wolfman1911 |
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.
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
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."
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
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)
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
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
+1 Temple Sword of Ki Focus 8330gp 1d8 19-20/X2 3lbs S monk, trip
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)
920gp
Wand of Cure Light Wounds 750gp 50 charges
DM Azure_Zero |
Quite interesting! Let's see how this turns out.
Assault: Druid, Monk
Skilled: Ranger, Bard
Divine: Inquisitor, Cleric
Arcane: Sorcerer, AlchemistRace: 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, AlchemistFinal: 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
Celeador |
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.
DM Azure_Zero |
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 LordTiefling: 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)
DM Azure_Zero |
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, SorcererRaces: Tiefling, Human, Half-Elf, Aasimar
No go, you have 3 doubles.
Bard, Ranger, and Inquisitor can only be chosen onceKhelreddin |
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
DM Azure_Zero |
DM Azure_Zero wrote:No go, you have 3 doubles.
Bard, Ranger, and Inquisitor can only be chosen onceDang! 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, SorcererRaces: 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, SorcererFinal: 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
Justin D'Rite aka Sluuth |
Justin D'Rite aka Sluuth wrote:here is my ticket
monk barbarian
inquisitor bard
bard oracle
sorceror bard
aasimar tiefling
changeling dhampiryou listed bard 3 times each class can only be listed once.
at least that is what I recall
monk barbarian
inquisitor bardcleric oracle
sorceror witch
aasimar tiefling
changeling dhampir
DM Azure_Zero |
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, *WitchFinal: 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
Old Mammoth |
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. :)
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
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:
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
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)
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);
Seranov |
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.
DM Azure_Zero |
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.
DM Azure_Zero |
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
DM Azure_Zero |
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
DM Azure_Zero |
DM Azure_Zero wrote:Result: Aasimar Fighter Cleric
please select 4 archetypes for each class.
and 4 Aasimar VariantsCleric: Normal, Divine Strategist, Separatist, Theologian
Fighter: Normal, Mobile Fighter, Archer, Two-Handed FighterAasimar: 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)
Senniki Raymes |
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....
Rulgha Ghawn |
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
Khelreddin |
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!
Bresna |
I would like to join. If I may.
Assault: fighter, barbarian
Skills: rogue, bard
Divine: druid, ranger
Arcane: alchemist, wizardRaces: 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.