
The Dragon |

if you can make 1900 additional free gold, I really like the boots of striding and springing, personally. If not, consumeables for the win.
If you can't be bothered to write a long list of scrolls and potiond you/we might need, wands of cure(inflict?) ligth wounds are always appreciated. 3000 gold sets you up with four of those, netting you, on average, 1100(4.5*200+200) points of healing.

Flinnfurious |

Bobson wrote:That's my take on it as well. So you definitely find a benefit in extra feats for choosing a monster that has a higher CR and Hit Dice pool, however you also lose out on the chance to gain more abilities by taking more class levels.Flinnfurious wrote:Clearing up any confusion regarding feats, you get any feats the monster has free of charge. They don't come out of your feats per level and you cannot change them. Normally this would present some balance issues, but most of them provide small bonuses (like endurance of great fortitude) or just improve a natural attack. In a game like this, that's not enough to warrant a significant change.
Ok, just to make sure we're on the same page... everyone gets 5 feats of their choice (at 1, 3, 5, 7, 9), plus any feats their monster comes with. No more (except for class features), and no less.
So the blinkdog character would have Combat Reflexes, Iron Will, and 5 more.
I'm sorry for harping on this point - I'm just trying to wrap my head around it and I want to make sure that I have it right.
Yes that's accurate. Don't worry, something like this always happens when it comes to powerful homebrew. I'm just glad to get everyone on the same page and having fun making their characters.
I think I've got a fix on the character I want.
He's a paldin of an order I just made up, the Knights of the Anchor (name is negotiable: among other ideas rank Knights of the Harbor, Waveknights and Anchorites). This order consider it its duty to keep safe those who sail the high seas. Such a paladin will probably find adventure by chasing pirates, dealing with those who lure ships to their doom by creating false lighthouses, and, more importantly for this story, they attempt to staunch the rise of crime that inevitably runs like wildfire through any port town. This is why Kelarov, as a recently established and excessively lawless port city, has attracted their attention. It is why my character is in town, and has become part of the city watch.
He's going to be a human with the vampire template (I'd make him powerless, but 25pb isn't going to shape up to his partymember's stats, and four class levels and 20000 gold isn't enough to make up for it.)
Class will probably be a mix of paladin, swashbuckler, duelist and monk. I might go without one or two of those classes.
If you're concerned about the overall power level of the powerless, don't be. There are some in game advantages that I think will make more than a few people question their +9 Strength modifier.

Ránëwén Elanessë |

Ránëwén Elanessë made a simple living by the docks of Kelorav where she spent most of her day, and even some of her nights, diving into the depths of the harbor looking for pearls, forgotten trinkets, and anything else of worth. While many questioned why such a beautiful woman would choose to live such a life, the sailors understood her love for the sea and appreciated her presence among the docks. Not only did she have a lovely singing voice that often had the sailors comparing her to the beautiful creatures that haunted the sea, but she could handle herself in a pinch as well.
It was out there, in the waters she loved, that she was found that fateful night the blue orb enveloped the city in its brilliant light. Struck by its beauty, she spent hours tredding water singing as she watched the orb expand over the city. Then, as it made its way towards her, she reached out to touch the approaching light.
Unfortunately, that is the last she remembers of that night. It was not till the next day that she awoke to the morning light warming her cold skin to realize that she had fallen asleep in the sea she so loved. a dangerous thing she knew, but somehow she knew that her bond with it had been strengthened in the process. Now the sea would do her no more harm than a mother would her child.

The Crimson Blade |

If you're concerned about the overall power level of the powerless, don't be. There are some in game advantages that I think will make more than a few people question their +9 Strength modifier.
I think I'll be happy with my +7 charisma modifier just the same. :D
Almost done. 1800 left to spend and to collect the thoughts into a coherent backstory.

Flinnfurious |

Oh, I forgot to mention I was taking the job Agent
I did have a question about Resources. Does it deal with other equipment other then ammunition and spells?
It varies. Some places have better and more varied ammunition, while others are limited to divine or arcane spells. Some places might lend out the rare wondrous item or provide scrolls/potions. However, these aren't a permanent boon. No place will give you so many healing potions per week or let you keep a flying carpet. Even if the place you're employed does have that kind of stuff, they need a lot more than a simple request before giving aid.

Ránëwén Elanessë |

I was considering making her connected to "The Raven Watch". Having come to realize her powers, she was sought out as an agent for her ability to get around in the harbor and her good connections to the people there. It was an easy choice for her to make since she would like to see her city prosper and grow, an in doing so she can make sure that her beloved waters are treated with respect.

Andiemus |

Ok, here it is, I will make an alias if I'm selected.
Things changed when the light came. He was asleep at the time, but awoke to find that his previously brown hair had turned bright yellow overnight, and his eyes had turned green. As the weeks passed, he realized that he was not only a bit stronger than previously, but much more precise and dexterous. He ran faster, and whenever he walked past a wizard there was a strange hum that he felt. He also noticed that his teeth and nails had sharpened to the point he could use them as weapons.
One day when he was walking his beat, he was called to a house that had been placed under some sort of spell. Whenever a person walked past the front door, a mouth appeared on the wall and screamed horribly. For the first time in his life Thomas was not mystified by the workings of magic. Instead, he felt as if he had always known how these sorts of things worked, and how to get rid of it. Thomas reached out and touched the mouth, concentrating, and in a flash it was gone.
After the incident with the mouth, the Raven Watch took interest in him. He learned that his powers may or may not have come from the blue flash, and that there were yet undiscovered gifts to be had. He has since developed his abilities to work with magic, now being able to detect it constantly and even teleport short distances. He now serves as a rogue wizard capturer for the Raven Watch.
Gestalt: Rogue 10, Barbarian 3, Dweomercat.
Job: Guard, Raven Watch

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Profile page is now up for my character, a Powerless Fighter/Monk(Martial Artist). Profile page has a link to the character sheet. I'll work on moving everything over to the profile page for convenience if I'm selected.
Fluff will come later today, after I've gotten some sleep. He will be a member of the Stag Watch, though. More to come later. Good night, all.

Captain Fremont |

Hello, I'm definitely interested in this. Is it correct that I could be an axiomite Fighter 2/10 levels gestalted with something else? Or would is just be an axiomite with 2 class levels and no gestalt?
You are correct in thinking that you could be an Axiomite with 2 levels of fighter on one side and 10 levels of another class on the other side.

DM Jelani |

DM Jelani wrote:Hello, I'm definitely interested in this. Is it correct that I could be an axiomite Fighter 2/10 levels gestalted with something else? Or would is just be an axiomite with 2 class levels and no gestalt?You are correct in thinking that you could be an Axiomite with 2 levels of fighter on one side and 10 levels of another class on the other side.
Awesome, thanks for the clarification. I'll get to work then...

Captain Fremont |

Captain Fremont wrote:Awesome, thanks for the clarification. I'll get to work then...DM Jelani wrote:Hello, I'm definitely interested in this. Is it correct that I could be an axiomite Fighter 2/10 levels gestalted with something else? Or would is just be an axiomite with 2 class levels and no gestalt?You are correct in thinking that you could be an Axiomite with 2 levels of fighter on one side and 10 levels of another class on the other side.
No problem. Also, so you now, you'll receive all of the monster's feats as bonus feats. This does not count towards your normal amount of feats. So you'll still receive five feats for leveling, plus any feats from Fighter and other classes.

Iranaset Maior |

Uncle Taco here submitting a half-dragon elf monk/cleric. Click through to the profile to access the stat sheet, background, etc. I borrowed pretty liberally from a few ideas to make her and she's very much inspired by Laori Vaus. She's also lawful evil but I figure she can "focus" her more questionable habits on the corrupted. There's more to add to her background, maybe even something about how she interacts with the silver dragon she's bonded with but that'll be later.
I kept flurry of blows off of my sheet for now because I want to know if I can flurry at character level or just monk level. I'm also using the monk skill progression.
Lastly, where does the brand appear on the body?

Jubal Breakbottle |

Here's Murdoch's Vengeance submission:
Murdoch studied law in Absalom at a reputable college using the last of his family’s inheritance. He lacked the personal connections to join or start a practice, so he traveled to Kelovar to seek his fortune. Specializing in moral flexibility, he developed a successful practice which attracted a certain loyal clientele. Over ten years, his conscience became heavier with guilt. Unconsciously, he needed a way to escape.
A few months ago when the blue light enveloped the city, Murdoch was relaxing in his luxurious home. He dropped his glass, and his heart stopped. Over the next two days his body withered and decomposed while his mind and soul disconnected, incorporeal and mysteriously branded in golden flame. It took him a few days to adjust. His body animated under the control of his mind and soul corpse companion. He was able to clean his skeleton of rotting flesh Decompose Flesh, in order to eliminate the pungent odor. He practiced speaking while invisibly hovering inside his body to continue his practice. While some of his clients with public reputations could not continue to be represented by a skeleton, Murdoch attracted an even more evil client base.
Without the need to sleep, he began to patrol his neighborhood immobilizing ray of enfeeblement at will those that could be rehabilitated with enough intimidation and incinerating witchflame bolt those who could not. He focused on the Corruptions but sent messages to the normals. During the day, he continues to work on behalf of the darkest souls learning many of their secrets. Eventually, they will connect the dots, but until then he will do what he can.
Witchfire
Lawful Neutral Cleric (undead lord) / Ranger (freebooter) 1
+1 Cha at 4th level & +1 Int at 8th level
Base feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Extra feat: Selective Channeling
Traits: Birthmark, fast-talker
Skills: 80 ranks from undead +10 ranks of cleric/ranger [max 11 ranks each]
11 Bluff +23,
11 Diplomacy +22
1 Fly +18,
11 Intimidate +22,
2 Knowledge (arcana) +9,
2 Knowledge (dungeoneering) +9,
2 Knowledge (local) +9,
2 Knowledge (nature) +9,
2 Knowledge (nobility) +9,
2 Knowledge (religion) +9,
11 Perception +17,
11 Profession (Barrister) +17,
11 Sense Motive +17,
11 Stealth +20,

DM Jelani |

I'm working on my character, but I want to make sure I'm doing the feats and gestalt right with the monster race thing. In addition to the feats gained from the axiomite's racial HD in the bestiary entry, I've got the following so far for advancement choices:
Axiomite/Monk (Hungry Ghost Monk); Combat Reflexes (Bonus), flurry of blows, punishing kick, unarmed strike
Axiomite/Monk (Hungry Ghost Monk); Improved Grapple (Bonus), evasion
Axiomite/Monk (Hungry Ghost Monk); Fast movement, maneuver training, still mind
Axiomite/Monk (Hungry Ghost Monk); Ki pool (magic), slow fall 20 ft.
Axiomite/Monk (Hungry Ghost Monk); High jump, Steal Ki
Axiomite/Monk (Hungry Ghost Monk); Improved Trip (Bonus), slow fall 30 ft.
Axiomite/Monk (Hungry Ghost Monk); Ki pool (cold iron/silver), Life Funnel
Axiomite/Monk (Hungry Ghost Monk); Slow fall 40 ft.
Cleric/Fighter; , Weapon Focus (Falchion) (Bonus)
Monk (Hungry Ghost Monk)/Fighter; Improved evasion, Crusader's Flurry (Bonus)
We're not allowed to change the monster race's bestiary feat selections right?
We don't get the monster's feats and feats at 1,3,5 etc do we?
Also since the axiomite has 10 HD already, I'm assuming that overrides the gestalt, and I basically just get 10d10 HD. Right?
Am I an actual axiomite, or a humanoid who got branded and has the powers of an axiomite?
Sorry if these have been answered before, there are a lot of posts in this thread and I only skimmed the DM's posts.

likrin |
I'm working on my character, but I want to make sure I'm doing the feats and gestalt right with the monster race thing. In addition to the feats gained from the axiomite's racial HD in the bestiary entry, I've got the following so far for advancement choices:
Axiomite/Monk (Hungry Ghost Monk); Combat Reflexes (Bonus), flurry of blows, punishing kick, unarmed strike
Axiomite/Monk (Hungry Ghost Monk); Improved Grapple (Bonus), evasion
Axiomite/Monk (Hungry Ghost Monk); Fast movement, maneuver training, still mind
Axiomite/Monk (Hungry Ghost Monk); Ki pool (magic), slow fall 20 ft.
Axiomite/Monk (Hungry Ghost Monk); High jump, Steal Ki
Axiomite/Monk (Hungry Ghost Monk); Improved Trip (Bonus), slow fall 30 ft.
Axiomite/Monk (Hungry Ghost Monk); Ki pool (cold iron/silver), Life Funnel
Axiomite/Monk (Hungry Ghost Monk); Slow fall 40 ft.
Cleric/Fighter; , Weapon Focus (Falchion) (Bonus)
Monk (Hungry Ghost Monk)/Fighter; Improved evasion, Crusader's Flurry (Bonus)We're not allowed to change the monster race's bestiary feat selections right?
We don't get the monster's feats and feats at 1,3,5 etc do we?
Also since the axiomite has 10 HD already, I'm assuming that overrides the gestalt, and I basically just get 10d10 HD. Right?
Am I an actual axiomite, or a humanoid who got branded and has the powers of an axiomite?
Sorry if these have been answered before, there are a lot of posts in this thread and I only skimmed the DM's posts.
You get the level up feats and monster feats
And with your race you get 2 levels of a class on your monster's side
GrinningJest3r |

I still want to know, are we actual monsters, or just normal humanoid races granted the powers of monsters through the brand? Does my axiomite have to be LN?
Your character is Branded and granted mysterious powers by an ancient Azlanti mcguffin. He's not technically a Graveknight.
So you have the powers of an axiomite, but how you use them is up to you.

Paulicus |

I'm working on the wizard/magus tonight. He's all statted out, I still need to get spells and buy stuff. I dropped the half-fiendish template (didn't feel right) and went "powerless."
Two questions I've come across:
1) Do the wizard/magus spells need separate books/copies of spells? The rules seem to state it'd be ok to just have one book and prepare both class spells from it, as long as the spell is correct for the slot being prepared.
2) You mentioned no crafting (which is good, so I don't have to go learn the crafting system :P). BUT, wizards get scribe scroll for free. Should I switch it out for something else?
I'll have most of the character finished tonight and post here soon.

Ptolmaeus Arvenus |
1 person marked this as a favorite. |

My two submissions:
Neutral Good
Favored Class: Fighter
Employment: Watch
Income: Bad (100 gp/fortnight) | Resources: Great (3rd level spells and masterwork ammo) | Renown: Good (+2 on all charisma skill checks and requesting the aid of any 3rd level character)
Initiative: +3
Land Speed: 30ft
Status Effects:
HP: 94
Str: 20 Dex: 16 Con: 14 Int: 13 Wis: 15 Cha: 10
AC: 26 Touch: 14 Flat-Footed: 23
Fort: 11 Ref: 12 Will: 10
-Mind Affecting: +3
-Fear Effects: +3
CMD: 28
BAB: 10/5
CMB: 15/10
+1 Adamantine Greatsword
Attack: 19/14 (16/11)
Damage: 2d6+10 (+9)
Vital Strike: 4d6+12 (+9)
Crit: 17-20x2
(Class+Bonus+Ranks+Misc)
Acrobatics: 20 (3+3+10+4)
Bluff: 21 (3+0+10+6+2)
Climb: 18 (3+5+10)
Diplomacy: 15 (3+0+10+2)
Disable Device: 18 (3+3+10+2)
Intimidate: 15 (3+0+10+2)
Knowledge (Local): 14 (3+1+10)
Perception: 15 (3+2+10)
Sense Motive: 15 (3+2+10)
Stealth: 22 (3+3+10+6)
Gold: 150
+2 Glamered Mithral Hellknight Plate (AC: +9 Max Dex: +5 AC Penalty: 0)
Cloak of Resistance +2
Amulet of Natural Armor +1
Ring of Protection +1
Belt of Giant’s Strength +2
Headband of Inspired Wisdom +2
Blood Reservoir of Physical Prowess 4/4
Masterwork Thieves' Tools
Class Features:
Unbreakable Fighter:
-Unflinching: +3 against mind affecting
-Armor Training 2: Move normally in Heavy Armor, Max Dex +2, AC Penalty -2
Swashbuckler Rogue
-Martial Training
-Sneak Attack: 5d6
-Evasion (N/A)
-Rogue Talents: Weapon Training, Combat Trick, Combat Trick, Fast Stealth
-Advanced Rogue Talent: Feat
-Daring: +3 to Acrobatics and Fear saves
-Uncanny Dodge
-Improved Uncanny Dodge
Traits:
Acrobat: +1 to Acrobatics and only take a -2 to climb quickly
Indomitable Faith
Racial Traits:
Focussed Study
Skilled
Feats:
1st Iron Will
Bonus Endurance
Bonus Diehard
Skill Focus (Bluff)
2nd Power Attack
Talent (Weapon Training): Weapon Focus (Greatsword)
3rd Furious Focus
4th Combat Expertise
Talent (Combat Trick): Weapon Specialization (Greatsword)
5th Improved Feint
Bonus: Heroic Recovery (2/day)
6th Vital Strike
Talent (Combat Trick): Improved Called Shot
7th Greater Called Shot
8th Improve Weapon Focus
Skill Focus (Stealth)
Talent Fast Stealth
9th Devastating Strike
Bonus Heroic Defiance (1/day)
10th Improved Critical
Talent (Feat): Cornugon Smash
Technically speaking, he takes his orders from higher up the chain of command and technically speaking, his jurisdiction has a limit. Of course, other considerations come into play here. Technically speaking, he is doing a job far too many of his colleagues are unwilling to do and technically speaking, he possesses the means to ruin a lot of people if they tried to force him into the status quo. Faced with this reality, a lot of people in the city watch are content to let him fight his battles against the unending tide of corruption and crime.
Fortunately, he is very good at fighting. Exactly how he ended up as deadly as his is has become a matter of much debate in various taverns and watch houses. While he certainly does not act like a cold blooded killer, the way he fights when the kid gloves come off suggests that there was a time when that is exactly what he was. The unfortunate few that truly earn his ire and survive the resulting encounter are quick to point to stumps and scars and demand death before fighting the 'Dog' once more.
When the blue light filled the city, Ony was one of the ones to find himself branded. It was a situation that brought a smile to his face, for he did not consider the strange new threats overwhelmingly dangerous as much as that the odds had finally been evened against him. The city had seen fit to put him through a trial and he saw no reason that he should falter.
Ony carries a hefty blade of midnight black nearly as tall as he. While he blade is chipped in places its age only serves to make it tougher. It retains a frightening edge despite the wear of likely more than one lifetime's hard use. Being too long to effectively sheath at his waist, Ony, makes a habit of slinging the sheath over his shoulder but never strapping it there. Generally, he discards the sheath after drawing his blade.
Ony dresses as well as he can but on duty he wears the same set of remarkably durable clothes. A long brown leather coat with his rank chevrons emblazoned on each shoulder with a scale mantle and pauldrons. The forearms are reinforced and so are a few sections of the chest and back.
----------------------------------
Half-Elf
Favored Class: Gunslinger
Employment: Professional
Income: Good (500 gp) | Resources: Decent (Basic Ammo) | Renown: Decent (Nothing)
Initiative: +10
Senses: Low-light vision
Land Speed: 30ft
Status Effects:
HP: 94
Str: 10 Dex: 20 Con: 14 Int: 14 Wis: 18 Cha: 10
AC: 30 Touch: 21 Flat-Footed: 22
Fort: 11 Ref: 14 Will: 12
+2 vs enchantments
CMD: 25
BAB: 10/5
CMB: 10
+1 Revolver
Attack: 16/11 (14/14/11)
Range: 20ft
Damage: 1d8+7
Crit: x4
(Class+Bonus+Ranks+Misc)
Acrobatics: 18 (3+5+10)
Disable Device: 20 (3+5+10+2)
-Traps: 25
Intimidate: 13 (3+0+10)
Knowledge (Local): 19 (3+2+10+4)
Perception: 23 (3+4+10+6)
-Traps: 28
Sense Motive: 18 (3+4+10+1)
Stealth: 22 (3+5+10+4)
Survival: 21 (3+4+10+4)
-Tracking: 26
Gold: 5,751
+2 Light Living Steel Quickdraw Shield
+1 AC
0 AC penalty
+2 Studded Darkleaf Cloth
AC: +3
Max Dex: +7
Penalty: 0
Cloak of Resistance +2
Amulet of Natural Armor +1
Ring of Protection +1
Headband of Inspired Wisdom +2
Belt of Incredible Dexterity +2
Flat Cap of the Fortunate Flatfoot (Jingasa of the Fortunate Soldier)
Dusty Rose Prism Ioun Stone
Gunsmith’s Kit
Masterwork Thieves Tools
Class Features:
Pistolero:
-Gunsmithing
-Grit: 4/4
-Deeds: Up Close and Deadly (3d6, 1 grit), Gunslinger’s Dodge (1 grit), Quick Clear (0/1 grit), Gunslinger Initiative (0 grit), Pistol Whip (1 grit), Utility Shot (0 grit), Deadeye (1 grit), Deadshot (1 grit), Targeting (1 grit),
-Nimble: +3 dodge to AC
-Pistol Training: Dex+1 to damage with one-handed firearms, misfire value increases by 2 instead of 4 after misfire.
Urban Ranger:
-Favored Enemy: Bluff, Knowledge, Perception, Sense Motive, Survival
Humans (2), Evil Outsiders (4), Undead (6)
-Track
-Wild Empathy: +10, diplomacy for wild animals
-Combat Style: Archery
-Trapfinding
-Favored Community: Initiative, Know (local), Perception, Stealth, Survival
Kelorav (4), Somewhere Else (2)
-Hunter’s Bond
-Spells
1st (3) Aspect of the Falcon, Unbreakable Heart, Glide | 2nd (2) Perceive Cues, Chameleon Stride | 3rd (1) Darkvision
-Push Through
-Swift Tracker
-Evasion
Traits:
Indomitable Faith
Suspicious
Racial Traits:
Elven Immunities: Immune to magical sleep, +2 vs enchantment spells and effects
Keen Senses: +2 to peception
Low-light vision
Dual Minded: +2 to will saves
Feats:
1st: Quick Draw
Gunsmithing
2nd Point-Blank Shot
3rd Rapid Shot
4th Weapon Focus (Revolver)
5th Rapid Reload
6th Precise Shot
7th Snap Shot
8th Combat Reflexes
9th Improved Snap Shot
Ten years ago, though, he met someone and was changed. She was a nun of Shelyn and he, quite romantically, tried to mug her. Incredibly, she gave him her few meager coins and then convinced him to come into her mission for a hot meal. All this in the face of a rusty revolver and a hungry pair of eyes. Before he knew it she had him mopping the floor of her shelter and temple. She paid him for his time and, perhaps for the first time, he had a concern outside his immediate survival.
Perhaps he was in love, it would certainly not be outside the realm of possibility, but he knew her first responsibility was to the church and not to a lovesick, semi-reformed criminal. So he continued on, striving to live up to the example set by Nalia. He cleaned, cooked, and ministered to the masses. It was not until someone came to the mission that Sixsmith learned he could use some of his older talents for something other than misery.
Little did he know that his choice would lead to Nalia sacrificing everything for his sake.
Ten years later, Nalia is dead and the mission burned to the ground. Sixsmith is now a very different man. Sperow Sixsmith, of Sixsmith Investigations. A man who knows the streets of Kelorav better than the back of his hand and always gets the job done. He knows he is not a good man but he also knows that sometimes a good man is not what is needed.

Bobson |

New question - if a monster doesn't have some stats (due to being undead, constructed or incorporeal), we wouldn't have those stats as a character (except for Intelligence, which gets set to 10), right?
I'm now considering a barbarian construct of some kind. Free action to end rage (immune to fatigue), free action to rerage, each round. Gloring in not being subject to human weaknesses any more, or something...

DM Jelani |

Alright, almost done with my crunch then. I'll finish it up later today and start writing up the fluff.
She's a Raven Watch officer and follower of Reymenda, the Lady of the Martyred Womb. More details to follow.

JonGarrett |

Lieutenant Kaarya, of the Raven Watch. A Half-Celestial Paladin/Dawnflower Dervish Bard. I haven't quite figured out the smaller items she'd likely be carrying yet, but everything else should be done.
Kaarya
Female Half-Celestial Half-Orc Dawnflower Dervish Sound Striker Bard 10 - Oath of Vengeance Warrior of the Holy Light Paladin 6
Lawful Good Medium Humanoid (Orc, Human)
Initiative; +6 Perception +14
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 17
hp 79
Fort +16, Ref +21, Will +15
--------------------
Offence
--------------------
Speed 30 ft.
Melee +1 Keen Scimitar +16 (15-20x2) 1d6+8 damage.
Magic
Level 0 (at will) - Message, Read Magic, Detect Magic, Light, Sift, Mage Hand.
Level 1 Spells (7 per day) - Cure Light Wounds, Comprehend Languages, Detect Charm, Expeditious Retreat, Feather Fall.
Level 2 Spells (5 per day) - Cure Moderate Wounds, Glitterdust, Invisibility, Mirror Image, Snapdragon Fireworks.
Level 3 Spells (4 per day) - Daylight, Cure Serious Wounds, Dispel Magic, Invisibility Sphere.
Level 4 Spells (2 per day) - Cure Critical Wounds, Greater Invisibility.
At Will Abilities, Once Per Day Protection From Evil, Bless, Aid, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil
--------------------
Statistics
--------------------
Str 14, Dex 24, Con 14, Int 12, Wis 13, Cha 20
Base Atk +7; CMB +0; CMD 14
Feats Dervish Dance (Dawnflower Dervish Bonus Feat), Endurance (Shaman’s Apprentice Alternate Orc Racial Ability), Arcane Strike, Extra Performance, Power Attack, Pass For Human, Dodge.
Traits Fate’s Favoured, Killer.
Racial Traits
- Sacred Tattoos (Replace Orc Ferocity, adds +1 luck bonus to saves)
- Shaman’s Apprentice (Replaces Intimidating Trait, adds Endurance Bonus Fear)
- Orc Weapon Familiarity (Proficient with Great Axe, Falchion, any weapon with the word ‘Orc’ is Marshal)
- Darkvision (60 feet)
Skills Diplomacy +18, Perform (Dance) +15, Stealth +15, Perception +14, Sense Motive +14, Knowledge (Religion) +10, Disguise +10, Use Magic Device +18, Swim +13, Climb+13, Craft (Food) +8
Languages Orc, Common
Combat Gear + 1 Keen Scimitar
Other Gear +2 Mithral Parade Armour, 3x Entertainers outfits, Ring of Protection +1, Amulet of Natural Armour +1, Handy Haversack, 795 gp
--------------------
Special Abilities
--------------------
Half Celestial Abilities
- +1 Natural Armour
- Immune to Disease
- +4 Racial Bonus VS Poison
- +10 resistance vs Acid, Cold, Electric
- DR/5 Magic
- Spell Resistance 21
- Flight 60 feet, good maneuverability.
- Spell Like Abilities
Bard Abilities
- Bardic Performance (45 Rounds of Performance - 9 Base rounds, 20 Rounds from Leveling Up, 10 Rounds Half-Orc Favoured Class Bonus, 6 rounds from Extra Performance)
- Battle Dance - Inspire Courage, Inspire Greatness and Inspire Heroics only affect Karva, but provide double the normal bonus. Swift Action to use, free action to maintain.
- Counter Song - May Use Bard’s Performance rolls against abilities (but not spells) that rely on verbal components.
- Distraction May Use Bard’s Performance roll against illusions.
- Fascinate - can Fascinate 4 creatures with a performance.
- Inspire Courage - Adds a +4 morale bonus against fear and charm effects, adds a +4 Competence bonus to damage and to hit (Kaarya only, bonus doubled due to Battle Dance)
- Versatile Performance - Allows Kaarya to replace Fly and Acrobatics rolls with Dance.
- Wells Versed - Adds +4 against bardic performance, sonic effects and language reliant effects.
- Word Strike - Perfomance deals 1d4+10 damage to an object, or half to a person.
- Spinning Spellcaster - Adds +4 to cast Defensively
- Weird Words - Fires 10 ranged touch attacks, 1d8+5 damage, Fortidue halves. Kaarya choses if damage is blunt, piercing or slashing.
- Meditative Whirl - Once per day Kaarya can use the Quicken Metamagic feat on a cure spell.
- Jack of All Trades - Kaarya can use skills untrained.
Paladin Abilities
- Aura of Good - Shows as a Level 6 Paladin
- Detect Evil - Can cast Detect Evil at will.
- Smite Evil (Twice a Day) - As a swift action the Paladin can target one creature - if it is evil Kaarya adds her charisma bonus to hit and level to damage.
- Divine Grace - Add Charisma to saves.
- Lay On Hands (11 times a day) - Can heal 3d6 points of damage.
- Mercy - Can remove fatigue or disease as part of Lay on Hands.
- Channel Wrath - Use two uses of Lay on Hands to gain extra Smite Evil.
- Power of Faith - Use a Lay on Hands to create a blessed light. Adds +1 to hit and damage and all saving throws to all allies within 30 feet.
- Divine Bond - Kaarya bonded to her Scimitar, allowing to grant it a +1 bonus for six minutes a day.
Usually clad in her armour, which she’ll often sleep in if she feels in danger (a constant problem in a city like Kelorav) and a long robe. Perhaps not oddly given her flowing, dancing movement, she tends to prefer not to wear heavy shoes, and will usually go in sanded feet or even barefoot. Her voice is lowish mezzo-soprano and Kaarya usually smells of whichever soap was cheapest.
Several changes have overcome Kaarya’s appearance since becoming branded. Small flamed tattoos have become incorporated into the design of her tattoos, the swirling patterns altered to accommodate them as though they were always part of the design. Secondly, when using her ability to fly she gains wings of shimmering, ethereal golden fire. These wings will occasionally flicker in and out of existence even when she isn’t flying.
She believes strongly in the Dawnflower’s tenant of redemption, and prefers to take people alive if possible, but understands that sometimes it’s more important to stop the problem. She takes some satisfaction in killing quickly and cleanly when the deed is called for.
Even handed to a fault, she is relatively popular with common people. She is perhaps less popular among the Watch, as the more corrupt members know she will arrest them with gusto given the evidence and a chance. And so far she’’s proved difficult to hit, let alone kill, something unlikely to change with her change in status to a Branded.
Kaarya was small, and weaker than most of the other members both male and female. She was fast, however, difficult to hit and if her own blows lacked power they tended to come in groups. Most people learned to leave her be. But without the brutal strength to make war, she was not respected. This turned out to be a blessing.
Her people had taken to raiding heavily to survive simply because it was easier than hunting, and considered more noble. The local townships begged for help, and their cry was answered by a squad of Paladins dedicated to Sarenrae. When the next raid went out the Knights of the Dawnflower responded with steel, faith and fire, and once the battle was done rode out to find the camp. In the aftermath, with most of the tribe dead or fleeing for safety, Kaarya and several of the other younger orcs and half-orcs were left behind. At around 12 years of age Kaarya was one of the eldest.
The Paladins knew that simply deserting the children would result in them dying. Even if they could take care of themselves, as some of the older ones likely could, the local townships that had endured the raids would never let them be un-accosted. Killing them was also not an option - none of them had taken part of the raids, and were simply scared, frightened children deprived of their families.
And so the band was sent to a temple of Sarenrae some distance away, and taught the ways of the Dawnflower along with other, more prosaic forms of education. Many of the younger children took to it well, and grew into ideal clerics and Paladins. Others rejected the teachings, leaving to pursue their own ends and destiny. Kaarya was somewhere between. She accepted the Dawnflower as her patron, but rather than become one of her divine servants instead embraced her own arcane heritage. Mixing the two she became a Dawnflower Dervish, equally skilled with a scimitar, a song and a spell.
Old enough to journey on her own, Kaarya dabbled in the world, taking odd jobs here and there, occasionally joining an adventuring group for a short while before moving on. When she heard of the bustling city of Kelorav she decided to visit, and found the place to her liking. A lot of the people were good, honest people trying to start out again somewhere new, but it’s strong criminal element and penal colony past kept it from advancing. Kaarya decided to stay and help, joining the Watch, eventually ending up assigned to the Raven Watch and rising to the rank of lieutenant.
When the strange blue light hit the city Kaarya was chasing down a suspected kidnapper. He had climbed onto a roof when the blue light washed over them. He stopped and stared, but Kaarya simply followed him to the roof and arrested him. It wasn’t until later that she realized she hadn’t climbed up at all…
As days went past and more stories of odd things developed, she started to notice things. The ability to see evil in some of the criminals she pursued. The flicker of ethereal wings in a mirror. Her physical abilities had all improved, and lesser blows now bounced off her skin when they could land at all. Odder still, the tattoos of her childhood had subtly changed to include fiery symbols. She realized that she was one of the Branded, and knew that she was one of the few who could deal with the new threats facing the city.

Flinnfurious |

Alias of ',' posting with an avatar since my normal one seem to 'get lost' amongst the barrage. :)
So...Succubus/Summoner. Yes? No?
Sorry about missing it before. Yes that character is fine.
Profile page is now up for my character, a Powerless Fighter/Monk(Martial Artist). Profile page has a link to the character sheet. I'll work on moving everything over to the profile page for convenience if I'm selected.
Fluff will come later today, after I've gotten some sleep. He will be a member of the Stag Watch, though. More to come later. Good night, all.
Looks good so far.
Ok, here it is, I will make an alias if I'm selected.
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Most of your sheet looks good, except the hitpoints. How did you come to 198? As a Dweomercat with 3 levels of barbarian, that's only 103. You take take the highest hp from either side of the gestalt, but don't add them together.
Uncle Taco here submitting a half-dragon elf monk/cleric. Click through to the profile to access the stat sheet, background, etc. I borrowed pretty liberally from a few ideas to make her and she's very much inspired by Laori Vaus. She's also lawful evil but I figure she can "focus" her more questionable habits on the corrupted. There's more to add to her background, maybe even something about how she interacts with the silver dragon she's bonded with but that'll be later.
I kept flurry of blows off of my sheet for now because I want to know if I can flurry at character level or just monk level. I'm also using the monk skill progression.
Lastly, where does the brand appear on the body?
You would flurry as monk level, not character level. For point of reference, you normally wouldn't be able to use both Weapon Adept and Qinggong as they both replace Timeless Body and Perfect Self. It's okay with me as I believe Qinggong can go with anything, just a heads up.
Here's Murdoch's Vengeance submission:
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Don't know if this is just a work in progress, but you might want to add everything else to your character sheet.
As for your backstory, being a gestalt monster or template character doesn't mean you physically become that character. You can retain appearance and alignment if you want.
Here is my Pixie Ninja Paladin submission. Details are in the profile. I hope my math is right.
I'm working on the wizard/magus tonight. He's all statted out, I still need to get spells and buy stuff. I dropped the half-fiendish template (didn't feel right) and went "powerless."
Two questions I've come across:
1) Do the wizard/magus spells need separate books/copies of spells? The rules seem to state it'd be ok to just have one book and prepare both class spells from it, as long as the spell is correct for the slot being prepared.2) You mentioned no crafting (which is good, so I don't have to go learn the crafting system :P). BUT, wizards get scribe scroll for free. Should I switch it out for something else?
I'll have most of the character finished tonight and post here soon.
1- You can use the same book.
2- That's entirely up to you. I use the no crafting rule to stop players from buying a dozen wondrous items at half price, but since you're powerless... You can keep the feat or replace it with any metamagic feat that you qualify. The max number of scrolls you can start play with is 3.
My two submissions:
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Both look great. As a personal rule any Ioun stone can be carried, worn, or floating around your head. The same restrictions for their use still apply.
Did see you have Hellknight armor. Feel free to keep it, but any actual Hellknight's will want to know where you got it and will want it back.
New question - if a monster doesn't have some stats (due to being undead, constructed or incorporeal), we wouldn't have those stats as a character (except for Intelligence, which gets set to 10), right?
I'm now considering a barbarian construct of some kind. Free action to end rage (immune to fatigue), free action to rerage, each round. Gloring in not being subject to human weaknesses any more, or something...
That is accurate. Pretty sure I didn't put any permanent incorpeals on the list though.
For skills, do I take 6+int modifier for the first eight levels of Axiomite (since that's what outsiders get and it's higher than monk) and then whatever is higher out of my two classes for the last two levels like normal gestalt?
You do not gain the outsider's skill progression, instead you simply gain whatever skill ranks they have in addition to the skill progression of your other class. If any ranks are above 10, they're negated to 10 until you reach the appropriate HD.

Ptolmaeus Arvenus |

Did see you have Hellknight armor. Feel free to keep it, but any actual Hellknight's will want to know where you got it and will want it back.
Heh, yeah.
A) They're welcome to try and take it. Hellknights are scary but I'm confident Ony can lobotomize many scary things with a full-round action.B) It's glamered to appear as a his trenchcoat.
Not saying I'll be angry if they find out about it or try but Ony would certainly relish the chance to take on the great and terrible Hellknights for... reasons.

Paulicus |

Ok, got most of the crunch done on the wizard/magus. I filled out his spellbook (quite a chore with 2 lists to go through!), still gotta buy the rest of his equipment and flesh out the backstory a bit more. I'll get to the rest of it tomorrow as it's late here.
2- That's entirely up to you. I use the no crafting rule to stop players from buying a dozen wondrous items at half price, but since you're powerless... You can keep the feat or replace it with any metamagic feat that you qualify. The max number of scrolls you can start play with is 3.
I think I'll hold onto the feat then, could come in useful. When you say 3 scrolls, do you mean total or just ones that were scribed myself?

Paulicus |

Even though he can use one book to write his spells into, does he need to keep them marked as wizard or magus?
If he wanted to cast enlarge person as both a magus and a wizard, would it need to be written twice?
I was concerned about that as well. There were some older threads on it, but having 2 copies of a spell shouldn't be necessary since magi and wizards and copy, use, and learn from each others' spellbooks anyway.
I am keep track of which spells are wizard- or magus-only though.