CaveToad's Monster Mashup - Home Brew (Gestalt, Monster races, Bonus Goodies)


Recruitment

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Does having darkvision grant you the benefits of that underwater, as deepsight does?

Or would you need deepsight to see underwater clearly.

Liberty's Edge

PRD wrote:
How far you can see underwater depends on the water's clarity. As a guideline, creatures can see 4d8 × 10 feet if the water is clear, and 1d8 × 10 feet if it's murky. Moving water is always murky, unless it's in a particularly large, slow-moving river.

Deepsight is just longer darkvision that only works underwater. So you have a max visibility distance depending on clarity but if it happens to be dark then you are further limited by the distance of your characters special vision.


I'm still interested. And mostly thinking I'll stick to paladin-bard-summoner, after all. I like the opportunities for roleplay and explanations that will likely be required for choices made. It'll present a fun opportunity, and with great power, comes great ability to fall from grace without ruining the character until I can afford an atonement spell. :)


Ok, I read most of the rules. I especially like the notes/requirements on activity. Here is for hoping I somehow manage to make it into the most active/detailed table after trials. Choosing/making a race will be hard, but otherwise things are somewhat clear. I do have a bunch of questions though which I feel come down to GM choice.

1) How does Eidolons work? What HP do they start with and what feat progression do they get? It seems like they will fall behind if they get half HP and normal feats, though it'll probably be fine either way.
2) Can a medium sized character ride an eidolon with the mount evolution if the rider got the undersized mount feat?
3) Can I pick animal companion feats to use with an eidolon or is that too far into cheese? Specifically I am looking at the Pack Flanking feat. I assume I have to pick this once for rider and once for mount to get the benefit.
4) For mouted charging with feats like Rhino Charge (or dragon style etc), do the rider, the mount, either or both need it to work?
5) using Ride-By-Attack, can the rider make his attack, then the movement continues (for example one square to reach the enemy) then the mount makes it's attack with pounce? Or said in another way, if rider and mount has different reach, can they both still attack the same target?
6) Can you pick pounce with aspect for summoner if the eidolon is a quatroped?
7) Can a drunken brute consume an extract as a move action?
8) Can you put claws on Vestigal Arms(Alchemist discovery) or wield a weapon for extra attacks. For example an alchemist/barbarian with two Vestigal arms, lesser beast totem and feral mutagen could use claw*4+bite?
9) Lance/Spirited charge and multiple attacks, do you get the bonus on more attacks than one? What if you dual wield lances with two arms holding each Lance(using Vestigal arms)?
10) For an entirely different direction, would it be possible to get a knife or shuriken that blinks back to hand after being thrown(as if using a blink back belt)? At what level would it start to return? A character based around throwing things would be kind of weak until that was possible.
11) Is there any chance of altering abilities? Specifically I would like to change impossible bloodline to work with illusions instead of enchantments. As far as I know there is no way for illusions to affect constructs by raw.

I am sure I have more questions once I read up on path of war or figure out å way I can make a character that uses magic (maybe an oracle/sorcerer/swashbuckler)

Hope my questions are not annoying and just show how interested I am in making this work. Fusing three different classes into one character is hard.


I'm still interested. I'm trying to decide between a catfolk cleric-rogue-sorcerer and a kitsune cleric-oracle-sorceror.


@Oyzar, I can answer a few of those—or at least give the normal response to most of them, barring GM changes:

Most of these questions have official Paizo answers already, unless the GM thinks it would be more fun to do a different way:

1) It's been asked several times; they get full HP (mentioned hidden away in the initial post) but nothing else unusual.

2) There's no reason this wouldn't work as written.

3) Most animal companion feats specifically only work with creatures of the animal type, and wouldn't be applicable for an Outsider eidolon. Pack Flanking is a Teamwork feat, with no relation to the companion feats (yeah, it's confusing) and wouldn't work as written but that's a GM call.

4) If the mount charges, the rider is considered charging. Dragon Style would need to be on the mount, while the rider would need to have Cudgeler Style, etc. Rhino Charge is wacky and that's a GM call.

5) Both rider and mount must attack the same creature (to count as charging); I'm not sure why reach would ruin that.

6) This isn't relevant until a high level, but it's illegal as written—the summoner must personally meet all the pre-reqs for the aspect in question, and pounce has "be a quadruped" as a pre-req.

7) Definitely not. There have been many Paizo Q&As/erratas on this; Extracts are not Potions, and should not be mechanically handled as such—anything that allows swift potion drinking applied to extracts is considered illegal by the devs.

8) Vestigial Arms is specifically mentioned as not being able to wield a wepaon for extra attacks (as in, it can TWF, but only if you leave your regular off-hand empty; it's a matter of "your brain doesn't know how to control more than two arms, and it's likely that would extend to claws).

9) No, this has been very definitively answered by Paizo. If you have Pounce and Spirited Charge or a Lance, only the first attack multiplies; the rest do normal damage. (If you're using Mounted Skirmisher, they all do normal damage)

10) There are many, many ways to do this. (Magus Arcana, Shield Champion, Card Caster Magus, some others that I'm forgetting). The Blinkback Belt is the cheapest/easiest to afford, and accomplishes that at a low level; giving a magic item like that out before level 4 (when the Belt is affordable) seems like major CR-bending.

11) Constructs are immune to phantasms and patterns, but not to any other illusions. Most illusions (minor image, disguise self, silence, etc.) affect Constructs normally.


I am going to wait for CaveToad's answer to most of those questions as you say yourself a lot of them are GM calls.

Since you don't understand 5 I am going to clarify:
Normally you have to stop as soon as you can to attack. If the rider got reach(due to lance) but the mount doesn't, then only the rider can attack. Ride-By-Attack alters charge so the rider can attack and then continue moving instead of stopping after he is done attacking. The question then is, can the mount attack at the end of the rest of the movement?

Meanwhile I have been looking at races and I am considering Derro. The Vulnerability to Sunlight looks crippling though. Is there any way to offset it, for example spending RP to remove it? It's nearly unplayable if it can't be outside during the day. Could something like penumbra or clothing offset it? EDIT: Their natural darkness ability seems to offset it just fine, assuming you repeatedly cast it...


As long as you and your mount both pass through a square that they can hit the target from during the charge, you would be fine. You don't both have to attack from the same square.


CaveToad wrote:
Tayanalla wrote:
@CaveToad - Have you had any further thoughts on how you'll handle the Medusa's petrification?
a few but nothing that I am totally decided on yet.

Ok I think I figured it out. Its quite a simple solution. When you are petrified and turn to stone, you are unconscious and helpless, but also inherit some object like properties which may counter some of this. I will refer to rules described at this LINK.

As a petrified character and 'semi-object':
1. Hardness: You gain hardness of 8 as a stone object. This damage is reduced from attacks as normal and only excess is applied to the object.
2. Energy Attacks: Take half damage from energy attacks/sources. The damage is halved before applying hardness as described.
3. Ranged Weapons: Take half damage from ranged weapons. Halve the damage before applying hardness. Ranged Siege weapons do not halve damage.
4. Ineffective Weapons: Some weapons will be ineffective. Things like whips, saps, nets, some fragile weapons etc. I am thinking light piercing weapons too possibly, unless it is designed like a pick to break rock.
5. Immunities: This will be the big one. You will be immune to nonlethal damage, and critical hits. Being immune to critical hits makes the petrified person immune to coup de grace attempts.
6. Vulnerability to Certain Attacks: Certain attacks, usually spells or magic attacks or feats can do double damage to objects, stone, etc and may ignore hardness. DM discretion.
7. Special Notes: The player is still technically a creature, and is not an unattended object, nor can it be sundered. It retains its regular armor class ( minus penalties for being helpless ).
8. Precision Damage: The victim is NOT immune to precision damage.
9. Polymorphic: The effect is a supernatural polymorphic effect, it will overwrite, but not cancel any polymorphic effects the victim has currently in effect, meaning the petrified form will resemble the victim's normal form.
10. Certain magics: Some stone affecting magic may or may not affect the victim. Things like stone shape and rock to mud will not. I will have to review other spells.
11. Weight change: Stone is denser than flesh. The victim's weight (including encumbrance) is multiplied by 2.5. I will assume equipment changes with the victim. I don't really want to think about what happens to liquids, gases, chemicals, potions and what effect that may have, I just assume it all gets stoned too.
12. Flying: A petrified flyer falls :)
13. I will add more stuff here as questions come up.


thunderbeard wrote:
CaveToad wrote:
Tayanalla wrote:
@CaveToad - Have you had any further thoughts on how you'll handle the Medusa's petrification?
a few but nothing that I am totally decided on yet.
The petrification, as you wrote it, only applies for one round, making it a slightly better than a monk's stunning fist. Arguably treating them as a stone object (immune to conditions, crits, treated as an object with hardness) for a round would take out anything too broken about it.

This is mainly it. Before making them immune to crits and thus coup de grace, it was arguably much more powerful than stunning fist, because you are basically setting up the victim for 1 shot kill. Of course then there is sleep and slumber witches......sigh.


Lucina Rampant wrote:

@cavetoad/Eleanor thanks

[Dice=age]15+1d4

Would you allow the use of presdigitation to change hair\eye color and just pretends she casts it every hour or so?

The spell lets you color things, although it seems to indicate it should be objects. I am tempted to be ok with it, if its for flavor and RP purposes, but if its used to abuse, attempting to replicate disguise self in anything but the most minor capacity, I will have to be a little more strict.


trawets71 wrote:
I rolled but haven't submitted yet. I hope to have something in the next day or two. If I miss the deadline, then it's not meant to be.

You have plenty of time yet. I am still reviewing characters yet, and there is no immediate rush. I just don't think I will have the recruitment extend way out to 3rd week of June or anything. I have a four day family vacation coming next weekend, Jun 4-7, so I might have the deadline maybe Jun 10th or so. Just tentative for now. Could still swing one way or another.


fnord72 wrote:

Out of curiosity, just how big is this demi-plane? Was Goodwin a mcgruffin with a larger than possible demi-plane? Even at 20th level, there would be a finite size and cost to a demi-plane.

I ask because if it is too large, then the probability that we know each other goes down.

It was smallish. Create Greater Demi-plane allows 400 10' cubes at level 20. It can be made permanent, so other than money limitations, there really isn't any size limit that I know of. But even at half a mile by half a mile, with say a 30' sky/ceiling, it would cost millions of GP to keep permanent. This also assumes Goodwin just used regular spells, and not some artifact or other special methods.

That being said, it was basically a small monastery type place with grounds, and perhaps a small clump of a forest and a brook. He would change it at times as needed for training, maybe casting a few more spells but not making them permanent.

But to answer your main question, yes you all know each other very well. The number of 'you' or people he kidnapped to reform is far less than 100. I keep it vague because these other unknowns also escape with you and provide a pool that future players could dip into and still be part of the original storyline group.


Dave Herman wrote:

Hmm. I actually have a question about the setting. What is it about Catfolk that have them generally regarded as evil by the inhabitants of the world? I've always envisioned them as of a fairly neutral leaning...

It would help me with the fluff (I've been a little stumped on fleshing out Greebins' background)

Absolutely, I use the terms 'evil' and 'hated races' quite generally when applying to the group, mostly as a catch all to cover the races that truly are generally evil and despised by regular societies that are assumed to be goodish.

Aside from superstition, and your normal spectrum of racism and xenophobia exhibited by various societies, many of the potential races allowed or selected by the players will be just fine walking into town and doing business, talking to locals, etc. Naturally it will vary.

In most places catfolk for example will be fine.


oyzar wrote:

I am quite interested in joining, but I need to read through all the rules first.

I am thinking either a barbarian/summoner/something(ninja or vivisectionist or warlord probably) using undersized mount(can I do that?)

There is a feat called undersized mount.


Dave Herman wrote:
I was more wondering if it was a setting specific thing. Like maybe they killed livestock like their non-anthropomorphic kin... Figured Goodwin wasn't just choosing them because they were lazy and irresposible. (Like other cats)

Yeah, he didn't pluck everyone from their evil lives, some he may have rescued from dire circumstances, or recruited normally through a 'hey want to join my merry band of misfits and live on my cool demi-plane?' type conversation.


gyrfalcon wrote:

Heya CaveToad, you mentioned bringing in PoW:Expanded stuff once it left beta.

I have a vision for an archer devote of Saranrae for whom the sacred light/fire/glory aspects of the (still in beta) Phoenix Champion PrC would just be too perfect.

I wouldn't be able to take it until 6th level at any rate...but they haven't announced a release date yet and I'm wondering (since it's pretty core to this concept) if you're open to using it in beta form, if we get to 6th before it gets published?

If not I'll start to entertain some other concepts.

EDIT

Thinking making him a Wyvaran would be pretty apropos to this overall theme. Is it possible to spend more RP to improve his flight, as per:

Flight (4 RP) wrote:


Prerequisites: None.
Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability.
Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.

Thanks!

Regarding Phoenix Champion. I am open to considering it, but it will depend on how ironed out they have things. They are still tweaking things a lot from what I can see from forum feedback. If it looks like they are late beta and close to release, almost for sure. If they are doing total refurbs, then maybe not. Although I think things should be fine. I would plan for it, and we will see.

In terms of upping flight, I will have to say no. I removed flight from Gargoyles ( who arguably are much more powerful ), and probably should have considered Wyvarans, maybe I missed it, but its slow and clumsy, so you won't be as much of an aerial terror, although hover can mitigate the clumsy factor, but it also makes you a nice target 'Hey shoot the flying guy hovering there!'


bigrig107 wrote:

Does having darkvision grant you the benefits of that underwater, as deepsight does?

Or would you need deepsight to see underwater clearly.

Darkvision could be limited due to the water's murkiness levels. If its murky or moving water, vision is limited to 1d8x10'. I am assuming the deepsight racial trait ignores that, or at least thats how I will run it, otherwise its sort of useless.

It is extra confusing they call it deepsight, since there is a feat called Deepsight that extends darkvision.


Do you need the amphibious trait, or do you need to breathe underwater?

There's a lizardfolk feat (Monster codex) that let's you breathe underwater.
Could this count as the amphibious trait for the purposes of deepsight?


oyzar wrote:

Ok, I read most of the rules. I especially like the notes/requirements on activity. Here is for hoping I somehow manage to make it into the most active/detailed table after trials. Choosing/making a race will be hard, but otherwise things are somewhat clear. I do have a bunch of questions though which I feel come down to GM choice.

1) How does Eidolons work? What HP do they start with and what feat progression do they get? It seems like they will fall behind if they get half HP and normal feats, though it'll probably be fine either way.
2) Can a medium sized character ride an eidolon with the mount evolution if the rider got the undersized mount feat?
3) Can I pick animal companion feats to use with an eidolon or is that too far into cheese? Specifically I am looking at the Pack Flanking feat. I assume I have to pick this once for rider and once for mount to get the benefit.
4) For mouted charging with feats like Rhino Charge (or dragon style etc), do the rider, the mount, either or both need it to work?
5) using Ride-By-Attack, can the rider make his attack, then the movement continues (for example one square to reach the enemy) then the mount makes it's attack with pounce? Or said in another way, if rider and mount has different reach, can they both still attack the same target?
6) Can you pick pounce with aspect for summoner if the eidolon is a quatroped?
7) Can a drunken brute consume an extract as a move action?
8) Can you put claws on Vestigal Arms(Alchemist discovery) or wield a weapon for extra attacks. For example an alchemist/barbarian with two Vestigal arms, lesser beast totem and feral mutagen could use claw*4+bite?
9) Lance/Spirited charge and multiple attacks, do you get the bonus on more attacks than one? What if you dual wield lances with two arms holding each Lance(using Vestigal arms)?
10) For an entirely different direction, would it be possible to get a knife or shuriken that blinks back to hand after being thrown(as if using a blink back belt)? At what level would it start to...

1. Eidolons, as with all companions, and things like class based mounts, etc receive max hit points. All other progression is as described. You are allowed to use old summoners as well as the new Unchained Summoners. I am well aware of synthesist and master summoner shenanigans.

2. Yes you can ride an undersized eidolon with the undersized mount feat.
3. Companion feats are for companions only. They often reference 'Animal' companion but I do extend that to plants, vermin and magical beast companions (and whatever else) as long as its a 'Companion' as described by the class ability granting it.
4. For Rhino Charge, you may both need it if you both want to ready the charge and both react. For Dragon style, since you are mounted, probably only the mount would need it for the terrain bonuses.
5. For Ride by attack, and the scenario you describe it would seem valid, to have your mount move, you attack (assuming some sort of reach here), mount moves more and then attacks at the end of its charge (with pounce if it has it), since it has no provision to attack during the charge like you do. I guess the only real advantage is avoiding a potential AoO from a target that had reach. I have to read the ride and charge rules. I note that thunderbeard said they must both attack the same target, so I need to check on that.
6. Aspect does not let you take pounce since you must also meet the requirements, and you will likely not have a quadroped base form.
7. No, a drunken brute cannot consume an extract. I think this was in a FAQ or dev post somewhere.
8. No, the vestigial arms don't give you any extra attacks, you could probably strap a shield to one and they can hold stuff etc. You could probably put claws on arm(s), but if you use vestigial arms to attack, you give up attacks with your original main two arms, since it specifically spells out you don't get extra attacks. So in your scenario you don't get 4 claws, only 2.
9. Spirited charge, and the full round charge action it is based on only allows a single attack, regardless of how many lances you wield or iterative attacks. There are other feats, spells, class abilities and powers that could pull off other attacks, but not get the extra spirited charge damage though. As with above you cannot use vestigial arms to gain more attacks, thus you cannot dual wield two handed weapons with the arms, and attack with both sets, you can still only use two of the four arms to participate in any attacks.
10. The Returning weapon power (its a +1 power) is a way to achieve what you are looking for, but doesn't help if you are throwing more than once in a round ( say with iterative attacks and quick draw ). Abundant ammunition spell may be a way to achieve what you are seeking perhaps. I have not laid out exactly how your personal Special Items can advance and internal powers yet. Some of that is tied to storyline achievements. You could however take shuriken or knife. Keep in mind that your special items can be lost or broken, so if you throw it at a bad guy and it goes over a cliff into the volcano you will have a bad day.
11. I am usually against changing things mechanically too much since it often can have undesirable results without checking a hundred other ways it could break other stuff. I am ok bending things ( like some traits ) flavor and fluff wise, but usually no to things like this.

Edit: I see that thunderbeard has answered most of these already. I should have read his reply before I looked everything up haha.


oyzar wrote:


Meanwhile I have been looking at races and I am considering Derro. The Vulnerability to Sunlight looks crippling though. Is there any way to offset it, for example spending RP to remove it? It's nearly unplayable if it can't be outside during the day. Could something like penumbra or clothing offset it? EDIT: Their natural darkness ability seems to offset it just fine, assuming you repeatedly cast it...

It is an annoying vulnerability but as you say, can be easily offset by your ability, potentially annoying others, but yes, I put them out there as an option regardless.


bigrig107 wrote:

Do you need the amphibious trait, or do you need to breathe underwater?

There's a lizardfolk feat (Monster codex) that let's you breathe underwater.
Could this count as the amphibious trait for the purposes of deepsight?

The Deepsight racial power is designed more for deep sea races, and less for lizard men who aren't totally aquatic or amphibious ( as you noted ). The problem comes in that you choose and set your race abilities before selecting feats, skills, class abilities, and thus one could not affect the other. I am temped to allow it since its not that big of a deal, but if you ever retrained the feat, you would lose the trait. Pondering....


This is... insane... I'm tempted to create a character just for the sheer challenge of doing it. I can't even imagine the monsters you intend to send at the players... I love gestalt, but I can't decide if this is too much, or something I can't possibly afford to miss...


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I want to make a small mongrel man with the Goblin, Ratfolk, and Elven racial flags so I can take alchemist, gunslinger, and druid (treesinger) classes. I shall call him Rocket, and I AM GROOT!


@Cavetoad: I have selected the Bonus Feat racial trait, of course.
Would it make you feel better if I kind of "permanently slotted" that feat in?

Like, every member of his specific offshoot of Lizardfolk get Aquatic Adaption as a bonus feat? Kinda like half-legs automatically get Skill Focus?

It would, obviously, not be able to be retrained.

That lets him see perfectly fine in his home environment, and fix your fears about retraining.


CaveToad wrote:

The spell lets you color things, although it seems to indicate it should be objects. I am tempted to be ok with it, if its for flavor and RP purposes, but if its used to abuse, attempting to replicate disguise self in anything but the most minor capacity, I will have to be a little more strict.

I was hoping to use it as pure flavor for my disguise check but not get bonuses from it,

IE: Roll disguise check with normal bonuses say she uses prestidigitation to color her hair white as changelings normally have dark hair as part of her disguise. No bonus number wise but still part of it, would that be accepted?

Also would you allow a kind of custom drawback if i didn't take an extra trait?

What I'm wanting: To fit the story I was planning to have Lucina file down her nails that give changelings their natural attack so it would remove it then as the story goes on they start to grow back so i can tie in some feats and abilities like Boar style and eventually get the natural attack back if she lets them grow long enough.

Would I be able to disguise myself without a disguise kit and would you allow taking 10/20?

Would disguising as her fathers race be at a -2 since its a different race or a +5 since changelings look similar to their fathers race?


Here's something to ponder, we're all acquired as kids/young adults, and spend a few eons with other 'monster' races in a small space that requires civilized behavior.

Just how many 'normal' races were here?

I expect that upon escaping we may have a hard time dealing with the xenophobic and barbaric actions of those 'normal' races.

That should be quite fun.


CaveToad wrote:
oyzar wrote:


Meanwhile I have been looking at races and I am considering Derro. The Vulnerability to Sunlight looks crippling though. Is there any way to offset it, for example spending RP to remove it? It's nearly unplayable if it can't be outside during the day. Could something like penumbra or clothing offset it? EDIT: Their natural darkness ability seems to offset it just fine, assuming you repeatedly cast it...
It is an annoying vulnerability but as you say, can be easily offset by your ability, potentially annoying others, but yes, I put them out there as an option regardless.

This might help if you take a level in sorcerer or wizard, You lose a level 0 spell but you can keep casting it, it also lasts longer per cast and won't cause problems with any allies being 20ft around you but its a rare cantrip so may not be allowed


Actually, since further castings of Create Demiplane can be used to expand an existing one, assuming you can afford to make each casting permanent, it's a fair assumption that you can have an indefinitely large demiplane.


fnord72 wrote:

Here's something to ponder, we're all acquired as kids/young adults, and spend a few eons with other 'monster' races in a small space that requires civilized behavior.

Just how many 'normal' races were here?

I expect that upon escaping we may have a hard time dealing with the xenophobic and barbaric actions of those 'normal' races.

That should be quite fun.

Oh, I've been assuming this was the point of the game. Kind of a "Will you strive to prove them all wrong or will you revert to your old ways and become the monster they already think you are?" kind of thing.


This is the crunch, still working on the background, let me know if you have any questions. Theme is a shape changer natural attacking specialist.

Yvaarik Svark:

Yvaarik Svark
Lizardfolk
Sorcerer (crossblooded Orc and Gold Draconic) 1
Dervish Dancer Warder 1
Wizard(Shapechange) 1
Medium 5' Space 5' Reach
Hero Points 1
Init +12; Senses darkvision 60 ft.; Low-Light Vision; Perception +8
--------------------
Defense
--------------------
AC 23, touch 19, flat-footed 19 (+4 Dex)
hp 20 (1d12+4+3+1)
Fort +6, Ref +4, Will +4
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft. land 30 ft. swim
Melee Bite +7 (1d4+7) or
. . Claws +7 (1d4+7) x2
. . Tailslap +7(1d8+7)
. . Gore +8(1d6+8)
Melee Power Attack Bite +6 (1d4+9) or
. . Claws +6 (1d4+9) x2
. . Tailslap +6(1d8+9)
. . Gore +7(1d6+10)
Special Attacks battleshaping (2, 1d4, 8 rounds/day)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—shield
. . 0 (at will)—detect magic, ghost sound (DC 15), prestidigitation
. . Bloodline Draconic, Orc
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 16), enlarge person (DC 16), enlarge person (DC 16), mage armor
. . 0 (at will)—dancing lights, mage hand, message
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 17+1, Int 20, Wis 14, Cha 20
Base Atk +1; CMB +7; CMD 21
Feats Eschew Materials, Scribe Scroll, Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Two-Weapon Fighting, Combat Reflexes (Int), (5) Spell Focus(Evocation), Varisian Tattoo (Evocation), Power Attack, Weapon Group Adaptation (Natural), Improved Initiative
Languages Common, Lizardfolk, Celestial, Abyssal, Demonic, Draconic
SQ arcane bond (swoop, rhamphorhynchus), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points, physical enhancement (+1)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Battleshaping +0 (8/day) (Su) Temporarily gain natural attacks
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (8 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Shapechange Associated School: Transmutation
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
1 Encouraging Roar (Readied, 1/Encounter Boost) (Ex) All allies within 30' get +2 morale bonus to attack and damage for 1 round.
1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy.
1 Pommel Bash (Not Readied, 1/Encounter) (Ex) Make an unarmed attack versus an opponents flat-footed AC and deal an extra +1d6 damage
1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels
1 Shards of Iron Strike (Not Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round
1 Swift Claws (Readied, 1/Encounter)(Ex) Make one attack roll and make two attacks
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Two-Weapon Defense Add Intelligence to AC when wearing Light or no armor and wielding weapons in both hands

Familiar:

--------------------
Swoop
Rhamphorhynchus
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3-2)
Space 2½ ft.; Reach 2.5 ft.
Special Attacks sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6
Languages Common (can't speak)
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.


Heh, no worries, I only answered questions as they pertained to FAQs I've read, not GMing.

@Lucina: There's a Cloak of Human Guise that does what you're after in the long run; it might not be affordable until level 2 or so, though, so in the worst case scenario you're only monstrous for a bit until you can get your hands on disguises.

A Disguise Kit isn't necessary to disguise oneself; it's just makeup used to improve the disguise.


Andrian Timeswift wrote:
This is... insane... I'm tempted to create a character just for the sheer challenge of doing it. I can't even imagine the monsters you intend to send at the players... I love gestalt, but I can't decide if this is too much, or something I can't possibly afford to miss...

The challenges in combat and out will be of an appropriate magnitude.

Many times during my crafting of the concept, I thought, is this too much? Then I felt who really cares, it may be fun or fall flat on its face, but I feel like it can succeed and the participants have a lot of fun and get to play something a little outrageous, something that if they could assemble something off the charts, they could, while still keeping some of the controls in place.


Lucina Rampant wrote:
CaveToad wrote:

The spell lets you color things, although it seems to indicate it should be objects. I am tempted to be ok with it, if its for flavor and RP purposes, but if its used to abuse, attempting to replicate disguise self in anything but the most minor capacity, I will have to be a little more strict.

I was hoping to use it as pure flavor for my disguise check but not get bonuses from it,

IE: Roll disguise check with normal bonuses say she uses prestidigitation to color her hair white as changelings normally have dark hair as part of her disguise. No bonus number wise but still part of it, would that be accepted?

Also would you allow a kind of custom drawback if i didn't take an extra trait?

What I'm wanting: To fit the story I was planning to have Lucina file down her nails that give changelings their natural attack so it would remove it then as the story goes on they start to grow back so i can tie in some feats and abilities like Boar style and eventually get the natural attack back if she lets them grow long enough.

Would I be able to disguise myself without a disguise kit and would you allow taking 10/20?

Would disguising as her fathers race be at a -2 since its a different race or a +5 since changelings look similar to their fathers race?

You can file your nails down, but thats a choice you can make if you decide. I don't want to really create any special drawbacks or deal with that per se.

You can use prestidigitation are part of flavor for disguise, and it may be useful if you are attempting something specific color wise.

I am not sure if you need a kit or not for disguise, probably helps of course, otherwise you are using twigs and rags and dirt or other things, which probably make crappy disguises.

I think you can take 10, since it just means take an average roll, following the normal rules for take 10.

you cannot take 20 since usually disguise is an opposed roll with penalties (potetially) for failure.

You would get the -2 for sure for a different race, but possibly a +5 for the minor details only, if the two races are barely different. (like Spock covering his ears with a headband.)


bigrig107 wrote:

@Cavetoad: I have selected the Bonus Feat racial trait, of course.

Would it make you feel better if I kind of "permanently slotted" that feat in?

Like, every member of his specific offshoot of Lizardfolk get Aquatic Adaption as a bonus feat? Kinda like half-legs automatically get Skill Focus?

It would, obviously, not be able to be retrained.

That lets him see perfectly fine in his home environment, and fix your fears about retraining.

I think it will be ok since seeing in murky water wont be overly powerful.


fnord72 wrote:

Here's something to ponder, we're all acquired as kids/young adults, and spend a few eons with other 'monster' races in a small space that requires civilized behavior.

Just how many 'normal' races were here?

I expect that upon escaping we may have a hard time dealing with the xenophobic and barbaric actions of those 'normal' races.

That should be quite fun.

Well you only spent about 10 years of local time in the demi-plane, it was just hard to gauge that since you didn't age, and sometimes there were no distinctions between day and night to measure. In all the other planes that have normal time flow, 10,000 years passed relative to the pocket plane you were in, including the Prime material that you came from. For purposes of the story, you all came from the same planet on the same Prime Material. I don't want to get too nutty with multiple primes and alternate universes etc.


Damn, a 1:1000 time ratio. That is way better than the normal 1:2 ratio normally allowed for demiplanes. My level 20 wizard is very jealous.


oyzar posting:
I think I am going to go Summoner/Barbarian/Vivisectionist Derro. She is going to be all sorts of crazy. She as an attempt by Godwin to answer the question, "Is it possible to be mad and still be good?"

I have not been able to figure out how to make a character, but I have made an Alias. Mostly done with the crunch (at least for level 1). Where do you go to add the character info to your Alias?


Lucina Rampant wrote:
CaveToad wrote:
oyzar wrote:


Meanwhile I have been looking at races and I am considering Derro. The Vulnerability to Sunlight looks crippling though. Is there any way to offset it, for example spending RP to remove it? It's nearly unplayable if it can't be outside during the day. Could something like penumbra or clothing offset it? EDIT: Their natural darkness ability seems to offset it just fine, assuming you repeatedly cast it...
It is an annoying vulnerability but as you say, can be easily offset by your ability, potentially annoying others, but yes, I put them out there as an option regardless.
This might help if you take a level in sorcerer or wizard, You lose a level 0 spell but you can keep casting it, it also lasts longer per cast and won't cause problems with any allies being 20ft around you but its a rare cantrip so may not be allowed

Those cantrips are fine, although Scoop is sort of dumb. It does what a mage hand with a mug could do, but whatever, I guess if you don't have a bucket or mug it is useful.


CampinCarl9127 wrote:
Damn, a 1:1000 time ratio. That is way better than the normal 1:2 ratio normally allowed for demiplanes. My level 20 wizard is very jealous.

Goodwin has/had access to some potent abilities and artifacts. Who know, someday you may stumble upon them ;)


Sorry forgot to include this, it will be all compiled on final submission just getting everything down on 'paper' at this point.

Spent points for Svark:

Lizardman 9
Advanced Charisma 4rp
Advanced Intelligence 4rp
Advanced Strength 4rp
Natural Attack Tail 1rp
Slapping Tail 3rp
Improved Bite 1rp
Improved Natural Armor +2 3rp
Low-Light Vision 1rp
=30pts


Well, I can't resist this, so here are my stat rolls. I hope I get the syntax right.
roll1: 5d6 ⇒ (2, 1, 5, 1, 6) = 15 6+5+2 = 13
roll2: 5d6 ⇒ (6, 5, 4, 1, 3) = 19 6+5+4 = 15
roll3: 5d6 ⇒ (6, 3, 1, 6, 1) = 17 6+6+3 = 15
roll4: 5d6 ⇒ (4, 6, 6, 1, 2) = 19 6+6+4 = 16
roll5: 5d6 ⇒ (5, 5, 5, 2, 2) = 19 5+5+5 = 15
roll6: 5d6 ⇒ (2, 4, 1, 5, 4) = 16 5+4+4 = 13
roll7: 5d6 ⇒ (6, 2, 3, 5, 4) = 20 6+5+4 = 15

Something tells me these were incredibly crappy rolls.

Okay, so that leaves me with a spread of 16, 15, 15, 15, 15, 13, which isn't bad, though it's a lot less than I expected given the die rolls. I'll spend my 10 points thus: 2, 3, 3, 2, for a final spread of 18, 18, 18, 17, 15, 13.

Now to decide what to play... There are literally so many options, and I have no idea how to work the synergies in a tristalt... Is there a table or anything of who's planning to do what?


Andrian Timeswift wrote:

Now to decide what to play... There are literally so many options, and I have no idea how to work the synergies in a tristalt... Is there a table or anything of who's planning to do what?

Cavetoads Profile has a list of all applicants


Okay, so I think I have a general idea of where to go now. Thanks Lucina for pointing me to the list of apps.

My plan is to build a Vanara Monk//Barbarian//Ninja.

I do have a question, because I'm having a hard time understanding Cave Toad's wording. If our race gives us a +2 to a stat, can we spend our extra RP points to get an additional +2 to that stat, or can we only buy an extra +2 to the other stats?


i'll be interested in how you plan on building a "must be lawful" monk with a "must not be lawful" barbarian.


Howdy again,

This is the concept that I have so far: 'Sly' Slyveccysxtivastustass. I'd appreciate any feedback even though I haven't yet included a backstory.

Special Item Question: Sly will mostly be a front-line fighter, though he doesn't know it yet. An amulet in the "mighty fist" vein would certainly be useful and cool. However, the coolest thing that he could receive, would be a pseudodragon familiar, even if the bells and whistles (like the sting) are delayed until later. Perhaps it would be nothing more than a mechanical egg (as Goodwin seems able to create constructs) that hatches over time into a pseudodragon(mechanical or otherwise). Or maybe the egg is a puzzle box that he needs to figure out. Is this something within the scope of what you have in mind, or too far out there?


fnord72 wrote:
i'll be interested in how you plan on building a "must be lawful" monk with a "must not be lawful" barbarian.

If you look at Cavetoad's profile, and further up the thread, there is a trait you can take for one of your three, that lets you ignore an alignment restriction for one class, although Druid still needs one neutral part.

It's called "Chawful".


fnord72 wrote:
i'll be interested in how you plan on building a "must be lawful" monk with a "must not be lawful" barbarian.

The GM has a custom Trait which allows you to ignore the chaotic or lawful req of one class


fnord72 wrote:
i'll be interested in how you plan on building a "must be lawful" monk with a "must not be lawful" barbarian.

Everyone always raises an eyebrow when I say this. There's a monk archetype called Martial Artist that seems to be designed for gestalting with Barbarian. It removes the alignment restriction and, among other things, makes you immune to fatigue at level 5. On its own, the archetype is kinda meh, but combine it with RAGE and suddenly you have something truly terrifying.


Also, there are a lot of lizardfolk applicants, and most are going for some kind of melee fighter (obviously, +2 Strength).

Sly is the third, including my idea (not posted it yet), that fits this form, I wonder if we'll be split between the tables, or if we can distinguish ourselves enough.

At this point, I have pretty much gotten too in love with this character to give it up, so we'll see how that goes.

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