DM-Camris' RISE of the RUNELORDS Gestalt (Anniversary Edition) Part 2: The Skinsaw Murders (Inactive)

Game Master Camris

PART FOUR: MISGIVINGS
The “Misgivings” is the local name for Foxglove Manor, a region
shunned by locals for years as a place of shadowy menace, bad luck,
and haunts. No one travels the road to the Misgivings today.
Lord Foxglove made attempts to rebuild and reclaim the place, but found few willing to work in the region due to its ill history.


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RECRUITMENT IS OPEN!

Three slots have opened up in this Gestalt Rise of the Runelords game; we're looking to recruit!

Our current team is made up of:
Alkaid
Female Half-succubus (Aasimar) Cleric(theologian)/Brawler 4

Brindolfin Cloudcap
Male Half-Giant Psychic Warrior/Soulknife 4

Idril Ssethan
Female Human Bard (Dervish Dancer)/ Rogue L4

Situation: Rise of the Runelords (Anniversary Edition), Start of Book 2 (The Skinsaw Murders)
The characters are currently resting on their laurels in the small town of Sandpoint, having beaten a conspiracy to overrun Sandpoint with a horde of goblin tribes.

Build: is the twenty point buy, Gestalt rules, two traits, one of them campaign.
Character Level four (Gestalt), 6000 gp to outfit yourself.
To Generate Hit points; roll for hitpoints (plus con plus toughness plus whatever), but reroll if you get less than half+1.

Just a brief paragraph as to your basic build, personality, appearance and how you would fit into the combat team. A detailed background can wait until you're selected.

I'm looking for a fast turnaround, so decision by Sunday (hopefully).


dotting...


Read the player's guide, and am interested.

Would you like to have a beautiful Undine Monk/Magus involved in the game? A wanderer who has turned her back on her kind, she is looking to make a home somewhere new, and Sandpoint could be right up the coast. She is kind and easygoing when relaxing in town, But displays fey ferocity in a fight, and she has picked up human worship of Irori from her travels. Combat wise, she would be unarmed melee, backed up by magus combat spells and a monk's mobility. If you like, I will whip up an alias.

Interesting note, would you allow the 3.5 feat Ascetic Mage in your game?


For hp

4d10 ⇒ (1, 8, 7, 8) = 24

1d10 ⇒ 6

Liberty's Edge

This looks interresting, I've always wanted to try the Rise of the Runelords.
I might thru need a little help with the gestalt rules havn't tried those yet.

What would you say to be joined by a rather wild looking goblin with a big head even for a goblin with small spots of hair here and there. He has served on different pirate ships in this area even "accidental" cause one to sink, and now looks for new fun adventures to draw for his tribe.

He would be a fire crazy alchemist/Cartomance witch, who will be throwing what ever she can after the enemy.

Con: 13
starting health: 4d8 + 4 ⇒ (7, 2, 3, 2) + 4 = 18
reroll 3d: 3d8 ⇒ (3, 5, 5) = 13
reroll 1d: 1d8 ⇒ 7

Apologgize if I've done the health wrong


I am interested in applying a character, but before I do, how do you feel about a neutral necromancer whose overall actions are for good, and uses the undead for the good of others. Would this kind of character get along with the rest of the party?


I'm one of the players who got through book 1.

@Angelpalm
So what is your character?

@Warrick Blackstone
gestalt is where you take both of the classes features
(skills, spells, evasion, uncanny dodge, bonus feats etc)
but only take the better parts of the HD
(HD die(d10,d8), BAB, Saves, Skill points per level)

@ScubaSteve93
Unless your character wants a daily lecture from Alkaid, until your character stopped raising the undead and been redeemed to good alignment.
I'd advise not going with that character idea.


Thinking about a Slayer/Inquisitor, TWFer with utility brought on from her Inquisitor side.

Amori is relatively tall standing at 5'11. She has dark skin and black hair she keeps pulled back and kept in place by a hairband. Her eyes are like amber, and while her body is slim you have a hard time describing her as anything but bulky.

She wears a long plated coat, to which numerous weapons hang from. Her shirt loose fitting cloth underneath which you can see she has apparently wrapped her chest extremely tight with a bandage like material. Her pants are tight leather and she wears a belt from which hang two small pouches one on each side of her hips which contain punching Daggers and another on her right with an axe. In addition to a loop on her left that jingles with a assortment of bladed looking rings.
Her wrists both have odd mechanical contraptions from which you can make out a dagger sitting inside each one. She also has a pair of spiked gloves that run the length of her arms and end at her fingers.

She carries a large sword and Spear over her back and two swords hang at her side.

Amori tends to be a no nonsense type and very rigid about how she views things. Once she has made up her mind it is not easily changed. She can also be easily goaded into a fight and has problems appreciating things from a whole picture type of view. However she has a particular soft spot for those who are truly in need of aid.

HP: 4d10 ⇒ (8, 4, 1, 4) = 17
Reroll HP: 3d10 ⇒ (6, 8, 8) = 22


Alkaid wrote:

Unless your character wants a daily lecture from Alkaid, until your character stopped raising the undead and been redeemed to good alignment.

I'd advise not going with that character idea.

Thanks Alkaid, I know there have been arguments about whether or not the act itself is what makes it evil or the uses of it, but I would never want to make a character that wouldn't fit in with the rest of the group. Unless that was the point of the game :P

Anyways, I'll probably go with a full casting arcane class and since the party has plenty of melee combatants, a ranged, fitting class. Either Arcanist/Slayer or Wizard/Gunslinger


Since its Gestalt, I've got a fun idea brewing in my head for a Kensai (magus archtype)/Shadow Sorcerer. His/Her role being an assassin/scout, someone very good at being unseen, debilitating her targets, and being able to stand in a fight even when his/her magic is exhausted or negated. Considering an Elf being sent to Sandpoint by his/her superiors after they get word of what happened recently, and suspect something much larger at play.

Dark Archive

male tiefling arcanist/rogue

combat role: teleporting flanker using claws w/ sneak attack

out of combat: utility spells, skill monkey (11 skill points/lvl), crafting? (if crafting is ok)

personality, appearance: use X-men, nightcrawler, as a model. witty, playful, friendly. appearance may raise eyebrows.

build is in alias. I'll just need to remove the mythic components (unless this will be going mythic for some reason). And level up from 3 to 4. All this can be ready within 24 hours of being selected.

@GM - Is there going to be downtime, and is crafting allowed/encouraged?

@Party - Any "holes" in roles y'all would like filled?


Ok, final decision, I promise. CG Peri-Blooded Aasimar (Emberkin) Sorcerer (Fire Elemental bloodline)/Wizard (Fire Elementalist). No, he's not a tank, no he's not extremely skilled, but he's got one thing going for him, magic. And no one can match his magical prowess, both having magical abilities innately in his blood and spending a lifetime studying magic to gain a large range of spells he can cast.

With this, comes a unique problem. The Chaotic nature of the Sorcerer (especially fire blooded) says "burn it to the ground," while the lawful, thought-out nature of the wizard says to think logically before every decision. This Aasimar sees a lot of problems with this world, and could cleanse it with fire, but has to maintain composure and think through his actions.

Combat: Arcane damage, support, buff, and debuff (so many spells)
Out of Combat: Utility spells (again, so many spells)

So pick me if you want more spells than you know what to do with.

Silver Crusade

Dot

Silver Crusade

Thinking... Paladin/ninja. Because the idea intruiges me so.

Well, that or gunslinger/inquisitor


I'd like to make a character for this game... thinking a zen archer monk/divine hunter paladin... not entirely sure of race yet, but leaning toward aasimar.

in combat gives powerful ranged combat (because it looks like you've got melee well covered) and some healing
out of combat has a some healing, and good diplomacy

would love to play in this game because the last RotRL game I was in fell apart after the glassworks and I'd love to play more of the story.


Alkaid wrote:

I'm one of the players who got through book 1.

@Angelpalm
So what is your character?

@Warrick Blackstone
gestalt is where you take both of the classes features
(skills, spells, evasion, uncanny dodge, bonus feats etc)
but only take the better parts of the HD
(HD die(d10,d8), BAB, Saves, Skill points per level)

@ScubaSteve93
Unless your character wants a daily lecture from Alkaid, until your character stopped raising the undead and been redeemed to good alignment.
I'd advise not going with that character idea.

My original idea is for a warder//onmyoji which is a cool wizard archetype.

Also leaning towards a marksman//stalker combo with a little monk thrown in. That new far strike monk archetype is looking sexy


Human!

I will be submitting a Monk/Druid.

Combat role will be Beating up people and having natural armor to tank! As well as divine caster utility and support such as Call animal.

Out of combat, monk skills and jumping!

Appearance and personality: Shorter than average at 5'3 but stocky and muscular. Brown thick hair and beard. Acts animalistic in his quirks, can be fierce, usually gentle. A kind man with a streak of wrath.


@ Baru_Brimmstone:
Look at the current roster and see what the group is missing.

@rorek55
A ninja Paladin would be a hard thing to role-play, as the LG requirement and code of conduct will hinder certain ideas you have.

@Angelpalm
gestalt always puts things in pairs, meaning if you start fighter/wizard, both always level at the same time, so if you wish to add monk, you'd need to pair monk with another base class.

@Bane88
There already is a Divine Monk in the group.

@All
if you have a hard time deciding something or wish to find something interesting, I'd recommend randomising it,
Like I do for some games.
Fun fact, this was the first character I made using the randomistion system.


Thinking Dwarven Monk/White Haired Witch. Beard traditions with Dwarves and Beard Magic go hand in hand I suppose.

Korbin Steelsoul, Monk of the Iron Mountain (+Qigong)/White Haired Witch 4. LN.

Background:

Gruff, superstitious, stubborn. Hesitant to start fights, but quick to protect those that need help. Well built, but his real muscle is found in his beard. Doesn't talk all that much, and has been in and out of vow of silences for most of his life.

Notable, Korbin fights with his beard, which he shapes into a multitude of fists. He flurries with many small fists, occasionally spiraling them together to create one huge one. They seem to have a mind of their own, often posing, flexing, pointing. Their flamboyant nature contrasts his mellow one.

After finishing blows, they may perform vulgar motions, pump fists, even spelling out exclamation behind him in large, hair lettering ("GROOVY!", "TOTAL MASSACRE!," "WHO WANTS SOME?!"). They may mimic the somatic components of his magic attacks. Before combat, they may puff out to make Korbin appear larger, they may peacock to attract interest, they might coccoon around him while he sleep.

Korbin often asks deep, existential questions to his familiar, a king crab named "King Crab." While the crab never responds, Korbin takes its silence as deep insight to the problem at hand.


Statistics:
10/12/13/16/18 (with+1 at level 1)/8
AC = 17 (10+4(wis)+1(Monk)+1(Nat Armor)+1(Dex))
Fort = 5, Ref = 5, Will = 8
Combat:
- One Million Strands, United!: +8 (+1(Beard Focus, +3 Int, +3 BAB, +1 AoMF)), 1d8+(4)(melee, range 10ft. Free grab, Constrict. Swift to Trip, Scorpion Style).
- Great Beard Beatdown!. Two (three with Ki) +7(+2 Flurry BaB, +3 Int, +1 Focus+1 AoMF). 1d8+4, (melee, range 10ft. Free grab, Constrict. Swift to Trip)
- Forgot about my Spell, didn'tcha?! Second Level Witch Caster.
- Sic em, my Wicked Weave!Grapple CMB 13 = (+2(improved), +3 int, +4 Monk level, +1 focus, +1 AoMF +2 Familiar)

Appearance:
Why explain appearances when I can show you?
Really though, the beard is the defining trait. Many notice nothing else about Korbin besides it. His eyes are rough, like uncut sapphires. His fingers are large and round. His brow is often furrowed, and his arms are often crossed, beneath his beard's crossed "arms."

Basic Gear, 1217gp left:
Amulet of Might Fist+1 (4000gp)
Monk's Kit (8gp)
Potions of Cure Light Wounds (10)(500gp)
Potion of Mage Armor (5)(250gp)
Modified Familiar Satchel for King Crab(25gp)

Feats and Traits:

1st: Beard Weapon Focus. Improved Grapple (Monk). Improved Unarmed Strike(Monk)
2nd (Monk): Scorpion Style
3rd: Feral Combat Training.

Traits:
-Exile, Campaign. +2 Init.
-Ruthless, Dwarf Racial. +1 to Confirm Crits.

Health:

HP: 4d8 ⇒ (8, 8, 3, 7) = 26
HP: 1d8 ⇒ 5
40HP = 28+4(FCB)+4(Toughness)+4(Con)

Will finish everything, such as more in depth character background, loot, racial features, et cetera if chosen. Always wanted to play a White Haired Witch/Monk hybrid. Think my grappling stache could make for use in fights, and will give Korbin just the right amount of character.

Silver Crusade

Yeah, but just because I'm a ninja doesn't mean I have steal things. ;p.

If I do go that route. I'll probably base it around nonlethal damage. I find The RP opportunity challenging, unique, and fun


You don't turn into a Dinosaur though!

I kinda want to do the randomization thing though for real, I'll have to figure out how I want to do it.


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rorek55 wrote:

Yeah, but just because I'm a ninja doesn't mean I have steal things. ;p.

If I do go that route. I'll probably base it around nonlethal damage. I find The RP opportunity challenging, unique, and fun

You also can't lie, and can't knowingly overlook anything evil or unlawful the party does.

I do agree that it can be a rewarding challenge, but also hope you don't grind any player's gears.

Scarab Sages

Hello,

I'm new. But I'd like to pitch for a Monk/Ranger Gestalt, trying to reproduce something similar to the Oriental Adventures for AD&D 1E Kensai.


Bane88 wrote:

You don't turn into a Dinosaur though!

I kinda want to do the randomization thing though for real, I'll have to figure out how I want to do it.

I gave a link above to the randomisation method I use, as it at least grants you some control, and better odds of getting something you'd like to play with.

Silver Crusade

Alkaid wrote:
rorek55 wrote:

Yeah, but just because I'm a ninja doesn't mean I have steal things. ;p.

If I do go that route. I'll probably base it around nonlethal damage. I find The RP opportunity challenging, unique, and fun

You also can't lie, and can't knowingly overlook anything evil or unlawful the party does.

I do agree that it can be a rewarding challenge, but also hope you don't grind any player's gears.

I'm not lawful stupid. If that's what you are getting at :p. I've played almost every kind of paladin.. Save the one I've got brewing in my head. I wouldn't worry about that too much for me. :)


Oh, didn't notice it was for three players before, otherwise I would have mentioned...
Anyone want a backstory collaboration? I am not too familiar with Golarion lore, so you could help keep me grounded AND get exclusive beard rights with Korbin.

Have an idea for a sweet beard combo? Lay it on me. Two wandering men/women who have a strange partnership? Let's hear it. Need a bearded bodyguard? Perhaps a rival to box with? Maybe just a happenstance encounter years ago?


I could see my paladin/monk with a dwarf companion, Goldstool... might be fun to make a joint background!


I'm actually considering a kobold Bard (Dragon Herald) mixed with a crossblooded Draconic/Elemental sorcerer.

Short character concept: He's a kobold who believes he is the reincarnation of a red dragon his tribe used to worship. So now, he's set out to find himself a new "dominion" to rule over and bring his tribe their to live under his mighty rule. He comes across Sandpoint, and being sick of all the walking, decides it'll do just fine.

He's selfish, self-important and demands that all must respect his draconic majesty. He actually looks like a legitimate dragon, but his behavior and size make it hard to take him terribly serious. The fact that he goes about touting his own might and power make him something of a joke. But when he gets mocked or feels his rule is threatened, he unleashes a whole lot of fire breath on the aggressors. He considers Sandpoint his dominion, which means everyone has to kiss up to him and bow down, but at the same time, they have his mighty draconic protection, so any threat to the town is a threat to him.


Lol yeah, I am dming a gestalt game with over a dozen people in it so I know the drill. What kind of personalities do the current characters posses?


Angelpalm wrote:
Lol yeah, I am dming a gestalt game with over a dozen people in it so I know the drill. What kind of personalities do the current characters posses?

Well shucks. And here I am having trouble making enough content for four/five players.

@JAf0, Differences in our monastery training could be a point we could work with. I imagine a monk of the Iron Mountain to have some differing tenets and training. Thinking about taking any Monk Vows? If so, we could take some and rely on the other to pick up what the other cannot do. Obviously I can't do the one that requires shaving. If you go Aasimar, you'll have a link with the other Aasimar player, especially with a divine/brawler background.


definitely thinking plumekith aasimar.

Silver Crusade

Or, I could go ninja/sorcerer.. or monk hmmm prob sorcerer... hmmmmm

Silver Crusade

yes, quite right, I'll just apply with a ninja/sorcerer (shadowbloodline) If a paladin seems to rub people the wrong way. (with a half succubus and all)

are fletchlings an allowed race?


Hrmm... Dot.
Thinking Druid/Alchemist, a master of natural magic in both raw and processed forms. Either a Menhir Savant druid for the more intellectual side or a Bramble brewer with a more classic druid chassis depending.

Varisian wanderer learning from the ancient monoliths in the land and gaining an appreciation for the area itself.

Whispy idea though, will need to percolate for a little bit.

@Rorek, You might consider Sarenrae as a god if you like the option of nonlethal.The Sword of mercy trait basically states you were trained to take normally lethal blades and use them in such a manner. Mechanics wise you take no pnealty for nonlethal with slashing weapons and get a +1trait bonus to damage rolls with non-lethal.
Redeemer paladin is also a good option as it permits you to work and interact with evil people so long as you consider them redeemable.

There is also precedence for holy assassins in the form of the Slayer Iconic. While a paladin's skin might crawl to use poison or lie it won't make them fall, as those are unlawful acts not evil ones.


OK, sorry, I thought I'd dotted this.

I'm the original GM. Had a bit of burnout and Camris is taking over. I would like to play...I love gestalt, which is why this was planned as such from the start.

I've got two options, though I'm leaning more toward one:

1st (and kinda prefered, as she was build for a RotRl game that died:

Midori Masaki: Bard/Artisan; follower of Brigh. She's a cousin of Ameiko, on her mother's side: Midori's mom is/was Ameiko's mom's sister. Recently, her father was murdered (by the Skinsaw cultists) and her mother joined the priesthood of Brigh. Midori feels abandoned by her mom and is shaken by the loss of her father. She's a Songhealer bard and I'm torn between Arcana or Weapons as her Crafter's Art.

link to Artisan class

The other option is from a defunct Jade Regent game:

Natara Kaijitsu: Sorcerer/Nightblade: (obviously also a cousin of Ameiko; father was Lonjiko's younger brother, thought dead); dragon bloodline (and casts in Draconic).

Link to Nightblade

Shadow Lodge

Varnas Windblade, awesome extraordinaire, at your service.
HP (without modifiers): 4d10 ⇒ (2, 4, 4, 4) = 14
I hate you dice

Reroll!: 4d10 ⇒ (4, 3, 9, 10) = 26

Varnas Windblade:
Varnas Windblade
Male Aasimar (Azata-kin) Swashbuckler/Ninja 4
NG Medium Humanoid (Human)/Outsider (native)
Senses: Darkvision 60 ft, Init +6, Perc +8

Defense
AC 21, Touch 15, Flat-Footed 16 (+4 Dex, +1 Dodge, +4 Armor, +2 Shield)
HP 38 (4d10+12)
Fort +4, Ref, +9, Will +4
Resist acid 5, cold 5, electricity 5.

Offense
Speed 30 ft.
Cutlass +9 1d6+10 (18-20/x2)
Morningstar +8 1d8+3 (20/x2)
Trident +8 1d8+3 (20/x3)

Statistics
Str 9, Dex 18, Con 14, Int 10, Wis 12, Cha 16
Feats: Weapon Focus (cutlass), Slashing Grace (cutlass), Weapon Specialization (cutlass).
Traits: Exile, Indomitable Faith.
Languages: Common.
Skills: Perception +8, Diplomacy +12, Intimidate +10, Acrobatics +11, Disable Device +11, Stealth +11, Use Magic Device +10, Knowledge (local) +7, Perform (any) +6.
Special Abilities (race): Celestial Resistance, Glitterdust 1/day, Scion of Humanity.
Special Abilities (class and other): Swashbuckler's Finesse, Deeds (Derring-Do, Dodging Panache, Opportune Parry and Riposte, Kip-Up, Swashbuckler's Initiative, Menacing Swordplay, Precise Strike), Nimble +1, Charmed Life 3/day, Panache, No Trace +1, Uncanny Dodge, Sneak Attack +2d6, Poison Use, Ninja Tricks (Shadow Clone, Vanishing Trick), Ki Pool.


Equipment, Appearance, Personality, and Background coming shortly.


Here is the crunchy character sheet for Maicy Alel, Elven Kensai/Shadow Sorc. Fluff is included on the sheet.

HP Rolls: 4d8 ⇒ (1, 5, 8, 3) = 17


This is JAFO

Rafael Morganis, aasimar (plumekith) paladin (divine hunter)/monk (zen archer)....

hit points: 4d10 ⇒ (3, 9, 8, 1) = 21
hit points reroll: 2d10 ⇒ (1, 6) = 7
hit points reroll: 1d10 ⇒ 3
hit points reroll: 1d10 ⇒ 1
hit points reroll: 1d10 ⇒ 4
hit points reroll: 1d10 ⇒ 3
hit points reroll: 1d10 ⇒ 5

hp = 9, 8, 6, 5 = 28 plus con bonus

the dicebot REALLY doesn't like me, lol

align LG

black hair with blue streaks, grey eyes 5'11" 170 lbs.
personality: friendly and open but with grim determination when it comes to eliminating evil.

Working on stats and leveling him up.

Dark Archive

@Rafael - or perhaps your getting rid of all the "bad" rolls now, and karma will "hook you up" when/if you join the game!


A few answers to a few questions...

Arbitracious wrote:


Interesting note, would you allow the 3.5 feat Ascetic Mage in your game?

Looks alright to me. I would allow it.

ScubaSteve93 wrote:
I am interested in applying a character, but before I do, how do you feel about a neutral necromancer whose overall actions are for good, and uses the undead for the good of others. Would this kind of character get along with the rest of the party?

Known Necromancers are highly suspicious types, and are sure to be accosted by the authorities wherever civilized areas have law enforcement. (Class profiling!)

And of course, any obvious Undead are attacked on sight by civilized folk.
It is possible you might be able to conceal your abilities, and maybe give your undead the illusion of life, but on the whole I think your concept is way more trouble than it’s worth in this case.

Baru_Brimstone wrote:
@GM - Is there going to be downtime, and is crafting allowed/encouraged?

There will be some downtime for crafting, but not a lot.

Angelpalm wrote:
What kind of personalities do the current characters posses?

Well, Idril is a material girl, interested in jewelry and being worshipped (she’s going to be a star!).

We haven’t really had a chance to interact socially yet to reveal our personalities. But the next book starts off with some downtime; we should be able to do something along that line.

Rorek55 wrote:
are fletchlings an allowed race?

Yes.


I'd build a Blade Adept Arcanist/Inspired Blade Swashbuckler. She would be smart and beautiful and striving to become the best spell wielding duelist in all the world. She'd make a great partner in crime to Idril's goals and would fit in well as an arcane caster and front line combatant fitting well into the theme and missing fighter role of the group.

Let me know if you need more detail DM Camris. Thanks for your consideration.


HP roll: 1d8 ⇒ 5
HP Eidolon: 1d10 ⇒ 9

HP roll: 1d8 ⇒ 7
HP Eidolon: 1d10 ⇒ 7

HP roll: 1d8 ⇒ 4
HP Eidolon: 1d10 ⇒ 8

HP reroll 4: 1d8 ⇒ 2

HP reroll 2: 1d8 ⇒ 4

HP reroll 4: 1d8 ⇒ 7

Silver Crusade

HP: 1d10 ⇒ 7
HP: 1d10 ⇒ 9
HP: 1d8 ⇒ 8
HP: 1d8 ⇒ 6


Arameth:

Male Half Orc Sacred Tattoo, Shamans Apprentice
Synthesis Summoner 4 / Tattooed Sorcerer 4
Orc Bloodlines
NG Medium Humanoid
Trait: Magical Lineage(Scorching Ray), Wayang Spellhunter (Scorching Ray)
Init +2, Fused +6: Senses Darkvision 90’, Perception +14
--------------------
Defense
--------------------
AC 13 , touch 8, flat-footed 13 / Fused AC 25 , touch 12, flat-footed 23
(+4armor, +1Nature, -2dex) / Fused: (+4 armor, +7Natural, +2Dex, +2shield)
HP: 31, Fused HP: 62
Fort +3, Ref +1, Will +6 / Fused: Fort +6, Ref +7, Will +8

--------------------
Offense
--------------------
Battle Form (Biped Eidolon)
Speed 30'
Str 19, Dex 15, Con 13
Base Atk +3; CMB 7; CMD 19

Claw,Claw +7/+7 1d4+4/1d4+4 x2

--------------------
Statistics
--------------------
Str 7, Dex 7, Con 10 , Int 16, Wis 14 , Cha 22
Base Atk +3; CMB +1; CMD 9
Feats: Spell Focus (Evocation), Mages Tattoo(Evocation), Empower Spell
Skills: Ranks 20
Perception +6(+14), Stealth +2(+14), Spell Craft +10, K. Arcana +10, Fly +5(+9)
Languages: Common, Orc, Draconic, Goblin, Giant

---------------------
Eidolon
-----------------------
Biped
Starting Statistics
Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions
claws, limbs (arms), limbs (legs).
Evolutions 7pts
Improved Natural Armor (1pt), Skilled Perception (1pt), Skilled Stealth (1pt),
Ability Increase Strength (2pt), Ability Increase Dexterity (2pt)

--------------------
Special Abilities
--------------------
Summon Monster 1 and 2 (8/day)
FCB: Sorcerer +2 damage to Fire Spells
Orc Bloodline +1 energy damage per die
Draconic +1 Fire damage per die Fire Spells
Bloodline Power: Touch of Rage
Familiar Tattoo: Hare

-------------------
Class Traits
-------------------
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

Fused Link (Su)
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

Summon Monster I (Sp)
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

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Gear: 98pp
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Headband of Charisma +2, Cloak of Resistance +1, Kit Sorcerer, Pathfinder Kit

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Spells
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Summoner
Known Cantrips 6: Detect Magic, Read Magic, Acid Splash, Guidance, Message, Open/Close
Known 1st. 4: Mage Armor, Infernal Healing, Rejuvenate Eidolon, Feather Fall
Known 2nd, 2: Haste, Invisibility

Sorcerer
Known Cantrips: Ray of Frost, Drench, Daze, Light, Jolt, Disrupt Undead
Known 1st: Burning Hands, Color Spray, Snowball, Magic Missile
Known 2nd: Scorching Ray

Cast
Summoner: 1st(5/day), 2nd(3/day)
Sorcerer: 1st(8/day), 2nd(5/day)

Arameth is a mobile tank. He can melee but his primary will be arcane and blasting support. He will supply haste and then blast away but does not need protecting as he can melee and stand in combat as well. He can also cout with his perception and stealth.

Arameth is a scawny pathetic example of a half orc, though his apprenticeship and tatoos have giving him the ability to tap into the ancestral spirits of his tribe. This makes him a fierace warrior in combat as well as his natural magic. When fused with the spirit he is a well built ritually tattooed fearsom sight.

Hey hope you guys like. As a player I'm in 6-8 games a few are on the fence of diening I think. 2 are over 2 years old, 2 others are a year old. I'm very active and reliable. Hope to game with you guys. Thanks for the consideration.

Silver Crusade

Screw it. I'm going slayer/two weapon warrior for dual wielding epicness.

1d10 ⇒ 10
1d10 ⇒ 9

40hp


Dotting Interest

Looking at the current make up, you definitely have front line covered, buffer, healing with healing assist, and Rogue. It looks like you need scouting, range, a dedicated spell caster and/or battlefield controller.

What do you think about the following and are they approved, and what does the party prefer?

1. Elan Psionic Bloodline Sorcerer/Dual Talent Psionicist?

or

2. Lightbringer Elf Ranger Pack Leader/Psionic Bloodline Sorcerer - if you are worried about the beasties, we can always beast them up more too. Here is one solution ... Phrenic (Psionic) Template

or Do you want another heavy hitter?

3. Half-Dragon Elan Aberrant Aegis (I'll give up one Gestalt for the Half-Dragon Template) - shudders

Dark Archive

here are the HP rolls

HP 2nd lvl: 1d8 ⇒ 3

reroll 2nd: 1d8 ⇒ 6

HP 3rd lvl: 1d8 ⇒ 7

HP 4th lvl: 1d8 ⇒ 2

reroll 4th: 1d8 ⇒ 7

there we go.

6, 7, 7

Max at 1st = 8+2(con)+1(favored) = 11
2nd lvl 6+2(con)+1(favored) = 9
3rd lvl 7+2(con)+1(favored) = 10
4th lvl 7+2(con)+1(favored) = 10

total HP = 40

Alias is updated for crunch also.


we get max at 1st? I missed that.. that makes a difference!


Partial Crunch for all (3):

Elan Psionic Bloodline Sorcerer/Dual Talent Psionicist

Str=10
Dex=14
Int=16(+2)=18
Con=14
Wis=10
Cha=10

HP1: 4d6 ⇒ (6, 3, 2, 3) = 14

If I understood the directions correctly,

HP2: 3d6 ⇒ (4, 4, 6) = 14

Final Result HP+Con+Toughness: 6 + 4 + 4 + 6 + 8 + 4 = 32

Lightbringer Elf Ranger Pack Leader/Psyhic Mage(Wizard)(changed from Sorcerer - more synergy with Wizard)

Str=12
Dex=14(+2)=16
Con=14(-2)=12
Int=14(+2)=16*
Wis=13*
Cha=10

*Requires Attr improvement to meet reqs.

HP1: 4d10 ⇒ (3, 5, 7, 6) = 21
HP2: 2d10 ⇒ (8, 9) = 17
Final Result HP+Con+Toughness: 8 + 9 + 7 + 6 + 4 + 4 = 38

Half Dragon Elan Aberrant Aegis

Str=14(+8)**(+2)=24
Dex=14(+2)*=16
Con=14(+6)**=20
Int=14(+2)**=16
Wis=10(+0)=10
Cha=10(+2)**=12

*Elan
**Half Dragon
***Aberrant Aegis

HP1: 4d10 ⇒ (3, 5, 9, 6) = 23
HP2: 2d10 ⇒ (3, 10) = 13
HP3: 1d10 ⇒ 6
Final Result HP+Con: 6 + 10 + 9 + 6 + 20 = 51
Final Result HP+Con+Toughness: 6 + 10 + 9 + 6 + 20 + 4 = 55

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