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Voyages of the Avanestra

Game Master Tyrn Jade

Explore the universe and discover the mysteries of life in a space-fantasy setting.


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Grand Lodge

Hi DM done.

Statistics:

Male Rhaelian Monk/Vitalist 2
Init +3 ; Senses Perception +8
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DEFENCE
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AC 17, touch 17, flat-footed 14 (+3 dex, +4 monk bonus)
Wound Points 36 Vigor 18
Fort +6, Ref +6, Will +7
Defensive Abilities: Evasion
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OFFENCE
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Spd 30 ft/x4
Melee Mwk Nine-Section Whip +7 1d8+5 19-20/x2
Melee Mwk Nine-Section Whip +7 1d8+7 19-20/x2 (2 handed flurry)
Melee Unarmed Strike +5 1d6+5 20/x2
Ranged Shuriken +5 1d2+5 20/x2
Special Attacks Unarmed Strike
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Special Attacks
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Flurry of Blows- When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon. At 8th level, the monk can make two additional attacks when he uses flurry of blows. At 15th level, the monk can make three additional attacks using flurry of blows. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows
Unarmed Strike- A monk's attacks may be with fist, elbows, knees, and feet.
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STATISTICS
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Str 20, Dex 16, Con 17, Int 10, Wis 18, Cha 10
Base Atk +1, Cmb +6Cmd +23
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Feats
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] Armor Proficiency (HEAVY) (PFCR 118), Armor Proficiency (Heavy) (PFCR 118), Combat Expertise (PFCR 119), Combat Reflexes (PFCR 119-120), Deflect Arrows (PFCR 121), Exotic Weapon Proficiency (Nine-Section Whip) (PFCR 123), Improved Unarmed Strike (PFCR 128), Power Attack (PFCR 131), Weapon focus(Whip), Whip Mastery
Rapid Metebolisim- You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.
Punishing Kick- You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
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Monk Special Abilities (Hungry Ghost Monk)
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Favored Class (Monk)-(+2 Vigor)
Flurry of Blows- Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
AC Bonus- When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Punishing Kick (Ex)- At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.
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Vitalist Special Abilities (Soulthief)
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Powers Known- A vitalist's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Vitalist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

A vitalist begins play knowing two vitalist powers of your choice. At every odd-numbered class level after 1st, he unlocks the ability to know more powers at any given time.

Choose the powers known from the vitalist power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a vitalist to learn powers from the lists of other disciplines or even other classes.) A vitalist can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a vitalist can manifest powers in a day is limited only by his daily power points.

A vitalist never needs to prepare powers ahead of time; he draws them from his mind when needed. When a vitalist recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the vitalist power list, and the maximum number of powers the vitalist may know at any one time in this fashion is listed on Table: The Vitalist. If a vitalist learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the vitalist list when he chooses his powers known, and it doesn't count against his limit of powers known at any one time.

The Difficulty Class for saving throws against vitalist powers is 10 + the power's level + the vitalist's Wisdom modifier.

Maximum Power Level Known: A vitalist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a vitalist must have an Wisdom score of at least 10 + the power's level.

Knacks (Ps)- Vitalists of all forms learn to manipulate the energy of body and mind in minor ways. A vitalist selects two general knacks, along with one knack from his corresponding method. Knacks may be used at will, as long as the vitalist maintains psionic focus. Unless otherwise specified, vitalist's knacks cannot target creatures that do not have a Constitution score. General knacks are listed below.

Dazzle: The vitalist targets one creature with a ranged touch attack. If the attack is successful, the creature is dazzled until the beginning of the vitalist's next turn.

Disruptive Touch: The vitalist can disrupt the natural energy of the body as a melee touch attack, causing the creature touched to be staggered for 3 rounds. A successful Fortitude save (DC 10 + vitalist's Wisdom modifier) negates this effect.

Hinder: The vitalist may, as a ranged touch attack, cause a creature to take a -1 penalty on a single attack roll, saving throw, or skill check, at the vitalist's discretion. This penalty fades after 1 minute if the target does not make the appropriate type of roll.

Induce Pain: The vitalist may make a ranged touch attack at an enemy within 30 ft. If the attack is successful, the target takes 1d3 points of damage.

Invigorate: The vitalist grants a target 1 temporary hit point with his touch. The temporary hit point lasts 1 minute.

Sicken Body: The vitalist chooses one target within 30 ft. That target must make a successful Will save (DC 10 + vitalist's Wisdom modifier) or be sickened until the beginning of the vitalist's next turn.

Soulthief Power

A soulthief vitalist adds collapse to his list of powers known. This does not count against his number of powers known.

Soulthief Knacks

The soulthief vitalist can choose a talent that focuses on debilitating and manipulating the energy of enemies.

Fatigue: As a ranged touch attack, a soulthief may cause a target to be fatigued for a number of rounds equal to his class level. A successful Fortitude save (DC 10 + soulthief's wisdom modifier) negates this effect. This ability has no effect on a creature that is already fatigued.
Siphon: A soulthief may direct a ray of psionic energy at a target as a ranged touch attack. If it hits, the target suffers 1d3 points of damage, and the soulthief, or one member of his collective (soulthief's choice), gains 1 temporary hit point for 1 minute.

Soulthief's Touch- A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to the damage dealt. A soulthief may not heal more hit points than the touched creature had prior to using this ability.

This ability may only be used on creatures with a Constitution score and may not be used against creatures in the soulthief's collective. A soulthief may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it.

Collective (Su)- A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join up to his class level in willing targets into his collective. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). A vitalist's collective can never have more members than his class level. The vitalist is always considered a member of his own collective, and does not count against this limit.

The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below).

A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective.

If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.

At 15th level, a vitalist's collective range is limitless on the same plane as the vitalist.
At 19th level, a vitalist's collective reaches even across to other planes and dimensions.

Collective Healing (Su)- Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).

In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.

Example: Darius the soulknife is a willing member of Jorus the vitalist's collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus's collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6.

A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.
Medic Powers

The vitalist gains special uses of some of his powers that are unavailable to other characters.

The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.

Transfer Wounds (Su)- All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage. The vitalist suffers the same number of points of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself.

Health Sense- Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison.

Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature.

At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective.

When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.
Spirit of Many (Su)

A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws -- their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor:

Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.

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Traits
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No Tratits. Exchanged for 1 bonus feat.
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Racial Traits
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+2 to any ability score.
• One bonus feat.
• +1 Skill point at each level.
• Focused study: Rhaelians are versatile and are diligent when it comes to being good at something (Skill focus to one skill at level 1, 8, and 16th lvl).
• Emissary: Rhaelians are natural diplomats and can connect with people easily. Roll 2d20 for Diplomacy and Bluff checks and take the better roll.
• Weapon Familiarity: Rhaelians are proficient with firearms and the Rhaelian Lysis (similar to the Kajiiatan court and thin blade).
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Skills
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Acrobatics +7, Bluff +4, Escape Artist +7, Intimidate +4, Knowledge (engineering) +4, Knowledge (history) +4, Knowledge (religion) +4, Perception +8, Sense Motive +8, Stealth +7
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Equipment
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Mwk Nine-Section Whip, Shuriken, Unarmed Strike

Background:

Lazarus lived in a monastery on planet Midgar that teaches the lost teachings of Tao. A senior monk at the monastery, he is a psion groomed in the ways of the life energy. A vital force that flows throughout the body. One of the aims of Tao is to foster the circulation, balance, and strength of “Chi” with in the body.

However with the advancement of technology, slowly the old ways are being eroded by technology. Disillusioned, Asimilian left the monastery and started a new teaching called Neo-Taosim. He believes that to prey upon the living as models of perfection. He sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures. It is through this constant influx of energy that the devotee reaches his ultimate goal: power—personal, pure, simple. Nirvana, one with the universe

When he heard of the Avanestra is to explore the vast unknown, he know that he must respond to this call to search and assimilate the life energy of new species so as to attain Nirvana.

"Being, in coming into being, is produced by non-being. Affairs, as affairs, are brought into completion by non-being. When one talks about it, it has no predicates; when one names it, it has no name; when one looks at it, it has no form; when one listens to it, it has no sound -- that is Tao in completeness. Hence it is able to make sounds and echoes brilliant, to cause material force (chi) and material objects to stand out, to embrace all physical forms and spiritual activity, and to display light and shadow. Because of it darkness becomes black and plainness becomes white. Because of it the carpenter's square draws a square and the compass draws a circle. The compass and square obtain forms but the Tao has no form. Black and white obtain names but Tao has no name."

Grand Lodge

Lazarus Warpghost wrote:

Hi DM done.

** spoiler omitted **...

Lazarus can also be a doctor for the ship. He can transfer the wound from the crew unto his body and heals it up at a rapid rate with the rapid metabolism feat he has.


Hey guys. I really like all of your ideas! Seems a lot of you like monk, haha. I think I'll make the dead-line probably this Friday night or Saturday morning. Tentatively right now, I have picked an Eridani Pally/bard (cool combo!), my boy Cass, and an Animus Magus. I like all of your creations and if you don't get picked, people may die and I need a replacement so I'll use the recruitment page as a reference. Also, I'm not opposed to using cameos, lets say we need a specialist for something and you guys want to play a mission. I'll keep the default party at 6 though, mainly because of story investment. Again, all of your ideas are great. I'll answer the posted questions more specifically when I'm done getting my brain-swell.

Peace, fellow wanderers and star-seekers!

Grand Lodge

Would me choosing another class increase my chance since there are so many monks lol. Oh I just recall a movie I watched the Green Mile where the huge black guy can take sickness and he heals it, I subconsciously created a character like him lol.


Pretty different monks though, I'm a bow monk and whatnot.


Dot for extreme interest. Thinking of a ninja/magus, ninja/gunslinger or ninja/something special-forces type. I'll have him/her up by tomorow evening GMT.

Grand Lodge

Thak if you play this game you will be 3000 years old from nightfall chronicles.


@Tyrn- updated my profile with some backstory, it seems a little dark but I promise i'll be Lawful Neutral over Lawful Evil. EDIT: Blast, I just realized I'm going to have to go Monk/Inquisitor. The latter class choice is just too perfect for this sort of character. I realize this may make me unlikely to be chosen but I'll live with it.

@Lazarus- Well, a healthy diet is key to long life...


Character sheet updated.


I've got it! This is definetly a work in progress but still, here he is... sort of!

Adam is a Rhaelian, a former demolitions expert (specializing in bringing down buildings and fortifications deemed to hazardous to leave standing) and now a scientist for the Avanestra. He's an extremely intelligent individual who seems just a tad eccentric. What kind of scientist he is, exactly, is hard to tell considering just how much he knows about so many things, but surely there's a use for someone like him.


Dotting sounds fun and I haven't even read everything yet. I Was thinking of changing Gibz (aka Giblingus Arturo Subverzion Phil) a remake for gestalt. However i see you already have a Magus/alchemist. Perhaps something else. I have been wanting to try Barbarian...


I'm thinking about an Eridani Barbarian/Soulknife. He would probably be an earth, or fire type but I don't know much about them yet. Perhaps he could be water type and his warrior tendancies conflicted with his tribe, hence his willingness to join a stange spaceship crew. I noticed you had already chosen an Eridani, do you think 2 would be ok? I can always do a more skill focused Rhaelian version. That would probably use a gun with his mind blade, and take the urban barbarian. Either way I would like whatever info is available for Eridani. I'm feeling the Tribal aspect so that info would be nice, assuming you think 2 Eridani is a good idea.

edit: now I'm thinking ranger....hmmmm will animal companions be ok?


Hiya boss. Here's a Link to my Character Sheet. Missing a name and some equipment but it's coming along nicely.

Thak - You and I have remarkably close builds but pretty different styles. Gestalt campaigns force and encourage more than a few stomped toes but what do you think could set our PC's apart from each other (aside from ranged v melee)? Juuuuuuuuuuust curious :-)


I was also wondering if you would want to include the archetypes in the new Psionics Expanded book? I can understand if you don't have access or don't want them, just curious as the Gifted Blade looks nice.


Why no love for the Kajiiatan?


Haha, I was gonna say! Come oooooon! If there's something people generally don't like about them, I can exchange something. Is there something that really turns you off from them? Was it something I said? I can change, I swear it!!!


Shiz69er: I'm working on an e-mail for ya sir. I"m not opposed to two Eridani. In fact, I think it'd be cool if you played one as a more barbaric character. What alignment were you thinking?

Has anyone considered an evil character? Like I said, I take alignment with a grain of salt. So if you'd pick LE, I won't pull the "THAT'S OUT OF ALIGNMENT!" card if you're not trying to attempt to take over the world at any given moment. I"d simply treat it like you're just a cooperative a#**@$& with a huge dip in compassion for others. Also, if I had just one evil character, I can introduce some other aspects to the game. I supposed a neutral would work too but again, I'm all for mixed party and it works a lot smoother the way I interpret alignment.

I'm excited to start this game! Hopefully I"ll get caught up this weekend with homework and I can get a solid intro for saturday.


-Thak is fairly dark though more neutral than evil.

-I'm guessing Kajiiatan abilities just don't equal '+2 to one stat AND a bonus feat'. I'd suggest you allow Kajiatans to receive two bonus traits, but i've no experience in making races so might not work.


I think it's that we don't have anyone going full caster yet. Elves always make the best wizards.

I'd like to rescind my request for info on the Eridani. First because I don't think he would have gotten along with a paladin, also I think sending a lone paladin into space as a paragon of the race seems cool. Finally I think I'm settling on a Rhaelian Soulknife/Ranger I like the extra skills and the image in my head of him wielding a big gun is just too good. I also like being stealthy and large is not so good for that. I would choose the Kajiiatan as I see him working a lot with raw atma but many of the racial abilities are lost on a character like mine.

So since I'm thinking ranger do you think the companion will be an issue. I had thought it might be fun to have it be a robot I had crafted myself, perhaps a form of Animi. That's assuming it wouldn't be easy to have a regular animal around.


Thak: Ah, I see. Bonus feats. All races have 15 racial points. This is all found under the Gamemastering category on the d20pfsrd website under "Creating new races" I believe. It's a cool little system, I certainly had fun creating them. I really wanted to exemplify the Kajiiatans casting ability. I don't believe it'd be any RP costs if I gave them a +2 to an ability score instead of their normal attributes. Is there anything about them in particular that says, "Meeeeeeh...."?


I believe to thats because alot are creating Psionic characters (My fault i guess...)

Perhaps you should give them nice free feats to encourage them to pick up magic as the default Power attack, Combat expertise and Improved Unarmed tends to favor martial roles.

perhaps those free traits should be tag to Race instead of Over all and then create new free feats for the Kajiiatan like empower quicken spell etc. Just some thoughts.


Make the race easy for someone to pick if they are considering a Arcane class than thats good. I believe that's acceptable as if you played Mass Effect, certain races are defaulted to certain classes naturally.


I've never really been a fan of elves honestly. The Kajiiatans are sort of like elves. I think they are fine, and If I had chosen to be a wizard or any offensive spellcaster I think I would have been one, I still am thinking about being one and maybe doing soulknife/wizard. It's all up in the air right now but I know the basics of what he wants to do. Be great with machines, and beat face with a blade of mind power.


Right on. Yeah, I definitely wanted to specialize the races a little more. So I exemplified their roles with certain abilities. And no problems with psionics, honestly. There'd inevitably be overlap, especially in a tentative 6 member party, so making it available I think was a wise choice. Only thing that sucks is now I have to learn them rules. Haha.

And that's a good point with those extra feats. I just gave them away because I just want you guys to be able to do those things without the feats, but I can see how that may have upset the balance and would favor other roles. See? I'm still learning! Glad we can adjust while it's still ductile, as home-brew is like that. I'll post a modified Kajiiatan and add a more magic-friendly free-bee. Nothing crazy, just something that you have to pay to use anyway (like Power Attack and Com. Exp).

Oh wait, those feats changed in Pathfinder didn't they?


Any issue in my making two submissions? The lack of a pure caster has made me think a little and I know my Monk/Inquisitor is unlikely to get in.


I think they are pretty much the same. Check it out. Link


Actually, here's what I'll do. Sorry this may upset some folks but nothing was set in stone yet! ;) I didn't realize Power-attack gives a +2 to dmg for every -1 to attack in Pathfinder. I thought it was 1 for 1. So you'll just get Combat Expertise and Imp. Unarmed. I figured this doesn't give more feats, and it opens up what people want to do a little more, and Combat Expertise can be beneficial, even to spell-casters who find them selves caught in the weeds. Sorry, I hate to give and then take like that :( Don't hate me... I should mention I do not require spell components to cast spells, so that's like getting Eschew materials only better ('cause it's fo' free).

Thak, I have no problem with that, bud. I really liked your backstory though. I wouldn't mind if you still worked something like that in, you're just as likely to find a Kajiiatan xenogenist fanatic as a Rhaelian. But as always, the choice is yours. Not having that backstory won't effect your chances negatively, so no worries. Kajiiatan caster would be cool and appreciated.


Heterocephalus: Oh, I was referring to Power-attack more specifically. Thanks though!


Thak Val Zsing wrote:
Any issue in my making two submissions? The lack of a pure caster has made me think a little and I know my Monk/Inquisitor is unlikely to get in.

Please do Thak. Maybe start a cannibal again but wish to try new species meat.


I'm going to be taking disable device and was curious if Magical traps are something we should all be worried about. Urban Ranger would be the way to go as I'm not thrilled about multiclassing with Gestalt. I'm also wondering if the ship would count as a favored community?


Tyrn, what would you think of a Magus being able to use Psionic powers with his Spell Combat and Spellstrike abilities?


Hahaha. Ever had the filet of an aberration before? Mmmm....

Shiz: I don't think the companion should be an issue. We can always find out if it explodes in certain environments and use it to set off traps ;) Just kidding. I'd say no for sure on the construct animal companion. Sorry bud. Animus are truly unique!

I think there was a question awhile ago about the animals. So basically, things native to bother Midgar and Kajiiata are traditional animals listed in the book and whatever I add (I'm going to school for ecology, so there'd certainly be more biodiversity that 20 animals!). Obviously they'd be different from each other cosmetically and blah blah blah. We'll get to that gnitty-gritty in game. I should mention that just because we'll be encountering aliens, does not consider everything to be an aberration. I define aberrations as those DISTANT organisms, meaning they have such a different biology that not even the UT can work. It's kind of the same reason why the UT does not work flawlessly with animals. It simply allows more empathy between them, but there are still substantial limitations because of the anatomy for communication alone.

So you can pick an animal companion. It'd be cool if you thought of a more specific reason to bring your companion on expeditions. Consider the risks when encountering aliens! This game focuses a lot on the loss of translation and consequences it can have if you're not careful. What you see as a fluffy cute kitty may be something entirely different to a creature born of a different life.


Thak: I'd have to say no, sir. It's a cool idea certainly! I just can't butcher too much, I've definitely tweaked a lot as is. I'm sure you can make an even better version of that with a Fighter/Magus. DRAGOON!?!??!?! Come ooooooon.....

Shiz: There's no telling what you'll encounter. Any and all things can happen. Must always be prepared! And by definition of what's termed a community in the rules, the Avanestra would be considered a community. I'm not thrilled about muli-class gestalt either! To much clutter. I think a one combo is versatile enough without hogging all the blankets.


Ah well :) I'll settle for proposing a Kajiatan pure caster.

Name: Erast of the Void
Class: Wizard(Conjuration)/Psion(Shaper)
Alignment: LN

Backstory:
I'll keep it a short as a lot of the background from Thak applies.

Erast is a child of the synthesis of the two sects, one from Rhaelia and one from Kajiata. While openly this merging has been celebrated by the peoples as symbolic of the new future, the higher and most secret and conservative groups of the sects are greatly afraid. Worrying about the future of this war of souls they find themselves enmeshed in, they consulted their seers and oracles and drew on old items and magics of great divining power, and with their aid chose a number of children from the hordes of foundlings presented each year at the various temples. Each one would be raised and given charge of a dominion, and the caring for the souls within that space. One for the land of Rhaelia, one for the sky, one of the cities and so forth for Kajiata as well. Foretelling the construction of the Avanestra, Erast was chosen to care for the Void of space. As foreseen, all of the children developed the beginnings of great powers and abilities, and some are ready to be sent out into the world. Erast is one of that number.

Educated by the sects, Erast acts as a Guide upon the Avanestra, helping his kindred souls along the Path. The sects have sent him so that he might understand his dominion, and through that understanding, one day rule.

Personality- very similar to Thak's, except that Erast has more pride and a hidden degree of arrogance and less focus on heresy. Question is whether the exposure to the innumerable wonders of space and planets will temper him with humility and make him question if he should go along a new path, or whether he will become the ruler he was chosen to be.


Cool I'm going to sleep on it any make the character sometime tomorrow hopefully. One more question if you don't mind. I had asked about playing a gifted blade Soulknife. It is a new archetype from the latest book, but is not on d20pfsrd yet. Would you be ok with me taking this? They switch out psychic strike for limited manifesting much like a psychic warrior.

Sorry this stuff is hard to read doesn't transfer well from pdf.

Power Allotment:

Soulknife Level, Power Points/Day, Powers Known, Maximum Power Level Known

3, 0, 1, 1st
4, 1, 1, 1st
5, 2, 2, 1st
6, 3, 2, 1st
7, 5, 3, 2nd
8, 7, 3, 2nd
9, 9, 4, 2nd
10, 11, 4, 2nd
11, 14, 5, 3rd
12, 17, 5, 3rd
13, 20, 5, 3rd
14, 24, 6, 3rd
15, 28, 6, 4th
16, 32, 6, 4th
17, 37, 7, 4th
18, 42, 7, 4th
19, 47, 7, 4th
20, 52, 7, 4th


power List:

1st-Level Gifted Blade Powers

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
BiofeedbackA: Gain DR 2/–.
BurstA: Gain +10ft. to speed this round.
Call WeaponryA: Create temporary weapon.
ChameleonA: Gain +10 enhancement bonus on Stealth checks.
Conceal Thoughts: You conceal your motives.
Deaden Attack*: Your attacks with weapons deal non-lethal damage.
Detect Psionics: You detect the presence of psionics.
DistractA: Subject gets –4 on Perception and Sense Motive checks.
Elfsight: Gain low-light vision, +2 bonus on Perception checks, and notice secret doors.
Empty MindA: Gain +2 on Will saves until your next action.
ExpansionA: Become one size category larger.
FloatA: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus to AC.
FortifyA: You gain a +2 resistance bonus on saves.
Grip of IronA: Your iron grip gives +4 bonus on grapple checks.
Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC.
Metaphysical WeaponA: Weapon gains +1 bonus.
My LightA: Your eyes emit 40-ft. cone of light.
Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.
Precognition, OffensiveA: Gain +1 insight bonus on your attack rolls.
Precognition, TacticalA*: Gain +2 enhancement bonus to combat maneuvers.
Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.
Prevenom WeaponA: Your weapon is mildly venomous.
SkateA: Subject slides skillfully along the ground.
Synesthete: You receive one kind of sense when another sense is stimulated.
Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.
VigorA: Gain 5 temporary hit points.

2nd-Level Gifted Blade Powers

Body AdjustmentA: Heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
Body PurificationA: Restore 2 points of ability damage.
Cloud MindA: You erase knowledge of your presence from target’s mind.
Concealing AmorphaA: Quasi-real membrane grants you concealment.
Defy Gravity: You move up and down, forward and back, via mental support.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Dimension SwapA: You and an ally switch positions.
Dissolving WeaponA: Your weapon deals 4d6 acid damage.
Endorphin SurgeA*: You incite a rush of endorphins, augmenting your physical form.
Energy Adaptation, SpecifiedA: Gain resistance 10 to one energy type.
Feat LeechA: Borrow another’s psionic or metapsionic feats.
Heightened Vision: See 60 ft. in total darkness.
Prowess: Instantly gain another attack of opportunity.
Psionic Scent: Gain the scent ability.
Sustenance: You can go without food and water for one day.
Thought ShieldA: Gain PR 13 against mind-affecting powers.
Wall Walker: Grants ability to walk on walls and ceilings.

3rd-Level Gifted Blade Powers

Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Dimension SlideA: Teleports you very short distance.
Ectoplasmic GrapnelA*: Use a ray of ectoplasm to perform a variety of functions.
Empathic FeedbackA: When you are hit in melee, your attacker takes damage.
Escape Detection: You become difficult to detect with clairsentience powers.
Evade BurstA: You take no damage from a burst on a successful Reflex save.
Graft Armor*: Your armor becomes an extension of your body.
Graft Weapon: Your hand is replaced seamlessly by your weapon.
Hustle: Instantly gain a move action.
Mental BarrierA: Gain +4 deflection bonus to AC until your next action.
Physical AccelerationA: You move faster, gain +1 on attack rolls, AC, and Reflex saves.
Psionic Lion’s ChargeA: You can make full attack in same round you charge.
Sharpened Edge: Doubles normal weapon’s threat range.
Ubiquitous Vision: You have all-around vision.
Vampiric Blade: You heal half of your base weapon damage.

4th-Level Gifted Blade Powers

Energy AdaptationA: Your body converts energy to harmless light.
Fold SpaceA: Teleports you short distance.
Immovability: You are almost impossible to move and gain DR 15/–.
Inertial Barrier: Gain DR 5/–.
Psychic ReformationA: Subject can choose skills, feats, and powers anew for previous levels.
Slip the Bonds: You cannot be held or otherwise rendered immobile.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Perception checks.
Truevenom Weapon: Your weapon is horribly poisonous.
Weapon of Energy:Weapon deals additional energy damage.


Thak, I dig it. I'd have to modify a little bit to fit this universe of course, but good draft for sure.

Shiz: Let me do more digging. I can't find it anywhere :-\ Safe to assume no. Also, I'm still waiting to hear from my Eridani, so if you're still interested, I wouldn't rule out that option just yet. I'd hate for you to make a poop-ton of character sheets.

Remember! Friday night/Saturday morning I'm going to probably make my decisions. For now, it's smoke and Full Metal Alchemist time. Goodnight, star-seekers.

Grand Lodge

Hi DM updated backstory for Lazarus Warpghost 太极狼

Backstory:

Technology on Midgard blossomed and slowly phased out the need for religion as the Rhaelians seek knowledge over beliefs. Religion and philosophy slowly became irrelevant and medical advancement allowed some to pursue biological perfection. For thousands of years, the Rhaelians relied heavily on technology and like an empty shell they realized that technology do not hold all their answers to life.

Ironically just like how technology killed off religion and traditions. The Rhaelians, now have evolved into a very logical and scientific species, have wondrous technologies that reduce labor, and create room for more holistic pursuits with their lives. To fill the void in their souls that technology cannot answer.

It is this golden age that rejuvenate the Rhaelians to seek answers that science and technology cannot answer. During this period a young doctor by the name Lazarus Warpghost seeks answers as his wife is diagnosed with an incurable and extremely rare disease known as the "Dark Rot". All his medical training and most expensive technology that money can buy cannot find a cure for this disease. In one of his research for alternative medicines, he came across a ancient manuscript located in the World library.

We posses the ability to tap a bottomless well of physical and psychic energy called "汽" or "CHI". With it, you can harness the magical power of the universe. Yet most of us unknowingly block the flow of this power, and live out our lives not reaching the potential that we could achieve if we only knew how.

Intrigued he tried to seek answers to this "汽" however his wife's condition deteriorated passed away. In grief and disillusioned with technology and medicine, he seek solace in recluse in the Alpha Mountains.

Nothing was heard from Lazarus for the next 40 years until there was a rumor of a master that can heal the "Dark Rot" disease using this energy called "汽". Expeditions scientist and researchers along with people seeking for hope were formed and sent to seek this master. Convinced that the world need to learn about "汽", Lazarus decides to set up a monastery and school to train new generations of healers.

Lazarus is a master of the traditional philosophy, and systematically initiate the theory of Yin and Yang, the relation of man and nature, the relation with strong and weak. Lazarus mentioned the way

"learn from the nature as your teacher", "the new born baby is weak and soft, but the growing force is strong"
Lazarus named this art as "太极" or "Tai-Chi". Lazarus is also know as "太极狼" among the faithful.

When he heard of the creation of the Avanestra is to explore the vast unknown, he know that he must respond to this call to search and understand other civilization and species and to seek if "汽" exist in such forms.


Great. Let me know what modifications you need me to make. Do you want a character sheet before acceptance?

Grand Lodge

Presenting...

Yasserian
Male Animus Fighter 2/ Xenogenic Cleric 2
Lawful Neutral Medium-sized
INIT +8;Senses Perception +6

DEFENSE:

AC 18, 14 FL, 14 Tch (DEX +4, Nat +2, Shield +2)
HP 30
Fort +6;Ref +4;Will +3

OFFENSE:

Speed 30 ft.
Melee
Unarmed Strike (+6 ATTK) (DMG) 1d3+5 (CRIT) x2
Blade Boot (+6 ATTK) (DMG) 1d4+5 (CRIT) x2
Heavy Shield Bash (+6 ATTK) (DMG) 1d4+5 (CRIT) x2
Chakram (+5 ATTK) (DMG) 1d8+5 (CRIT) x2
Dagger (+6 ATTK) (DMG) 1d4+5 (CRIT)19-20 x2
Ranged
Chakram (+5 ATTK) (DMG) 1d8+5 (CRIT) x2
Dagger (+5 ATTK) (DMG) 1d4+5 (CRIT) 19-20x2
Double-barreled Pistol (+5 ATTK) (DMG) 1d8 (CRIT)x4

STATISTICS:

STR 20 (+4 Racial) DEX 18 CON 15 INT 18 (+4 Racial) WIS 16 CHA 10 (-4 Racial)
BAB +1 CMB +6 CMD 20; 16 FL

FEATS :Improved Unarmed Strike (H), Combat Expertise (H), Power Attack(H), Toughness, Called Shot, Scribe Scroll(B), Improved Initiative(B,House)
SKILLS :Acrobatics, Appraise, Bluff, Climb, Craft (firearm),Diplomacy, Disguise, Escape Artist, Fly, Heal, Handle Animal, Intimidate, Know (Dung), Know (Eng),Know (Hist), Know (Planes), Know (Noble),Know (Religion), Linguistics, Perception, Profession(ENG),Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, Use Magic Device
FAVORED CLASS Fighter +1 Skill point
Languages: Common, Elven, Draconic, Celestial,Abyssal


Special Abilities:

Bonus Feat: Improved Initiative (instead of racial traits)
Greater Spell-resistance: 11+CL
Stability: +4 to CMB against bull-rush and trip attempts.
Clunky: -4 Stealth.
Curiosity: +4 to Diplomacy to gather information. K-history and k-local are always considered class skills, and if they already are from a class, you gain a +2 bonus.
Damage Reduction 5/silver
Spell-like abilities (1/day each): Make Whole, Disguise Self. Caster level = Character Level.
+2 to Armor (armor slot). +2 to armor with spell failure and ACP equal to leather. They can “scavenge” and upgrade their parts (similar to equipment) by completely replacing them or enchanting them. No endurance checks to resist fatigue, exhaustion, thirst, or starvation and you do not need to breathe. 4 hours of “optimization” to prepare spells. Healed by craft (homunculus) and knowledge (engineering) checks as opposed to heal. Healed by repair spells, such as Make Whole.
Spells Known :
Level 0: Read Magic, Resistance, Stabilize,
Level 1: Gorum’s Armor, Cure Light Wounds, Magic Weapon(1/day)

Skill Details:

Acrobatics(DEX) +3
Appraise(INT) +8
Bluff(CHAR)
Climb(STR) +7
Craft Firearms (INT) +10
Diplomacy(CHAR) +4
Disable Device(DEX)
Disguise(CHAR)
Escape Artist(DEX) +2
Fly(DEX) +2
Handle Animal(CHAR) +4
Heal(WIS) +9
Intimidate(CHAR) +4
Knowledge (Dungeoneering) (INT)
Knowledge (History) (INT) +8
Knowledge (Nature) (INT)
Knowledge (Religion) (INT) +8
Linguistics(INT)
Perception(WIS) +6
Profession (Engineer) (WIS)
Ride(DEX) +2
Sense Motive(WIS) +3
Sleight of Hand(DEX)
Spellcraft(INT) +8
Stealth(DEX) -2 (-4 Racial)
Survival(WIS) +3
Swim(STR) +7
Use Magic Device(CHAR) +1

Background:

sent seperate

Equipment Descriptions:

[b ]Equipped[/b]
Torso: Natural Armor (+2 AC).
Feet: Bladed Boot
Hands:
Total Weight:
Total Cost:
In/On Backpack
Artisan’s Outfit, MW Artisan’s tools (Craft Firearms), chronicler’s supplies, climber’s kit, MW thieves’ tools, wrist sheath spring-loaded (thieves’ tools),
Total Weight:
Total Cost:
Total Weight Carried 54.60 lbs
Light 133lbs,Med 266lbs, Heavy 400lbs
Gold: unfinished

Grand Lodge

Working on background now. Please let me know if I calculated anything wrong. I've been working on this character for the last three days.

Grand Lodge

Seems a bit too powerful, even for Gestalt.


Seems alright to me, we've got a very high point-buy-pool and some extra feats and racial abilities so it sounds about right.

Grand Lodge

Thanks!


We got to remove Power attack as the DM mentioned he is removing it from us as free.

Grand Lodge

Background::

Yasserian is the creation of Dr. Jessera Ullfren, renowned scientist, bioengineer, atmatic researcher and secret xenoanthropoligist. She is highly-respected in the academic community and also in the government as they are often the main source of funding for her research. Despite being the chair of Integrated Sciences at Midgar’s most prestigious university, Dr. Ullfren is developing a secret fascination with Xenogenesism. Her studies include finding new ways to harness atma, often synthesized with newly discovered organisms in an attempt to eradicate the planet from disease and suffering. Her hope is to find a universal cellular synthesis that rapidly repairs damaged cells and even slows the aging process, dramatically.(A valuable knowledge and a dangerous one, which is why it is also among her many secrets.)
Despite her accomplishments, she suffers from agoraphobia and obsessive-compulsive disorder which exacerbates her painfully shy demeanor and plain appearance. The affliction greatly obstructs her daily routines at times as well. She has very few colleagues that she comes in contact with and confides in no one. To her, Xenogenesism comforts her fears of the unknown and brings much-needed structure and explanation to her life. She hides her beliefs out of fear of criticism from her colleagues who often dismiss them as coincidence and fairy tale.
While Yasserian is not the first Animus ever created, Dr. Ullfren carefully studied them and closely followed the specs in his creation. She has also infused his mindcore with fabricated memories of things that she desires from a son. He is a closely-guarded secret and was loaded onto the Avanestra along with other research equipment tucked away in a large metal box. Along with his memories, was an infusion of the Xenogenesism philosophy and a passion for adherence to it. He is a healer at heart, but because of Dr. Ullfren’s anxieties was given amped up defenses and offenses should the need arise, recently purchasing a pistol for him as well. (An instrument of something she abhors.)
Yasserian is everything to her. She loves him like any mother loves her son and would protect him at all costs. He is to fulfill her need for companionship and parental love while on her long journey aboard the Avanestra. This may be her last voyage, if her sources prove to be correct and Halladrax provides her missing component.

Grand Lodge

Scratch Power Attack from my list of feats as I will do on character sheet. Thanks!

Grand Lodge

HP 30 VIGOR POINTS 28 WOUND POINTS 32 ??? Never used this before, but sounds very cool!


Could I take a Psicrystal as my familiar? A Psicrystal is basically a psion's familiar so shouldn't be too unbalanced.

Grand Lodge

Hi Dm,

managed to finish up and build up the story and the rest of the details.

Appearance:

Lazarus is a regal looking wise sage. He is bald but his pure white beard is neatly trimmed and shaped. He has a muscular build, with tightly coiled muscles that suit his form. He wears a snow white toga revealing his well chiseled body and a pair of loose white linen paints. The sash that runs across his broad chest is embroidered with the characters "太极狼", symbolizing his awakened name. A coiled Nine Section whip made of organic plant vines hangs at the side of his silk belt.

Personality:

Lazarus is a grandfatherly figurehead that is compassionate towards people. A teacher of the philosophy of life, he is a well trained doctor and surgeon. He loves to be close to nature and he past his time practicing "太极" in the garden. He is also a farmer and vegetarian. His love for nature can be seen even in the choice of weapon as he fashioned a Nine Section whip made of plant vines. The weapon is kept alive when Lazarus wields it, transferring his "汽" into the whip and therefore sustaining it. He names the weapon "Gaia".

Backstory:

Technology on Midgard blossomed and slowly phased out the need for religion as the Rhaelians seek knowledge over beliefs. Religion and philosophy slowly became irrelevant and medical advancement allowed some to pursue biological perfection. For thousands of years, the Rhaelians relied heavily on technology and like an empty shell they realized that technology do not hold all their answers to life.

Ironically just like how technology killed off religion and traditions. The Rhaelians, now have evolved into a very logical and scientific species, have wondrous technologies that reduce labor, and create room for more holistic pursuits with their lives. To fill the void in their souls that technology cannot answer.

It is this golden age that rejuvenate the Rhaelians to seek answers that science and technology cannot answer. During this period a young doctor by the name Lazarus Warpghost seeks answers as his wife is diagnosed with an incurable and extremely rare disease known as the "Dark Rot". All his medical training and most expensive technology that money can buy cannot find a cure for this disease. In one of his research for alternative medicines, he came across a ancient manuscript located in the World Library.

We posses the ability to tap a bottomless well of physical and psychic energy called "汽" or "CHI". With it, you can harness the magical power of the universe. Yet most of us unknowingly block the flow of this power, and live out our lives not reaching the potential that we could achieve if we only knew how.

Intrigued he tried to seek answers to this "汽" however his wife's condition deteriorated and passed away shortly after. Lazarus was struck with grief as he became disillusioned with technology and medicine, he seek solace in recluse within the Alpha Mountains.

Nothing was heard from Lazarus for the next 40 years until there was a rumor of a master that can heal the "Dark Rot" disease using this energy called "汽". Expeditions comprising of scientist, doctors and people seeking for hope were formed and sent to locate this master.

His abilities shocked and baffled the scientist and the medical world as he cured patients of advanced stage of "Dark Rot". He mentioned that the Rhaelian bodies have thousands of points called "门" or "Gates" which are the entry point for "汽" and by manipulating the flow of "汽", one can seek to remove impurities and regenerate the body.

Lazarus became a household name overnight as the media hail him as a divine healer sent from heaven. Looking at the joy upon the healed patient's faces, Lazarus was convinced that the world need to learn about "汽". He set up a monastery among the Alpha Mountain and school new generations of healers.

Lazarus is a master of the traditional philosophy, and systematically initiate the theory of Yin and Yang, the relation of man and nature, the relation with strong and weak.

Lazarus also studied the form of the wind and plants and developed a new method of martial arts known as "太极" or "Tai-Chi". It involves bending and pushing, using softness to counter hardness. His choice of weapon is the whip which possess no form but yet all forms as one desire. Lazarus taught..

"Learn from the nature as your teacher", the new born baby is weak and soft, but the growing force is strong"

Lazarus is also know as "太极狼" among the faithful. Among which Lazarus also created a form of healing known as the collective. By tapping into the "门" or "Gates" of the subject, Lazarus can share his "汽" as a coalition transferring their sickness and wounds unto himself and healing them without contact.

When he heard of the creation of the Avanestra is to explore the vast unknown, he know that he must respond to this call. His mission to search other civilizations and species and explore if "汽" exist in such forms.


So how do we calculate vigor points? It's like rolling for HP but not adding CON, right?

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