AZ's Broadened Horizons R2 G1 (Inactive)

Game Master Azure_Zero


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My computer is down. I split liquid on it so unsure it will be back up fixed or replaced. I would still love to play but understand if I get DQ for sporadic posting. I cannot update her, to much hassle but if you have any questions DM I can answer them as best as possible. :)


Is the taproom thing an audition, or more to kill time/get a feel for characters? They've always left me a bit cold in the past as I tend to find starting up conversations with random strangers in bars a little forced without some sort of purpose behind it.


It's for; getting into character, killing time and getting a feel for your fellow PCs.


Will it be in the continuity of the game?


Cool. I like that idea. Adding the "leaning towards NG" due to her outlook.


DM Carpe wrote:
Will it be in the continuity of the game?

For the most part No,

but it might provided that the PCs clicked together well and all PCs give the consent.


Going to re-read and think on how to spruce up the modules tomorrow and Sunday.

Now wheres my grimtooth book, and my tomb of horrors

The Exchange

Quite interesting! Let's see how this turns out.

Assault: Druid, Monk
Skilled: Ranger, Bard
Divine: Inquisitor, Cleric
Arcane: Sorcerer, Alchemist

Race: Sylph, Ifirit, Tiefling, Dwarf


Finally finished, background at all. I changed the religion because I just couldn't see how a follower of Earastil would choose to wander at random.

Basics:
Full Name: Dolan Ustori
Race: Suli
Class: Monk (Weapon Adept)/Oracle (Seer) level 8
Gender: Male
Size: 5'1” 180lbs
Age: 23
Alignment: Lawful Good
Deity: Iomedae
Location:
Languages: Common, Terran, Celestial, Auran
Occupation: Prophet

Strength 18
Dexterity 10
Constitution 16
Intelligence 8
Wisdom 16
Charisma 18

Background:
It is not common to find a Suli in a place like Druma, in fact, Dolan is the only Suli he's ever known. His odd parentage and even odder home country are due to his father, the Janni Aldwin. Aldwin took up a life as a wandering mercenary. He eventually settled in Druma, likely because the political system reminded him of his home in Katapesh. He settled in Macridi, and married into a local noble merchant family. Aldwin has always been seen among the residents of Macridi, to the point that he and his wife no longer live in town, instead moving out into the woods near the city.

Dolan has faced a similar lack of regard, though not nearly to the same degree as his father. He mostly fit in, though he could tell people were holding him at arms reach. It didn't help matters when, as a young teenager, he started seeing visions of disaster. It started when he was walking along a high bank near a creek. Out of nowhere, he was brought to his knees by a vision of a two children he recognized from Macridi playing near the water before one fell in and was swept away to his death. When Dolan returned to his senses, he looked up and found the same two children playing at the waters edge. He jumped to his feet, and rushed down the bank, shouting for the kids to stop, and get away from the water. Just as he saw in the vision though, the boy turned in shock, and his feet slid out from under him on wet rocks, and he was swept away. The other child ran away screaming, but Dolan followed the boy to where he caught on a rock. Just like in the vision, the boy was dead.

When he brought the child back to town, there was a mob waiting for him. He tried to explain himself, but the crowd blamed him for the death. The other child claimed that they had seen him charging down the riverbank, shouting like a madman in some unknown language. Somehow, Dolan managed to convince the townspeople that he was innocent, but they never trusted him again. It didn't take long for Dolan to decide to move on. He wanted to find out why the child claimed that he had spoken another language, and at the same time he wanted to live somewhere large enough that he wouldn't be universally distrusted, if only because there were too many people who didn't know him. He headed for Kerse, and found what he was looking for there.

On his way into town, Dolan found crossed paths with a man in armor on horseback. As he drew close to the man, he saw a vision of the man being bucked off his horse and then trampled. Dolan immediately raised his hands and loudly announced "Sir! Your horse!" This time, the vision didn't come to pass, as the man stopped immediately, looking at Dolan as though his skin had turned purple. When Dolan came closer, the man explained that it wasn't often that he was addressed by a stranger in the language of the Heavens. Dolan didn't understand and said so. During the course of the ensuing conversation, the man on the horse seemed to understand what was going on. He explained that the gods sometimes blessed mortals with great power though not without cost, and offered to take him to a temple of Iomedae where Dolan might learn more.

Dolan came to serve the Inheritor as a monk, and vowed to wander the surface of Golarion and assist those in need. Even so, helping others is only part of the reason he chose to wander. He wants to know what makes him so different that a god chose to grant him spells and special powers that he can use to help people. He also wants to know who it was, but as he likes to say, "Knowing who and how are nice, knowing why is useful."

Combat stats:
Perception +8
Initiative +4

Saves
-Fortitude +10 (6 +3 con +1 cloak)
-Reflex +8 (6 +0 dex +1 Deft Dodger +1 cloak)
-Will +10 (6 +3 wis +1 cloak)
+2 against Enchantment spells and effects

AC/Flatfoot AC 21/17 (10 + 0 armor bonus + 0 shield Bonus + 4 cha + 3 wis +2 AC bonus +1 Dodge +1 ring)
Touch AC 20

CMB +12 (8BAB +4 Str) (+ 2 when tripping)
CMD 29 (10+ 6BAB +4 Str +4cha +3wis +2AC bonus)
CMD Against Trip 31 (10 + 6BAB +4 Str + 4cha +3wis +2AC bonus +2 Improved Trip)

Hit Points: 79 (Half HD+ 1 +Con = 7 per level +5 favored class bonus + 1 toughness)

BAB +6/+1
To Hit (Unarmed Flurry) +18/+18/+13/+13 (monk level + strength mod + flurry mod)
Power Attack +15/+15/+10/+10
To Hit (Unarmed) +10/+5
To Hit (Weapon Flurry) +19/+19/+14/+14 (monk level + strength mod + flurry mod + 1 weapon focus)
Power Attack +16/+16/+11/+11
To Hit (Weapon) +11/+6

Unarmed Damage 1d10+4
Unarmed Power Attack Damage 1d10+4+6 (weapon Damage + str + power attack bonus)
Sword Damage 1d10+4+2
Sword Power Attack Damage 1d10+4+2+6
Speed: 50

Skills:
3 skill points per level

Acrobatics +8 (3 in class + 5 rank (+5 for jump rolls))
Diplomacy +9 (3 in class + 3 rank + 3 cha)
Knowledge (History) +3 (3 in class +1 rank -1 int)
Knowledge (Nature) +3 (3 in class +1 rank -1 int)
Knowledge (Planes) +3 (3 in class +1 rank -1 int)
Knowledge (Religion) +3 (3 in class +1 rank -1 int)
Perception +8 (3 in class + 2 rank +3 wis)
Spellcraft +9 (3 in class + 7 rank – 1 int)
Survival +8 (3 in class +2 rank + 3 wis)
Swim +4 (3 in class +1 rank)

Feats and Traits:
Traits:
Deft Dodger: +1 to Reflex
Desperate Focus: +2 on concentration checks

Race Abilities:
Energy Resistance 5: resistance to acid, cold, electricity, and fire
Negotiator: +2 to Diplomacy and Sense Motive
Elemental Assault: Once per day as a swift action, the suli can shroud his arms in an element and unarmed strikes deal +1d6 points of damage of the appropriate energy type, lasts one round per level.
Level 4 Attribute Increase: Strength

Monk Abilities:
Bonus Feat: Deflect Arrows
Bonus Feat: Improved Trip
Flurry of Blows: make an additional attack during a full attack using monk level as BAB.
Perfect Strike: make an attack roll twice and take the better with select weapons, if one roll threatens critical, the other confirms. Usable a number of times per day equal to monk level plus one more per four levels in classes other than monk
Unarmed Strike: gains Improved Unarmed Strike, unarmed attacks do lethal damage, 1d8
Way of the Weapon Master: Gains Weapon Focus with a selected weapon, at sixth level, gain weapon specialization in the same weapon.
Fast Movement: +10 to movement speed
Maneuver Training: Use monk level in place of BAB for CMB
Still Mind: +2 bonus on saving throws against enchantment spells and effects.
Ki Pool: 4 (½ monk level (2) + 2 wis)
Slow Fall 40ft: takes damage as if fall was 40ft less if near a wall.
High Jump: Add level to all acrobatics rolls to jump, always considered to have a running start
Purity of Body: Immune to all diseases
Wholeness of Body: monk can heal himself

Oracle Abilities:
Mystery: Nature
Oracle's Curse: Tongues
Orisons

Revelations:
Natural Divination: read entrails for a insight bonus equal to Charisma modifier to one saving throw, or observe and interpret the flight of birds for a +10 competence bonus on any one skill check. Finally, chart marks in dirt or stone, or observing the behavior of sand thrown into the wind, gain a +4 insight bonus to one initiative check, bonuses last the next 24 hours and then expire.
Gift of Prophecy: Once per day, enter a minute long trance to gain the benefits of Augury at 90% effectiveness.
Nature's Whispers: add charisma modifier instead of dexterity modifier to AC and CMD

Ki Abilities (All cost a swift action)
Ki Strike: allows unarmed attacks to be treated as magic weapons for overcoming damage reduction, improves with monk level. Usable as long as monk has at least one ki point.
Spend 1 ki point to:
Make one extra attack at highest attack bonus when making a flurry of blows
Increase speed by 20 ft for one round
Give himself a +4 dodge bonus to AC for one round.
Gain +20 to acrobatics checks to jump
Spend 2 ki points to:
Heal a number of hit points equal to monk level, only works on self.

Feats:
Improved Initiative: +4 to Initiative
Deflect Arrows: Once per round can deflect a ranged attack that would have hit with a free hand. (free)
Improved Trip: do not provoke AOO when using trip, also gain +2 to trip checks and to CMD when tripped (free)
Weapon Focus (Temple Sword): +1 bonus to attack rolls with the selected weapon (free)
Weapon Specialization (Temple Sword): +2 to damage with selected weapon (free)
Power Attack: -1 to hit for +2 damage, each time BAB increases by four, an additional -1 to hit and +2 to damage
Toughness: +1 hp per level
Dodge: +1 AC
Extend Spell: extended spells are cast at one level higher and have their duration doubled

Spells:

Orisons: Detect Magic, Mending, Create Water, Light, Read Magic, Stabilize, Guidance, Spark

Level 1 (7 per day) Divine Favor, Shield of Faith, Doom, Cure Light Wounds, Charm Animal, Obscuring Mist, Liberating Command

Level 2 (7 per day) Cure Moderate Wounds, Pilfering Hands, Detect Thoughts (1 CP), Grace, Restoration (Lesser)

Level 3 (6 per day) Cure Serious Wounds, Magic Circle Against Evil, Clairaudience/Clairvoyance, Ki Leech

Level 4 (4 per day) Scrying, Cure Critical Wounds, Blood Crow Strike

Weapons:

+1 Temple Sword of Ki Focus 8330gp 1d8 19-20/X2 3lbs S monk, trip


Armor:

Belt of Physical Might 10000gp (+2 to Str and Con)
Headband of Mental Prowess 10000gp (+2 to Wis and Cha)
Amulet of Natural Armor 2000gp (+1 AC)
Cloak of Resistance 1000 (+1 to all saves)

Equipment:

920gp

Wand of Cure Light Wounds 750gp 50 charges


Celeador wrote:

Quite interesting! Let's see how this turns out.

Assault: Druid, Monk
Skilled: Ranger, Bard
Divine: Inquisitor, Cleric
Arcane: Sorcerer, Alchemist

Race: Sylph, Ifirit, Tiefling, Dwarf

Ass/Skill c: 4d100 ⇒ (50, 16, 95, 13) = 174 *Monk, Druid, *Ranger, Bard

Div/Arc c: 4d100 ⇒ (94, 16, 38, 17) = 165 *Cleric, Inquisitor, *Sorcerer, Alchemist
Final: c: 4d100 ⇒ (25, 49, 40, 39) = 153 Monk, *Ranger, *Cleric, Sorcerer

Race1: r: 2d100 ⇒ (68, 56) = 124 *Sylph, Ifirit,
Race2: r: 2d100 ⇒ (10, 88) = 98 Dwarf, *Tiefling
Race: Final r: 2d100 ⇒ (29, 42) = 71 Sylph / *Tiefling

Result: Tiefling Ranger Cleric

please select 4 archetypes for each class.
and 4 Tiefling Variants

The Exchange

Oh this is a interesting combo! They are both Wisdom based... can't wait to see how the rolls turn out!

Ranger: Freebooter, Infiltrator, Yokai Hunter, Woodland Skirmisher
Cleric: Evangelist, Theologian, Scroll Scholar, Undead Lord

Tiefling: Asura-Spawn, Demodand-Spawn, Oni-Spawn, Qlippoth-Spawn
Variant Tiefling Abilities:
1. You gain an additional +2 racial bonus to your Wisdom score.
2. You possess spell resistance equal to 10 + 1/2 your Hit Dice.
3. You possess some type of extrasensory organ, granting you all-around vision.
4. You have over-sized limbs, allowing you to use Large weapons without penalty.
5. You gain an additional +2 racial bonus to your Intelligence score.
6. You are healed by both positive and negative channeled energy.
7. You can see creatures on the Ethereal Plane.
8. You receive +1 bonus hit point per level.
9. Once per week you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.
10. You are invisible to all unintelligent undead. This is a supernatural ability.


This looks like a really fun way to put together some interesting RP!

Here are my choices, let's roll the dice:

Assault = Bard, Ranger.
Skilled = Inquisitor, Rogue.
Divine = Inquisitor, Ranger
Arcane = Bard, Sorcerer

Races: Tiefling, Human, Half-Elf, Aasimar


Celeador wrote:

Oh this is a interesting combo! They are both Wisdom based... can't wait to see how the rolls turn out!

Ranger: Freebooter, Infiltrator, Yokai Hunter, Woodland Skirmisher
Cleric: Evangelist, Theologian, Scroll Scholar, Undead Lord

Tiefling: Asura-Spawn, Demodand-Spawn, Oni-Spawn, Qlippoth-Spawn
Variant Tiefling Abilities:
1. You gain an additional +2 racial bonus to your Wisdom score.
2. You possess spell resistance equal to 10 + 1/2 your Hit Dice.
3. You possess some type of extrasensory organ, granting you all-around vision.
4. You have over-sized limbs, allowing you to use Large weapons without penalty.
5. You gain an additional +2 racial bonus to your Intelligence score.
6. You are healed by both positive and negative channeled energy.
7. You can see creatures on the Ethereal Plane.
8. You receive +1 bonus hit point per level.
9. Once per week you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.
10. You are invisible to all unintelligent undead. This is a supernatural ability.

Ranger: a: 4d100 ⇒ (29, 54, 62, 48) = 193 Freebooter, Infiltrator, *Yokai Hunter, Woodland Skirmisher

Cleric: a: 4d100 ⇒ (43, 94, 13, 71) = 221 Evangelist, *Theologian, Scroll Scholar, Undead Lord

Tiefling: v: 4d100 ⇒ (22, 45, 46, 45) = 158 Asura-Spawn, Demodand-Spawn, *Oni-Spawn, Qlippoth-Spawn

v: 1d10 ⇒ 8 You receive +1 bonus hit point per level.

Gender: 2d8 ⇒ (2, 6) = 8

End Result:
A Female Tiefling(Oni) Ranger(Yokai Hunter) Cleric(Theologian)


Khelreddin wrote:

This looks like a really fun way to put together some interesting RP!

Here are my choices, let's roll the dice:

Assault = Bard, Ranger.
Skilled = Inquisitor, Rogue.
Divine = Inquisitor, Ranger
Arcane = Bard, Sorcerer

Races: Tiefling, Human, Half-Elf, Aasimar

No go, you have 3 doubles.

Bard, Ranger, and Inquisitor can only be chosen once


OK, cruch is done except for some double checking on the spell list. Background is next.


DM Azure_Zero wrote:

No go, you have 3 doubles.

Bard, Ranger, and Inquisitor can only be chosen once

Dang! Here I was, waiting for the results of this little lottery, and I hadn't even scratched my ticket right. That rule makes sense, I just missed it. Here's another spin of the wheel:

Assault = Druid, Fighter
Skilled = Inquisitor, Rogue
Divine = Cleric, Ranger
Arcane = Bard, Sorcerer

Races: Tiefling, Human, Half-Elf, Aasimar


Khelreddin wrote:
DM Azure_Zero wrote:

No go, you have 3 doubles.

Bard, Ranger, and Inquisitor can only be chosen once

Dang! Here I was, waiting for the results of this little lottery, and I hadn't even scratched my ticket right. That rule makes sense, I just missed it. Here's another spin of the wheel:

Assault = Druid, Fighter
Skilled = Inquisitor, Rogue
Divine = Cleric, Ranger
Arcane = Bard, Sorcerer

Races: Tiefling, Human, Half-Elf, Aasimar

Ass/Skill c: 4d100 ⇒ (69, 35, 37, 99) = 240 *Fighter, Druid, Rogue, *Inquisitor

Div/Arc c: 4d100 ⇒ (87, 78, 73, 66) = 304 *Ranger, *Cleric, Bard, Sorcerer
Final: c: 4d100 ⇒ (94, 21, 8, 54) = 177 *Fighter, Inquisitor, Ranger, *Cleric,

Race1: r: 2d100 ⇒ (52, 1) = 53 *Human, Half-Elf,
Race2: r: 2d100 ⇒ (86, 30) = 116 *Aasimar, Tiefling
Race: Final r: 2d100 ⇒ (40, 88) = 128 Human / *Aasimar

Result: Aasimar Fighter Cleric

please select 4 archetypes for each class.
and 4 Aasimar Variants


here is my ticket
monk barbarian
inquisitor bard
bard oracle
sorceror bard
aasimar tiefling
changeling dhampir


Justin D'Rite aka Sluuth wrote:

here is my ticket

monk barbarian
inquisitor bard
bard oracle
sorceror bard
aasimar tiefling
changeling dhampir

you listed bard 3 times each class can only be listed once.

at least that is what I recall


Valterra wrote:
Justin D'Rite aka Sluuth wrote:

here is my ticket

monk barbarian
inquisitor bard
bard oracle
sorceror bard
aasimar tiefling
changeling dhampir

you listed bard 3 times each class can only be listed once.

at least that is what I recall

monk barbarian

inquisitor bard
cleric oracle
sorceror witch
aasimar tiefling
changeling dhampir


Justin D'Rite aka Sluuth wrote:

monk barbarian

inquisitor bard
cleric oracle
sorcerer witch
aasimar tiefling
changeling dhampir

Ass/Skill c: 4d100 ⇒ (15, 37, 84, 24) = 160 Monk, *Barbarian, *Inquisitor, Bard

Div/Arc c: 4d100 ⇒ (80, 57, 52, 62) = 251 *Cleric, Oracle, Sorcerer, *Witch
Final: c: 4d100 ⇒ (48, 39, 93, 74) = 254Barbarian, Inquisitor, *Cleric, *Witch

Race1: r: 2d100 ⇒ (50, 52) = 102 Changeling, *Dhampir,
Race2: r: 2d100 ⇒ (22, 86) = 108 Aasimar, *Tiefling
Race: Final r: 2d100 ⇒ (34, 10) = 44 *Dhampir / Tiefling

Result: Dhampir Cleric Witch

please select 4 archetypes for each class.
and 2 Dhampir Variants


All right, Crunch is ready! Backstory is still in the works.

I have little gestalt knowledge, so if anyone more experienced would want to read this over and check for any obivious mistakes, it would be greatly appreciated. :)

Crunch:

Race: Dhampir (Moroi-Born)
Class: Fighter(Unarmed Fighter), Alchemist(Chirurgeon) 8 (gestalt)
Gender: Male
Alignment: N

18 point buy for stats

Stats*: 16,13,12,16,9,13
STR: 18 = 16 + 2 + 0
DEX: 15 = 13 + 2 + 0
CON: 12 = 12 + 0 + 0
INT: 20 = 16 + 4 + 0
WIS: 9 = 9 + 0 + 0
CHA: 13 = 11 + 0 + 0

Stat advancemets from levels 4 and 8 went to STR and CON.

Hit Points: 64/64
Init: +2

Melee: +12/+7
Range: +10/+5

AC: 17


skills:

Skill points = 4 + INT
ACP = 0 //Armour Check Penalty
Acrobatics: 5 = 3 + DEX Mod + 0 - ACP;
*Appraise: 5 = 0 + INT Mod + 0;
Bluff: 5 = 4 + CHA Mod + 0;
*Climb: 7 = 1 + STR Mod + 0 -ACP;
*Craft (Alchemy): 14 = 8 + INT Mod + 0;
Diplomacy: 9 = 4 + CHA Mod + 4;
*Disable Device: 8 = 4 + DEX Mod + 0 -ACP;
Disguise: 1 = 0 + CHA Mod + 0;
Escape Artist: 1 = 0 + DEX Mod + 0 -ACP;
*Fly: 6 = 2 + DEX mod + 0 -ACP;
*Handle Animal: 5 = 1 + CHA Mod + 0;
*Heal: 9 = 4 + WIS Mod + 3;
*Intimidate: 10 = 3 + CHA Mod + 2;
*Know(Arcana): 10 = 2 + INT Mod + 0;
*Know(Nature): 10 = 2 + INT Mod + 0;
*Know(Dungeoneering): NA = NA + INT Mod + 0;
*Know(Engineering): NA = NA + INT Mod + 0;
Know(Noble): 8 = 1 + INT Mod + 2;
Linguistics: NA = NA + INT Mod + 0;
*Perception: 5 = 2 + WIS MOD + 0;
Perform: 1 = 0 + CHA Mod + 0;
*Profession(Cook): 3 = 1 + WIS Mod + 0;
*Ride: 5 = 1 + DEX Mod + 0 -ACP;
Sense Motive: -1 = 0 + WIS Mod;
*Sleight of Hand: 7 = 3 + DEX Mod + 0 -ACP;
*Spellcraft: 16 = 8 + INT Mod + 0;
Stealth: 6 = 1 + DEX Mod + 3 -ACP;
*Survival: 4 = 2 + WIS Mod + 0 +3 (SF);
*Swim: 7 = 1 + STR Mod + 0 -ACP;
*Use Magical Device: 12 = 8 + CHA Mod + 0;

Class features, feats, traits etc.:

Class features:
Fighter(Unarmed Fighter):

Harsh Training (+2 bonus on saving throws against effects that cause the exhausted, fatigued, or staggered conditions or temporary penalties to ability scores.)

Tough Guy (4 DR/- against non-lethal damage and damage while he is grappled.)

Weapon Training (+1 bonus on attack and damage rolls with weapons in the monk and natural weapon groups.)

Clever Wrestler (No penalties to Dexterity or on attack rolls while grappled, retain his Dexterity bonus to AC while pinning an opponent. Can make attacks of opportunity even when grappled and even against creatures attempting to grapple him if the opponent has the Improved Grapple feat or the grab ability.

Fighter Bonus Feats:
(1st) Improved Unarmed Attack, Crane Style
(2nd) Dodge
(4th) Point-Blank Shot
(6th) Crane Wings
(8th) Crane Riposte

Alchemist (Chirurgeon):

Bomb (4d6+3; splash 7; 11/day; Ref 17 Half)

Mutagen (80 Minutes/day)

Infused Curative[ (Cure Extracts are automatically infused.)

Poison Resistance (+4 on saves vs. poison)

Swift Alchemy (Can prepare alchemical items in half the normal time, can apply poison to a weapon as a move action.)

Swift Poisoning (Can apply poison to a weapon as a swift action.)

Infused Curative (Cure Extracts are automatically infused.)

Anaesthetic (Damage caused by a failed Heal check deals minimum damage.)

Discoveries:
Infusion
Tanglefoot Bomb
Sonic Bomb
Spontaneous Healing

Alchemist Bonus Feats:
Skill Focus (Heal)
Throw Anything

Normal Feats:
(1st) Power Attack
(3rd) Persuasive
(5th) Thoughness
(7th) Rapid Shot

Traits:
Unidentifiable Appeal
Accelerated Drinker

Racial Traits:
Darkvision 60ft
Low-light vision
Racial Skill +2 Knowledge (Noblity) and Diplomacy
Spell like ability Obscuring Mist 1/day
Undead Resistance (+2 racial bonus on saving throws against disease and mind-affecting effects)
Resist Level Drain
Light Sensitivity (Dazzled in areas of bright daylight)
Negative Enegry Affinity

Equipment:

Weapons:
+1 Nine-Section Whip (2008gp)

Armor:
Mithral Chain Shirt (1100gp)

Other:
Belt of Physical Might +2 (Str, Dex, 10000gp)
Headband of Vast Intelligence +4 (Bluff, Diplomacy, 16000)
Cloack of Resistance +1 (1000gp)
Amulet of Natural Armor +1 (2000gp)


Saves, AC, Attacks:

Note! When fighting defensively, add +4 to the dodge bonus and +1 to shield bonus.
AC:
(Armoured)AC: 18 = 10 + 5(Armour) +0(Shield) +2(Dex) +1(Dodge);
(Armoured)Touch: 13 = 10 +2(Dex) +1(Dodge);
(Armoured)Flat: 15 = 10 + 5(Armour) +0(Shield);

(UnArmoured)AC: 15 = 13 + 1(Armour) +0(Shield) +2(Dex) +1(Dodge);
(UnArmoured)Touch: 13 = 10 +2(Dex) +1(Dodge);
(UnArmoured)Flat: 11 = 10 + 1(Armour) +0(Shield);

Saves:
Fort: 8 = 6(base) +1(CON) +1;
Ref: 9 = 0(base) +2(DEX) +1;
Will: 2 = 0(base) -1(WIS) +1;

Attack:
Melee: 13/8 = 8/3(base) + 4(STR);
Range: 10/5 = 8/3(base) + 2(DEX);
CMB: 12 = 8(base) + 4(STR);
CMD: 24 =10 + 8(base) + 4(STR) + 2(DEX);

Dark Archive

The way gestalt works is that you take all class features of both classes, including spellcasting, and use both. Then you take HP, BAB, Saves and Skills, and use the best of each. So if you're a Barbarian/Sorcerer, you have D12 HP, Full BAB, Good Fort and Will saves, and 4+Int skill points/level, as an example.

A Fighter/Alchemist would have D10 HP, Full BAB, Good Fort and Reflex saves and 4+Int skill points/level, in addition to all the class features of both, and spellcasting as a normal alchemist of that level.


Old Mammoth wrote:

All right, Crunch is ready! Backstory is still in the works.

I have little gestalt knowledge, so if anyone more experienced would want to read this over and check for any obivious mistakes, it would be greatly appreciated. :)

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...

I Did a quick check you got most of the gestalt right

Saves should be
Fort: 8 = 6(base) +1(CON) +1(Cloak);
Ref: 9 = 6(base) +2(DEX) +1(Cloak);
Will: 2 = 2(base) -1(WIS) +1(Cloak);

The trait "Unidentifiable Appeal" is for Vetala-born, not Moroi-born.


Updated:

Completed Randomisation:
(?)Alice Margatroid -> Female Aasimar(Garuda-Blooded) Rogue(Swashbuckler), Cleric(Normal)
Seranov -> Male Human Paladin(Normal) Ranger(Skirmisher) Char
Gilthanis -> Female Aasimar(Azata) Barbarian(Savage), Sorcerer(Starsoul) Char
DM Carpe -> Female Aasimar(Azata) Paladin(Normal) Bard(Chelish Diva) Char
GM Blood -> Female Tiefling Paladin(Undead Scourge) Alchemist(Chirurgeon)
wolfman1911 -> Male Suli Monk(Weapon Adept) Oracle(Seer)
Summoner Moone -> Female Changeling Bard(Sound Striker) Fighter(Mobile Fighter) Char
Nylissa -> Female Changeling Bard(Dervish Dancer) Inquisitor(Infiltrator)
Camris -> Female Changeling Oracle(Life) Paladin(Shining Knight) Char
imimrtl -> Male Half-Elf Rogue(Spy) Bard(Dervish Dancer)
Old Mammoth -> Male Dhampir(Moroi-Born) Fighter(Unarmed) Alchemist(Chirurgeon)
Edward Sobel -> Female Human Fighter(Brawler) Oracle(Normal)
Enchanter Tim -> Female Changeling Paladin(Sacred Shield) Oracle(Normal)
Corerue -> Male Tiefling(Demon) Fighter(Unarmed Fighter) Sorcerer(Martyred)
Digger Chandler -> Female Tiefling(Demon-Spawn) Fighter(Archer) Rogue(Spy)
Celeador -> Female Tiefling(Oni) Ranger(Yokai Hunter) Cleric(Theologian)
Poor Wandering One-> Male Elf Ninja sorcerer(Celestial)

Initial Randomisation complete:
(?)Tim Woodhams -> Human Rogue Witch
Khelreddin -> Aasimar Fighter Cleric
ChainMail -> Dhampir Cleric Witch


Data so far

17 complete, +3 partial (excluding my result)

Class:
Alchemist: 2
Barbarian: 1
Bard: 4
Cleric: 2 +2
Druid: 0
Inquisitor: 1
Fighter: 5 +1
Monk: 1
Ninja: 1
Oracle: 4
Paladin: 5
Ranger: 2
Rogue: 3 + 1
Sorcerer: 3
Witch: + 2
Wizard: 0

Race:
Aasimar: 3 +1
Changeling: 4
Dhampir: 1 +1
Elf: 1
Half-Elf: 1
Human: 2 +1
Suli: 1
Tiefling: 4

Gender:
Female: 7 (+4 Changelings)
Male: 6


Just a little something to help with your crunch!If anyone would like a Character Sheet settup according to the example, and formatted for the forums, PM me an email to send it to.


DM Azure_Zero wrote:

Result: Aasimar Fighter Cleric

please select 4 archetypes for each class.
and 4 Aasimar Variants

Cleric: Normal, Divine Strategist, Separatist, Theologian

Fighter: Normal, Mobile Fighter, Archer, Two-Handed Fighter

Aasimar: Normal, Angel, Archon, Garuda


Khelreddin wrote:
DM Azure_Zero wrote:

Result: Aasimar Fighter Cleric

please select 4 archetypes for each class.
and 4 Aasimar Variants

Cleric: Normal, Divine Strategist, Separatist, Theologian

Fighter: Normal, Mobile Fighter, Archer, Two-Handed Fighter

Aasimar: Normal, Angel, Archon, Garuda

Fighter: a: 4d100 ⇒ (7, 16, 76, 21) = 120 Archer, Mobile Fighter, *Normal, Two-Handed Fighter

Cleric: a: 4d100 ⇒ (20, 50, 26, 97) = 193 Divine Strategist, Normal, Separatist, *Theologian

Aasimar: v: 4d100 ⇒ (82, 58, 92, 73) = 305 Normal, Angel, *Archon, Garuda

Gender: 2d8 ⇒ (1, 7) = 8

End Result:
A Female Aasimar(Archon) Fighter(Normal) Cleric(Theologian)


DM Azure_Zero wrote:


End Result:
A Female Aasimar(Archon) Fighter(Normal) Cleric(Theologian)

Okay, interesting.

How bound am I by the typical alignment for Aasimar variant? Had been thinking a Desna cleric, but the Archon typical alignment is lawful good.


your not really bound to it, as I think of the alignment listed as "leaning towards."


any thoughts on final selections? such as when recuitment is closed and selctions will be finalized.


Recruitment closes on wednesday
Final Selections after closing will take a few days.


awsome


I am going to withdraw from this one. I just can't seem to get a grip on this character.

Have fun out there.
PWO


Here is Senniki Raymes, Female Tiefling Paladin (Undead Scourge) of Iomedae/Alchemist (Chirurgeon) 6 & Hellknight of the Godclaw/Master Chymist 2. I still have spells/Extracts to pick out and need to spend another 6k

She is a horrific looking tiefling with red hot eyes, bat wings, a tail and an extra arm. Despite her looks she is a paladin of Iomedae looking to smite undead and kill evil outsiders.

She uses her Alchemy to better herself, but there can be side effects....


Here is Senniki's Alter Ego, Rulgha Gawn, Female Tiefling Ex-Paladin of Iomedae (Undead Scourge)/Alchemist(Chirurgeon) 6 & Hell Knight of the God Claw/Master Chymist 2

Rulgha is a LN Hellknight to the core. She is more palatable to the eyes in this form, appearing more beautiful with angelic wings, though she still has an extra arm and tail.

While she only comes out a limited amount of times per day, I made a separate entry since she is basically a different character. I still have extracts to pick and need to spend the last 6k of money


Nice....


Woohoo, finally got this ready. :)

Backstory and revised crunch is in the profile.


Nice...

Recruitment closes midnight tomorrow.


Those who need a still need the rest of the randomisation process are safe
even when the recruitment closes


Good luck everyone, I'll be keeping my fingers crossed!


same here. I'll be crossing my stones ... wait that doesn't sound right... whatever I just cross my fingers instead


Updated background.


Gonna have to drop out of this recruitment, as fascinating as the concept is. I often play characters that have luck as a key part of their persona and abilities, so I'll be sorry to miss a campaign that relies on luck for the very selection of what the character is. But I've just joined 2 other PbP's, and won't have time to develop the crunch or fluff for this one by tonight.

Have fun, all!


I hope I get picked as well, good luck all.


I have my toes crossed.

Needless to say, it makes walking a little difficult.


I would like to join. If I may.
Assault: fighter, barbarian
Skills: rogue, bard
Divine: druid, ranger
Arcane: alchemist, wizard

Races: half orc, kitsune, elf, dwarf

EDIT: half elf if kitsune is off limits.


Adeptus Technicanus said wrote:

I would like to join. If I may.

Assault: fighter, barbarian
Skills: rogue, bard
Divine: druid, ranger
Arcane: alchemist, wizard

Races: half orc, kitsune, elf, dwarf

EDIT: half elf if kitsune is off limits.

Sorry man, If you read earlier, recruitment closed at midnight yesterday. Don't know if GM is taking late submissions.


Sorry, you missed the boat, Adeptus Technicanus

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