re-roll!
5d6 ⇒ (3, 4, 4, 6, 3) = 20 17
5d6 ⇒ (4, 6, 2, 3, 2) = 17 15
5d6 ⇒ (1, 5, 2, 1, 4) = 13 12
5d6 ⇒ (1, 3, 4, 3, 1) = 12 11
5d6 ⇒ (2, 2, 4, 6, 5) = 19 17
5d6 ⇒ (5, 1, 1, 1, 5) = 13 12
5d6 ⇒ (5, 4, 3, 4, 3) = 19 16

What do I get?

Edit: Looks a lot more reasonable :)
52pb. Still on the high end but nothing near what I had before ^-^
Race: Claptrap hands down
Class: Dunno yet, let me think about it and come up with something
Alignment: 90% likely going to be LN
Age: .... How old are those things anyways?
Lol let me think about it and see what I come up with.

BTW, Id reroll even without a blessing, so dont worry to much there ^-^


It depends on your character and what you want throw out some suggestions via PM.


@GM. To bring ratfolk RP up to lvl with most others, I was thinking of several ideas.
1. Add Toothy trait that halforcs can get.
2. Upgrade stat bonus to just +2 dex and int, no negative str.
3. Incorporate Sharp Claws feat into the race (basically a bonus feat).
4. All of the above :D (because I am not a munchkin)

I plan to be a very stealthly sneaky character with several options.
1. Plain old Stealth.
2. Reduce Person & Disguise Self to look like a plain old rat.
3. Cap of Human Guise (ratfolk item that lets me disguise as a small humanoid, ie. dirty human child on the street that no one pays attention to.)

I will make potions like crazy to help out my allies and perhaps infusion discovery, but potions last longer.

In a fight I have 4 natural attacks and sneak attack and will be trying to stealth and flank like a good secondary melee combatant or rogue. Though I can be decently powerful with ranger shape shifting and mutagen bonuses.

Natural attacks are Bite (toothy), 2 claws (sharp claws) and tail (tail blade, another ratfolk item). so 3 primary and 1 secondary i think.

Let me know what you guys think. Backstory goes something like, I am one of the natives of pandora that was experimented on before the company abandoned the planet, thereby unintentionally giving me my freedom back. I stole the cap (800gp if anyones wondering) on my way out along with their alchemist gear and have been trying to learn about humans and why they came to my planet and just blending in and surviving.


I've never had anyone ever tell me they thought that the warlock was a broken class in 3.5. Or if they did, they meant that it was brokenly underpowered compared to other classes. I'm curious now what your dad did to not only repair that common perspective, but make you think that they are overpowered? I always liked it for the kind of blastery super-hero style characters you could achieve with it, even though they tended to have trouble keeping up with the power curve.

I'm not set on it by any means, and I'm thinking over a few options.


Redtail that might work, there is a rat/human failed experiment in Borderlands 2. There is another player that wants to be a ratfolk, we shall wait to see what he posts about your post. Though I am liking your improvements we might do a few adustments though. We shall see.
____________________________________
They never, never run out of spells. He also is a hellfire warlock, blasting with even more damage. Then he took maximize spell like ability 3/day. Its an option.


You weren't mixing me up with my main alias 'Truerepentance' were you? I always forget to change alias when pming sorry.


LOL, Sorry, yeah same person. LOL Anyone else want to be a ratfolk, just covering my bases. LOL

Redtail do you know where your avatar picture is from? or what it is?


It's the only one under'vermin' that's why I picked it lol


It looks like a scary thing jumping out at you ready to attack


Now for this CL4P-TPs re-roll!
5d6 ⇒ (3, 4, 4, 6, 3) = 20 17
5d6 ⇒ (4, 6, 2, 3, 2) = 17 15
5d6 ⇒ (1, 5, 2, 1, 4) = 13 12
5d6 ⇒ (1, 3, 4, 3, 1) = 12 11
5d6 ⇒ (2, 2, 4, 6, 5) = 19 17
5d6 ⇒ (5, 1, 1, 1, 5) = 13 12
5d6 ⇒ (5, 4, 3, 4, 3) = 19 16

Sorry to be a pooper, but you only subtracted the lowest, not the 2 lowest..

@DM Before i put alot on work into this, is a gunslinger one of your hated classes? Because it seems to be a no brainer for Borderlands..


WerePox47 wrote:

Now for this CL4P-TPs re-roll!

5d6 ⇒ (3, 4, 4, 6, 3) = 20 17
5d6 ⇒ (4, 6, 2, 3, 2) = 17 15
5d6 ⇒ (1, 5, 2, 1, 4) = 13 12
5d6 ⇒ (1, 3, 4, 3, 1) = 12 11
5d6 ⇒ (2, 2, 4, 6, 5) = 19 17
5d6 ⇒ (5, 1, 1, 1, 5) = 13 12
5d6 ⇒ (5, 4, 3, 4, 3) = 19 16

Sorry to be a pooper, but you only subtracted the lowest, not the 2 lowest..

@DM Before i put alot on work into this, is a gunslinger one of your hated classes? Because it seems to be a no brainer for Borderlands..

Oops! You are right! New stats...

14
13
11
10
15
11
13
20pb... Hahahahahahah! ↑o↑ told you I would roll a 20!!! Called it or what ^-^
Twice over or half as much! Now time to get a bit munchkiny


As I have said several times before, I do not like some classes, but you may use them. It is your choice, You will not be treated any differently in game from my perspective. At the beginning of game some people that post everyday and help create races and ideas for the campaign will get some perks, bonuses, etc. If you choose to be a warlock, gunslinger, or other classes I have said you are likly to not get as many bonuses, though background does always takes precedent. Gunslinger bonus will likely be two guns, where as the warlock who knows.

Yes this is borderlands, but instead of bazillions of guns it will be bazillions of weapons. In that fact selling items will likely get you 10% back for selling them.


I have a character mostly fleshed out mechanically, but I would like to take a shot at something that might appeal a little bit more to the athstetic of the Borderlands setting. GM Wolf, I know you have stated it several times that you will allow all those classes, so just let me state that this is for my benefit, as I like to fit a setting as best as possible usually, and my first character is more of one I just wanted to play in a gestalt game.

I'm thinking about a total hand to hand bruiser or close fighting type a la Brick for a second proposed character.

Here is my Paladin Warlock, Mr. Whiskers

Stats:

5d6 ⇒ (3, 3, 1, 2, 3) = 12 = 9
5d6 ⇒ (3, 6, 6, 6, 6) = 27 = 18
5d6 ⇒ (6, 2, 4, 4, 3) = 19 = 14
5d6 ⇒ (6, 6, 5, 1, 4) = 22 = 17
5d6 ⇒ (4, 3, 6, 1, 6) = 20 = 16
5d6 ⇒ (6, 1, 6, 4, 1) = 18 = 16
5d6 ⇒ (5, 2, 4, 6, 2) = 19 = 15


So one of the ideas I had was a bard with either a summoner/master summoner or a cleric. With the summoner I was thinking of having him call Scrags up to fight for him or sum such and with the cleric I was thinking of having his deity be the Hyperion corporation, after all they created him! That and have his spells cast be inventions/machines or some such instead of "Magic from the Gods," purely flavour changes there tho. I would essentally be a aoe buff machine with possible summons.

now a few questions. You outright banned synthesists (and for good reasons), what is your thoughts on vanilla summoner/master summoner? Especially paired with a bard can be quite powerful as you can buff your own summons, but I figured it was a good way to offset the lower stats and keep up with the jones, power wise so to speak :)

Next question, Scrags. Do you have something in mind for the most common monster in borderlands? If not I could try my hand at creating a set.


I need help coming up with some campaign traits, something that connects to Borderlands. Something gritty, remember most vault hunters are not heroes, typically are runaways, mercs, deserters, genetic freaks, etc. They become the heroes.

Dirty Fighter would be a good one. but help me out here with ideas or ones you would think would fit from any source.
I will post the descriptions of them later.


A couple crime traits adapted from Way of the Wicked could probably fit nicely.


GM Wolf wrote:

I need help coming up with some campaign traits, something that connects to Borderlands. Something gritty, remember most vault hunters are not heroes, typically are runaways, mercs, deserters, genetic freaks, etc. They become the heroes.

Dirty Fighter would be a good one. but help me out here with ideas or ones you would think would fit from any source.
I will post the descriptions of them later.

Alright I will add that to the list of things to do, will probably get to it tonight (hopefully)

I got a few ideas :)


Traits should be fun.

Grew up on Pandora
You are one tough sonofab$+*~, because you're still alive.
+1 to Fortitude saves, Survival checks and Survival is always a class skill for you. Gain +1 hit points per level

Wanted
One of the big corporations wants you, alive or dead.
Characters gain a +5 bonus on all diplomacy checks to find out about you. You gain Stealth and Sense Motives as Class Skills, and gain +1 to both skills. Gain +1 skill points per level.

Unnatural
There's very little natural about your genetics, either due to accident or deliberate tampering.
Gain a +1 bonus to two saves and a -1 penalty to one save. Gain either +1 hit points or +1 skill points per level.

Could use some advice on trait benefits but I think the names and descriptions are reasonably spot on.


Looks good! They might be a little powerful, but hey they are campaign traits and those tend to be a bit stronger.
Grew up on pandora:
+1 fort=trait
+1 survival and class skill=trait
+1 hp/level=feat
so its about 4 times the strength of a regular trait or twice the strength of a feat
Ill get cracking see what I can come up with! Thats my next 'task'!


Those traits do seem very powerful for traits. Even campaign traits.

Pandora could just be +1 fort and gain survival as a class skill.

Wanted: Gain stealth and sense motive as class skills, choose one to gain +1. Remove the free favoured class bonus.

Unnatural: Remove the free favoured class bonus, just have the saves.

No traits I know of give continued per level bonuses as feats or favoured class bonuses.

Traits:

To fill in that borderlands feel how bout these:

Jury Rigger: You may repair an item for a quarter of the normal repair cost, though it only works for 1d4+1 days before breaking again.

Scavenger: Survival is a class skill and you may use it to find additional scrap or parts in the wastelands to be used for weaponry.

Stunt Driver: Ride is a class skill and you may use a ride check to cushion damage from a crash. In a crash, roll your ride skill and you reduce the damage taken by 1/2 the result.

Explosive expert: Gain evasion but only from your own explosives.

Vending Hacker: When buying or selling gear from vending machines you may change the cost by 5%.

I'll think of some more later but those are some fun ones I can think of off the top of my head.


@Gobo Horde- I figure that over-the-top power is a fun and integral part of the Borderlands theme. Like with superheroes. I think the GM agrees, given how we are using Gestalt rules for more power.

Has anyone got any other ideas for 'over-powered' trait abilities?

@Davachido- the issue with your traits I feel is that we are looking for CAMPAIGN traits, not Social or 'normal' traits. Campaign traits are about background elements beyond one's profession. Here are some other Campaign trait examples-

Black Sheep, Exiled, Bastard, Best Friend, Touched by the Sea, Outcast, Framed. More here.


All those are based upon things you do in the Borderlands game, not associated with what you would call 'normal' traits. Maybe scavenger I'll give you that. Let's give a bit of flavour text so you can see where I'm coming from.

Not to mention the ones you suggested are just normal traits turned to 11, or multiple normal traits smashed together.

Jury Rigger - You have spent time on Pandora learning to make the best of a bad situation by throwing together weapons with little resources.

Stunt Driver - Most of the vehicles on Pandora have not had the best track record, you have spent time learning how to survive a crash. Any landing you walk away from is a good landing.

Explosives expert - Fighting in the tight tunnels of Pandora you have learnt to know exactly where to hide from your own bombs or where to stand to avoid your own rocket launcher shots. Walk away from explosions in style.

Vending Hacker - You know a trick or two about pressing the right buttons on the vending machines to give you a slight discount. You even know how to trick the machine into giving you some more of it's pocket change.

Scavenger - I got nothing with this one, just one to help scrounge more stuff on Pandora. This is the only trait here that would come under 'normal' traits.


oops sorry, guys this thread went away on my dot list. I have been in communication with DM

I have not made an alias yet, but am making a fighter/rogue working towards sword and pistol style.


Someone make a ratfolk with me :P because, swarming.


i created a human, former slave of bandits, who is on a mission to kill them all.


I think I will use this alias, from two other games that dies out. Another game I am in wi Blood I used a twice dead alias and it has been great. Just have to rebuild him. this is mini


That unnatural trait would work great for my experimented on changeling druid/dreamweaver witch! I'm going to say her genetics are f-ed.


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Looking through most of the campaign traits, a good portion just mimic normal traits. Like chance saviour and Exile are both just Reactionary with a new coat of paint. All the jade regent ones are mimicing a race or normal trait.

The more powerful campaign traits are usually +1 to a skill (or +2 if you don't gain a class skill), gaining a new class skill then a very specific ability. Sometimes the specific ability is something like +1 to a single save.

I think I'll model traits to the more powerful campaign traits if that is the aim. With that in mind.

Jury Rigger:
You have spent time on Pandora learning to make the best of a bad situation by throwing together weapons with little resources.
Use magic device is a class skill for you and you gain +1 trait bonus to UMD. You may repair an item for a quarter of the normal repair cost, though it only works for 1d4+1 days before breaking again.

Stunt Driver:
Most of the vehicles on Pandora have not had the best track record, you have spent time learning how to survive a crash. Any landing you walk away from is a good landing.
Ride is a class skill and you gain +1 trait bonus to Ride checks. You may also use a ride check to cushion damage from a crash. In a crash, roll your ride skill and you reduce the damage taken by 1/2 the result.

Explosive expert:
Fighting in the tight tunnels of Pandora you have learnt to know exactly where to hide from your own bombs or where to stand to avoid your own rocket launcher shots. Walk away from explosions in style.
You have +2 trait bouns to Acrobatics checks. Gain evasion but only from your own explosives.

Vending Hacker:
You know a trick or two about pressing the right buttons on the vending machines to give you a slight discount. You even know how to trick the machine into giving you some more of it's pocket change.You also know a few of the secret codes to get exclusive weaponry known to few on Pandora.
Disable device is always a class skill for you. When buying or selling gear from vending machines you may change the cost by 5%, if you succeed a disable device check against a vending machine you may access a stored secret compartment with an item that you can buy.

Vault Hunter:
Once on Pandora you have spent much of your life looking for 'the Vault', find nooks and crannies in rock faces is your forte. You might one day find that Vault.
Gain +2 trait bonus to perception. Using your perception check you may find openings or entrances to underground passages or secret tunnels. If you pass a DC X perception check (based on environment) you may look around as if you were using "Detect secret doors" to find the entrance to a tunnel network or base.

On the Brink
Pandora has slowly been destroying the last vestiges of your sanity. You have become more paranoid and aware of the creatures on this land, maybe too paranoid.
Gain +1 trait bonus to Knowledge:Nature and Knowledge:Local and you may use either untrained. Choose a favoured terrain as per Ranger (this not confer the normal benefits). When attacked by the local wildlife or in a favoured terrain you are never caught flatfooted during a surprise round.


Ok ive finished my guy for the most part.. All info is in his profile.. I just have to come up with a backstory, but in short hes a exploring treasure hunter that carries an aura of luck around with him..

Out of the camp traits presented so far i think he would be a Vault Hunter, although he could certainly pull off Stunt Driver as well..

Oh btw its not a ride check, its profession(driver) that your looking for..


It would be, if profession actually made you better at driving. Profession just gives you money equal to half the roll once a week, it doesn't give you a bonus in actually performing the task in a stressful situation which is really weird in my opinion.

I also would've thought ride be the substitute to drive in a land where cars are more common place then horses. Say paladins get a supped up holy hotrod of haughtiness instead of a horse :P


In the ultimate combat theres an entire section called Vehicles.. All land based vehicles are controled by either Profession(Driver), or an associated skill depending on what it is your driving etc.. Now this only talks about animal drawn vehicles for the most part, and some magical/alchemical ones, but imo it would be the same thing for a more modern vehicle.. Profession rolls for money is only used in PFS really..

Profession
(Wis; Trained Only)
You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.


Ok, here's my real submission. A half ogre Monk/Fighter.

York is a big guy. Some 9 feet tall and as heavy as three men. He doesn't use a weapon, because he's never needed one. He was born on this planet, and he has no intention of seeing a bunch of off-world scum turning it upside down. York is a pretty easy going guy until you get on his bad side. Get on that bad side, and he'll not only rip you in half, he'll give you a good scolding to go along with it.

York

GM:
As outlined in the original post, Half Ogre meets the requirement as a -2 level adjustment race from 3.5

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