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?


1,651 to 1,700 of 2,219 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>

OK, getting close to finalizing my Merfolk U.Rogue/U.Monk/Shaman.

He's developed into an Unarmed Strike/Intimidate build working into Shatter Defenses through the Nightmare Weaver route. Picking up the Blind Master and Dimensional Dervish chains along the way.

edit: obviously, those feats are a glimpse into the future, not a current part of the build. Current strategy is to be intimidating/sneak attacking things.


Monkeygod wrote:

I'm sure this has already been answered, but, are we allowed to swap racial traits normally or are we only able to purchase them?

I want to swap out a hobgoblin's sneaky for one of the alternate traits that give bonuses to intimidate.

You can swap no problem.


Alright. Finished my possible secret second character. Probably enough extant as-is, but if not I can post the crunch as well. Just wound up enjoying the story, since it's quite different than most of my others:

Amelanchier Green-Mender

Classes: Druid / Unchained Monk / Kineticist
Favored Class: Druid 3 (Treesinger, World Walker)
Secondary: Unchained Monk 3
Tertiary: Kineticist 3 (Elemental Ascetic, Wood Element)

Backstory, Goals, and Personality:

Swamp
First, there was Swamp, desolate, fetid, and polluted, where the bees buzzed and the frogs croaked and the sandfish tangled in the sickly marshgrash. Ghorans are a curious race—created from magical pollution and experimentation, part of nature and yet unnatural—but Swamp was the same, a small spot of yellow-green in a desolate wasteland, maintained by a strange concurrence of wind and rain. And from a seed planted in the banks of marshgrash grew a caretaker—young, and patient, and green.

The caretaker attended to Swamp, over a dozen “lifetimes." some short, some long. Trees are patient; and time, for them, does not always pass at the same speed. There were cycles, and cycles within cycles. Sometimes, great roving beasts of the wastes set upon Swamp, devouring the frogs and tearing the caretaker to pieces, leaving flaming footprints that undid a year of work. But always the little green man grew back from the same seed, and his work continued, sifting magic and poison out of the water, whispering to the marshgrass, keeping populations of predator and prey in balance, and so Swamp grew a little bit every year, reclaiming another tenth of an acre from the wastes around it. Sometimes, other ghorans passed through; the caretaker would welcome them, offer them food and water. But they were scavengers, and foragers, or explorers on their own missions and journeys, and few rarely stayed for long among the dying marsh grass of Swamp, and the caretaker knew only a few words of their language; and so he learned how to speak to the plants instead.

Forest
And then, one day, a passing traveler scattered a handful of seeds in his wake. The soil around Swamp, once choked with pollution and silt, had grown healthy; the water ran clear; and those scattered seeds grew into a thicket of wildflowers, startling the caretaker with a riot of colors he had rarely been witness to. And slowly, the ecosystem began a generational shift. Yellow marshgrass gave way to hills and thickets of brown scrub brush; muddy water became crystal-clear, a lake around which nettles and flowers blossomed. Eventually, even trees arrived, growing from seeds scattered by the wind and the droppings of migratory birds.

The caretaker kept no record of time in those days, barely conscious of himself as he was. But, one day, there was no more Swamp; only Forest. And Forest brought visitors—deer, wolves, egrets, and eventually even a small clan of gnomes who built their home in the treetops and called the caretaker “Green Man of the Forest,” avoiding him with a sort of reverential awe. And the caretaker saw that his work was done, and so he slept for a season, beneath a nest of peat and branches, until a traveler woke him from his rest with magic and promises.

Garden
While he had seen countless seasons pass, the caretaker was still a child in his knowledge of the world, of language and people, when Goodwin brought him to his new plane. Given the name “Amelanchier” my the Archmage—a strange nod to the wizard’s study of plants, and one he had applied to other ghorans before—the caretaker spent most of his time in Goodwin’s gardens. Over his youth, Amelanchier had learned to prune, grow, and reshape plants with only his mind, an ability that proved impressive, as he built topiaries and trellises, learning from the vegetable patches and the training grass all the gossip that was to be had in the demiplane; gossip that he kept to himself, comtemplative and learning.

In time, Goodwin provided Amelanchier with a mentor of sorts—a crawling assassin vine, bred to no longer feed off animals but still capable of striking and crushing. “Greensleeves,” as the mage had named his fighting trellis, was a capable assailant, and from the vine Amelanchier learned how to fight effectively with his sharp branches and ropy arms, striking and weaving, leaping from the shadows to grab and entangle. There were others as well, golems and familiars, who taught him the basics of nature magic, for which he had previously shown a natural talent.

And so, when the plane was destroyed, Amelanchier resolved to do something. Not immediately, as he was never one to move quickly. But when the golems made a safe camp, he planted his ghorus seed once again, growing into a version of himself skilled at foraging and perception, in order to help himself and the others survive in this harsh new world.

Description, Item, and Companion:

Amelanchier
Amelanchier is roughly humanoid in shape, but highly alien in both appearance and speech. The petals of his face change color and form with the soil of his last planting, from the soft pink of a swamp rose to the purple spikes of a milk thistle. His carapace, though leafy, resembles a toughened seed pod more than the fungal skin of a vegepygmy or the brown bark of a truant, and forms a sort of flexible suit of armor; he wears heavy travelers’ robes to help ease the humanoids around him. He moves with some grace, as he can leap and twirl with impressive speed, though a lack of real muscles and joints has made him clumsier than would be expected from someone of his training.

In conversation, Amelanchier’s words are slow, and often cryptic; he speaks in metaphors and seasons, the way he would if he were reasoning with a tree. His solution is always the patient one, taking time to watch the situation and world around him grow, and he can sometimes frustrate others with the extreme lengths of time he is willing to wait to accomplish nearly any goal.

Greensleeves
To aid in his combat training, Amelanchier was given a specially-grown assassin vine, magically-modified with a spark of intelligence and no need to devour living creatures. Greensleeves is nimble and unpredictable, skilled at lunging and grabbing, and has helped Amelanchier to develop a very primitive sort of martial art of his own. No longer confined to the trellises of the garden, the plant companion is new to an outside world, willing to follow Amelanchier’s commands to the best that it can understand them.

Greenwood Tattoo
The greenwood tattoo was a gift of Godwin. Not strictly a flat image, it is rather a small cutting of greenwood, enchanted to grow in magic and power through a symbiotic relationship with Amelanchier. Growing in a rough necklace pattern around his chest and back, its thin coiled branches share his nutrients and continue to grow, already giving his bark a bit of magical toughness.


As for the cleric/warder fey... I would go with Bloodrager(primalist)(4)->oracle(spirit guide)->Rage Prophet(1)->Evangelist with rage prophet as aligned class. Rage prophet will let you get in tune with your primal side and the spirit guide ability is very fitting. At first it'll help in melee with rage, but at level 14 you'll add your con mod to DC of spells. Warder, I would probably take a long hard look at dervish defender as it gives access to the awesome riven hourglass discipline and boosts your AC considerably. Of course going for dervish defender might be too mad.


Rage Prophet is pretty tricky, though. Level 14 is a pretty steep investment, especially when you consider that rage prophet levels don't give rounds of rage.


Monkeygod wrote:

Cave,

Would you be alright with allowing Perfect Strike to work with any monk weapon? Or at least a larger list of them? When the APG came out, the weapons listed as being able to make a perfect strike with were pretty much the only Monk weapons in the game at the time.

That still wouldn't allow me to perfect stroke with a whip, but I won't be as limited in options for a backup weapon, and I'll likely make my whip a monk weapon eventually.

Also, regarding FPP:

1) Can you bank them to get a more costly ability? Adding monk to my whip is 7 FPP, so it'll take me some time go get there.

2) Just curious why some of the other properties aren't available(Blocking, Distracting, etc)

1. You can bank FPP.

2. I was more interested in people able to apply custom materals to their weapons or in some rare cases to allow their weapons to qualify for certain abilities. I didn't want to allow people to be adding special properties to weapons where it maybe didn't make sense.


Johnnycat93 wrote:

Oh snap, I didn't realize the full possibility of FPP.

I know I'm echoing myself but what are the chances of expanding FPP to include some of the other weapon qualities like trip or attached?

1. Not likely at this time.


Illia- wrote:


As for Aegis, would you mind if I took the Hit Die/Maneuvers and nothing else,

No.

When Twin Mind is available, you would add Aegis to your gestalt. It isn't a rebuild or multiclass, you just keep tacking on other classes (as per the rules I laid out) infinitely. You can multiclass, but there isn't a huge need I am guessing given the flexibility.


Johnnycat93 wrote:

Also, we're starting at 3rd level but I think new characters are still limited to only taking one item at the beginning.

You are allowed duplicates of your signature item at the start (if it is a certain type of weapon), there are also provisions for adding more weapons to your signature item if you dual wield or multi wield/throw.


Here we go. Hopefully all done with my changeling submission. To copy a tiny bit from Thunderbeard...

Blaire

Classes Witch/Druid/Oracle
Primary Class Witch(Dreamweaver)[changeling archetype]
Secondary Druid(Storm Druid)
Tertiary Oracle of the Dark Tapestry

Theme:

Naturally Unnatural Blaire's natural talent for many types of magic comes without thinking but this creates strain on her mind and body. Can she learn to control it without her mentor or will she find him again to finish what they started with her.

Background:

Before Goodwin found her and turned her from her path to certain destruction Blaire lived in a decently sized city, hidden among the lesser citizenry with her mundane father. He never wanted to tell her the truth about who are where her mother was. As far as she had known an evil witch had poisoned her mother when she was just a baby. That all changed when she came of age. She started to manifest magical abilities which scared alot of people. Finally her father told her the truth and she freaked out even more running away from home. For a few years she ran, feeling a pull towards something with every ounce of magic she used. At first she tried not to use it, she wasn't stupid, she figured out who her mother really was. She was different, especially now after her body changed. But everytime she used it the next time was easier and easier. In time the magic was just like breathing and the voice was too loud to shut out, beckoning her away. Before she could find her mother, Goodwin found her and whisked her away before she could resist. Before she could complete herself she was almost torn apart and it was only with Goodwin's skill that she managed to shut out the voice and hold herself together. Eventually she was thankful for Goodwin setting her on a different path for herself. He told her she would be able to go her own way one day without worrying about her mother looking for her.

She didn't get the chance to, one morning she was woken up and evacuated so fast she had no idea what was happening. When she finally had a chance to breath again, her mentor was gone and she was not under the protection of his demiplane anymore. Fortunately she couldn't hear the voice anymore, likely her mother was dead after 10,000 years. But she did have some problems still. She wasn't finished her training with Goodwin and was now on her own. She didn't know how to control her magic properly. She didn't know it but she was daughter to one of the most powerful hags of recent times and she had inherited much of her power and she wasn't yet strong enough and in danger of losing control one day. She hopes she can find Goodwin before then. She doesn't think she can become strong enough on her own but time will tell.

Appearance:

Blaire is a very magically charged person and this energy constantly stored and flowing in her has altered her in different ways to be not quite your normal happy young woman. Despite her changeling appeareance and lineage Goodwin helped her manage her different turbulent heritages but now that Goodwin is gone cracks are showing themselves and she comes off at times as strange, creepy or a little weird over and above her usual changeling features. Since being freed her usual friendly self under the guidance of Goodwin sometimes gives way to that that she was just before he found her.


Illia- wrote:
Xanya Zellor wrote:
You can use a lizardfolk no problem! Thunderbeard is not the GM and CaveToad said nothing negative about that part of your character.

He did indeed, but it was ambiguous. I was asking for clarification of "Do you mean that I can't use fluff to justify mechanically being lizardfolk and kobold and mixing and matching to suit my needs" which I totally agree with and was not intending on doing in the first place or "Do you mean that I cannot use purely lizardfolk mechanics to represent a giant kobold" which I would be sad about, because I want to be lizard Andre the Giant.

And, since I realized that was a clearer explanation of my above question, I'll do that again for my question on psionics. "Do you mind if I have the Aegis class without psionics, and just unlock the psionic parts level by level via your normal Twin Mind mechanic, or would you prefer not?" I'm not too beat up about this one, but it'd take a little back to the drawing board.

And finally on the power note: Path of War Expanded introduces a bonanza of "combine maneuvers from different disciplines" effects, like Eternal Hourglass, "Once per encounter, while you maintain a Riven Hourglass stance, you can initiate an Eternal Guardian counter as a free action (even if it isn't your turn)." or Molten Silver Strike, where you perform Solar Wind (normally requires a bow) maneuvers with your Mithral Current Katana attacks, allowing you to do ye old "I swing my sword and the guy 30 feet away falls dead" move. I intend on using these.

1. you can be a lizardfolk, but you are a lizardfolk. perhaps in your mind you are a kobold and in the minds of the tribe, but as explained, genetically you are a lizardfolk and not a kobold for all things where it matters ( feats, spells effects, magic items etc)

2. No to Aegis until its available, psionics or not.

3. re multi-martial build: Fine by me. Like I mentioned, I try not to criticize builds, since I don't know the player's intent or goal, or maybe they just think its fun or cool.


Johnnycat93 wrote:

@Thunderbeard.

Totally, and putting aside for a moment that I dont think I can have a wrist sheath at creation, it's getting to the point that I'm willing to reflavor one of those items as the thing I actually want.

As I said, it's frustrating because it seems so simple but is becoming a real pain (more so for the GM since I cant stop bringing it up. Sorry.)

People will probably have some very basic gear at the start in addition to your signature item. While at the very start people were basically in their pajamas, a few weeks have passed and the pool of NPCs that the new players will be drawn from have had some time in a dwarven fort/town. Granted, many things are hard to acquire there given the impending attack. Players also have a penchant for exotics or obscure things that aren't common to the region or just laying around on a shelf. Also keep in mind size and body shape of many of these races.


Johnnycat93 wrote:

Posting my first pass at a build for critique. I'm assuming Harbinger as my third class for the sake of convenience, until I hear otherwise. I haven't done Signature Item stuff yet because I'm still holding out hope for a hidden blade.

** spoiler omitted **...

Yes you get to start with a spellbook and other things like material spell components of insignificant value.


Ok I see a few completed crunches. I don't have a specific deadline for the recruiting but basically the first three crunches that are complete as well as pass review will probably get placed on current tables. If there is enough people left over, maybe a new table gets spawned, I will have to see. I also need to determine if current player submissions will factor into that or not.


OK, I think I'm done here with my crunch. Feedback is welcome. Details are in this alias' profile.

I'll throw the details of the story side together tonight, but the gist of it is Crest was a rambunctious merfolk, who delighted in scaring human ocean-goers, and did so far more than any of his kin. After much provocation, he was
set-up, caught, and captured by the humans he'd been tormenting. Thanks to Goodwin's intervention he was spared the abysmal life he earned, and was set on a path to redemption. Having changed his ways, Crest is now
hesitant to cause others harm, though he's weighing his options and is currently struggling with the moral ramifications of using his traditional "fear-tactics" and violence for the greater good-- namely finding Goodwin.

--DeviousDevious


Eurgh, fine.

I'm reflavoring a tri-blade klar and moving forward with Harbinger. Shouldn't be too long before I post.


Let's let the dice decide: Str: 5d6 ⇒ (1, 6, 2, 6, 6) = 21
Dex: 5d6 ⇒ (3, 5, 3, 6, 6) = 23
Con: 5d6 ⇒ (3, 6, 1, 3, 5) = 18
Int: 5d6 ⇒ (5, 6, 3, 2, 6) = 22
Wis: 5d6 ⇒ (5, 4, 6, 4, 3) = 22
Cha: 5d6 ⇒ (1, 5, 6, 2, 4) = 18
Replace lowest?: 5d6 ⇒ (6, 3, 6, 4, 1) = 20

Str: 18
Dex: 17
Con: 14
Int: 17
Wis: 15
Cha: 15
Replace Lowest: 16 into Con

After Ten points
Str: 18
Dex: 18
Con: 18
Int: 18
Wis: 18
Cha: 18

Well. Huh. That did less to solve my race/class dilemmas than I thought it would.

Lizardman boosted:

9 RP base,
Hardy 3 RP +2 racial saving throws vs poison, spells, spell-like
Darkvision 120 ft. 3 RP
Nat Armor +3 6 Rp
Toxic 1 RP Life-Stealing Venom Fort DC 10 + 1/2 HD + Con Mod; 1/rd for 6 rds; 1 con damage, 1 save cures.
Advanced Dexterity/Wisdom 8 RP +2 Racial Dex/Wis


Welcome to team 'Perfect Specimen'. Watch your step, it's a loooong way down. :)


For giggles:

5d6 ⇒ (1, 4, 5, 4, 4) = 18 13
5d6 ⇒ (4, 3, 6, 1, 3) = 17 13
5d6 ⇒ (5, 2, 4, 5, 4) = 20 14
5d6 ⇒ (5, 5, 4, 5, 5) = 24 15
5d6 ⇒ (6, 2, 6, 5, 5) = 24 17
5d6 ⇒ (3, 2, 4, 5, 5) = 19 14
5d6 ⇒ (5, 4, 5, 1, 1) = 16 14

Not too shabby.

18, 18, 16, 16, 15, 14


I would still die in one hit to Captain Spirited Charge. :P


This level I'm finally tanky enough to survive my own charge :D.

@Illia: I'm surprised to see you still boost dex over strength after rolling perfect scores. Are you going for a ranged build? The dex boosting feats are not very good if you already have 18 strength.


Hmm? I thought the advanced bonuses didn't stack. I already have a +2 Racial to strength, and the wording on CaveToad's Advanced (stat) didn't seem like it implied stacking with that to me.

That said, I'm happy to be well rounded. I'm happy to be at AC 27 before mage armor (with another +4 coming up via cheese dip). :)


Makoto 'Maks' Kasumi wrote:
Welcome to team 'Perfect Specimen'. Watch your step, it's a loooong way down. :)

Hey now, don't forget those of us on team "13 point buy even after that ridiculous rolling procedure"


They do stack:

Quote:
1. Ability perks can only be taken once for each ability. Note that some races already have Advanced <stat> as part of their race build. In these cases it is ok to take the special ability increases below for extra stats, but you may not take it more than once per ability as part of the bonus point pool.

27 is a bit lower than what Xanya had last fight (29 while raging iirc), which was the lowest of the 4 melees in our party (well except for the eidolons). Of course that was probably overkill for our current level... Though the fight was quite fun :).


I'm not forgetting you, Dalang. And I'm definitely totally not borrowing your formatting for my bio. :P


When Teniel rages, his AC is 15 (but it was 12 at level 1, which made for a "fun" fight).

Also, "Dalang" is an honorific Javanese title given to experienced puppetmasters.


Even Teniel could have decent AC with enough buffs :).


Yraazhin Overview:

Classes: Warlord/Stalker/Monk
Favored Class: Warlord 3 (Steelfist Commando)
Secondary: Stalker 3 (Brutal Slayer)
Tertiary: Monk 3 (Monk of the Silver Fist)

Alignment: LN, "Good? Evil? Simply the names for two fighting pantheons. All that matters in the end is that lived up to your own expectations and that of your family." Kobolds, in general, are not nice people. Being trained by Goodwin opened Yraazhin's eyes to a world of other ideologies, many of them directly against his upbringing. Unwilling to deem his own people wrong, but unable to ignore the outside world, Yraazhin concluded good and evil as equal in "rightness". He views the conflict of ideologies in war and bloodshed as natural, not something to try and prevent.

Theme: Well, Yraazhin tries to be a dark, moody, enlightened soul of the wandering blade. Sometimes, he even succeeds. However, he's still young, still feels the exhiliration of combat, still seeks the camraderie of companions, still obsesses over cool stuff, and still sighs over emo poetry. That said, he can still slice through the fabric of space and time to dismember you from across a room.


Race:

Lizardman, Humanoid(reptilian), 9 RP
+ Advanced Strength/Wisdom (8 RP)
+ Hardy (3 RP)
+ Toxic, life-stealing (1 RP)
+ Darkvision 120 ft. (3 RP)
+ Nat Armor +3 (6 RP)

Stats:

Size: M Reach: 5'
Initiative: +9 (+4 Dex, +5 Wis (Stalker))
Senses: Perception +11, Darkvision 120'

Ability Scores:
Str 23 (+6/+9 brutal strikes) (22 base, +6 from Brutal Strikes, +1 Level)
Dex 18 (+4) (20 base)
Con 20 (+5) (20 base)
Int 18 (+4) (18 base)
Wis 20 (+5) (20 base)
Cha 18 (+4) (18 base)

Defense:
AC 27 (10 + 5 Wis (Monk) +4 Dex + 6 Natural Armor (Race + Brutal Slayer) +1 Shield (Monk) +1 Dodge (Warlord)), Touch 20, FF 22
CMD 29/32 (10 + 5 Wis (Monk) +4 Dex + 6/9 Str +1 Dodge +3 BaB)
Fort +8 (Base +3, Con +5) [+2 vs poison/spells/spell-like]
Ref +12 (Base +3, Dex +4, Wis +5 (Stalker)) [+2 vs poison/spells/spell-like]
Will +13 (Base +3, Wis +5, Cha +5 (Warlord)) [+2 vs poison/spells/spell-like]
Max HP 51 (3max10, Con +15, Toughness +3, Favored +3)

Offense:
BaB +3, CMB +9/12 (Str +6/9, BaB +3)
Move Speed 40' land, 30' swim
Attacks
Katana- +11 (+3 BaB, +6 Str, +1 Enhance, +1 Weapon Focus); 2d6+10 (+9 Strx1.5, +1 enhance); 18-20, x2, S
Gauntlet- +10 (+3 BaB, +6 Str, +1 Weapon Focus); 1d6+6 (+6 Str); x2, B or S
Brutal Katana- +14 (+3 BaB, +9 Str, +1 Enhance, +1 Weapon Focus); 2d6+14 (+13 Strx1.5, +1 enhance); 18-20, x2, S
Brutal Gauntlet- +13 (+3 BaB, +9 Str, +1 Weapon Focus); 1d6+9 (+9 Str); x2, B or S


Feats:

Toughness (Campaign Bonus) +1 HP/Level
Improved Unarmed Strike (Warlord Bonus 1) Considered armed when unarmed, deal lethal or nonlethal damage.
Greater Unarmed Strike (Warlord Bonus 3) Deal 1d4 with unarmed strikes
Intimidating Prowess (Level 1.1) Add Strength to Cha for intimidate
Daisho Expertise (Level 1.2) Increase damage die size of wakazashi/katana by 1, can use dex to hit for either wakazashi/katana, counts as weapon finesse for prereqs.
Weapon Focus Gauntlet (Monk Bonus 1) +1 to hit with gauntlet
Extra Slayer Art (Level 3) Gain an extra stalker art.

Proficiencies:
Simple/Martial/Monk/Gauntlet Weapons
Light Armor
Bucklers

Skills:

33 Points (18 Stalker, 12 Int, 3 Campaign)
*Denotes class skill
Trained Skills
*Acrobatics +10 (3 points, +4 Dex, +3 class)
*Bluff +9 (3 points, +4 Cha, +3 class)
*Diplomacy +10 (3 points, +4 Cha, +3 class)
*Disable Device (1 points, +4 Int, +3 class)
*Climb +10/+13 (1 point, +6/9 Str, +3 class)
*Intimidate +15/18 (3 points, +4 Cha, +6/9 Str, +3 class)
*Knowledge (martial) +8 (1 point, +4 Int, +3 class)
*Perception +11 (3 points, +5 Wis, +3 class)
*Ride +9 (1 points, +5 Dex, +3 class)
*Sense Motive +9 (1 point, +5 Wis, +3 class)
Spellcraft +5 (1 point, +4 Int)
*Stealth +10 (3 points, +4 Dex, +3 class)
*Survival +9 (1 point, +5 Wis, +3 class)
*Swim +18/21 (1 point, +6/9 Str, +8 Racial, +3 class)
26 spent

Untrained Skills:
*Appraise +4 (+4 Int)
*Craft +4 (+4 Int)
*Disguise +4 (+4 Cha)
*Escape Artist +4 (+4 Dex)
Fly +4 (+4 Dex)
*Heal +5 (+5 Wis)
Knowledge (arcana) (unusable)
Knowledge (dungeoneering) (unusable)
*Knowledge (engineering) (unusable)
Knowledge (geography) (unusable)
*Knowledge (history) (unusable)
*Knowledge (local) (unusable)
Knowledge (nobility) (unusable
*Knowledge (nature) (unusable)
*knowledge (planes) (unusable)
*Knowledge (religion) (unusable)
Linguistics (unusable)
*Profession (unusable)
Sleight of Hand (unusable)
Use Magic Device (unusable)


Special Abilities:

Paragon Lizardfolk:
Racial Stats- +4 Str, +2 Con/Wis
Natural Armor- +5 Natural Armor bonus (base 2 +3 from race builder options)
Swim Speed- 30', +8 racial to swim checks
Hardy- +2 racial bonus on saving throws vs poison/spells/spell-like
Darkvision- 120 ft. range see in the dark
Toxic- As a swift action 5/day (con mod) poison weapon with, Fort DC 10 + 1/2 HD + Con Mod; 1/rd for 6 rds; 1 con damage, 1 save cures.

Steelfist Commando (Warlord):
Tactical Presence (Ex)- Adopt a presense as a move action (one at a time max)
Indomitable Preseence- All allies within 30 ft. gain the benefits of die hard, and add Warlords Cha (+4) to fortitude saves versus death, fatige, exhasution, and poison saves as a moral bonus.
Dodge Bonus (Ex)- +1 dodge AC. Improves by one at 6/10/14/18.
Warleader (Ex)- Bonus Teamwork Feat, standard action to share it (or an allies' teamwork feat) with allies within 30 ft. Lasts 3+4(Cha Mod) rounds, usable 1+4(Cha Mod)/day. Bonus use at 4/8/12/16/20.
Force of Personality (Ex)- Add Cha to Will saves. Doesn't stack with other Cha to will bonuses.

Warlord's Gambit (Ex)- As a swift action, attempt a gambit, in combat only. Add Cha as luck bonus to any d20 checks involved in attempting the gambit. If a gambit is failed, suffer -2 to all d20 rolls for a round but renew one maneuver. Success renews 4 (Cha Mod, min 2) maneuvers. All AoE buffs to allies have 60 ft range and require sight.
Unbreakable Gambit- Immediate action, attempt to succeed on a fort/will save against an extraordinary ability, maneuver, power, spell, spell-like, or supernatural ability, that is not harmless. Success heals for 12 (3xCha Mod) hp.
One more Gambit-

7 1st maneuvers
1 2nd maneuver
5 readied
2 first level stances
Broken Blade, Steel Serpent, Golden Lion, Solar Wind, and Thrashing Dragon
+Riven Hourglass/Autohypnosis

Brutal Slayer (Stalker):
Recover maneuvers (Ex)- Standard action recover a single maneuver. Full round action recover 5 (Wis mod) maneuvers, gain +5 (Wis Mod) dodge AC, 6 (2xLvl) temp HP and DR 5/- (Wis mod) for one round, stacking. Next attack deals 5 (Wis Mod) bleed damage.
Brutal Strikes (Ex)- Gain +6 Profane strength bonus for 5 (Wis Mod) rounds whenever you confirm a critical strike). Increases by 2 at 8/16.
Armor of Scars (Ex)- +1 bonus to Natural Armor. Improves by one at 6/10/14/18.
Muscle Memory (Ex)- Add 1/2 Str to AC/Reflex instead of Dex. Full Str at level 6.
Ki Pool (Su)- 6 (1/2 lvl +Wis Mod) Ki. As an immediate action, can spend 1 ki to gain +4 insight on a single perception/sense motive check.
Combat Insight (Su)- Add Wis mod to initiative and reflex saving throws as an insight bonus.

Stalker Arts-
Brutal Ambush (Ex)- Gain Brutal Strikes for any attack against a flat-footed opponent.
Furious Strikes (Ex)- Boosts Brutal Strikes (already included), treats slayer level as fighter level for taking critical feats.
Combat Precognition (Su)- Spend a point of ki as immediate action, for 6 rounds all enemies must roll twice and use the worse result when attacking the stalker.

7 1st maneuvers
1 2nd maneuver
5 readied
2 first level stances
Broken Blade, Solar Wind, Steel Serpent, Veiled Moon, Black Seraph and Primal Fury
+Riven Hourglass or Tempest Gale

Monk of the Silver Fist (Monk):
Recover Maneuvers (Ex)- Full round action, grant an adjacent ally (or himself) +5 insight AC/Saves (Wis Mod) and recover 5 (Wis Mod) maneuvers. Or standard action regain 1 maneuver.
Gauntlet Strike (Ex)- 1d6 damage with gauntlet, treat anything worn over the hands as a gauntlet, including brass knuckles, normal gauntlets, rope gauntlets, and spiked gauntlets.
Shielding Fist (Ex)- +1 shield bonus to AC while wearing gauntlets, and gauntlets are treated as bucklers in addition to normal effects. Enhancment bonus on gauntlets as weapons also applies to this shield bonus. Can wear these gauntlets and use them as a buckler without interfering with Monk abilities.
AC Bonus (Ex)- When unarmored and unencumbered, add Wis to AC/CMD, +1 to AC/CMD at levels 4/8/12/16/20. Applies wehn flat-footed, lost when immobilized, helpless, wearing armor, with shield (other than guantlets), or when carrying medium or heavy load).
Fast Movement- 10 ft. enhancment to speed.
Evasion- If succeeds at reflex save for half, take no damage instead.
Either Ki Pool/Still Mind, depending on unchained or normal monk.

5 First Level
3 Readied
1 Stance
Eternal Guardian, Iron Tortoise, Mithral Current


Misc:

Traits: List the traits you have, if you want to get fancy. Note the type of trait it is (combat, magic, social etc ) and what it does for you.
Languages: Draconic, Tian, (3 others from int, likely picked to have common languages with group)

Equipment:

Worn: 1 M Rope Gauntlet 2 lbs, 2 sp (x2 crit, B/S), on left hand

Load: 200/400/600

Special Item: +1 Katana that grants Proficiency, Power Attack, Weapon Focus

Maneuvers:


Background (Slightly out of Date):

Yraazhin was born a big. The kobold tribe Redforest Wyrms knew he was gonna be a tall one and predicted many bumped heads. How right they were in more sense than one.

Yraazhin was the natural front-line muscle of his generation growing up, where other children relied on nimbleness and dexterity, Yraazhin relied on his power and durability. He was frequently a head and a half taller than anyone else in his generation, but he was no outcast for being different. Yraazhin was true to the most positive of kobold traits, community and cooperation, placing the others of his tribe above himself and placing himself in harms way on their account. For his dedication, and his ability to survive such feats on account of his iron hard scales, he was given the name Dragonscale Yraazhin. It was for these strange physical traits and his selfless nature, did Goodwin pick him.

One last defining moment of his childhood remains to be spoken of, before Goodwin's tutelage. He and other children were watching the caravan road that did snake through Redforest, shadowing a caravan. They waited for it to be destroyed by the bridge troll so that they might skitter over the pickings left over after the troll had eaten its fill. For the troll had no taste for metals and silks and spices, only meats.

But today no shiny metal man stood in the front of the caravan to try and protect it only to get eaten. Instead, it was a man in a bathrobe with a blonde flattened cone hat and a scar over his left eye. The funny bathrobe man was the cause of much curiosity in the children of the Redforest Wyrms. When the bridge troll came to eat the caravan, the bathrobe man did not yell or charge but simply slide his blade just a thumb length out of the sheath to make the shiny blade glimmer. The bridge troll clawed at bathrobe man, but he stepped side to side, instead of letting armor dent into body like all the shiny metal men did. It made the bridge troll look like a real fool, and now the kobold children snickered from the grass at the troll rather than the man.

And now we switch to Yrazhin's in-character narration to truly get a feel for the level of his fanboy-ism hero worship.
"Then bathrobe man finally struck back, a strike faster than the eye, his curved blade appearing suddenly appearing pointed towards the sky, the only sign of its passing canyon of red across the troll's body! The troll staggered back a half step, as the bathrobe man began sheathing his weapon like a boss. The troll smiled, confident the wound would heal and began to strike again! And then, and this was the best part, just as the troll was about to swing, bathrobe's sword went chink as it finished being sheathed, and then the wound of the troll burst out a fountain of blood, bathrobe man angling his hat to prevent it from getting on his bathrobe somehow. The troll fell back dead, and the bathrobe man just looked back over his shoulder at us and went "Heh" before walking on, so cooool!"
"Say, that scar you happen to have over your left eye..""UH LOOK AN OSTRICH!" *escape*

Ahem, back to where we were, with the Archmage Goodwin, Yraazhin was NOT happy to be "rescued". At least at first, as he was old enough to have formed significant attachments to his tribe, and he was nothing if not loyal and dedicated to them. Only one thing made him a willing participant. And that was the fact that Archmage Goodwin could bribe him with a super cool bathrobe, hat, and curved sword, and the training of how to be like his hero. Dragonscale Yraazhin envisioned a triumphant return to his tribe as a supercool, he now knew the word, "Ronin".

The news that ten thousand years had passed was NOT welcome news to Yraazhin. More than Archmage Goodwin, Yraazhin seeks out any sign of his tribe's legacy, or more importantly a way to go back in time. As the most powerful mage Yraazhin knows of that might be able to achieve this is Archmage Goodwin, Yraazhin seeks his rescue only so he may beat a way to return to his tribe out of him. Or so he tells himself.

Build Goals:
No multiclassing/PrC plans, simply improving his mastery of disciplines. Cheese dip in Warder (Dervish Dancer) for Int to AC. Twin Mind into Aegis to represent his insanely tough body.

I'm still not done done. But I'm close. And I'm sure thunderbeard is not surprised by, I made a melee tanker. Again. Again.


Here is my submission. All information should be below or in profile. Any feedback/comments/criticism is welcome and appreciated.

Background:

A changeling whose natural allure had caused her to be driven into the lowest parts of society until Goodwin saved her. She hesitated in the exodus, but when she could no longer stand the loss she too set out in search of her adopted father.

*I based my concept on the following song. Warning, intensely anime:
LINK

Appearance:

Despite (or because of) her natural beauty she looks quite homely; unkempt hair, sickly figure, sullen eyes that avoid contact.

Theme:

A sorrowful maiden. Her changeling heritage shows her inherent ability to draw the gazes of others, while Dark Allure shows that she can twists that into curses against her foes. She also approaches combat restrained, waiting for an opponent to give an opening before lashing out.

Goals:

Though she constantly worries about inadvertently harming others that may grow close to her, Shanalotte most cherishes having a family of her own.


Illia- wrote:

** spoiler omitted **

** spoiler omitted **
** spoiler omitted **...

You cannot start with brutal slayer or black seraph. Goodwin would not train people in these vocations.

You can opt to take these later on if your character turns 'dark', but not for starting.


It's also worth noting (in case it was missed!) that Cheese Dipping treats you as if your character level were the 'cheese dip' level for terms of martial maneuver selection. So, even though I'll be taking a dip into something with maneuvers, I can only select level 1 maneuvers when I dip. :)


Except that somehow your character level is still 4, so practiced initiator can raise it up to 3 (but not to 1+3/2+2).


I will need to reread this and confirm/check, but can everyone who has a completed alias with full crunch chime in? I will create a list and start reviewing them. This includes current players, although as mentioned they may not get in to the initial wave. If we have enough to fill another group, I may see on starting one up.


Completed submission


<-- Completed crunch here, checking in.


Do you mind if I just trade away Black Seraph via one of PoW's "trade this discipline for that" abilities? I only had one Black Seraph maneuver I was interested in anyway, so losing it's no big.

As for Brutal Slayer, there isn't any evil requirement on the class. It can be taken by good aligned folks. It's simply the "strength and fury" instead of "grace and finesse" stalker.


@Ilia, which ability will you use to replace the black seraph discipline.

I am inclined to probably allow brutal slayer I guess, and probably harbinger, given the we have vivisectionists and other potentially less then squeaky clean archetypes. I will draw the line at anything that requires evil at least to start, and still reserve the option to deny some things I don't like.


There's a new trait in PoW:Expanded that is "Swap one discipline for another". I intend on getting Silver Crane seeing that is horribly thematic appropriate for Goodwin the half-celestial to teach me the style passed down by celestials.

And totally nothing to do with how it's one of the best tanking styles. :P


Quote:

Unorthodox Method (Regional, Any): You trade

one of your class’s available disciplines for a different
discipline of your choice. You gain the new discipline’s
skill as a class skill.

As for vivisectionist:

"Sometimes it just feels right to make their heart burst out from their body through the back of their chest, you know? Nothing mad about that at all..."


Speaking of those traits:

TRAITS:

Agile Dancer (Social): You can make Perform (dance)
checks in place of Acrobatics checks, and can use the
higher of your Dexterity or Charisma modifiers when
making Perform (dance) checks.

Combat Training (Combat): You learn one 1st-level
maneuver (strike, boost, or counter) from any one
discipline of your choice. If you are not a member of an
initiating class, you can ready this maneuver by spending
ten minutes practicing it, and can recover it by taking a
standard action to focus. Your initiation modifier for this
maneuver is the key ability of its discipline’s associated
skill (for example, a discipline with Acrobatics as its
associated skill would make Dexterity your initiation
modifier). If you can already initiate other maneuvers
or later gain the ability to, the maneuver granted by
this trait is added to your list of maneuvers known, and
you can recover it as normal for your class. You cannot
exchange this maneuver for another maneuver as you
level up, nor does it add its discipline to your list of
available disciplines.

Practiced Initiator (Combat): Pick an initiating
class—your initiator level in that class gains a +2 trait
bonus as long as this bonus does not raise your initiator
level above your current Hit Dice.

Unorthodox Method (Regional, Any): You trade
one of your class’s available disciplines for a different
discipline of your choice. You gain the new discipline’s
skill as a class skill.

The book has added trait categories to them, which might cause an adjustment to builds/trait selection. Practiced Initiator becoming Combat made me sad for some of my other character's shenanigans. :(

Made extra sad because the Combat Trait my character has in one situation is 'Muscle of the Society' so I can carry my journal, and 'Helpful' in the other.


Oh, it's combat now? I glossed over that... That sucks...


Its a juggling act for some of this stuff. Clearly when errata come out and also when one uses beta stuff and it goes live ( and changes or is errrated) I expect people to update their characters to conform to the errata. If it destroys or invalidates a build entirely I try to work with the player to resolve it. In some cases it can be handled by the retrain option (which in itself can be a problem when there is no campaign time to do so). In other cases simply juggling things around with my approval can work.

I have also considered an in game option to this even before this situation arose, one that would allow more than one trait from the same category at the cost of something.

1. A feat, maybe but seems rather expensive, although people tend to cherry pick the best traits anyhow so maybe not.
2. Allow FPP to be spent and hinge it off of the signature item ( more likely since more options from SI's has been desirable anyhow)

Opinions?


Xanya Zellor wrote:


As for vivisectionist:

"Sometimes it just feels right to make their heart burst out from their body through the back of their chest, you know? Nothing mad about that at all..."

The seems like a weird quote. From the back of their chest? Did they just mean their back? Or do they just mean from their chest? I can't envision a case where 'back of the chest' would be used. I mean I guess it could indicate accurately the inside wall of their chest, but I think when you are talking about hearts bursting out, it is sort of implied.


I've no problem with either. It has a cost, and it's an easily manageable one. It also adds a lot of options to weapons, if you can grab traits to go with them. Just remember, costs can be really hard to figure out as some traits are greater than others. :)


Let me see if I have this somewhat accurate:

Formally submitted crunch:
Crest, Wave Terror (DeviousDevious)
Shanalotte (Johnnycat93)
Amelanchier (thunderbeard - current player)

Other crunches (confirm if ready):
Blaire (HighonHolyWater)

Work in Progress yet?:
Yraazhin (Ilia)
Hobgoblin whipguy (Monkeygod)

Interest:
Lily (Ash)

Rolls:
Archlich/adsapiens - current player
Xanya - current player
Lord Foul II

If I missed anyone, report in.


CaveToad wrote:
Xanya Zellor wrote:


As for vivisectionist:

"Sometimes it just feels right to make their heart burst out from their body through the back of their chest, you know? Nothing mad about that at all..."

The seems like a weird quote. From the back of their chest? Did they just mean their back? Or do they just mean from their chest? I can't envision a case where 'back of the chest' would be used. I mean I guess it could indicate accurately the inside wall of their chest, but I think when you are talking about hearts bursting out, it is sort of implied.

"I just pointed my rifle at him ... and let him have the big one right through the third button on his shirt. If he ever figured to sew that particular button on again he was going to have to scrape it off his backbone." -- Louis L'Amour


Makoto 'Maks' Kasumi wrote:
I've no problem with either. It has a cost, and it's an easily manageable one. It also adds a lot of options to weapons, if you can grab traits to go with them. Just remember, costs can be really hard to figure out as some traits are greater than others. :)

Maybe you could make an alternate version of the 'Additional Traits' feat? Just a feat itself does seem a little expensive.

Extra Trait:
Pick one additional trait. This trait can overlap with a type of trait you already have.


There's always Martial Traditions. I recall some mention that they need to be discovered, but I'd hazard a guess that Goodwin's organization would be similar enough to the Empyreal Guardians.


I am aware adopted is not allowed. However, I really want to represent my character's upbringing before he was adopted/abducted by Goodwin, as that's important to this character. Would you be alright with taking adopted to get this trait?

"Smoke Resistant (Kobold, Red-Scaled)
You've spent so much of your life around fires that smoke no longer affects you the way it does other creatures.

Benefit: Your vision isn't impaired by non-magical smoke, and you gain a +5 trait bonus on Fortitude saves to avoid coughing and choking because of smoke inhalation. This trait confers no benefits against magically created smoke, such as that produced by pyrotechnics."

If you're not ok with that, aright, no problem.


@Ilia, yeah thats fine re smoke restistance.

1,651 to 1,700 of 2,219 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>
Community / Forums / Online Campaigns / Recruitment / CaveToad's Monster Mashup - Home Brew (Gestalt, Monster races, Bonus Goodies) All Messageboards

Want to post a reply? Sign in.