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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Silver Crusade

Just had a whole other idea, as Hotaru of the Society and I have such close PC ideas, I am going a hole other root, with my PC.

A Merfolk [Female], Oracle (Waves) [1] Sorceress (Aquatic Bloodline) [1] Summoner (Synthesist - Aquatic) [1]

Shadow Lodge

very caster-y and charasmatic,
what's the theme on this one?


The sea, she is from the deep sea. But its all wrong going back to me orginal idea.

I am going to have a Luck and Harrow based PC

Cleric of Luck + Harrow Bloodline, may take Monk [Harrow], looking into it now. That has a much better feel of what I wanted.


I honestly think your luck idea is very different from Hotaru's idea AND you won't be in the same party anyway (your idea is quite close to Cardau though), but a merfolk is cool too.

Shadow Lodge

First draft of Gon Barren, Minataur monk/bloodrager/alchemist:

Strength 22
Constitution 20
Dexterity 14
Intelligence 18
Wisdom 16
Charisma 14

Character image
HP 16
Base Speed [ 40 (6 sq.) ]

AC [16] = 10 +2 [Dex] +3 [Wis] -1 [Large Size] +2 [Ma Skin!]
Touch AC [14] Flat-Footed [14]

BASE ATTACK BONUS
+1
Basic Melee Attack +7
Basic Ranged Attack +2

normal unarmed strike (no buffs)
1d20+7 to hit, 1d8+1d4+6
pummling strike 1d20+5, 1d20+5, see above x2 if both hit, x4 (or rather, x2 x2) and sickened if one is a crit

when raging that's a +4 to hit and damage, mutagen is a +2, sneek attack is a +1d6,

FORTITUDE SAVE
+7 = 2 [base] +5 [Con]
REFLEX SAVE
+4 = 2 [base] +2 [Dex]
WILL SAVE
+5 = 2 [base] +3 [Wis]

CMB
+8 = 1 [BAB] +6 [Str] +1 [size]
CMD
+23 = 10 +1 [BAB] +6 [Str] +2 [Dex] +1 [size] +3 [Wis]

skills Acrobatics* +2 = DEX 2+0+0
Appraise +4 = INT 4+0+0
Bluff +2 = CHA 2+0+0
Climb* +6 = STR 6+0+0
Craft +4 = INT 4+0+0
Craft +8 = INT 4+1+3
Craft +4 = INT 4+0+0
Diplomacy +2 = CHA 2+0+0
Disable Device*† +6 = DEX 2+1+3
Disguise +2 = CHA 2+0+0
Escape Artist* +2 = DEX 2+0+0
Fly* +2 = DEX 2+0+0
Handle Animal† +2 = CHA 2+0+0
Heal +8 = WIS 4+1+3
Intimidate +6 = CHA 2+1+3
K (Arcana)† +8 = INT 4+1+3
K (Dungeoneering)† +4 = INT 4+0+0
K (Engineering)† +4 = INT 4+0+0
K (Geography)† +4 = INT 4+0+0
K (History)† +4 = INT 4+0+0
K (Local)† +4 = INT 4+0+0
K (Nature)† +8 = INT 4+1+3
K (Nobility)† +4 = INT 4+0+0
K (Planes)† +4 = INT 4+0+0
K (Religion)† +4 = INT 4+0+0
Linguistics† +4 = INT 4+0+0
Perception +9 = WIS 3+1+3+2 [Racial]
Perform +2 = CHA 2+0+0
Perform +2 = CHA 2+0+0
Profession† +3 = WIS 3+0+0
Profession† +3 = WIS 3+0+0
Ride +2 = DEX 2+0+0
Sense Motive +7 = WIS 3+1+3
Sleight of Hand*† +2 = DEX 2+0+0
Spellcraft† +4 = INT 4+0+0
Stealth* +6 = DEX 2+1+3
Survival +12 = WIS 3+1+3+2 [Racial]+3 [Skill Focus]
Swim* +6 = STR 6+0+0
Use Magic Device† +2 = CHA 2+0+0
Use Magic Device† +2 = CHA 2+0+0

Feats:
Skill focus (survival) +3 to survival
eldritch heritage (orc) You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Pummling style: Benefit: As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. You can only use Pummeling Style with unarmed strikes (see errata at right).

Amplified Rage (Teamwork)

Prerequisites: Half-orc or orc, rage class feature.

Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Prerequisites: Improved Unarmed Strike.

Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.

Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.

Hamatulatsu Strike (Combat)
You have mastered a deadly fighting form inspired by the hideous attacks of the barbed devil.

Prerequisites: Improved Unarmed Strike, Weapon Focus (unarmed strike).

Benefit: Your unarmed attacks can deal either bludgeoning or piercing damage. You decide which type of damage you deal whenever you attack a foe, but you may only choose one type at a time. If you critically hit a foe with your unarmed strike while doing piercing damage, the additional pain caused by the strike causes the foe to become sickened for 1 round (or staggered for 1 round if the target is already sickened). Multiple critical hits in a round against a single foe do not increase the duration of the sickened or staggered condition.

Special: Hamatulatsu Strike may be selected as a substitute bonus feat at 6th level by a monk even if the monk does not otherwise meet the prerequisites. This fighting style is normally only taught to women of a specific fighting school.

Traits
Honored Fist of the Society (Monk, Society)
You have studied dozens of ancient texts on martial arts that only the Society possesses, and are more learned in these arts than most.

Benefit: You increase your ki pool by 1 point.

CARRYING CAPACITY (normal)
Light Load: 346lbs.
Medium Load: 692lbs.
Heavy Load: 1040lbs.
Lift Over Head: 1040lbs.
Lift Off Ground: 2080lbs.
Push or Drag: 5200lb

carrying capacity when using mutagen
CARRYING CAPACITY
Light Load: 612lbs.
Medium Load: 1226lbs.
Heavy Load: 1840lbs.
Lift Over Head: 1840lbs.
Lift Off Ground: 3680lbs.
Push or Drag: 9200lbs.

Carrying capacity when raging (technically a 29 str not a 30, but whatever, I can go elephant tipping and can carry horses as is)
Light Load: 932lbs.
Medium Load: 1866lbs.
Heavy Load: 2800lbs.
Lift Over Head: 2800lbs.
Lift Off Ground: 5600lbs.
Push or Drag: 14001lbs.

Alchemist Extracts Per Day
Level 1 1 + 1 [Int] (typically 2 cure light wounds)

Brew Potion (Ex)

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

Mutagen (Su)

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

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

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

Throw Anything (Ex)

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

Sneak Attack

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

Bloodrage (Su)

The bloodrager's source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex)

A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.

Bloodline Familiars

Source Familiar Folio

Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard's familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master's bloodline.

This replaces the 1st-level bloodline power granted by the character's bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.

GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below.

Grotesque Appendages (Ex)

The damage dice of each of the familiar's natural attacks increases by one die step.

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

The master of many styles is a collector. For every move, he seeks a counter. For every style, he has a riposte. Ultimately, he seeks perfection through the fusion of styles.

Bonus Feat

At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path.

This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)

At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.

At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.

This ability replaces flurry of blows.

The monk of the four winds is connected to the natural world in a way few other creatures—even other monks—can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features.

Elemental Fist (Su)

At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

This ability replaces stunning fist.

I thought I was nearly done, yeesh, that took a while


Yeah, it's a lot of work, and you are still missing your familiar :p. I am curious, did you find a way for your familiar to rage so amplified rage works?

Shadow Lodge

Oh wow, knew I was missing something, do you know of any way to give a familiar a feat? Can I select feats for them as level up feats? Can I swap out their starting feats? If so, yes, if not... No amplified rage for me unless there's a skald in the group or something similar.
@jonny: just a bit of a suggestion, if you're going with a harrow theme and you're keeping witch, check out the card caster magus instead of the harrow monk
They can use any spell that is either ranged or touch, that's dang near all of them that aren't self buffs

A fortune telling witch that throws a flurry of paper shuriken one of which then electrocutes or curses or shrinks or whatever you want
It also has stat synergy with the witch

Take it or don't just offering advice because I like helping people


You can switch out the starting feat, but not select level up feats unless you have the beast-bonded archtype. Though I still wonder how you get it given it doesn't qualify for sympathic rage? Sadly raging song doesn't actually work with amplified rage since it isn't actually rage. Since both Xanya and Cryxial will be raging starting at level 2 amplified rage would be awesome for her (shared through the saddle), but sadly she doesn't qualify. A dip in orc bloodline sorcerer would solve that, but that would stop her from taking eldritch heritage(which would eventually give her +6 inherent strength and large size which gives another +6 strength). Eldritch heritage doesn't work since it doesn't grant the arcana, just the first level power.


Lord Foul II wrote:
** spoiler omitted **...

The crunch is missing some details, and also can you advise how you qualified for eldritch heritage?

I sort of had to infer what your archetypes are and your feats should denote where you are sourcing them from ( ie bonus, class, 1st level, etc ). I know its probably a working draft, but it helps to have things somewhat more clear.


Does anyone have a good template I can use for my sheet? I am new here but not to PBP. I looked at a some of you and the required information. Anyone able to copy their template to a non-forum link? Cheers mates.


Not a template, but this is what mine looks like raw.
Profile


Just doing back story,


Take a look at my profile, my sheet is a google doc, coding is MUCH simpler.


Google docs are also much harder for the other players to read, though.


Ok came up with a mad idea, which I like,
Lady Zarrisa Ollron, a Noble Merfolk.

Image 1: Sea [true] form

Image2: Land [Synthesist - scorpion] form

Merfolk [Female] Sorceress (Harrow) [1] Cleric (Luck) [1] Summoner (Synthesist) [1]

I know there has been a load of power builds but I wanted an interesting PC over power in game. Something I will enjoy playing, and has some interesting reactions with others.


Lol using a synthesist and talking about others power gaming... Sorry but couldn't help but laugh a little bit!


The Archlich wrote:
Lol using a synthesist and talking about others power gaming... Sorry but couldn't help but laugh a little bit!

happy to make you laugh,

Its that or as a Merfolk she's moving at 5' a round, I can see a party liking that [not]. So the class gives her a body to be on land with. :)


Barbarian or Bloodrager would give you a land speed of 15', which is what *some* of us are starting out with...

Urban Druid, or any of the many things with Wild Shape, would also make land travel easy in a few levels, and if you get a mount it can carry you around—but I understand the idea of general dissatisfaction with having a tail get in the way of things.


Merfolks have alternates to walk a little faster in land. Besides, they're strong enough by themselves also...


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So many declarations of interest in the game with so few reading, it's such a shame.


"Strongtail" is what you're looking for and it costs 2 RP.


Cool thanks, added that in, I think she is fine as is,


Lady Zarrisa Ollron wrote:
Cool thanks, added that in, I think she is fine as is,

I will review.

One thing I will be implementing is that any character with an ability or power that lets you reroll or add a variable bonus to a result, such as hero points or luck type abilities, is that I will make the rolls. Basically since the forums allow you to preview your rolls, one can generate your rolls, preview them and then determine your course of action and nature of the post based on what you know is coming. This sort of predict the future meta ability makes some of these luck skills even more powerful, since you can use them specifically when you need them and not waste them when you know the result to be successful or when the reroll would also fail. (in cases where you need to declare ahead of time). The same applies to Hero Points. You can apply an 8 bonus before the roll or a 4 bonus after the roll is resulted; well everyone can preview their rolls so that differentiation is silly. Therefore I have implemented this ruling. It may slow things down slightly, since you will wait for me to make the rolls, but its something we have to implement to get around a feature of the forum.


Lady Zarrisa Ollron wrote:
Cool thanks, added that in, I think she is fine as is,

Just a few quick notes, I think you shortchanged yourself 2 stat points. I did the math a few times, but I could be lacking enough coffee, so doublecheck.

Also you get three traits and no drawbacks.

Your mermaid natural armor doesn't stack with your eidolon's natural armor (only future armor bonuses that you apply as armor not natural armor).

just preliminary check, I will do a more thorough one later.


CaveToad wrote:
I will make the rolls.

Fine with that GM, all my other GMs have in the past.

Luck and Time manipulation are always problematic, Its always best I think to have the GM do it.

Ill look into the stat points and check, could have got it wrong.
Ill find a 3ed trait. Back round is done now and fits in with your game outline and setting.


The Archlich wrote:
Lol using a synthesist and talking about others power gaming... Sorry but couldn't help but laugh a little bit!

Synthesist's significantly weaker than the normal Summoner, though. That lost action economy is a huge deal. Especially since spamming the Summon Monster spell-like is a far stronger tactic than anything involving the eidolon.

Though, I will plug this homebrew rewrite of the Synthesist archetype because it takes most of the things people complain about with the Synthesist and brings it more in line with things like Wild Shape.


Submitting myself for review and critiques. Be gentle my friends.

Future class plans include paladin for better saves and groveborn bloodline sorcerer.


Gunther the Grim wrote:
The Archlich wrote:
Lol using a synthesist and talking about others power gaming... Sorry but couldn't help but laugh a little bit!

Synthesist's significantly weaker than the normal Summoner, though. That lost action economy is a huge deal. Especially since spamming the Summon Monster spell-like is a far stronger tactic than anything involving the eidolon.

Though, I will plug this homebrew rewrite of the Synthesist archetype because it takes most of the things people complain about with the Synthesist and brings it more in line with things like Wild Shape.

I hope that Cryxial will outpace summon monsters with rage, ragepowers and eventually teamwork feats, though I understand it'll be very difficult. At least he gives Xanya the opportunity to sometimes tripple damage, but of course any mount could have done that.

With the crazy stat rolls some of us have as well as the multitude of natural attack options it'll take a very long time before synthesist catches up. Synthesist is usually good in a normal game because it allow you much higher combined stats than you otherwise would have.


The "action economy" thing isn't an issue here; with three classes, you're trying to reduce the number of actions you need to take every round. Synthesist's power comes from its ability to *ignore* your starting physical stats entirely, something potentially less powerful when we're starting at such a high point buy that your synthesized form will almost certainly have less strength, dex etc. than your normal form.


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This is what I'm on about, look Rules talking is fine but in this case irrelevant really. I picked the class not because of rules but because I had an idea of a real person who life is bellow the waves, someone who was taken to land. She needed a means to not just flop about on land, but a means to act and live on land. That's it, in the water she drops the synth body because she dos not need it. Her world is a world of water, if the game moves to water then she will be in that element, outside it she's weak, but that's fine, that's who she is. Rules come second PC comes 1st


Lady Zarrisa Ollron wrote:
This is what I'm on about, look Rules talking is fine but in this case irrelevant really. I picked the class not because of rules and maxing, but because I had an idea of a real person who life is bellow the waves, someone who was taken to land. She needed a means to not just flop about on land, but a means to act and live on land. That's it, in the water she drops the synth body because she dos not need it. Her world is a world of water, if the game moves to water then she will be in that element, outside it she's weak, but that's fine, that's who she is. Rules come second PC comes 1st

I think it's a really cool character idea, and a good way of spending the opportunity this campaign gives.


Thanks and that was my thinking, I love her, she has a nice feel.


When I DM my players only ever ask to play merfolk because they want to be ridiculous and flop around at mach speeds, which I find really disheartening, but having a Synthesist merfolk actually makes it pretty cool. I was looking at some neat images of Synthesist themed art, there's a ton you can do conceptually and appearance wise with the archtype.


I love the drider-like half-elf synthesist I am playing in another game. She is pretty cool.


Lady Ollron?


@Aury'tss,
ye looked at load online, But I wanted her more animal like, Sea Scorpion comes over nice. Kind of how I see her on land.

@Xanya Zellor
That sounds cool.

@Eleanor Sibyl
I Love that game, real nice lovecraft look and feel.


Bioshock. Lovecraft. Wut?

Or am I missing something? I'm not big on Lovecraft, but I didn't see -any- Lovecraft in those games.


O yep I picked up a big Lovecraft feel from it, and I'm Not the only one who thinks this


My schedule has not gone as planned and so I doubt I will be able to complete a complicated character in time. I may continue working on him though for future consideration but since I'm not used to playing monster races, I was wondering what BAB we use to start with: based on class or race?

Edit: Thanks Xanya, that's what I figured but wanted to make sure. Figuring out what feats I should take. Was looking at making an enlightened Minotaur Monk/Cleric/Slayer (ok, maybe not fully enlightened)


No racial HD. We are just using what you get from your tristalt classes.


As an FYI, I have filled another table. All new recruits will go to the waiting list, and possibly wait longer, as adding more tables at this time may be getting to be too much, but I may have other ideas for new players, we shall see.


Table 4 is at five...


5 is the amount he wants each table at, 6 was too much.


I see you are putting people on a waiting list now, but your campaign looks like a lot of fun, and it would be unusual if not a single person dropped, so this will be my placeholder spot.

I've always wanted to play a mindflayer in a game, so that's the only thing that is concrete, but my guess is that it will end up being mostly a caster with some melee (most likely monk, maybe alchemist or synthesist or something) thrown in to eat brains.

Abilities: 5d6 ⇒ (4, 5, 1, 3, 6) = 195d6 ⇒ (3, 3, 5, 2, 1) = 145d6 ⇒ (6, 5, 5, 3, 4) = 235d6 ⇒ (2, 5, 3, 2, 5) = 175d6 ⇒ (3, 1, 2, 2, 3) = 115d6 ⇒ (4, 6, 6, 2, 6) = 245d6 ⇒ (3, 4, 1, 1, 5) = 14

So 15, 11, 16, 13, 18, 12.


Quick question about Phantom Reach for the stalker: how does it actually work? From the way it is worded, it sounds like you can make a martial strike as a swift action for a ki point, which seems ridiculously overpowered.

Additionally, if an attack was made with an attack that grabbed, would the grappled character get teleported next to the grappler?

Dark Archive

Pretty sure Phantom Reach is a swift action that just allows you to initiate the maneuver at range, but you still need to spend the normal action (so you could spend 1 ki point, burn your Swift + Standard action, and attack somebody with Swift Claws in Close range). I'll check the DSP FAQ thread and see if this has been clarified.


RAW, Cthulhu, Phantom Reach looks like it works as you described—but there's a lot of typos and unbalanced stuff in POW, and at least some of it does errata that sort of thing.

There's no rules that keep you from grappling someone more than 5' away—however, if you can't 5' step closer to them afterwards, you won't be able to maintain the grapple at the beginning of your next turn (and it's debatable whether they'll still be grappled once your turn ends).


Will have to take a look. It only gets murky when its not a normal attack. Otherwise the effect just happens at range. But yeah a grapple or drag or something introduces some untidiness.


I think it's intended to be 'spend a swift, then initiate' not just as part of the swift action, initiate.

This is similar to how I think Wild Arcana was initially meant to work. You gain the ability to cast a spell by using that swift action. The casting thereof is still entirely dictated by the spell's requirements. (but maybe that's just how I think it should work.)


Actually, Hotaru, I thought they fixed that already, to make it a standard.

Am I wrong?

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