Monster Mashup - Master Thread

Game Master CaveToad

Can you rescue your 'beloved' mentor from the forces of evil? Will you make your way in a world that may not trust you, understand you, or want you? Will you stay true to the path Goodwin set out for you, or revert back to your former life?


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Andrian Timeswift wrote:

Hey Cave Toad, I don't know if anyone's asked this yet, but would submitting a mythweavers sheet be acceptable, rather than manually entering everything in a forum template? I'm planning to build the character on MW anyway for the handy auto-calculation stuff, and I just want to know if I have to copypasta everything. I promise I'll keep it all well-organized.

and

Oh, and while I'm asking questions for Cave Toad, is it legal to have a Dwarven Longhammer as my special item?

You can submit a mythweavers sheet, although i prefer the forum templates. To me its just cleaner because it allows you to show your math and is customizable. the MW sheet is fine though, others have done the same.

And yes to dwarven longhammer. Everyone is proficient in their special weapon regardless of class proficiencies or racial restrictions.


Grobly wrote:
@CaveToad, Concerning the special item: How special can we make it? Say a Masterwork toolkit that can make do as a masterwork improvised weapon? I am aware improvised weapons cannot be masterwork by raw.

I prefer it to be a weapon/shield or an item you would wear like an amulet or ring, or headband etc. I not too keen on having nonstandard items due to the framework I have set up.


Anderlorn wrote:
Did you change that it has to be a weapon? My strategy was to mitigate Light Sensitivity like Lenses of Darkness and was thinking Goggles would be the best item for that.

Yeah goggles are fine, as long as its not armor etc. Any misc worn slot is ok.


Can the special item be made of a special material or later upgraded via the "cash pool" into one?


I believe this is a completed submission, let me know if I am missing something blatant.

Yvaarik Svark:

Yvaarik Svark
Lizardfolk
Sorcerer (crossblooded Orc and Gold Draconic) 1
Dervish Dancer Warder 1
Wizard(Shapechange) 1
Medium 5' Space 5' Reach
Hero Points 1
Init +12; Senses darkvision 60 ft.; Low-Light Vision; Perception +8
--------------------
Defense
--------------------
AC 23, touch 19, flat-footed 19 (+4 Dex)
hp 20 (1d12+4+3+1)
Fort +6, Ref +4, Will +4
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft. land 30 ft. swim
Melee Bite +7 (1d4+7) or
. . Claws +7 (1d4+7) x2
. . Tailslap +7(1d8+7)
. . Gore +8(1d6+8)
Melee Power Attack Bite +6 (1d4+9) or
. . Claws +6 (1d4+9) x2
. . Tailslap +6(1d8+9)
. . Gore +7(1d6+10)
Special Attacks battleshaping (2, 1d4, 8 rounds/day)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—shield
. . 0 (at will)—detect magic, ghost sound (DC 15), prestidigitation
. . Bloodline Draconic, Orc
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 16), enlarge person (DC 16), enlarge person (DC 16), mage armor
. . 0 (at will)—dancing lights, mage hand, message
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 17+1, Int 20, Wis 14, Cha 20
Base Atk +1; CMB +7; CMD 21
Skills Bluff +9, Intimidate +9, Knowledge Arcana +9, Knowledge Nature +9, Knowledge Religion +9, Knowledge Martial +9, Linguistics +9, Perception +6, Survival +6, Use Magic Device +9
Feats Eschew Materials, Scribe Scroll, Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Two-Weapon Fighting, Combat Reflexes (Int), (5) Spell Focus(Evocation), Varisian Tattoo (Evocation), Power Attack, Weapon Group Adaptation (Natural), Improved Initiative
Languages Common, Lizardfolk, Celestial, Abyssal, Demonic, Draconic
SQ arcane bond (swoop, rhamphorhynchus), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points, physical enhancement (+1)
Other Gear Amulet
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Battleshaping +0 (8/day) (Su) Temporarily gain natural attacks
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (8 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Shapechange Associated School: Transmutation
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
1 Encouraging Roar (Readied, 1/Encounter Boost) (Ex) All allies within 30' get +2 morale bonus to attack and damage for 1 round.
1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy.
1 Pommel Bash (Not Readied, 1/Encounter) (Ex) Make an unarmed attack versus an opponents flat-footed AC and deal an extra +1d6 damage
1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels
1 Shards of Iron Strike (Not Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round
1 Swift Claws (Readied, 1/Encounter)(Ex) Make one attack roll and make two attacks
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Two-Weapon Defense Add Intelligence to AC when wearing Light or no armor and wielding weapons in both hands

Spent points for Svark:

Lizardman 9
Advanced Charisma 4rp
Advanced Intelligence 4rp
Advanced Strength 4rp
Natural Attack Tail 1rp
Slapping Tail 3rp
Improved Bite 1rp
Improved Natural Armor +2 3rp
Low-Light Vision 1rp
=30pts

Familiar:

--------------------
Swoop
Rhamphorhynchus
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3-2)
Space 2½ ft.; Reach 2.5 ft.
Special Attacks sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6
Languages Common (can't speak)
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Backstory:

Yvaarik was born to the swamps that are common to his people. Showing initially aptitude in sorcerer arts he was trained as a battle shaman of his tribe. He never had the physique of many of the warriors, many would consider him weak for his people. Training was long and difficult at times, mastering the force of personality to control spell and channel his emotions into spells. He learned to protect his self during battle with spells and would use his natural weapons in combat, hoping to learn more destructive spells in the future to become a more effective member of his tribe. He was often picked on by other larger lizardmen during raids for his lack of evocation magic. Yvaarik while slim was about as tall as a lizardman became coming in at around seven feet tall, but was quite thin, little did he know that would change.

One day out on a long raid from their main village Yvaarik was out with six other warriors, the usual harassment was taking place for not having real combat ability, when they stumbled upon a base for ogres. Obviously a village of ogres were out of the range of seven lizardmen, so they decided to stealthily take some items and leave without a trace. The sneaky individuals of the group went into the camp looking for useful or valuable items when they we quickly flushed out by the ogres, everyone in the group scrambled and it was everyone for themselves. Running for his life, because lets face it one blow from an ogre club would quickly end his career, Yvaarik found himself encircled in a bright sunlight ring. He then found himself being lifted off the ground uncontrollably, higher and higher, then everything went white.

Waking up in a white chamber Yvaarik found himself face to face with a divine being. Being from a primitive tribe Yvaarik immediately began groveling at the feat of the being, which he took great amusement in, telling Yvaarik to return to his feat and to not worship him. He told Yvaarik his name was Gombrian Goodwin and that he was going to train him to be the best possible version of himself, to which Yvaarik quickly agreed. Archmage Goodwin told him that he was one of the first subjects for such an experiment and it began with receiving an amulet that would one day bring power. Long days of studying arcane arts and perfecting his natural weapon use lead him to become enormous and very intelligent for a lizardman, it probably had something to do with some magical tampering from the Archmage as well. One day waking up for his training Jovar, who was the Archmages Homunculous, was waiting for him to tell him that master Goodwin was taken and that he was being charged to help find him with some of the other subjects.


May I assume that, though we are starting with no possessions save our special item, we also get our free first-level outfit? Or are we starting this campaign nude?


CaveToad wrote:


Yes you have some basic clothes, but very basic. Last you recall you went to bed, and woke up basically to the world collapsing around you. You have enough to be decently attired if that is a concern.


Thanks Lucina :)


If I already have a Bite attack, could I use RP to increase my bite damage? or does the stack only apply to the Bite buy option?


Just a nitpick, Choant, the Warder archetype is called "Dervish Defender". :)


Changed his barbarian level to a bloodrager (crossbloded draconic/arcane).
Gets him d6 claws in rage, and some arcane spells later, plus Arcane Bloodrage, which is just awesome.


I think I'm finally done with this beast of a character, so here's my application for Mlinzi Nwosu. I've probably screwed something up somewhere, but I did my best to get everything in. I hope my background and other fluff are okay. If not, I'll happily revise them.

One thing that really surprised me going through this was just how much damage this character can put out. Enlarged and in Rage, he's got +9 to hit and 3d6+12 damage! At level 1, that's outrageous. As a sorcerer, I can pull that off a few times a day, too, assuming I'm careful with my rage and spells.


Your damage isn't that outrageous compared to what is possible. You have sacrificed a lot of damage for defense with that build. Since you are pretty much relying on standard action attacks, taking a PoW class would boost your damage a lot. You mentioned earlier you didn't know what to pick for your cheese dip, might I suggest Stalker?


There are a lot of ways to boost damage. The PoW thing makes a difference mostly because of the unreasonably-powerful weapon-boosting feats only open to characters with Initiator levels; but Martial Artist allows Weapon Specialization at level 4, and then with Furious Focus and Horn of the Criosphinx damage gets absurd by level 6.

Also, since ACG, Monks/Brawlers/UCMonks are by level 8 the highest damage characters you can build anyway.


Eleanor Sibyl wrote:
Can the special item be made of a special material or later upgraded via the "cash pool" into one?

It cannot start with a special material. There may be upgrade options later.


Grobly wrote:
If I already have a Bite attack, could I use RP to increase my bite damage? or does the stack only apply to the Bite buy option?

Yes you can spend the RP to upgrade it one level.


Andrian Timeswift wrote:

I think I'm finally done with this beast of a character, so here's my application for Mlinzi Nwosu. I've probably screwed something up somewhere, but I did my best to get everything in. I hope my background and other fluff are okay. If not, I'll happily revise them.

One thing that really surprised me going through this was just how much damage this character can put out. Enlarged and in Rage, he's got +9 to hit and 3d6+12 damage! At level 1, that's outrageous. As a sorcerer, I can pull that off a few times a day, too, assuming I'm careful with my rage and spells.

Added to the list. The love for sorcerers and barbarians grows stronger :)


CaveToad wrote:

I'm pretty set on keeping the list as is.

One RP thing that I think you left off that people might be interested in is the following:

Linguist (1 RP): Members of this race start with Common plus their racial language (if any). Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).

It kind of makes sense, since everyone has spent a decade with mixed races speaking whatever languages they liked. :)


CaveToad wrote:
Andrian Timeswift wrote:

I think I'm finally done with this beast of a character, so here's my application for Mlinzi Nwosu. I've probably screwed something up somewhere, but I did my best to get everything in. I hope my background and other fluff are okay. If not, I'll happily revise them.

One thing that really surprised me going through this was just how much damage this character can put out. Enlarged and in Rage, he's got +9 to hit and 3d6+12 damage! At level 1, that's outrageous. As a sorcerer, I can pull that off a few times a day, too, assuming I'm careful with my rage and spells.

Added to the list. The love for sorcerers and barbarians grows stronger :)

Let the DPS or should I say, the DPR (Damage per Round) begin ... :-)

Can't go wrong with with a Sorcerer, easier book keeping and lots of spell slots. I like the Arcanist because of the wizard flexibility with spell slots between a sorcerer and wizard, and the exploits are not too bad.


Hotaru of the Society wrote:
CaveToad wrote:

I'm pretty set on keeping the list as is.

One RP thing that I think you left off that people might be interested in is the following:

Linguist (1 RP): Members of this race start with Common plus their racial language (if any). Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).

It kind of makes sense, since everyone has spent a decade with mixed races speaking whatever languages they liked. :)

I will ponder it further. I had considered it initially, I don't have anything against it, just figured people could take linguistics skill, but probably not a bad option.


LOL, I was looking into Twin-Mind, that is going to get insane that any of my more evil Mind Flayer kin would love!

So are we going to Triple path for Mythic too? Might as well keep with the theme and see who goes insane first ... LOL


Quassine Alator wrote:

LOL, I was looking into Twin-Mind, that is going to get insane that any of my more evil Mind Flayer kin would love!

So are we going to Triple path for Mythic too? Might as well keep with the theme and see who goes insane first ... LOL

Mythic is so OP, triple tier would be true insanity.


As for the Bite Advancement, I think Kitsune already has an enhanced bite (it's a d4 for a medium creature), though I have an unspent RP. If it's still on the table, I might as well throw the point into that (I'm happy with my language selections and did take a point of linguistics :))


Quassine Alator wrote:

LOL, I was looking into Twin-Mind, that is going to get insane that any of my more evil Mind Flayer kin would love!

So are we going to Triple path for Mythic too? Might as well keep with the theme and see who goes insane first ... LOL

I am pretty sure I'll go insane first :D.


Quassine Alator wrote:

LOL, I was looking into Twin-Mind, that is going to get insane that any of my more evil Mind Flayer kin would love!

So are we going to Triple path for Mythic too? Might as well keep with the theme and see who goes insane first ... LOL

Mythic path may be triggered more off of your favored class of the triple pick. I haven't completely ironed out a few things with it yet. Mythic stuff, as expected, will tie heavily into storyline and plot development.


I admit that I've heard good things about Path of War, but I haven't really been interested in learning it. I know that's like fighting with a hand tied behind my back, but for me, the thought of adding a bunch of classes and feats to my knowledge of the game, but keeping it separate so I don't accidentally mix it with my pure PF knowledge is rather daunting. You guys are right that I gave up raw damage potential for defense, but it's also true that my damage will be steadily increasing over time.

And yes, I love the Sorcerer. It's the class for casting only the best spells often and well. It's my favorite casting class hands down in Gestalt for the simple fact that you can have any mental stat as a casting stat, which means it goes with virtually any build (I have never actually built a Charisma-based Sorc, because Charisma sucks as a casting stat... and a stat in general). Cleric is both annoying and awesome because you gain access to the entire spell list. It's great because it makes you extremely flexible. It's annoying because keeping track of which spells you have access to can be exhausting. Wizard is more manageable because the spellbook allows you to expand slowly.

While we're on the subject, there are some classes that just work well with Gestalt. Monk and Sorcerer are two of them. Monk is great because it adds a lot of flexibility to both casters and martials. Casters will enjoy getting some decent melee durability and damage potential for when they're not casting, and martials will love the saves, action economy, speed boost, damage potential, and versatility of the class. Monk really benefits from full BAB and a better Hit Die (one reason the Unchained Monk is such a huge improvement in non-gestalt campaigns, though I think regular monk comes out on top in most gestalt builds because of the saves and archetypes). Sorcerer, as I've said, can have any mental stat as a casting stat, and has a great list of spells to choose from. With other casters, it gives you a solid base of spells you always have available when you need them, allowing you to prepare a wide variety of situational spells around the Sorcerer core. Martials get a reliable set of spells they can use when they need them and a boost to what's usually their worst save without having to switch around their dump stats too much. Taken together, Monk//Sorcerer makes for a really cool anime character, and adding a third class to the mix just makes it better.

There are a few other classes that really do well in Gestalt, like Rogue/Ninja, Bard, Swashbuckler (those three work really well together, by the way, giving you finesse, full BAB, and Sneak Attack, while using the same stat spread), Warpriest, Brawler, and Magus. I'm not listing a lot of the best standalone classes, like Fighter and Wizard, because, while great on their own, and certainly powerful in gestalt, they don't always play as nicely with the other classes as you'd like. If you're building a martial character, Fighter is a strong choice with a lot of flexibility, but one of the big things it brings to the table, Armor Training (and the Heavy Armor that goes with it), can interfere with other builds, slowing you down, adding check penalties, and incurring an arcane failure chance. It's not as universally great as Monk or Sorcerer, and you'll need to synergize it with another class (like Magus or Bard) to get rid of its handicaps. Intelligence is a great casting stat, making Wizard awesome on its own, but very few classes need Int as much as they need other stats, so you're probably going to become really MAD. The only classes that use your casting stat are other arcane casters, and while the added breadth in spells can be great, it's not as nice as it could be. That said, Fighter//Magus//Wizard would probably be the ultimate marriage of arcane casting and martial prowess, and Witch//Wizard//Sorcerer would be the squishiest, most terrifying arcane caster to ever walk the planes.

Barbarian has similar problems, with Rage not playing well with a lot of other abilities, but it can work really well in the right combo. It plays really well with Monk and other 3/4 BAB classes, and it's got some cool archetypes, but it's not a one-size-fits-all kind of class. I really like mixing it with Monk for the sheer epicness, though, and when I found myself thinking about how much I like Monk//Sorcerer and Monk//Barbarian, I decided I'd probably love to combine them.

/gestalt nerd

-----
Oh, and for an upgrade to my item, if the longhammer could eventually become a monk weapon at some point (even if I have to wait until my monk's scaling damage gets to 2d6), that would be really sweet.


CaveToad wrote:
Quassine Alator wrote:

LOL, I was looking into Twin-Mind, that is going to get insane that any of my more evil Mind Flayer kin would love!

So are we going to Triple path for Mythic too? Might as well keep with the theme and see who goes insane first ... LOL

Mythic path may be triggered more off of your favored class of the triple pick. I haven't completely ironed out a few things with it yet. Mythic stuff, as expected, will tie heavily into storyline and plot development.

Roger that! Didn't mean to get ahead but was just thinking about Quassine's road map and thought about it during the creation.


How do you do a sorceror with a casting stat that isn't Charisma? I know of no such thing.


@Dave: Sage Bloodline


Or Empyreal. :)


@Dave, there's two bloodlines that let you do it. Sage Bloodline lets you cast with Int, and Empyreal Bloodline lets you cast with Wis. You are locked into those bloodlines, but really, Bloodline powers are the least interesting part of the Sorcerer.


Is there a chance you could be talked into allowing Wyvaran to buy Natural Armor (and thereby Improved Natural Armor)? They are of the dragon type but have no natural armor even though both kobolds and wyvern have it. It's cool if not, just figured I'd ask.

Thanks again!


The bite question was answered on this very page. Go for it.


2 people marked this as a favorite.

Ah, I thought you meant something far broader. I think there are better options, especially with the stats available to us in this game.

Bloodline is to me the only reason to play a sorceror (and ease of book-keeping I suppose). It's the flavor. Otherwise everyone would just make blasters, enchanters or necromancers.


^ Amen.


Slyness wrote:

Two more questions:

Can Lizardfolk up their bite attack by spending an extra RP in Bite?

Is there a chance you could be talked into allowing Wyvaran to buy Natural Armor (and thereby Improved Natural Armor)? They are of the dragon type but have no natural armor even though both kobolds and wyvern have it. It's cool if not, just figured I'd ask.

Thanks again!

I think it said in the original post that natural armor is fine for all, and the lizardman specifically says it can upgrade its bite.


Eleanor Sibyl wrote:
The bite question was answered on this very page. Go for it.

I was asking because mine appears to -already be- advanced. And because that answer appeared (I'd actually skimmed past that I could advance it originally), and didn't want to just go 'oh, of course I can', when it may be different for me! (Being able to advance it twice would give me a longsword bite... which changes me from a fox to more of a foxigator, methinks) Thank you for trying to help, though! :) The normal bite for a creature of my size is 1d3, but I'm sporting a 1d4. I'm happy to spend that one point for a 1d6, but want the confirmation that it's legit to do so. :)

Also, I agree entirely: The bloodline is the only reason to play a sorcerer... otherwise, basically every other full-arcane is just a better choice in a multitude of ways, mechanically. Which is such a shame, I -love- sorcerer from a flavor standpoint :(


That was aimed at Slyness who seems to have edited his questions.

:)


Aye, sorry. It seemed silly to be repetitive.


The GM has previously stated that if your race doesn't start with natural armor, you can't purchase it.


Temporary Tangent ...

For Fallout fans, official Fallout 4 announcement in about 20 hours and a few minutes.


I now have a backstory :). Is there anything more missing before I am complete?

@CaveToad: Do you want a plan for advancement?


@CaveToad: How so you handle tiny size and flanking?


Yokaiboy wrote:
@CaveToad: How so you handle tiny size and flanking?

The normal answer to that is that creatures with 0ft reach can't flank. Tiny creatures normally have 0ft reach.

Just thought I'd mention so CaveToad doesn't have to look up stuff manually before deciding. Although based on that previous post up thread with about 12 questions, except where already mentioned, CaveToad seems to be going with the rules as written rather than house ruling things and dealing with unintended consequences, so I wouldn't be surprised if the GM sticks with the "tiny creatures don't flank". Unless I suppose for whatever reason the tiny creature has at least 5ft reach.


1 person marked this as a favorite.

Of course the mouse knows about that tiny life.


Anderlorn wrote:

Temporary Tangent ...

For Fallout fans, official Fallout 4 announcement in about 20 hours and a few minutes.

Ill believe it when I see it :)


1 person marked this as a favorite.

Make a tiny titan titan fighter and have it wield a small polearm. Now you have reach!


There's an interesting ability that is somewhat relevant.

Ratfolk wrote:
Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Not that it really pertains to tiny races, or any race other than ratfolk, but it's interesting.

There is also the mouser archetype that allows flanking an opponent by sharing the same square.


I made the most brutal halfling mouser swashbuckler for a RL Skull & Shackles game. He was the captian, and took down the insubordinate barbarian PC in one round. Used the glove of marking to carve his initials in the guy too.


The tiny mouse made a large bull to play.

Although now part of me totally wants to make a tiny titan mauler... Which I might do anyway if I get bored. It's better than my plan to see how many feats I could give a single character and call them the centipede fighter.

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