Gestalt Killathon


Recruitment

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I love a well role played game. A group of diverse characters, acting within specific mindsets and varying points of view, all acting and interacting in order to bring out the most diverse, interesting characters imaginable. This is not that game.

Sometimes you just want to kill something. The rules will be very simple in this by the numbers, hack and slash killathon. You will be put up against a foe you should have no real chance of killing, but then given every possible advantage that a character of your station could possibly have.

This will be a single module one-shot. I'm moving this month, and will likely need to blow off some steam. While that means I would like the game moving at a fast pace, there may be breaks as well. Maps and such will be very simple to facilitate this. I am considering using the method of posting the adversaries' stats in order to allow the players to resolve their own actions, and help minimize GM duties.

What: A 10th level Module with a focus on combat and minimal RP
Who: A group of 6th level adventurers
How: Gestalt characters, 30 pt buy, extra feats.
How Many: 4-5 players, plus a GMPC (I want to kill something too; besides PC's that is)

Character Creation Guidelines:
Buy: 30 pts; min 7/max 18, before racial modifications.
Sources: Any Pathfinder, plus 3PP as long as it's on PFSRD.
Classes: Any
Races: Any, including ARG, but no custom races, as we want to keep this quick and clean.
Feats: 1 at each level. To reflect your dual nature as gestalt characters, you will get an additional feat every level. This will replace the feat traditionally received at each odd numbered level.

Gestalt rules: Pick two classes at each level. For each class feature (HP, Saves, BAB, and skill points) you get the better of the two. You may have any combination, and multi-class in any way you see fit, as long as you qualify for both classes. You may have no more than 1 prestige class at any one level. Class features cannot exceed the normal for your hit dice (such as Caster levels, sneak attack, animal companions, etc.) but can exist in parallel (a 6/6 Druid/Cavalier could have 2 6th level animal companions).

Setting Rules: Common Firearms. All firearms are martial weapons. Early firearms and their ammunition cost 25% base cost, but advanced firearms and their ammunition cost the full price to purchase or craft.
HP: Max. Every level. You'll need them.
Wealth: 32000 gp. Double standard level 6 gear. No restrictions on how you spend it either; you want to have nothing but a +4 weapon, that's your business.
Crafting: Allowed. Anything you can make yourself can be part of your starting gear for the crafting cost; but only for yourself. Items above your crafting level are available for purchase only.

The Characters: Character submissions should be fleshed out and have all the crunch completed. A modest background would be nice, as well as a little personality. However, don't think too hard about your character; they're probably going to die and need replacing anyway.
The module: I'll be looking for one that fits the bill, but you are welcome to suggest one.
When: Pretty much as soon as we can get the module picked out. This will be open for submissions only until we get a decent crew together.

Sovereign Court

Ooo! This sounds right up my alley :-)

How about a Barbarian / Summoner (Synthesist)...?

*Evil grin*


Sounds suitably stacked. I'm expecting to see a few Synthesist builds. It'll overlap well with just about any melee build.

Sovereign Court

In terms of modules with minimal roleplay and lots of beat-stick, may I recommend:

Curse of the Riven Sky (for 10th level PCs)

Ruby Phoenix Tournament (for 11th level PCs)

RPG Superstar 2013 Top 16

So... much... power...

Dotting. I'll have to come back to this after some thought.


I don't think Ruby Phoenix would fit. One on one characters would probably get trounced too easily, and a tournament isn't really the feeling I was going for. An out and out delve might work best...


I am going to submit a rondelero duelist fighter/bard build! :D

Question: I want to play a tiefling with Demon Heritage. I also would like to choose an ability and replace darkness. How would you want me to handle that? I believe the feat is not necessary in Blood of Fiends (as the Aasimar doesn't require the feat in Blood of Angels either).

Sovereign Court

Then definitely "Curse of the Riven Sky'; it is effectively an outdoors delve, from what I understand :-)


I generally allow a roll on the table for free, and the feat grants you the best of three rolls. The write up does allow for the choice of a particular trait, if justified by the character's story and approved by the GM, but as we're keeping the story light, we might not be able to accommodate that. In the end, I'd probably allow you to choose an option if it rounds out the character, or covers a deficit, but not if it just helps stack a particular feature. This is powergaming, but you still gotta work for it.


Makes sense. I kinda want to be able to spit acid just because I find it humorous lol. I may end up rolling for fun though. Obviously if I wanted to powerbuild I would hope for the +2 CHA. But who would do that!? ;)


Luke_Parry wrote:
Then definitely "Curse of the Riven Sky'; it is effectively an outdoors delve, from what I understand :-)

Another one I'm looking at is Clash of the Kingslayers. A 10th level module. Kill the monsters, track down their source, and end with a delve.

Edit: Pezmerga, I would be fine with Spit Acid. It's a more flavor based choice, and not too powerful, but you can have it if you want it.


Build:

Jeska Green
Demon-Spawn Tiefling Bard (Arcane Duelist, Gestalt Fighter (Rondelero Duelist)) 6
CN Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
--------------------
AC 30, touch 14, flat-footed 27 (+8 armor, +6 shield, +3 Dex, +2 natural, +1 deflection)
hp 70 (6d10+18)
Fort +9, Ref +10, Will +7
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 20 ft.
Melee +1 Keen Falcata +12/+7 (1d8+7/17-20/x3)
Two Weapon Fighting +1 Keen Falcata +10/+5 (1d8+7/17-20/x3)/ Buckler +8 (1d3+2/20/x2)
Special Attacks bardic performance (standard action) (18 rounds/da, bardic performance: distraction, bardic performance: fascinate (2 targets) (dc 17), bardic performance: inspire competence +2, bardic performance: inspire courage +2
Spell-Like Abilities Shatter (1/day)
Bard (Arcane Duelist, Gestalt Fighter (Rondelero Duelist)) Spells Known (CL 6):
2 (4/day) Cure Moderate Wounds, Heroism, Invisibility, Hold Person (DC 16)
1 (5/day) Silent Image (DC 15), Grease (DC 15), Cure Light Wounds, Saving Finale (DC 15)
0 (at will) Read Magic, Dancing Lights, Ghost Sound (DC 14), Detect Magic, Mage Hand, Prestidigitation (DC 14)
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Statistics
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Str 17, Dex 17, Con 14, Int 10, Wis 10, Cha 18
Base Atk +6; CMB +9; CMD 23
Feats Arcane Strike, Armor of the Pit, Combat Casting, Disruptive, Exotic Weapon Proficiency (Falcata), Improved Shield Bash, Power Attack -2/+4, Shield Focus, Taldan Duelist, Toughness +6, Two-weapon Fighting, Weapon Focus (Falcata), Weapon Specialization (Falcata)
Skills Acrobatics +11 (+7 jump), Bluff +8, Climb +4, Diplomacy +8, Escape Artist +5, Fly +0, Intimidate +13, Perception +11, Perform (dance) +8, Ride +0, Spellcraft +9, Stealth +9, Swim +0, Use Magic Device +13
Languages Common, Infernal
SQ arcane bond - weapon (1/day), bardic performance: bladethirst (+1), bardic performance: rallying cry, buckler bash, buckler catch
Other Gear +2 Breastplate, +3 Buckler, +1 Keen Falcata, Cloak of resistance +2, Headband of alluring charisma +2, Ring of protection +1, Backpack, masterwork (empty), Bedroll, Blanket, winter, Trail rations (6), Waterskin (2), 123 GP, 9 SP
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Special Abilities
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Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action) (18 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (+1) (Sp) Enhance weapons.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Buckler Bash (Ex) At 2nd level, a rondelero can perform a shield bash with a buckler (use the same damage and critical modifier as for a light shield). This ability replaces bravery.
Buckler Catch (Ex) At 3rd level, a rondelero can catch his opponent's weapon between his buckler and his forearm, effectively wedging the hafts of polearms and hammers or the flats of blades. This functions as a disarm combat maneuver, and the rondelero gains a +4 bonu
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive +4 DC to cast defensively for those you threaten.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Taldan Duelist Gain +1 shield bonus to AC, +2 on Acrobatics checks.


I'll dot this for interest, I'd like to play an Alchemist/Aegis at this time, the Aegis class if psionics are okay is located here:

http://www.d20pfsrd.com/psionics-unleashed/classes/aegis


Dot for interest, thinking of a Barbarian/Rogue, may need to see which archetypes etc.


Ooh. I must make some kind of unkillable synthesist/something.

When you say any races including ARG, does that mean anything that's written up in the ARG regardless of its RP, or just the ones that are like 15 RP and under?


I mean Core, Featured, and Uncommon races.


K. Work will begin sometime today or tomorrow.


How do the feats at every level work if you play a fighter? Does playing a fighter nullify/override your feat every level?


Build became something different, Druid (Lion Shaman)/ Rogue (Scout)
I'll be a frontliner with some access to spells, let me know what you guys think. Idea is that he stays Wild-Shaped during most of the day.

Build:

Arama Blackclaw
Male Oread Druid (Lion Shaman) 6 / Rogue (Scout) 6
CN Medium Outsider (Native)
Init +7 (+6 Wildshaped); Senses Perception +12, Darkvision 60 ft

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DEFENSE
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AC 24, T 13, FF 22 (+2 Dex, +7 armor, +4 Natural, +1 Deflection) (Wild-shaped during the whole day)
HP 72 (6d8+18+6)
Fort +10, Ref +10, Will +11 (Wild-shaped Fort: +10, Ref + 9 (+2 vs traps), Will +11) (+4 against fey, spell-like & supernatural abilities)
Acid Resistance +5
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OFFENSE
--------------------

Speed 20 ft. (Medium Armor), Wild-Shaped 40 ft
Melee: 2 Claws +12 (2d4+7/x2 plus Grab), Bite + 12 (2d6+7/19-20 plus Grab)
Space 10 ft.; Reach 5 ft.
Special Attacks: pounce
Power Attack -2+4
When charging add pounce and sneak attack damage

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STATISTICS
--------------------

Str 20, Dex 16, Con 16, Int 8, Wis 19, Cha 6 (Wild-shaped Str 24, Dex 14)
Base Atk +4; CMB +8; CMD 21
Feats: Natural Spell, Improved Initiative, Wild Speech, Step-Up, Lightning Reflexes, Combat Reflexes (+3), Power Attack + Weapon Focus (Claw) through Rogue Talents
Skills: Perception 6 ranks (+12), Survival 6 ranks (+14), Stealth 6 ranks (+12), Knowledge (Nature) 6 ranks (+10), Escape Artist 6 ranks (+12), Climb 6 ranks (+13), Acrobatics 6 ranks (+12)
Languages: Common, Druidic
Combat Gear: +1 Wild Darkwood Breastplate
Other Gear: mwrk backpack, Belt of Giant Strength, Amulet of Might Fists, Ring of Protection +1, Cloak of Resistance +2, Headband of Inspired Wisdom +2, Winter Blanket, bedroll, String of holly and mistletoe, trail rations (7), waterskin.

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SPECIAL ABILITIES
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Ferrous growth: alternate racial, Once per day, such an Oread can cause a touched piece of non-magical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.
Stone in the Blood: Alternative racial, Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread's resistances or immunities to activate this ability). The Oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Orisons
Wild-Shape: standard into Dire Tiger; +4 Str, -2 Dex, +4 Natural Armour; 2 claws 2d4 plus Grab, bite 2d6 plus grab, Scent, Pounce, low-light vision, Large Animal. Wild-Shape lasts for 8 (6+2) hours (Lion Shaman)
Nature Sense (+2 Knowledge Nature and Survival)
Woodland Stride: A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step: A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure: A druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Totemic Summons: A lion shaman may cast summon nature’s ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level.

Scout’s Charge (Ex): Whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny Dodge are immune to this ability.
Trapfinding (+3): +3 Perception and Disable Device to notice traps
Evasion: (not applicable to this build, wearing medum armour)
Trap Sense +2: +2 AC and Ref saves vs traps
Sneak attack +3d6
Rogue Talents: Combat Trick (Power Attack, -2+4), Weapon Focus (Claw)
Offensive Defense: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. (+9 AC max)
Favored Class: +6 HP


This is Jelani. I'll be recycling this alias for my build. Not really sure what I'm gonna go with yet. Initial thoughts are Idyllkin Aasimar Synthesist/Barbarian.

Can we change what we gestalt with each level? I.e. can I take synth/barb for level one and synth/ranger for level two?

Sovereign Court

Heh. Well, if we can change the gestalt each level, I would definitely go Synthesist/Paladin for two levels, then Synthesis/Fighter for the rest :-)


I reread the character creation rules and answered my own question. Here's my initial planning

LN Male Archon-Blooded Aasimar
Level 1 Summoner (synthesist)/Monk (Maneuver Master);Cantrips, Fused Eidolon, Fused Link, Summon Monster 1, Improved Trip (Monk), Flurry of maneuvers, stunning fist, unarmed strike, Extra Evolution
Level 2 Summoner (synthesist)/Ranger (Trapper); Favored Enemy (Undead), track, wild empathy, trapfinding, Combat Reflexes
Level 3 Summoner (synthesist)/Ninja; Summon Monster II, poison use, sneak attack +1d6, Power Attack
Level 4 Summoner (synthesist)/Ninja; Shielded Meld, Ki Pool, Ninja Trick (Vanishing Trick), Extra Ki, +1 Wis
Level 5 Summoner (synthesist)/Ninja; Summon Monster III, No Trace +1, sneak attack +2d6, Extra Evolution
Level 6 Summoner (synthesist)/Ninja; Maker's Jump, ninja trick (Weapon Training (Bite)), uncanny dodge, Extra Ki

Str 7
Dex 7
Con 20
Int 10
Wis 20
Cha 15

Biped: Evolutions (11 pts)
claws (free), limbs (arms)(free), limbs (legs)(free), Bite II (2 pts), Improved NA II (2 pts), Reach (Bite) (1 pt), Ability Increase (Str) II (4 pts), Flight (2 pts), Slam (1 pts)


Throwing my hat in this ring.

Im thinking of reskinning this character as a drow black bladed magus/two weapon fighter or Wizard...or maybe something else. So many options!...

will start statting him out.


This will be the profile for my Fighter(Rondelero Duleist)/Bard(Arcane Duelist). :)


I'm pretty interested in what a Ranger/Sohei or Zen Archer would look like in this setup. It already looks like you got a few tanks. It's time to pop the cannons. I'll work on it a bit.


oh if only I had the time...

dervish/kensai...


IejirIsk wrote:

oh if only I had the time...

dervish/kensai...

That would be fun!


Change of mind. Since 3rd party is opened up Im going to take advantage of opportunity and try out an Aasimar - Mighty Godling/Warlock.


@Javell - Good to see you again. Fighter feats are unaffected; you get them at the appropriate levels. Normal player feats, the ones usually received at levels 1, 3, 5, etc. are the ones replaced by the feats at every level. So a 6th level Fighter/x would have 6 feats from being 6th level, plus 4 fighter feats for being a 6th level fighter, plus any feats received from the other class.

@Jalani and Luke - yes, you can vary your classes as you please. Normal multiclass rules apply.


Just for fun I built another.

Bard (Danflower Dervish) / Monk (Master of Many Styles):

Unnamed Hero
Human Bard (Dawnflower Dervish, Gestalt Monk (Master of Many Styles)) 6
NG Medium Humanoid (human)
Init +5; Senses Perception +13
--------------------
Defense
--------------------
AC 25, touch 22, flat-footed 19 (+2 armor, +5 Dex, +1 natural, +1 deflection, +1 dodge)
hp 78 (6d10+18)
Fort +8, Ref +11, Will +10; +4 vs. bardic performance, sonic, and language-dependant effects, +2 vs. enchantment spells and effects
Defensive Abilities evasion
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Offense
--------------------
Speed 50 ft.
Melee +1 Keen Scimitar +10 (1d6+6/15-20/x2) and
. . Unarmed strike +5 (1d8+1/x2)
Special Attacks bardic performance (standard action) (17 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (2 targets) (dc 16), bardic performance: inspire competence +2, bardic performance: inspire courage +2, bardic performance: suggestion (dc 16), battle dance: inspire courage +4
Bard (Dawnflower Dervish, Gestalt Monk (Master of Many Styles)) Spells Known (CL 6):
2 (4/day) Cure Moderate Wounds, Heroism, Hold Person (DC 15), Bladed Dash
1 (5/day) Expeditious Retreat, Grease (DC 14), Cure Light Wounds, Saving Finale (DC 14)
0 (at will) Read Magic, Dancing Lights, Ghost Sound (DC 13), Detect Magic, Prestidigitation (DC 13), Message
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 10, Wis 18, Cha 16
Base Atk +4; CMB +7; CMD 27
Feats Combat Reflexes (6 AoO/round), Crane Riposte, Crane Style, Crane Wing, Dervish Dance, Dodge, Improved Unarmed Strike, Mobility, Panther Claw, Panther Style (4/round), Snake Fang, Snake Style, Stunning Fist (1/day) (DC 17)
Skills Acrobatics +12 (+20 jump, +18 to jump), Bluff +12, Climb +5, Escape Artist +9, Fly +12, Intimidate +12, Perception +13, Perform (comedy) +12, Perform (dance) +12, Sense Motive +15, Spellcraft +9, Stealth +11, Use Magic Device +12
Languages Common
SQ ac bonus +5, battle dance (move action), fast movement (+20'), fuse style (2 styles), high jump, ki defense, ki pool, maneuver training, purity of body, slow fall 30', spinning spellcaster, stunning fist (stun, fatigue), unarmed strike (1d8), versatile performance abilities (comedy, dance), well versed
Combat Gear Wand of Cure Light Wounds; Other Gear +1 Keen Scimitar, Amulet of natural armor +1, Belt of incredible dexterity +2, Bracers of armor +2, Cloak of resistance +1, Headband of mental prowess (Wis & Cha +2), Ring of protection +1, Backpack, masterwork (empty), Bedroll, Blanket, winter, Trail rations (6), 3 GP, 9 SP
--------------------
Special Abilities
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 16) (Sp) Make a Suggestion to one Fascinated creature.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but thes
Battle Dance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
High Jump (+6/+26 with Ki point) (Ex) +6 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC against some attacks of opportunity.
Panther Claw Retaliate as a free action instead of as a swift action
Panther Style (4/round) Retaliate against opponents that take attacks of opportunity against you
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Spinning Spellcaster (Ex) +4 bonus on concentration checks to cast spells defensively.
Stunning Fist (1/day) (DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Versatile Performance (Comedy) +12 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Dance) +12 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.


Okay, most of the crunch is up in profile. Just need to do gear and write backgroud/appearance. Are you cool with a synthesist's eidolon suit looking like whatever as long as there is a rune on the forehead? Or do you prefer we stick with the as written translucent shell thing?


Got the starting crunch in the profile, you didn't respond to my question about psionics so I took that as an okay and built a Soulknife (Gifted Blade)/Aegis who went into the Elocater at sixth level. Thus he is a levitating warrior with a blade and suit of armor made completely from his mind. I'll finish equipment in an hour or so and let you know.


Rigor Rictus wrote:
@Javell - Good to see you again. Fighter feats are unaffected; you get them at the appropriate levels. Normal player feats, the ones usually received at levels 1, 3, 5, etc. are the ones replaced by the feats at every level. So a 6th level Fighter/x would have 6 feats from being 6th level, plus 4 fighter feats for being a 6th level fighter, plus any feats received from the other class.

You too, bud! Cool. Thanks for the clarification. That's what I was kinda thinkin' but I wanted to be sure.


Equipment is up on the alias profile, please double check me as I did it in a rush and then I should be set to go onto a backstory, thinking fallen nobleman who's cast off the idea of ever recovering his name and just became a bad-a mofo instead but obviously I'll give it some though lol


Updated his number crunch, backstory and personality. Added an animal companion after much deliberation. Info is on his alias.

He has some gp left, but that would not be that important for the build to spend.


To answer the question about Psionics: I am fine with using them, but I do not know them well. I'll be depending on players to help point it out if any funny business occurs.


cool, well I only have one power, everything else is class features that I'll try to explain in my characters stat block.


Here's my Aasimar Mighty Godling 6/Oracle 6

basic crunch complete. still need to purchase gear and write up a background.

any deadline date on completion?


I think for now it's first come first serve, at least until he decides which module he wants to slaughter us all with, though I may be wrong.


I have it narrowed down to two, both tenth level modules. I'll probably try to make the selections for who to carry forward with by tomorrow evening.


I wanted to try an Aegis, but it's not on d20pfsrd.com.

Rigor Rictus - Did you miss my question about synthesist eidolon appearance?


I did. I don't care too much about the appearance, and I always thought the semi-opaque thing was an odd stipulation. I'd say it can look however you wanted, so long as your true body could fit within it.


It is though, I provided a link, it's right here


Do you intend for people to level in the module or will we remain the same level throughout?


I'm backing out, but you guys have fun.


What's up, Oterisk?! Been a while, bro.

Gonna throw this guy in there. Darnak

The background is at the bottom. Sorry about that. I created him a few years back and he's been run before in another pbp.

I would guess you left out traits on purpose? Just curious.


I've got a ridiculous idea for a 12-first-level-class-multiclasser, heh.


So Aegis is there! Nice, thanks for the link. I cobbled together an image of Angelo but there's an internet outage at my house right now. Probably have to wait until tomorrow to finish him up.

I basically just need to buy gear and outline his personality then I'll be done.


Experience will be tracked, and since you are fighting creatures so high above your pay grade, levelling is likely (though so is death). Modules generally only intend to increase you by one level, but you may end up levelling twice, we'll see. Of course, if we end up with a TPK on the first fight, we may have to come back with a party of level 7s.

Traits are fine Javell. Lets say three. Feel free to reflavour them, so long as they match an existing trait mechanically.


Three traits is a real bonus, took the ones that fit a predator. Can't wait to start and/or see the other builds in action

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