Legends of the Fifth Crusade, A Wrath of the Righteous Gestalt Campaign

Game Master Divinitus


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Cuàn wrote:
By the way, do note that in the PF setting the cthuloid stuff isn't the weirdest and scariest there is, that honor goes to their abyssal friend the Qlippoth who hate the demons anyway. Those are also the ones that seek to destroy all sentient life while the elder ones just want to be free and do whatever their (dark) heart desires, which doesn't always mean killing.

Hi!

*waves*


Cuan, have you considered any of the classes from 'It Came From The Stars!'? The cosmic theme of the Moonchild class would suit you well, particularly the House of the Void (Really cool ability options and the ultimate ability, Shadow of the Singularity, detached your shadow, turns it into a black hole, and sends it after nearby foes!). If you would like me to put the class up so you can see it in G docs, let me know.


GM Master of the Abyss wrote:
Cuan, have you considered any of the classes from 'It Came From The Stars!'? The cosmic theme of the Moonchild class would suit you well, particularly the House of the Void (Really cool ability options and the ultimate ability, Shadow of the Singularity, detached your shadow, turns it into a black hole, and sends it after nearby foes!). If you would like me to put the class up so you can see it in G docs, let me know.

Ooo can I have a link too? I've never heard of that supplement before.


Sure, I'll put it up in my docs and put up the link!


Thankies :3

Unless something in that book catches my eye in probably gonna go Primal Host/Righteous Sentinel.

Sczarni

Quick question, GM; are psionics PFS approved? I was thinking of running one at some point in the future on this site, but I'm not sure about the ruling for that...


Tryggve, I don't think you have to go by PFS rules, but I'm not sure. Haven't read that part over yet!

Sczarni

I guess your right, nevermind...just thinking it would be awesome of the psionics were legal in PFS.


I'd love a link to that book. So far top of my list are either Void Wizard or go the cheap way and take the Adopted trait with the Enlightened Warrior trait and go neutral Monk. I'll just say the one who raised him after his parents died/vanished was an Aasimar.

EDIT: That or the Arcanist, who is supposed to more or less pull magic apart and rebuild it from scratch to suit his ends.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber
Rednal wrote:

Well, there was a guy who at least had religious symbology, and he did have a big gun... though, weaponry and religion are fairly common mixes in anime, so I wouldn't be surprised if it was something else. XD

Hmm... can I modify the Oracle's Many Forms revelation to use the Aberrant Form series from Cultic Cryptomancia? Pretty similar stuff, just transformation into Aberrations instead of Magical Beasts, which is more thematically appropriate for Korina. XD

Nicholas D. Wolfwood who carried a cross full of mercy!

Thanks GM, still working away. Gestalt is new to me and very awesome!


GM Master of the Abyss wrote:


CHARACTER CREATION

-Level 1 gestalt

Odd interaction that I came across while building a character for the campaign that I wanted to ask about - Half-elf racial trait:

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Two ways to interpret this:

-You level once and get 1 bonus

or

-You level each favored class and get a bonus for each.

The first way, it does very little, if anything, in gestalt. The second way it does probably too much. I think it's the 1st and am thinking about substituting it out. But I figured I'd ask since I couldn't find a ruling.

The substitution, if curious:

Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Thanks in advance.


Slyness, that's an acceptable substitute. Otherwise, I would rule the bonus applies to one class, and the other half of the gestalt gains it at either 1/2 or 1/4 a level.


Can we haz link nao plz?


LINKIFIED

Hope the link works! I have hundreds more books, but since I don't want to use all of my data for the month uploading them, if you have a specific request about something you want to view, just PM me! The 'ICFtS! stuff is in miscellaneous.


That might not be the right link. XD; Seems to be bringing me to my drive, rather than yours...


Wait, I think it's because I didn't click into the big folder. I feel stupid.

TRY IT NOW


GM Master of the Abyss wrote:

Wait, I think it's because I didn't click into the big folder. I feel stupid.

TRY IT NOW

Nope :3


It's working for me. XD


That's odd. Lune, check it again. If it doesn't work, use the link I sent a day or so ago and backpedal through a folder or two.


GM Master of the Abyss wrote:
That's odd. Lune, check it again. If it doesn't work, use the link I sent a day or so ago and backpedal through a folder or two.

Okay, got it by going through the the Primal Host link, thanks again for sharing :3


Technically not sharing anything, just putting it up for viewing, but you're welcome lol!


Sorry for the delay.

Storm knocked out my net last night, and I spent this morning busy. First busy being scanned to such depth I'm pretty certain the results could be used to map out my neurons. Second, facepalming at hearing they lost the scans.

I have considered both, and I'm not certain why I went with the combination I did. I'm weird :P

And, actually, I will have the backstory up tonight. I need to retype it. I lost it thanks to the storm and headdesked.

Liberty's Edge

Sorry for the late post I missed the link here. This is Emyralda in disguise by the way:)
I have updated my character based on the character creation list.Please let me know if I need to change anything.

Liberty's Edge

Slyness here. First time PbPer, but I figured I'd throw my hat into the ring.


Here's the updated list of submissions. ^^

Finished

Arrathion: Kassina (Fighter/Rogue)
Camris: Mario Nedraid (Rogue/Swashbuckler)
CrystalStorm: Talrissia (Magus/Ranger)
Edward: Abigail Merosa (Bard/Cleric)
Javell: Morgrym Ironfist (Barbarian/Fighter)
JuanAdriel: Jordi (Fighter/Paladin)
Lufien: Merick Renarin (Cleric/Fighter)
MagusJanus: Therana Silmor (Gunslinger/Paladin)
Mcridill: Kayle Lightbringer (Magus/Paladin)
Rednal: Korina (Oracle/Summoner) or Harumi (Oracle/Sorcerer)
Simmons: Tryggve (Barbarian/Soulknife)
Slyness: Strife Dawson (Fighter/Sorcerer)
Trawets71: Zatzarzee (Cleric/Wizard) or Alexander Davies (Fighter/Rogue)

Pending

Buzzgob: ??? (???/???)
Corerue: ??? (Magus/Oracle)
Cuan: Khenbish (???/???)
Dark Netwerk: ??? (Inquisitor/Rogue?)
Gambit: ??? (Psion/Warder?)
Helikon: ??? (Inquisitor/Investigator?)
RPBlue: Jingo Jango? (???/???)
Rysky: Lune Shikari (???/???)
Tsiron: Skeleton-Man (???/???)

Sovereign Court

And here is Mario Nedraid, Swashbuckler/Rogue (swashbuckler) candidate.


Talrissia you shorted changed your self with attribute scores, and took one too many feats, Magus does not get a bonus feat at level one.


Rednal wrote:

Here's the updated list of submissions. ^^

Finished

Arrathion: Kassina (Fighter/Rogue)
Camris: Mario Nedraid (Rogue/Swashbuckler)
CrystalStorm: Talrissia (Magus/Ranger)
Edward: Abigail Merosa (Bard/Cleric)
Javell: Morgrym Ironfist (Barbarian/Fighter)
JuanAdriel: Jordi (Fighter/Paladin)
Lufien: Merick Renarin (Cleric/Fighter)
MagusJanus: Therana Silmor (Gunslinger/Paladin)
Mcridill: Kayle Lightbringer (Magus/Paladin)
Rednal: Korina (Oracle/Summoner) or Harumi (Oracle/Sorcerer)
Simmons: Tryggve (Barbarian/Soulknife)
Slyness: Strife Dawson (Fighter/Sorcerer)
Trawets71: Zatzarzee (Cleric/Wizard) or Alexander Davies (Fighter/Rogue)

Pending

Buzzgob: ??? (???/???)
Corerue: ??? (Magus/Oracle)
Cuan: Khenbish (???/???)
Dark Netwerk: ??? (Inquisitor/Rogue?)
Gambit: ??? (Psion/Warder?)
Helikon: ??? (Inquisitor/Investigator?)
RPBlue: Jingo Jango? (???/???)
Rysky: Lune Shikari (???/???)
Tsiron: Skeleton-Man (???/???)

*pokes with stick*

Oi, it's Primal Host/Righteous Sentinel for me :3

(Which was a hard decision to pick RS over the Starseed, Which is ALL KINDS OF AWESOME!)


Jingo Jango has updated his crunch. He is a Wizard/Witch with a focus on conjuration/transmutation. He will be making magical items down the road. His primary focus in battle is to buff allies with spells like Good Hope, Haste, etc. before moving to debuffs like Ill Omen, Evil Eye, etc. If the bad guys are still breathing, then Jingo Jango pulls out the Save or Dies after debuffing the enemies' saves to nothingness. Very much a team player, but very quiet otherwise. He prefers to work alone on a way to restore him to his former self.

Crunch:
Jingo Jango
Witch 1
Wizard 1
Samsaran Gnome - Neutral - Follower of Nethys

Str: 8 (-1) Int: 18+2 (+5)
Dex: 18 (+4) Wis: 12+2 (+2)
Con: 18 (+4) Cha: 14 (+2)

HP: 10 (1x6[HD] + 1x4[Con])
BAB: +0
Favored Class: +⅙ of a witch’s hex; +⅙ gained

AC: 18 Fort: 4 0 + 4[Con]
Touch: 14 Ref: 4 0 + 4[Dex]
Flat-footed: 14 Will: 4 2 + 2[Wis]
(Armor: 4(Mage Armor), Dexterity: 4)

Racial Traits: +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points; Low-light Vision; 1/day—comprehend languages, deathwatch, and stabilize; 6 Spells Added to Spell List: Deafening Song Bolt (5th Bard), Create Demiplane (6th Summoner), Music of the Spheres (5th Bard), Good Hope (3rd Bard), Arcane Concordance (3rd Bard), Frozen Note (5th Bard)

Feats:
1st: Improved Initiative: +4 to Initiative
1st-W: Scribe Scroll
1st-Hex: Evil Eye - The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

Traits: [Magic] Magical Lineage(Deafening Song Bolt) - Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
[Campaign] Riftwarden Orphan - You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has conf irmed that both of your parents were Riftwardens, and has further conf irmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.

Languages: Common, Samsaran, Draconic, Elvish, Dwarvish, Gnomish, Sylvan, Celestial

Skills (7/level):
Kn. (Arc.) +11; Kn. (Dun.) +9; Kn. (Loc.) +9; Kn. (Pla.) +9; Kn. (Rel.) +9; Linguistics +9; Perception +2; Sense Motive +2; Spellcraft +11
Skill Points: 7/7

Initiative: 8

Melee: Quarterstaff
Ranged: Sling

Other: Wizard’s Kit - This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin, Spellbook, 184GP

Witch Abilities:
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Patron Spells: At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Patron: Transformation - 2nd—jump, 4th—bear’s endurance, 6th—beast shape I, 8th—beast shape II, 10th—beast shape III, 12th—form of the dragon I, 14th—form of the dragon II, 16th—form of the dragon III, 18th—shapechange.
Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Raven Familiar: +3 to Appraise, Valet Archetype
Class Skills: A valet treats Craft, Perform, and Profession as class skills.
Able Assistant (Ex): A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
Prestidigitation (Sp): A valet can use prestidigitation once per hour.
Teammate (Ex): A valet is considered to have all the teamwork feats its master has.

Spells: 1st (1+2/day)

Spells Known:
0th (3): Detect Poison, Guidance, Stabilize
1st (8): Mage Armor, Snowball, Burning Hands, Charm Person, Ill Omen, Cure Light Wounds, Inflict Light Wounds, Ear-Piercing Scream

Wizard Abilities:
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane Bonded Item: Ring
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Conjuration(Teleportation) Subschool - Opposition (Transmutation/Necromancy):
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells: 1st (1+2+1/day)

Spells Known:
0th (3):Detect Magic; Read Magic; Message
1st (8): Mage Armor, Snowball, Keep Watch, Summon Monster I, Magic Missile, Crafter’s Fortune, Feather Fall, Protection from Evil


Jingo, do note that the Samsaran's Mystic Past Life only allows you to add spells from a single class to your list, not of two distinct classes. There is a post from James Jacobs about that somewhere but I can't seem to find it.

I looked at the Moon Child but despite the fact that it's really awesome I don't think it fits my character. If anything it's a class that disturbs the balance more than anything, especially the admittedly pretty cool Devouring Void House, as it's about distorting time and space more than anything else.

So far I'm still stuck with either Monk, via trait tricks, Void Wizard, the Void there is actually the connecting 6th Element (Asian system) as opposed to the devouring void of the Moon Child, and the Arcanist, who seems a lot of fun.
The first two fit the whole staying balanced better while the latter's ability to take apart and rebuild magic fits better with restoring balance as arcane casters tend to be the biggest (mortal) disturbers.

The Theosophist Cleric actually already fills the maintaining your own inner balance, considering it's a religious philosopher, and as such I'm not sure if that part needs more or that I'll focus on bring balance to the world with the other half.


Jingo Jango will change Create Demiplane to something else. He just wanted to create his own world earlier than normal... :( Changed to... Mass Cacophonous Call. Seems like fun.

Liberty's Edge

Kayle I thought we got 25 points for attributes. Also the extra feat comes from being human.


@ Talrissia
Nope, 28 in a 1:1 basis. So, to get 18 you must spend 8.

GM Master of the Abyss wrote:

An excellent point, Cuan.

CHANGE THE POINT BUY SO EACH SCORE IS A BASE OF 10. YOU MAY REDUCE ANY SCORE BY UP TO 4 POINTS TO GAIN THAT MANY POINTS. YOU ALSO HAVE 28 BASE POINTS! ENJOY!

Rednal, no Cure Minor Wounds. Yes, WotR is a meat grinder for PCs, but that is part of the appeal! I have already upped everyone's survivability by allowing gestalt, so no need for CMW.

For those who think it's unbalancing, trust me, this AP can be absolutely brutal for PCs. Trying to make it so I don't TPK everyone easily, because I believe in running foes to their maximum potential as opposed to being 'softie GM McGee'.

Ed, overlap almost always happens in gestalt, but most players are polite enough to not make it TOO much so.

Liberty's Edge

Thanks I will update.


JuanAdriel wrote:

@ Talrissia

Nope, 28 in a 1:1 basis. So, to get 18 you must spend 8.

GM Master of the Abyss wrote:

An excellent point, Cuan.

CHANGE THE POINT BUY SO EACH SCORE IS A BASE OF 10. YOU MAY REDUCE ANY SCORE BY UP TO 4 POINTS TO GAIN THAT MANY POINTS. YOU ALSO HAVE 28 BASE POINTS! ENJOY!

Rednal, no Cure Minor Wounds. Yes, WotR is a meat grinder for PCs, but that is part of the appeal! I have already upped everyone's survivability by allowing gestalt, so no need for CMW.

For those who think it's unbalancing, trust me, this AP can be absolutely brutal for PCs. Trying to make it so I don't TPK everyone easily, because I believe in running foes to their maximum potential as opposed to being 'softie GM McGee'.

Ed, overlap almost always happens in gestalt, but most players are polite enough to not make it TOO much so.

How did I miss this?!?!

Liberty's Edge

I hope this is a little bit better. Thanks for the help. Please let me know if I have missed anything else.


Cuan, there's a few ideas I have. The Taoist from LRGG is like a spellcasting monk that continually shifts along a spectrum of yin (Cold, dead energy,) and yang (Explosive, vibrant energy,) and can only cast certain spells when at a certain point on the spectrum. Psions, obviously, could fit the 'universal consciousness' theme. The Magpie class is odd, but cool, allowing the manipulation of chance and fate via a small, symbiotic creature that 'reads' spikes of universal karma, but also makes you a bit loony. There's other classes that could fit, but I'm not recalling much else. Need to get breakfast soon.


That does sound interesting. Any idea where I could find the Taoist and the Magpie, I'd love to check them out.

I'll pass on the Psion, I'm simply not to fond of playing Psionics (with the exception of the Aegis and the Dread, which I love, but neither fits this character)

I've checked all the 3rd party stuff I could find on the d20pfsrd but there is nothing there that would both fit and not have the same feel and functionality as my Cleric levels.


The Taoist is in one of the Heroes of the East books by Little Red Goblin Games and the Magpie is in their Necropunk Campaign setting. Not sure which ones are up, since they took down all their products a while back to ensure compatability. The classes playtested well, I found. I would have to fix the Magpie a bit, since Necropunk has a Social Combat system instead of social skills, but I can fix that easily. If you would like, I could put these up for viewing as well.


That would be cool, yes. I'd like to take a look, even if it's only to get more ideas.


This is DarkNetwerk's Inquisitor/Rogue. Want to change the profile pic, but the system is acting up at the moment, so it'll have to wait.

Still need to figure out a Story Feat. Haven't really looked into those all too much.

Hook-wise, I could rewrite some things so the Kuthites are still looking for him.


Wow, those seem like *really* strong characters, with so many strange set-ups. Don't know how I can play 'just a fighter' when everyone else can kill you with their eye-lashes... :-o

Lantern Lodge

Just stumbled onto this thread, are you still accepting applicants?

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

thestrongangel

You have until the 7th I believe to get your entry in. :)

Still working on mine, still interested will post soonish...

Gestalt is hard to decide. :(


Go for an idea you've really wanted to play, with an emphasis on what sounds cool?

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Rednal Thanks! I think that is what I will do. No one did this from what I can tell. :)

GM Master of the Abyss Sorry for the switcharu but I think this will work better alongside the party and besides Ratfolk Gun/Alchemist? How could I pass up trying that out. :)

Mythic Path Trickster... (Still unused to Mythic but it looked good for my class combo...

Chi - Ratfolk Gunslinger/Alchemist:

Female Ratfolk Gunslinger (Gulch Gunner, Musket Master)/Alchemist 1 (Looking at Archetypes...)
NG Small humanoid (ratfolk)
Religion: Desna
Hero Points 1
Init +4; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +4; -1 vs. fire effects, -1 when adjacent to open flames or on fire
--------------------
Offense
--------------------
Speed 20 ft.
Melee 2 claws +4 (1d4+2)
Ranged musket +6 (1d10/×4)
......... bomb +6 (1d6+4 Fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14), swarming
Alchemist Spells Prepared (CL 1st; concentration +5):
1st—cure light wounds, shield
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 18, Wis 18, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Gunsmithing, Rapid Reload, Sharpclaw, Brew Potion, Throw Anything
Traits armor expert, chance encounter, unstable mutagen
Skills Acrobatics +8 (+7 when adjacent to open flames or on fire, +4 jump), Climb +6 (+5 when adjacent to open flames or on fire), Craft (Alchemy) +9 (+8 when adjacent to open flames or on fire), Escape Artist +8 (+7 when adjacent to open flames or on fire), Heal +8 (+7 when adjacent to open flames or on fire), Perception +10 (+9 when adjacent to open flames or on fire), Sleight of Hand +8 (+7 when adjacent to open flames or on fire),Spellcraft +8 (+7 when adjacent to open flames) Survival +8 (+7 when adjacent to open flames or on fire), Use Magic Device +6 (+5 when adjacent to open flames or on fire)
Racial Modifiers +2 Perception, +1 Alchemy, rodent empathy
Languages Common, Draconic, Undercommon
SQ burned, deed: flash and shock, deed: quick clear, deed: steady aim, grit, hero points
Other Gear masterwork chain shirt, musket, backpack, masterwork, canteen, canteen, gunsmith's kit, trail rations (10), 300 gp (still working on remaining gear)
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Special Abilities
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Gunslinger

Armor Expert -1 Armor check penalty.
Burned -1 to save vs. fire, -1 attacks, saves, skill checks if you are adjacent to or on fire.
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Flash and Shock (Ex) Spend 1 grit to get +4 AC against an opponent after attacking them.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Unstable Mutagen (1/day) You discovered or were given a secret to make your mutagens more unstable—but also more potent. Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instab

Alchemist

Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Background:

Many remember what happened in the light lands when the Worldwound tore open a rift in the land of Sarkoris. However no one remembers what happened below...

Chi was once a normal ratfolk, living out her days defending their colony and scavenging in the many caverns and tunnels that made up their sizeable warren. The war above ground didn't concern them much, mainly because they underestimated the threat it posed to everyone not just the uplanders. When the first demons started to enter their caverns they were easily repulsed. Dretches were no match for the Gulch Gunners. But as more and more started to pour into the caves it became more and more difficult to contain them.

The demons sought to annhilate all resistance to their conquest of the land, above and below. The ratfolk colony soon suffered massive casulties. Brimoracks joined the fight and the once stout gulch gunners were pushed back, Chi was among those that held the front line. Being an avid chemist she tried to use his concotions to repel the invaders as well but sadly his bombs only gained their ire. A particularly powerful demon counter attacked his bombs with a powerful gout of fire that carried with it the vile magic of the abyss. Permenantly scarring the young Chi forever.

In a matter of months their warren was destroyed, over three quarters of their tribe were killed or whisked away to horrible fates and the survivors were scattered to the winds. Chi, with what little equipment she could pack out of there, made her way to what cities were still fighting back. This led her to run afoul with some cultists, who took interest in the lone ratfolk.

When things started to turn grim a mysterious woman intervened, her beauty was breath taking even to the scarred ratfolk. She helped Chi trick her way past the group of cultists and for a time they traveled together. She couldn't help but notice that aside from her staggering beauty the mysterious woman appeared deeply saddened by something. In the short time together Chi was impressed with her companions remarkable skill with the bow, but the thing that stood out the most to her was the Symbol of Desna the woman wore. She often held it without realizing and Chi thought it was the one thing that gave her comfort, like she needed it more then anything else.

Their companionship was at an end when the woman disappeared moments before a crusader patrol found Chi and escorted her to the city of Kenebras. It saddened Chi greatly to lose such a remarkable companion but what hurt the most was she never learned the womans name...

"We will meet again, Chi promises!"

Ever since that day Chi has had an easy time with trickery...

Appearance & Age:

Age: 15

Chi appears to still be suffering from fresh burns but to the untrained eye its much more diabolical then that. She suffers from vile damage that doesn't heal naturally and even Chi doesn't realize this...

Chi is around four feet tall, weighs roughly seventy pounds and appears to be badly burned on most of the left side of her body. She covers this up with a heavy hood or armor but part of her face is burned which is much harder to disguise. She has several gold earrings in her ears and a small hoop in her nose as well. Her burns stand out all the more because she has a siamese coloring, marred greatly on one side from the burns. Her eyes are a light ruby color and she bares long claws that luckily don't interfere with her marksmanship.

Personality:

Dedicated She doesn't waste time when things need done, honing in on tasks with a single mindedness that is unlike most Ratfolk.

Brave She isn't afraid to hold the line, even when things look grim she won't run. Preferring to fight on and inflict as much damage as possible so others can survive.

Caring She is willing to help those down on their luck, most of the time offering free healing and curative tonics to those who have been injured.

Self-concious Her burns make her feel ugly, especially around non-ratfolk that distrust her kind already. It makes things very difficult for her to interact easily with others.

Afraid of Fire As silly as it sounds she fears fire on the subconcious level now. It makes her profession more difficult but she muscles through the fear and gets her work done. In combat however it causes her to hesitate sometimes and she hates to admit she fears something that she works with every single day...

What needs finished:

As stated above.

Alchemist: Archetypes, looking into these alchemist looks fun to run but I didn't know if vanilla was okay for ratfolk or not.

Items: Standard items need selecting still, I have around 300 gp to buy and I need to buy bullets of course but this won't take long.

CC from everyone If I made a mistake or anything please point it out and I am up for suggestions as I was trying to make a ranged combatant that could perform some battlefield control with her bombs. I tried to space her stats out well but I didn't know if getting a 20 in dex and int was worth not raising the other stats. Opinions welcomed!


TheStrongAngel, recruitment will stay open for a few more days, though I haven't decided on the exact number.

Corerue, how interesting! Most people have little interest in Ratfolk, which is unfortunate because their society and habits are pretty cool. As for the stat thing, I don't care if you optimize or not. As long as you have a good backstory and a solid character, you can semi-Munchkinize if you want. I am neutral on terms of whether to optimize, balance, or form stats based around RP concepts. As for Alchemist Archetypes, I have a hoard of them from 3PP. If none of the ones on D20PFSRD interest you, send me an idea of what you're looking for and I can, hopefully, find you an archetype that fits.


GM Master of the Abyss wrote:

TheStrongAngel, recruitment will stay open for a few more days, though I haven't decided on the exact number.

Corerue, how interesting! Most people have little interest in Ratfolk, which is unfortunate because their society and habits are pretty cool. As for the stat thing, I don't care if you optimize or not. As long as you have a good backstory and a solid character, you can semi-Munchkinize if you want. I am neutral on terms of whether to optimize, balance, or form stats based around RP concepts. As for Alchemist Archetypes, I have a hoard of them from 3PP. If none of the ones on D20PFSRD interest you, send me an idea of what you're looking for and I can, hopefully, find you an archetype that fits.

True, Skaven are badass.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Sweet!

I may take you up on that. :)

I was torn between Ratfolk and some of the others but I decided i've never played a small character before and the Gulch Gunner really fits my idea of a Gunslinger, coupled with throwing bombs just sounds like loads of fun.

I will admit I will be playing some firsts with a pairing like this but I think it will work out well. :)

Lune

Skaven are fun. >:)

Best of luck to everyone, this is sure to be a crazy fun game!

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