(5) Reanimated Gestalt Kingmaker (Inactive)

Game Master mdt

Kingdom Map - - - - - - Brevoy Favor

Fort Oleg


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Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

And discuss characters and such here...


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Since everyone seems to want Gestalt, I think Book 1 Level 1 is best. The gestalt will give you the oomph you need to survive level 1.

For gestalt games, I treat them like this :

Most NPCs have at least one level of PC class if they are experienced (that is, level 2 to 10). So 80% of the world has a level in some PC class.

NPCs who have only PC class levels are the cream of the crop, they are the best at what they do, and are generally about the top 20% of the population.

Gestalt NPCs/PCs are the elite of the elite. They are the top 5% of the population. They develop reputations early and often, and it's rare that they are unknown unless they travel a great deal and never stay in one place long.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Stat Arrays (Pick one)

Array 1
4d6 ⇒ (2, 5, 2, 3) = 12 10
4d6 ⇒ (4, 2, 5, 6) = 17 15
4d6 ⇒ (6, 2, 3, 1) = 12 11
4d6 ⇒ (4, 3, 3, 2) = 12 10
4d6 ⇒ (4, 6, 1, 5) = 16 15
4d6 ⇒ (1, 1, 4, 1) = 7 6

15, 15, 11, 10, 10, 6

Array 2
4d6 ⇒ (6, 2, 4, 1) = 13 12
4d6 ⇒ (4, 3, 6, 2) = 15 13
4d6 ⇒ (4, 1, 1, 2) = 8 7
4d6 ⇒ (4, 6, 5, 3) = 18 15
4d6 ⇒ (4, 1, 1, 5) = 11 10
4d6 ⇒ (1, 6, 6, 2) = 15 14

15, 14, 13, 12, 10, 7

Array 3
4d6 ⇒ (2, 6, 2, 6) = 16 14
4d6 ⇒ (4, 1, 1, 3) = 9 8
4d6 ⇒ (6, 5, 6, 2) = 19 17
4d6 ⇒ (3, 5, 1, 4) = 13 12
4d6 ⇒ (2, 4, 4, 3) = 13 11
4d6 ⇒ (2, 5, 4, 5) = 16 14

17, 14, 14, 12, 11, 8

Starting Gold : Max for one of your classes (you pick which).
Background Skills Alternate Rules in Effect
Half-elves may still choose two classes as favored classes. But can only gain benefit from one or the other each level, not both.


Will be going with array 3
(Ikits player)

i may actually go for your zen archer/sorc or zen/fighter build :P


Male Human Level 1 Investigator

Array 3 seems likely
(Pruett's player)

I was thinking about going Paladin Hospitaler or Warrior of the Holy Light, so I'll examine Oracle or another combiner class to go along with it.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I will play around with the arrays and my ideas.
What races and classes do you allow?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Anything core (Paizo produced). Get an approval on summoner's first, they are very very complicated, especially when combined with Gestalt.

Anything from a third party, I'll have to look at.

Races I'm pretty flexible on, as long as they are RP 20 or less.


Riku:

Riku
Tengu fighter (archer) 1/monk (zen archer) 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 104, 115, Pathfinder RPG Bestiary 263)
LN Medium humanoid (tengu)
Init +3; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . unarmed strike +1 (1d6) or
. . bite -4 (1d3)
Ranged or
. . longbow flurry of blows +2/+2 (1d8+2/×3) or
. . longbow +3 (1d8+2/×3)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 19, Cha 8
Base Atk +1; CMB +1; CMD 18
Feats Deadly Aim, Improved Unarmed Strike, Perfect Strike[APG], Point-Blank Shot, Precise Shot
Traits pioneer, wisdom in the flesh
Skills Acrobatics +7, Craft (bows) +8, Fly +8, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Draconic, Elven, Tengu
SQ glide, swordtrained
Combat Gear durable arrow (40); Other Gear dagger, longbow, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork artisan's tools, masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, heavy horse (combat trained), riding saddle, saddlebags, silk rope (50 ft.), small tent, 31 gp
--------------------
Special Abilities
--------------------
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Glide DC 15 Fly check to fall safely from any height.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect Strike (2d20) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

--------------------

Tundra
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Other Gear riding saddle, saddlebags, silk rope (50 ft.), small tent
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

No str for Riku? :p by level 3 your dex is abundant

Stat array 3 seems to be superior to the others, more flexiable to working around negative race modifiers and still get decent main stats.
I think on making a rogue/mindblade magus or something big bad frontline/tanky


Str not needed. And dex helps for skills and AC.and initiative. So not redundent. I get to add my WIS to damage later

If we lack talky character. I have a bard/trickster build that will be great for face


Male Human Level 1 Investigator

I'm making a Paladin with good Cha.


Cool =^^=

Ill cover range then


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Riku Audit:

BAB +1 DEX +3 = +4 : Longbow should be +4, not +3
Gear
durable arrow 40gp (40gp)
dagger 2gp (42gp)
longbow 75gp (107gp)
bedroll 1sp (107.1gp)
belt pouch 1gp (108.1gp)
canteen[UE] 2gp (110.1gp)
fishhook (2) 2sp (110.3gp)
flint and steel 1gp (111.3gp)
masterwork artisan's tools 55gp (166.3gp)
masterwork backpack[APG] 50gp (216.3gp)
mug/tankard 2cp (216.32gp)
sewing needle 5sp (216.82gp)
signal whistle 8sp (217.62gp)
string or twine[APG] thread (50 ft.) 1cp (217.63gp)
trail rations (7) 3.5gp (221.13GP)
waterskin 1gp (222.13gp)
whetstone 2cp (222.15gp)
heavy horse (combat trained) 0gp (Trait) (222.15gp)
riding saddle 10gp (232.15gp)
saddlebags 4gp (237.15gp)
silk rope (50 ft.) 10gp (247.15gp)
small tent 10gp (257.15gp)
Gold OK, remaining 42.85GP (Unless I missed something)

SKILLS : 8 Skill points spent (6 + 2 for Int). Background skills not purchased.

FEATS : Please break feats up by acquisition type? Fighter Bonus Feats, General Feats (from level 1), Monk Bonus Feats.


Hallo guys!

I was away today and it's getting sorta late so I probably won't have much useful up today.

I can however bounce some ideas; I'm thinking of finally rolling a Mystic Theurge (aka divine/arcane gestalt, not the PrC :P). Will have to think about it...

Or maybe something with Psychic/Swashbuckler? Hmm ...


Male Human Level 1 Investigator

Corwin Morningsword:

Name: Corwin Morningsword
Race: Aasimar
Sex: Male
Size: Medium
Vision: Darkvision (60 ft)
Movement: 30 ft
Gestalt Classes: Paladin (Archetype: Warrior of the Holy Light) and Oracle (Mystery: Life)
Favored Class (Paladin): 1 HP

Starting Stats: Str 17, Dex 12, Con 14, Int 11, Wis 8, Cha 14
Racial Mods: +2 Wisdom, +2 Charisma
Adjusted Stats: Str 17, Dex 12, Con 14, Int 11, Wis 10, Cha 16

Starting Gold: 300 gp
Final Gold: 26 gp, 5 sp

HP: 13
AC: 18 (with shield)
CMD: 15
Flat-Footed: 17
Touch: 11
BAB: 1

Saves:
Fortitude: 4
Reflex: 1
Will: 2

Racial Traits: Celestial Resistance (acid 5, cold 5, electricity 5), Native Outsider, Spell-Like Ability (Daylight 1/day), Truespeaker (replaces Skilled)

Background Traits: Omen (Faith) and Fast Talker (Social)

Languages: Celestial, Common, Draconic (Linguistics), Elven (Linguistics)

Paladin Special: Aura of Good, Detect Evil, Smite Evil 1/day

Oracle Special: Mystery (Life), Oracle's Curse (Haunted), Orisons, Revelation (Channel)

Feat Level 1: Selective Channeling

Skill Ranks (Oracle): 4
Background Skill Ranks: 2

Background Skills: Handle Animal and Linguistics

Skill Bonuses (I'll email you the PDF, mdt):
Acrobatics: -5
Appraise: 0
Bluff (Skill Rank 1): 8
Climb: -3
Diplomacy (Skill Rank 1): 7
Disguise: 3
Escape Artist: -5
Fly: -5
Handle Animal (Skill Rank 1): 7
Heal: 0
Intimidate (Skill Rank 1): 8
Linguistics (Skill Rank 1): 3
Perception: 0
Ride (Skill Rank 1): -1
Sense Motive: 2
Stealth: -5
Survival: 0
Swim: -3

Weapons:
Longsword (Attack Mod 4)
Morningstar (Attack Mod 4)
Light Crossbow (Attack Mod 2)
Spiked Gauntlet (Attack Mod 4)
Heavy Steel Shield (Attack Mod 4)
Dagger (Attack Mod 4)

Armor:
Scale Mail (AC 5)
Heavy Steel Shield (AC 2)

Inventory:
Paladin's Kit (sans torches): a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, trail rations (5 days), a waterskin, and a wooden holy symbol.
Crossbow Bolts (10)
Traveler's Outfit
Vermin Repellent (2)
Oil
Sack
Weapon Cord (2)
Crowbar
Grappling Hook, Common
Tent, Small

Mount:
Horse, Light
Bit and Bridle
Saddle, Military
Saddlebags

Oracle Spells Known
0th Level (4): Detect Magic, Ghost Sound, Guidance, Mage Hand, Mending, Stabilize
1st Level (2): Cure Light Wounds, Magic Weapon

Oracle Spells per Day
1st Level: 3 + 1 (Cha 16) = 4


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Audit MorningSword:

TRAITS : At least one trait must be from the campaign traits (you can get those for free download on site, let me know if you need a link, or can find them on the d20pfsrd site). You can take a drawback for a third trait if you wish, to keep the other two you already have.

GEAR : Can you break the equipment down with GP costs?


Male Human Level 1 Investigator

Corwin Morningsword:

Name: Corwin Morningsword
Race: Aasimar
Sex: Male
Size: Medium
Vision: Darkvision (60 ft)
Movement: 30 ft
Gestalt Classes: Paladin (Archetype: Warrior of the Holy Light) and Oracle (Mystery: Life)
Favored Class (Paladin): 1 HP
Deity: Abadar

Starting Stats: Str 17, Dex 12, Con 14, Int 11, Wis 8, Cha 14
Racial Mods: +2 Wisdom, +2 Charisma
Adjusted Stats: Str 17, Dex 12, Con 14, Int 11, Wis 10, Cha 16

Starting Gold: 300 gp
Final Gold: 26 gp, 5 sp

HP: 13
AC: 18 (with shield)
CMD: 15
Flat-Footed: 17
Touch: 11
BAB: 1

Saves:
Fortitude: 4
Reflex: 1
Will: 2

Racial Traits: Celestial Resistance (acid 5, cold 5, electricity 5), Native Outsider, Spell-Like Ability (Daylight 1/day), Truespeaker (replaces Skilled)

Background Drawback: Pride
Background Traits: Omen (Faith), Fast Talker (Social), Noble Born - Lebeda (Campaign)

Languages: Celestial, Common, Draconic (Linguistics), Elven (Linguistics), Sylvan (Trait: Noble Born - Lebeda)

Paladin Special: Aura of Good, Detect Evil, Smite Evil 1/day

Oracle Special: Mystery (Life), Oracle's Curse (Haunted), Orisons, Revelation (Channel)

Feat Level 1: Selective Channeling

Skill Ranks (Oracle): 4
Background Skill Ranks: 2

Background Skills: Handle Animal and Linguistics

Skill Bonuses:
Acrobatics: -5
Appraise: 0
Bluff (Skill Rank 1): 8
Climb: -3
Diplomacy (Skill Rank 1): 7
Disguise: 3
Escape Artist: -5
Fly: -5
Handle Animal (Skill Rank 1): 7
Heal: 0
Intimidate (Skill Rank 1): 8
Linguistics (Skill Rank 1): 3
Perception: 0
Ride (Skill Rank 1): -1
Sense Motive: 2
Stealth: -5
Survival: 0
Swim: -3

Weapons:
Longsword (Attack Mod 4) (15 gp)
Morningstar (Attack Mod 4) (8 gp)
Light Crossbow (Attack Mod 2) (35 gp)
Spiked Gauntlet (Attack Mod 4) (5 gp)
Dagger (Attack Mod 4) (2 gp)

Armor:
Scale Mail (AC 5) (50 gp)
Heavy Steel Shield (AC 2) (20 gp)

Inventory:
Paladin's Kit (11 gp)
(sans torches): a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, trail rations (5 days), a waterskin, and a wooden holy symbol.
Crossbow Bolts (10) (1 gp)
Traveler's Outfit
Vermin Repellent (2) (10 gp)
Oil (1 sp)
Sack (1 sp)
Weapon Cord (3) (3 sp)
Crowbar (2 gp)
Grappling Hook, Common (1 gp)
Tent, Small (10 gp)

Mount:
Horse, Light (75 gp)
Bit and Bridle (2 gp)
Saddle, Military (20 gp)
Saddlebags (4 gp)

Oracle Spells Known
0th Level (4): Detect Magic, Ghost Sound, Guidance, Mage Hand, Mending, Stabilize
1st Level (2): Cure Light Wounds, Magic Weapon

Oracle Spells per Day
1st Level: 3 + 1 (Cha 16) = 4


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Corwin Good (Note, you don't have to be a Lebeda to be from the Lebeda clan).


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Back to being Corwin Morningsword then!


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I'll finish updating the map by covering the hexes when I have some free time. If anyone else wants to, just send the cover sheet (clear box) to the back so you can copy/paste the hexes where needed.

Light Green = Plains
Medium Green = Mix Plains/Forest
Dark Green = Forest
Blue = Lakes
Gray = Mountains
Yellow = Sand
Dark Dark Blue = Mixed Forest/Plains/Water

As a note, I will not be following the AP exactly (which you should know by now!). So hopefully it will still keep surprising you.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

For anyone playing unusual races/classes (Tengu, Drow, Goblins, or Ninja, Samurai, Monk, Summoner, Etc) please give a background on why your character is in Brevoy, and why they would be picked by the swordlords to be sent on the initial settlement group.

Like the old GM for the previous game, I'll be using some custom rules around background and stats and what happens in game to see who the sword-lords favor for King/Queen of the new kingdom.


Ill fix my gold and skills

But the to hit is because of the Deadly aim


Riku:

Riku
Tengu fighter (archer) 1/monk (quinggong, zen archer) 1/gestalt 1
LN Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . unarmed strike +1 (1d6) or
. . bite -4 (1d3)
Ranged or
. . longbow flurry of blows +2/+2 (1d8+2/×3) or
. . longbow +3 (1d8+2/×3)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 19, Cha 8
Base Atk +1; CMB +1; CMD 18
Feats
Deadly Aim, [level 1]
Improved Unarmed Strike, [monk]
Perfect Strike[APG], [monk]
Point-Blank Shot, [bonus monk]
Precise Shot [bonus fighter]
Traits pioneer, reactionary, wisdom in the flesh
Skills Acrobatics +7, Climb +4, Craft (bows) +8, Fly +8, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8, Swim +4; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Draconic, Elven, Tengu
SQ glide, loner, swordtrained
Combat Gear durable arrow (40); Other Gear dagger, longbow, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork artisan's tools, masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, heavy horse (combat trained), feed (per day), riding saddle, saddlebags, silk rope (50 ft.), small tent, 42 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Glide DC 15 Fly check to fall safely from any height.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect Strike (2d20) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

--------------------

Tundra
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Other Gear feed (per day) (10), riding saddle, saddlebags, silk rope (50 ft.), small tent
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Alias


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7
Seth86 wrote:

Str not needed. And dex helps for skills and AC.and initiative. So not redundent. I get to add my WIS to damage later

If we lack talky character. I have a bard/trickster build that will be great for face

What gives you Wis to damage later?


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4
Natalie Saratov wrote:
Seth86 wrote:

Str not needed. And dex helps for skills and AC.and initiative. So not redundent. I get to add my WIS to damage later

If we lack talky character. I have a bard/trickster build that will be great for face

What gives you Wis to damage later?

nothing, i was thinking of something else :P my bad

but in the end, one or 2 extra damage from strength wont be much.

So either 14 str and 9 con... or 11 str and 12 con :P

EDIT:
Hello You Beauty!


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Corwin it looks like you have 2 more orisons the useal for level 1 and you miss a first level spell, oracles can choose all cure or inflict wound spells to add to the known list form level 1.

Looks like I'll be doing the sneaky skill monkey again :) now I just have to settle for rogue/mindblade or rogue/druid.

mdt: If I choose the druid would you allow natural weapons to count as one for the unchained weapon finesse dex to dmg? or do I have to pick one natural weapon at a time?


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1
Natalie Saratov wrote:
Corwin it looks like you have 2 more orisons the useal for level 1 and you miss a first level spell, oracles can choose all cure or inflict wound spells to add to the known list form level 1.

Good catch on the missing 1st level spell!

Regarding the orisons:

Quote:
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Ah yeah I actually forgot about the curse feature.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You might want to have two lines then, one with and one without. Deadly Aim is optional, and you might want to trade the +1 to actually hit on a higher AC enemy.


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

I do it with all my characters that have power attack/deadly aim. To me its optional to turn off :P

-Posted with Wayfinder


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1
mdt wrote:

I'll finish updating the map by covering the hexes when I have some free time. If anyone else wants to, just send the cover sheet (clear box) to the back so you can copy/paste the hexes where needed.

Light Green = Plains
Medium Green = Mix Plains/Forest
Dark Green = Forest
Blue = Lakes
Gray = Mountains
Yellow = Sand
Dark Dark Blue = Mixed Forest/Plains/Water

As a note, I will not be following the AP exactly (which you should know by now!). So hopefully it will still keep surprising you.

I think you may need to add me as a player/character before I can see anything. Or can I add myself somehow?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Go to the gameplay thread, post a single message with one word in it.

Save the message, then delete the message. it'll show up in your campaigns tab, and you'll see everything at the top of the gameplay page.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

In case anyone can't see the gameplay tab


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I'll be uploading a crunch tonight, I have planned on a vizier mesmerist and trying to find a decent second class to work well with it.
I had hoped to see what Lessah was going with so I could decide on caster or melee focus.


I have sorta settled for making a Priest of Nethys in some way. Currently thinking about Kineticist/Wizard, Kineticist/Arcanist or Kineticist/Cleric, leaning towards the middle one : )

All three would lean a bit towards ranged caster, but I think I will have some Summon Monster spells on tap just to help clog up the battlefield a little :P

(Occultist archetype for the Arcanist or Herald Caller for the Cleric)


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Sounds interesting, I was thinking that we maybe would need something to stand next to Corwin, don't know if he wants to stand alone in front


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

I can switch to a more tanky/dps build?

My other idea is a trox living monolith build

-Posted with Wayfinder


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

If we kill things before they get to Corwin it shouldn't be a problem, I'm just considering things out loud with the rest of you


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Same here =^^=
I have a few character ideas.
So what ever we need i can build. If we need a solid tank build. Im happy to do it.

-Posted with Wayfinder


That was my thinking with the Summon Monster inclusion. Put Mr Sword with some enemies and then drop some summoned mooks to block off the rest then use various blasts to help pick off the stragglers : )


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

We have time. So far.
My char options:
Archer = DPS (zen archer/fighter)
Fighter = tank/dps (armor master/invulnerable barbarian)

-Posted with Wayfinder


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I also have some ideas, but like to try the mesmerist, only problem is I have to put the 8 in str or dex.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1
Lessah wrote:
That was my thinking with the Summon Monster inclusion. Put Mr Sword with some enemies and then drop some summoned mooks to block off the rest then use various blasts to help pick off the stragglers : )

A target-rich environment would definitely help keep some of the heat off of me.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

If you want to be a caster and keep up the melee side, go with a Summoner/Sorcerer. Go with a Sylvan bloodline, and have a summoned pet, an animal companion, and spells.

You provide two melee grunts and long range backup.


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

My other idea:
Trox monk/fighter grapple specialist and dps

-Posted with Wayfinder


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I was thinking to par the Vizier with the lore warden for a whip maneuver specialist. Somehow all will bow to me in the end!

I'm trying to make sense of the psychic casting to see if melee is good to mix with it.


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

If i do go with monk/fighter. I can cover CM quickly. Trip. Grapple. Disarm

-Posted with Wayfinder


@Psychic Casting & Melee!

Pro: No arcane spell failure! Woho!

Con: Concentration checks for Thought component spells is at a +10 penalty which makes Defensive Casting a pain!

(Also interesting point: Thought components translates into Verbal ones which means the classic Armour + Arcane spells [ie those without Somatic components; usually only Verbal] is kinda bad for melee psychics while the ones with somatic only [so Emotion only for psychic casting!] that sucked for Armoured Arcane are the most useful ones for melee psychics :P)

Edit1: @Whipping! - If you really like to trip people up I can recommend Magus actually just for the spell Blade Lash!

Hard to beat 20' with a +10 bonus, unless you want to use a Whip and Spell Combat+True Strike for a +18 bonus!

(Would lose out on BaB, HP and be limited by spell slots though ...)


@Sorcerer/Summoner - Using the summoner was something I considered actually and it has some nice SADness synergy with Sorcerer (would probably do Oracle instead then for greater spell diversity and armour though. Or maybe Shaman?).

Main thing that bothers me about that though is my personal preference for Spellbook based casting as opposed to the sorta boxed-in magic of Summoners/Sorcerers/Cha dependent classes. The Arcanist on the other hand provides the best of all worlds (in my mind), except the delayed spell level!

The Occultist (Arcanist Archetype; the occult class is also really cool but I got one already :P) steals half of the Summoners really nice Class features already with Standard Action Summon Monster. The Eidolon is really nice for its customizability though.

But in my mind I think what really trips the scales towards Arcanist over Summoner is the glowing forehead thing. It just seems so odd :P

Kineticist over a secondary casting half is a bit harder to justify; I mainly picked it for personal survivability. It has the good Reflex+Fort saves to compliment the caster half Will. It has an extended threshold between 0hp and dead (due to Burn non-lethal damage giving + Con). The Elemental defences add a little too; admittedly I was looking for either Aether or Void to represent Nethys destructive side and neither has a too spectacular ability.

But I *think* that it will work out in the end : )

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