The Dark Ones (an evil homebrew experience) (Inactive)

Game Master Bane88

Will you rise through the Shadows? Or die in the gutters.


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DM Malleus wrote:
You may take templates by knocking levels off one side of your Gestalt.

What's your cheese tolerance? Young Advanced is technically CR+0 and can turn the game into Magical Burst.

DM Malleus wrote:
Please avoid gained templates at creation as I would prefer to roleplay you becoming a vampire

Vampires are four levels away though, because they require 5HD. And IIRC all but Vetala have sun vulnerability, which demands a one player or all-vampire campaign.


Couple questions:

My understanding is that magus abilities can be used in unarmed strike, since they are considered light and natural weapons for the purpose of spells or abilities that effect or augment them. Is that something you allow or will I need at the very least, a gauntlet?

Second, I know this is pathfinder, but there was an archetype in the races of the dragons 3.5 book called dragonfist adept (I believe, will check when I'm home). Is this something that could be allowed? If maybe, would you need to see it first?

Third, If I were to take a stance as a eunuch, could that work towards a drawback, or is that just for flair? It's part of my characters background regardless (as just flair) but I wasn't sure if you'd want to make it mechanical or not.

Also, I figure I'll just give a heads up I'd be willing to help you keep track of anything you'd like me to if I'm selected.


The backstory here I am still working on expanding it more and developing his slightly evil side.
Roleplaying how I become a vampire is exactly what I wanted to do as it isn't his 'personal' plan to be one. The Vetala text states that the Vetala spirit takes control of a corpse but I was wondering if we can change that a little bit. The reason for his curse is the Vetala spirit is actually his identical twin brother who unfortunately died very young. His brother is the one who is cursing him from birth and quite a bit more evil than him and has watched him ever since not really haunting but always there. Could there be some sort of item that the mages have that he could stumble upon which would allow him to make a connection with his brother. This of course is very dangerous and gives the spirit a chance to take over his body. They struggle, for some reason because they are identical twins their consciousnesses combine and bam. He is Vetala. Completely not his plan and now he has to figure out how to 'live' as an undead. He will soon come to like his new powers of course and keep himself disguised as a human to keep his 'life' relatively normal.

Appearance/Personality:

Alexander stands at precisely 6 feet tall. Black hair, blue eyes and fair skin show his lack of outdoor activities. There is a friendly aura about him, he would be comfortable talking to anyone, probing them for information without their even knowing it. His charming smile help make him easy to trust, at least as much as anyone trusts anybody in this place.

Basic Backstory:

Alexander was a strange child. There has been something different about him ever since he was born. His first word was in the infernal language though his parents are sure he had been subjected to no such influences. He would speak normally in common but when he got angry he would transition to speaking infernal and it scared them. His father had served during the invasion and knew of the hellish ways of Cheliax. They taught him to keep his second language to himself and for the most part it worked and no one found out. He was a normal boy, healthy, had many friends and was well liked.

When he was older he wanted to discover and make sense of what had happened to him. He joined the mage accademy but was unfortunately very impatient and did not learn the same way as the other apprentices. Instead out of desperation he tapped into the magic in his blood. He had a strong connection to illusion magic and one day while immitating various creatures among the trees he saw a thrush and copied it with his spell, tricking the bird into coming closer. He decided he wanted it as a pet and trapped it in a cage. From then he tamed it and bound it to him as a familiar as he has seen other wizards do.

He began working on ways to infiltrate the higher levels of arcane school and steal their secrets. He would disguise himself, pretend to be other students and they had no idea. It was this project he was working on when the Shadow Syndicate found and recruited him for his skills. He gladly accepted the offer.


Stats:

Alexander Torov
Male Human Sorcerer/Oracle 3
LE Medium Humanoid(Human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 armour)
HP 24 (3d8)
Fort +1, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed +1 (1d3-1/x2)
--------------------
Sorcerer Spellcasting; CL 3; Concentration +8
--------------------
Cantrips (at will) Detect Magic, Ghost Sound(DC 16), Jolt, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic
1st (7/day) Illusion of Calm(DC 17), Identify, Grease(DC 16), Silent Image(DC 17)
--------------------
Oracle Spellcasting; CL 3; Concentration +8
--------------------
Orisons (at will) Create Water, Detect Poison, Enhanced Diplomacy, Light, Purify Food and Drink
1st (7/day) Bless, Colour Spray(DC 17), Cure Light Wounds, Obscuring Mist, Protection from Good
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 14, Wis 10, Cha 20
Base Atk +2; CMB +1; CMD 13
Feats Eschew Materials, Skill Focus(Disguise), Spell Focus(Illusion), Silent Spell, Piercing Spell, Alertness
Traits Keeper of the Veil, Magical Knack(Oracle), Classically trained
Drawback Pride
Skills (7/level) (only class skills shown)
0 Appraise +2
3 Bluff +12
0 Craft +2
3 Diplomacy +11(+2 with Enhanced Diplomacy)(+3 when familiar within reach)
3 Disguise +15(+2 using disguise kit)
0 Fly +2
0 Heal +0
0 Intimidate +5
1 Knowledge(arcana) +6
0 Knowledge(history) +2
0 Knowledge(nature) +2
1 Knowledge(planes) +6
1 Knowledge(religion) +6
3 Perception +6(+2 when Familiar within reach)
0 Profession +0
3 Sense Motive +6(+2 when Familiar within reach)
3 Spellcraft +8
0 Survival +0
0 Use Magic Device +5
Languages Common, Elven, Infernal, Goblin
Other Gear Disguise Kit, Silken Ceremonial Armour, Oracle's Kit, Spring Loaded Wrist Sheath, Cold Iron Dagger in Sheath, Explorer's Outfit
Money 7gp
--------------------
Sorcerer Abilities
--------------------
Favoured Class All bonuses going to spells.
Cantrips Known Detect Magic, Ghost Sound(DC 16), Jolt, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic
1st Spells Known Illusion of Calm(DC 17), Identify, Grease(DC 16), Silent Image(DC 17)
Bloodline Class Skill(Arcane) Knowledge(Nature)
Bloodline Spells(Arcane) identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).
Bloodline Feats(Arcane) Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
Bloodline Arcana(Arcane) Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Arcane Bond:Familiar (Su) At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar.
Metamagic Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
--------------------
Oracle Abilities
--------------------
Orisons Known Create Water, Detect Poison, Enhanced Diplomacy, Light, Purify Food and Drink
1st Spells Known Bless, Colour Spray(DC 17), Inflict Light Wounds, Obscuring Mist, Protection from Good
Mystery Class Skills(Heavens) An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.
Mystery Bonus Spells(Heavens) Color Spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).
Awesome Display (Su) Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier
Coat of Many Stars (Su) You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.
Tongues Curse (Ex) Infernal: Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Thrush Familiar:

N Diminutive animal
Init +2; Senses low-light vision, Perception +11
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural armour)
HP 12 (half masters hp, 3HD)
Fort +1, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (1d2–5)
Space 1 ft.; Reach 0 ft.
--------------------
Stastistics
--------------------
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +2; CMB +0; CMD 5
Feats Skill Focus(Perception)
Skills 1 Fly +12, 3 Perception +11, 0 Stealth +14
Languages Infernal
--------------------
Special Abilities
--------------------
Speak Language (Su) The Thrush can speak Infernal as a supernatural ability.
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.


Sweet. My character will be incoming asap.

Shadow Lodge

Lookin forward to seein the finished product,
How long should recruitment last?


DM Malleus: Any thoughts on custom races?

Liberty's Edge

Pathfinder Rulebook Subscriber

I'm looking at making a fetchling swashbucler/ something of zonkuthon, that finesses a Spiked chain. I was wondering if we could make a homebrewy modification to the Whirling Dervish archtype, replacing scimitar with spiked chain, and then some zonkuthon flavored deeds.


Rigor Rictus wrote:
DM Malleus: Any thoughts on custom races?

I would be open to it, I would like to see some fluff written for it, and would cap it out at 15-16 RP


Lord Foul II wrote:

Lookin forward to seein the finished product,

How long should recruitment last?

Probably until I feel I have a solid crew, at least through the weekend, longer if need be. I know that characters can take a while to flush out especially gestalt.


meeko wrote:
I'm looking at making a fetchling swashbucler/ something of zonkuthon, that finesses a Spiked chain. I was wondering if we could make a homebrewy modification to the Whirling Dervish archtype, replacing scimitar with spiked chain, and then some zonkuthon flavored deeds.

That is fine, Chain Dervish sounds cool. And the feel of movement makes sense that it could work with a chain.

Shadow Lodge

Ok, do the pets such as animal companions, mechanuses and eldilon a get max HP for their first 3 HD like the PCs?


HighonHolyWater wrote:
Could there be some sort of item that the mages have that he could stumble upon which would allow him to make a connection with his brother.

Within the halls of the Academy there is a large mirror, that has been there for over a hundred years. Rumored to have been made by a powerful necromancer that had taught there, no one knows what it does, its frame is made of black saphire and you can't see your reflection in it.

The Mirror is an artifact that is crafted using altered forms of the spells,
Astral projection, Magic Jar, Soul Bind, Shadow Projection and Bestow curse. It is rumored to reflect Vampires, essential making it the opposite of a normal mirror. Your dead ghost brother could have gained form and will if you looked into the mirror, allowing your consciousness to merge.


NarcoticSqurl wrote:

Couple questions:

My understanding is that magus abilities can be used in unarmed strike, since they are considered light and natural weapons for the purpose of spells or abilities that effect or augment them. Is that something you allow or will I need at the very least, a gauntlet?

Second, I know this is pathfinder, but there was an archetype in the races of the dragons 3.5 book called dragonfist adept (I believe, will check when I'm home). Is this something that could be allowed? If maybe, would you need to see it first?

Third, If I were to take a stance as a eunuch, could that work towards a drawback, or is that just for flair? It's part of my characters background regardless (as just flair) but I wasn't sure if you'd want to make it mechanical or not.

Also, I figure I'll just give a heads up I'd be willing to help you keep track of anything you'd like me to if I'm selected.

That should be fine for magus abilities, I would like to see dragonfist adept. And what would the mechanical penalties be for eunuch?


Nyaa wrote:
DM Malleus wrote:
You may take templates by knocking levels off one side of your Gestalt.

What's your cheese tolerance? Young Advanced is technically CR+0 and can turn the game into Magical Burst.

DM Malleus wrote:
Please avoid gained templates at creation as I would prefer to roleplay you becoming a vampire
Vampires are four levels away though, because they require 5HD. And IIRC all but Vetala have sun vulnerability, which demands a one player or all-vampire campaign.

That is a bit too cheesy I think, let's not all abuse the templates shall we haha.

As for the vampire thing, I already have an in game solution for that. So no worries.


Also, after having a nice chat with Nyaa, I've decided to forgo the IRC idea in favor of a much less math gratuitous loot system.

Salary will be rewarded for each completed mission, and you can keep gear you find or steal, but the Quartermasters will buy your stolen goods as fences.

So everyone start with LEVEL 3 WBL


Hmm. I'm thinking of running an enforcer-style character. Probably Warlord(DSP) with Black Seraph//Something else, likely with high skills. Ninja maybe? Is fear and darkness based, among other things.

Would transform beautifully into a graveknight or vampire, with the latter being the more stylish option.

Shadow Lodge

If you want fear and darkness, then Dread (DSP) is the class for you


Ok, so the dragonfist adept idea I'm scrapping, simply because it's only a class feature that allows me to add 1d6 of a predetermined energy type to a hit. The Magus's Pool strike is the same thing, but with 2d6, and the ability to choose energy type each time. As far as the eunuch mechanic, probably something that reduces diplomacy by 2 or more.


@LordFoul: So I checked snake style and such, but I couldn't find the ulna strike you mentioned. Where would that one be at?


Lord Foul II wrote:
If you want fear and darkness, then Dread (DSP) is the class for you

No thanks. Psionics as a source of power doesn't appeal. I like my way better, and it does fear/darkness just fine :)

But thanks for the suggestion, anyway.

Edit: I think I'd like to take the Shadow Creature and Shadow Lord templates, eventually. They're not particularly powerful, but thematically appropriate. I'll probably disregard that idea if it turns out to be hopelessly underpowered once we start going.

Shadow Lodge

Give me a bit and I'll find t again, it requires I think five levels in monk or BAB 7 to get though, so you'd be better off with snake style, which you can start with.
@dragon: warning, as a shadow your normal life would be over.


Are you okay with the 1001 spells supplement?


Yes I am, I have it in hero lab and like many of the options offered therein


Is Fringe Magic limited to the same magic type (arcane/divine/psionic) or 0 and 1st level spells?


Hammers
Warlord - played by The Dragon
swashbucler - played by meeko
stalker/soulknife (Saif Al-Samad) - played by Berenzen
slayer - played by mcridill
Alchemist - played by GenThunderfist
alchemist/machinesmith (Virgil Hass) - played by Lord Foul II
Slayer/Investigator (Mr. Sulfach) - played by OmniChaos
Antipaladin - played by Choant
alchemist/brawler - played by wanderer82

Anvil/Hand
Sorcerer/Oracle (Alexander Torov) - played by HighonHolyWater

dots
Riuk
Dinuci
Fighting Chicken
The Doomkitten
Gavmania
Slyness
Nyaa
Alex G St-Amand
Alfrazar
Billy "The Blade" Willaims
zomblisham

A note to Stalkers and Warlords - they are supposed to have good reflex save.

DM Malleus, would you consider bumping starting level to 4? It will allow half of the current roster to access 2nd level spells.

Shadow Lodge

What does hammer/anvil/hand referr to?


Google docs link.
There's discussion somewhere on this forum, but I can't google it.

Shadow Lodge

Thanks, so in that case Virgil is a Hanmer/arm, or as you put it hand.


I've in mind a custom Fey race, comes to 13RP and will be playing an assassin type Antipaladin/Fighter or an Oracle/Sorcerer depending on group makeup.

I'm currently working on the fluff for the race, I know it's going to have a shadows and darkness kind of theme, to support the worship or fascination with Nocticula.

The character will otherwise resemble an elf and will be female.


Lord Foul II wrote:
or as you put it hand.

I'm sorry, I can't into English -_-'

Shadow Lodge

No problem, as you have something to me, here is a short guide to gestalt
Called the Ten Commandments of gestalt

1) Action Economy Is Still King
-Full Triple-progression casting is cute, but ultimately futile in combat since nearly every spell, Power, Invocation, etc takes a Standard Action to use, and you still only get one of those per round. Try to mix your activation abilities up, between Standard, Move, and Swift actions, so that you can get more out of what you have.

2) Focus On One Theme
-Having schizophrenic capabilities just means you'll be more at a loss in combat, despite the increased options, especially if the two sides interfere with each other in normal use. Barbarian/Wizard, though it may sound awesome, generally either gives up most of the benefits from one side of the progression or else is just confused in battle. If it can't be effectively done on one class, it generally isn't worth doing on two.

3) Strengthen Each Other's Weaknesses
-Since you always take the higher HP, BAB, Save, skill points and both skill lists, try to ensure that your secondary class is good at some things that your main one isn't.

4) Remember Your Stats
-Twice as many "classes" means twice as many opportunities for MAD. Make sure your key abilities from both sides are still lined up onto one or two main stats

5) Remember Your Feats
-Feats are the one thing you don't get multiples or increased numbers of normally. This makes prerequisites and feat chains just as hard to squeeze in as normal, more so if you want to Prestige on both sides of the equation (and many do)

6) Dipping Is Easier
-In Gestalt, dipping 1-3 levels on one side for supporting capabilities does not delay or prevent high-level capabilities from your other side. Ftr 2 for feats and proficiencies, Paladin 2-3 for Cha to saves and immunities, Meldshaper levels, etc are all simple and powerful options.

7) Beware Wasting Identical Advantages
-This causes pure waste. A PrC attempting to increase your Wizard caster level on one side and a level of Wizard on the other just lost a caster level benefit. Similar things go for other benefits, such as Uncanny Dodge, high HP/skills, and Proficiencies (not as much a concern as the others).

8) Active/Passive Mix is Typically Best
-Let one side have the abilities which require actions. You can put together cool utility, long-term buffing, bonus feats, and static/reactive abilities on the other side

9) The Very Worst Classes Sometimes Aren't Bad Here
-Monk, with its dominant saves, decent skills, and host of static abilities, is a FAR better choice for support-side levels than it is for single-class. The Expert, despite being an NPC class, notably is able to pick ANY TEN SKILLS as class skills with 6+Int per level, which can be clutch if your prereqs are getting tight. Any class that usually has the phrase "if only it had ___" can easily acquire it. Basically, almost anything can be of benefit to SOMEONE under Gestalt system (other than Commoner)

10) DM Always Has Final Word
-Just like normal, if you are crafting an epic masterpiece of a character but it will outshine the others of the group, expect any sane DM to veto it, or else be ready to throttle back what you can do for the sake of having, you know, fun."

Liberty's Edge

Pathfinder Rulebook Subscriber
Nyaa wrote:

Hammers

Warlord - played by The Dragon
swashbucler - played by meeko
stalker/soulknife (Saif Al-Samad) - played by Berenzen
slayer - played by mcridill
Alchemist - played by GenThunderfist
alchemist/machinesmith (Virgil Hass) - played by Lord Foul II
Slayer/Investigator (Mr. Sulfach) - played by OmniChaos
Antipaladin - played by Choant
alchemist/brawler - played by wanderer82

Anvil/Hand
Sorcerer/Oracle (Alexander Torov) - played by HighonHolyWater

Wow I'm glad you made this up. I'll probably put my swashbuckler Kuthite on the back burner and come up with another idea that is more support oriented. I'm one of those players who can have fun regardless of what i play, so switching rolls isn't a big deal for me.


Nyaa wrote:
DM Malleus, would you consider bumping starting level to 4? It will allow half of the current roster to access 2nd level spells.

That is a bit of a never ending argument. Even though true, if done, any wizard/druid/cleric based characters will only be one level away from being able to access level 3 spells, so perhaps we should start at level 5?

Even though my character (Froth - Teifling Bloodrager/Godling), who isn't on you list or dots for some reason, would be one of those getting access to level 2 spells at 4th, the point kind of falls flat. Not that I'd mind starting at 4th mind you, as that's also the level I get my best Bloodrager ability (enlarged while raging).


Ok, so I've settled on a Magus(Kensai)/Monk. I've got all the crunch written out for him except the feats (decisions decisions), and I'm working on the fluff. I'll transfer it all to this post by the end of the day, plus have a profile for him.


Below I've provided links to the character sheets on Mythweavers, where all of the details and descriptions are also located. These two are the same person, but with different skillsets. Also working on a Samurai sheet.

Mordren (Antipaladin/Rogue Version):

Mordren
Female CE Shadow Fey Rogue 3 / Antipaladin 3, Level 3, Init +4, HP 42/42, Speed 30
AC 16, Touch 12, Flat-footed 14, CMD 18, Fort +9, Ref +8, Will +6, CMB +6, Base Attack Bonus 3
Masterwork Elven Curve Blade (PA=-1/+3) +7 (1d10+4, 18-20/x2)
Studded Leather Armor +1 (+4 Armor, +2 Dex)
Abilities Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 16
Condition None

Mordren (Oracle/Antipaladin/Sorcerer Version):

Mordren
Female CE Shadow Fey Sorcerer1/Oracle3/Antipaladin2, Level 3, Init +6, HP 34/34, Speed 30
AC 12, Touch 12, Flat-footed 10, CMD 15, Fort +9, Ref +7, Will +7, CMB +3, Base Attack Bonus 3
Dagger +3 (1d4, 19-20/x2)
(+2 Dex)
Abilities Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 19
Condition None


This is Froth. Most of the mechanics and much of the fluff is in place, though there is still a bit if fine-tuning to do. Depending on how things end up in regards to the rest of the party and balance, I can add adjust the build as needed, in order to get the right flavour; adding a bit more cheese if needed, or toning down a few features if required.

Froth:

Froth

Male NE Orc-Born Qlippoth-SpawnTeifling Medium (Native Outsider)
Bloodrager 3: Abyssal Bloodline (Spelleater/Primalist Archetypes)
Adept Godling 3: Sorcerer Spell List

Init +0; Perception +6

Standard Stats:
Str 20, Dex 10, Con 14, Int 10, Wis 10, Cha 13
AC 20, touch 15, flat-footed 15 (+5 “Dex”, +4 Mage Armour, +1 Natural Armour)
hp 36 (3d10+6)
Fort +8, Ref +8, Will +8

Raging Stats:
Str 24, Dex 10, Con 18, Int 10, Wis 10, Cha 13
AC 20, touch 15, flat-footed 13 (+7 “Dex”, +4 Mage Armour, +1 Natural Armour, -2 Rage)
hp 42 (3d10+6+6)
Fort +10, Ref +10, Will +12

As he is already a Godling, his goals, somewhat more ambitious perhaps than his peers, will be to advance into Demigodhood, and eventually find a way to achieve true divinity. He may consider bringing out some inner aspect of himself that might increase his mortal power (acquiring a template), but things that distracted from his present course (such as vampire) would be of no interest to him. Half-Fiend might be considered.


Looks like I came back at an auspicious moment.

I have been thinking about this for a while and I plan to submit a Warpriest/Slayer Gestalt, a samsaran with the Fringe magic trait. He should be able to add all sorts of goodies to his spell list with Samsaran and Fringe Magic, which with Fervour will mean lots of nice spells (if it gets too much I might change Samsaran to some other race).

He will be a Lawful Evil follower of Achaekek, which will give him proficiency with sawtooth sabre, and he will be taking slashing grace and TWF to make him DEX dependant. Needless to say as a follower of Achaekek, he will be an Assassin.


And here's the Samurai sheet. There are many more ideas in mind. All of which can be altered to fit the campaign as the DM suggests.

Mordren (Samurai/Inquisitor Version):

Mordren
Female CE Shadow Fey Samurai 3 / Inquisitor 3, Level 3, Init +5, HP 36/36, Speed 30
AC 15, Touch 11, Flat-footed 14, CMD 17, Fort +5, Ref +1, Will +6, CMB +6, Base Attack Bonus 3
Deadly Katana +1 (1d8+4, 18-20/x2)
Chain Shirt (+4 Armor)
Abilities Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 16
Condition None
Archetypes Samurai (Sword Saint) Ronin Order

Domain Destruction

Shadow Lodge

Adept instead of the stronger eldritch?


I can also switch it up:
Rogue/Sorcerer Fetchling, shadow magic and thieving will be his forte, minor skill monkey. Do we start with 3000 gold for a 3rd level character or just plain starting money for a 1st for our class?


Lord Foul II wrote:
Adept instead of the stronger eldritch?

For this kind of venue, seemed to make sense. Better saves, better skill points, exact same magic and abilities up until level 6 or so. PbP tends to move so slowly that it is highly unlikely we will ever notice the difference in magical abilities during the character's PbP lifetime. I've rarely seen a game go longer than 3-4 levels, and to make any major difference to the character, we'd need to hit about level 14 before the difference started hurting, and in the meantime he gets two good saves he wouldn't have otherwise, and 6 skill points per level.

I had considered going Aegis in order to be straight Combat monster, but the psionics didn't fit quite as well, and the cheese factor got pretty intense being that overpowered. I can always look at that option again if I need to buff him up mechanically in order to represent!

Of course, with the traditional Qlippoth-Ithillid type relationship D&D kind of has established, Psionics might actually fit really well, but I'd have to ask the GM about reassigning the Qlippoth-Tiefling's negative mental stat, which is presently Int, which of course makes an Int focused guy kind of challenging...


Sorry about my delay. I will have the sheet up by tomorrow, but ran into some issues. I'm taking a break for a bit right now because I've overloaded myself with the feats and abilities section of crunch, and making sure everything was collected properly (number overload). But I am excited to getting this stuff posted.


Renza Fade

Build:
M CE Fetchling Sorcerer(umbral), Level 3, Init +7, HP 28/28, Speed 30
AC 13, Touch 13, Flat-footed 10, CMD 18, Fort +8, Ref +11, Will +6, CMB +5, Base Attack Bonus 3
(Point Blank Shot) Masterwork Composite Longbow (+2 str) (100) +7(+8) (1d8+2(+3), x3)
(Point Blank Shot) Bow (Rapid Shot) (100) +5(+6) (1d8+2(+3), x3)
Masterwork Longsword +6 (1d8+2(+3), 19-20x2)
Mage Armor (+3 Dex)
Abilities Str 14, Dex 16, Con 10, Int 10, Wis 6, Cha 20
Condition None
paladin1/rogue1/paladin2//sorcerer 3

Background to follow


Is that AntiPaladin Choant?


Switched around a bit, going for a thieving shadow caster thug type, bow and spells, more rogue now.


Updated with everything added sense last time. Will work on full fluff tomorrow now that the crunch is finally done. XD

Mr. Sulfach:

Rileng Sulfach
Male Tiefling Slayer / Investigator (Mastermind) 3
LE Medium Outsider (native)
Init +4; Senses Darkvision 60 ft.; Perception +7
________________________________________________________________________
AC 19, touch 14, flat-footed 15
(+4 Dex, +5 AC)
hp 33 (3 HD)
Resist cold 5, electricity 5, fire 5
Fort +4, Ref +7, Will +4
________________________________________________________________________
Speed 30 ft.
Melee: Masterwork Wakizashi +9 (1d6+4, 18-20/x2) or
Dagger +7 (1d4+4, 19-20/x2) or
Sap +7 (1d6/x2)
Ranged: Light Crossbow +7 (1d8, 19-20/x2) or
Dagger +7 (1d4, 19-20/x2)
Atk Options:
Spell-Like Abilities:
SR
________________________________________________________________________
Abilities: Str 10, Dex 18, Con 12, Int 20, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 17
Feats: Weapon Focus (Wakizashi), Weapon Finesse, Slashing Grace, Exotic Weapon Proficiency (Wakizashi)
Traits: Student of Philosophy, Warriors from All Lands, Armor Expert
Drawback: Paranoid
Skills:
Acrobatics +10*
Bluff +13*
Craft (alchemy) +16*
Diplomacy +11*^
Disable Device +10*
Knowledge (Local) +10**^
Knowledge (Nature) +9**^
Linguistics +11*^
Perception +7*^
Sense Motive +7*^
Stealth +12*
Survival +7*
Use Magic Device +5*
Languages: Common, Infernal, Abyssal, Draconic, Goblin, Orc, Elven, Celestial, Aquan, Giant
SQ: Prehensile Tail, Studied Target (+1), Track (+1), Slayer Talent (Combat Trick), Sneak Attack (1d6), Alchemy, Mastermind's Inspiration (6/day, 1d6), A Quiet Word (2/day), Poison Lore, Poison Resistance (+2), Investigator Talent (Expanded Inspiration), Keen Recollection,
Combat Gear: Acid (3), Smokestick, Potion of Magic Weapon +1 (2), Potion of Shield of Faith +2 (2)
Possessions: Combat gear plus Scholar's Outfit, Formula Book, Masterwork Chain Shirt, Buckler, Masterwork Wakizashi, Dagger, Sap, Light Crossbow, Bolts (20), Spring Loaded Wrist Sheath (2), Bandolier (2), Top Hat, Grinning White Mask, Plain Black Mask, Drunkard Mask, Reversible Cloak, Investigator's Kit, Alchemist's Lab, Pathfinder Pouch, Sleeves of Many Garments, Mask of Stony Demeanor, Formula Alembic,
Money: 173 gp

--------------------
EXTRACTS (CL 3rd)
--------------------
Investigator Extracts:
1st- Disguise Self, Expeditious Retreat, True Strike, Cure Light Wounds (2)

--------------------
FORMULA BOOK
--------------------
1st- Cure Light Wounds, Disguise Self, Expeditious Retreat, Shield, True Strike, Blurred Movement, Endure Elements


Nyaa wrote:
Is Fringe Magic limited to the same magic type (arcane/divine/psionic) or 0 and 1st level spells?

No, In fact when it says or like, I meant it as an option to gain things normally not allowed, like a extract of time stop for a ridiculous example.

To expound on this, you would have to be a high enough level if you were that class to cast the spell you gain from the trait. I will allow this trait to evolve similar to feat retraining, in that you can switch what spell it grants you whenever you gain a level.

Shadow Lodge

Ok going to ask again (third time's the charm or whatever)
Do pet HD get maximized like PC HD


He answered that in character creation rules.


What he said.

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