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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Dot!


Anderlorn wrote:

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?

....

One submission only, please.


I'm intrigued.

How do templates and races work here, since you have a Half Fiend running around?


Note:
there are no templates used


Alkaid wrote:

Note:

there are no templates used

Ah yes, I see now. Refluffed Aasimar. Got confused as Half Succubus also is a variant of the Half Fiend template.

On another note then, how do the GM and current players feel about Kasatha? Basic idea would be for a Ranger(Bow Nomad/Trapper)|Barbarian(Invulnerable Rager/Primal Hunter).

The character would be a stray kasatha who has been on Golarion for quite a while but has laid dormant in some sort of Thassillonian stasis chamber for many years. Basically he was stored for later examination and dissection when the empire fell. He woke under what is now Kaer Maga when an exploration mission found him.

Shadow Lodge

Dotting Interest. Maybe a Kensai/Wizard or a Myrmidarch Magus/Gunslinger


Alkaid wrote:


One submission only, please.

Are all of those possibilities permitted?


Been cranking out an alias. She's not done yet, but this will be Arbitracious's submission.

Silver Crusade

crunch for Alec Katsu:
Tielfling (Oni-Spawn) Fighter/Slayer (Two weapon warrior 4/Slayer 4)
Alt. Racials-
FCB: +3 hp +1 skill
N Medium Humanoid (Human/native outsider)
Init +4; Senses Perception +9
------------------------------
DEFENSE
------------------------------
AC: 20, touch 12, flat-footed 18 (+8 armor, +2 dex, +0 shield,+0 NA,+0 Magic)
hp: 45 {+1d10+1Con}
Fort: +6, {+4Base,+1Con}
Ref: +7 {+4Base,+2Dex}
Will: +6,{+1Base,+1Wis + 1trait+2Iron will}
CMD: 21
------------------------------
OFFENSE
------------------------------
Speed: 20ft.
CMB +9
Base Atk: +4

Melee:
Katana:
To Hit: +11/+9
Damage: 1d8+8 (18-20x2)

Shortsword
To hit: +10/+9
Damage: 1d6+5

Ranged:
Composite longbow:
To Hit: +7
Damage: 1d8+5

------------------------------
STATISTICS
------------------------------
Str: 20 , Dex: 15, Con: 12, Int: 12, Wis: 12, Cha: 05

------------------------
Traits: adopted(half elf) elven reflexes, Indomitable will (refluffed from indomitable faith), armor expert
---------------
Drawbacks: Pride
----------------
Race Traits:
------------------

-------------
Feats:
1-TWF, exotic weapon prof (katana)
2- Double slice (slayer), weapon focus Katana (fighter)
3- Iron will,
4- Weapon specialization (katana) fighter, Quick draw (slayer)
----------------
Slayer Talents:
2- Ranger combat style (TWF)
4- Rogue Talent (combat trick)

--------------
Skills 7
-----------
Perception-4
Acrobatics-3
Stealth-3
Sleight of hand-2
Sense Motive-2
Bluff-3
Disguise-2
Know. Dungeoneering-1
Know. Local-1
Linguistics-2
Ride-1
Climb-2
Swim-2
Survival-1
Heal-1

ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Infernal, Celestial, Abyssal, Elven

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms And Armor: +1 Katana, MWK shortsword, MWK Katana, (slung on his back) +1 breastplate + armored kilt, MWK composite longbow (+5), 40 cold Iron arrows, 20 blunt arrows, MWK Light steel shield

Magic Items: Cloak of resistance +1,

Misc Gear: MWK backpack, belt pouch, Caltrops (3), Grappling hook, 150ft Silk rope, Hammer, Torch (5), Waterskin (3), Chalk (10), rations (10), Heavy pack horse,

however... as boss mode as this guy will be (at level 9 :p) I may still go gunslinger inquisitor.. UGH, both are concepts I wanted to try... I think I'll go the gunslinging inquisitor purely because I have a good portion of his character/personality down. so ignore the above build :3

Shadow Lodge

How would people feel about a build which depends on having Obscuring Mist up all the time? Its the only way I've found that can actually manage a ranged sneak attack build but it doesn't seem like it plays so nice in a group. Otherwise I'm still not sure whether to go with Magus (Kensai)/Wizard or Magus (Myrmidarch)/Gunslinger. Or maybe Ragechemist/Barbarian?

Silver Crusade

Here is my real submissions. Sorry I finangled so long.

Basic premise- Dhamphir Inquisitor of Iomeade, Undead hunter and hater. (despises most undead) However, has self conflicting Emotions due to himself being partly undead. He has always sought to be a welcomed member of society, but even though he has slain necromancers, undead warriors, and overall done good, he is still shunned by many peoples. He has began to question if it is worth the trouble to keep going, to keep trying to show people that not everyone cursed with the "boons" of the undead are evil. The only thing that keeps him going at this moment is his faith in his deity, and her edicts. without that, he may well fall into darkness that he has so long fought against. Perhaps soon, he shall reap the rewards of his labours, or perhaps, soon, he shall finally surrender to the darkness gnawing at his soul...

He doesn't like sitting and waiting anymore, infact, he prefers not to simply because it gives him time to think, think about things he doesn't want to think about. such as-

If undead or part undead can ever be truly good
If what he has been doing up to now has been purely for his selfish motives
If he should risk his life for the very people that shun him
If he meets another undead like him, who hunts their own kind, could he let him live?
If he has the right to hunt his own kind, or the fathers of his kind.
If most people are worth saving.
If he should even be allowed to live?

These, and many others are why he is always moving, always on the next hunt, no rest and no respite, for him, or those he hunts. When forced to remain in one place, he is ever experimenting with his newfound tools of "justice", black powder, but lately, even this dangerous task has started to fail to keep those thoughts at bay..

Statistics:
Male Dhamphir Inquisitor3 fighter 1/Gunsliger (Pistolero )4
N Medium Humanoid (Dhamphir)
Alternate racials- Dayborn
Init +4; Senses Perception +12
------------------------------
DEFENSE
------------------------------
AC 21, touch 14, flat-footed 17 (+6 armor, +4 dex, +1 shield)
hp 12
Fort +6, Ref +9, Will +8
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee

Ranged
Pistol:
To Hit:+9
Damage: 1d8+2
------------------------------
STATISTICS
------------------------------
Str 10, Dex 18, Con 12, Int 12, Wis 16, Cha 08
Base Atk +4; CMB +4; CMD 19
Traits Indomitable faith (refluffed as faith in his beliefs.), never stop shooting,
Drawbacks
Feats
1- Point blank shot,
3- Rapid reload
4- Rapid shot
Skills 7/level
Acrobatics-4
Sleight of hand-3
Perception-4
Bluff-3
Stealth-3
Spellcraft-2
Escape artist-4
Sense Motive-3
Intimidate-2
Know. Relegion-2
Know. Planes-2
Know. History-1
Ride-1
Climb-2
Swim-2
Heal-1
ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Halfling, Celestial,

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Judgment (Su)

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex)

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orisons

Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze (Ex)

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)

At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)

At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Nimble (Ex)

Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Bonus Feats

At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Weapon Proficiency

Instead of proficiency with all firearms, a pistolero only gains proficiency with one-handed firearms. She must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines.
Gunsmith

A pistolero must take a pistol when she chooses a battered firearm at 1st level.
Deeds

A pistolero swaps a trio of deeds for the following.

Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

This deed replaces the deadeye deed.

Deadeye (Ex) At 7th level, the pistolero gains the deadeye deed, which is normally a 1st-level gunslinger deed.

This deed replaces the startling shot deed.

Twin Shot Knockdown (Ex) At 11th level, when the pistolero hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made.

This deed replaces the bleeding wound deed.
Pistol Training (Ex)

Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a pistolero never misfires with a one-handed firearm.

This ability replaces gun training 1 to 4.

Gear/Possessions:

------------------------------
Arms and Armor: +1 Pistol, +1 Chain shirt +armored Kilt, MWK buckler, 100 shots,

Magical Gear: cloak of resistance (+1). Endless Bandolier

Gear: MWK backpack, belt pouch, waterskin (1), caltrops (3), 100ft silk rope, grappling hook, hammer, torch (5), silver holy symbol
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 253 GP 85 SP 0 CP

Inquisitions are, as of yet, undecided, however, I will most likely go with- Persistence, Zeal, Valor, or Fervor.

If selected I'll work out the background more, and with the GM more to help flesh out the entire idea.


@ rorek55
Invalid Gestalting

Everything goes in pairs, i.e Inquisitor/Gunslinger 3, Fighter/Bard 1

Silver Crusade

Ive never heard of/seen that rule, so my bad, I'll fix it. (are you using a different gestalt rules? or has everyone else so far ignore that bit?)


The pairs are implied when you read the gestalt rules in its wording.
Even the examples given were all perfect pairs.

Silver Crusade

I don't see anything (at least in the rules I am reading) pertaining to that, as then prestige classes would force you to "multiclass" on the other side if you chose to go down them. That said, I won't argue with the way you and your DM have ruled it :3


OK, fyiw, here's Midori:
Midori Masaki

Stats & info:

Class-Level: Gestalt Bard/Artisan
STR 10 (+0) Race: Human Level: 4 Fort: +1 + 1 = +2
DEX 13 (+1) Hgt: 5'5” Experience: -k (--k) Ref: +1 + 4 = +5
CON 12 (+1) Wgt: 123# Hit points: Will: +1 + 4 = +5
INT 14 (+2) Hair: Black Melee: +3 BaB: +3 Init: +1
WIS 13 (+1) Eyes: Gold Missile: +4 CMB: +0 CMD: 11
CHA 18* (+4)* Skin: Tian AC: 10+1+4= 15 Touch: 11 FF: 14
Special: -- Age: 18 Alignment: Neutral Good

Basic Info:

Point Buy: 20 base: 15 (7), 14 (5), 13 (3), 13 (3), 12 (2), 10 (0)
Starting Stats: 10 str, 13 dex, 12 con, 14 int, 13 wis, 17 cha
Race Features: +2 to one stat (cha); +1 skill/lvl; +1 feat, Favored Class [Bard]
Languages [Common+2 int+1 trait+2 linguistics]: Common; Elven, Minkaian, Thasilonian (t), Tien, Varisian

Traits:

Campaign: Scholar of Ancients [+1 trait bonus to KN: arcana and KN: history, speak & read Thassilonian]
Magic: Spark of Creation [+1 trait bonus to all Craft checks, cost to create magic items reduced by 5%]
Regional: Famed Performer [Once per day when you start a bardic performance, you can increase the DC of the saving throw to resist your performance's effects by 1. This effect lasts until you switch performances or end your performance.]

Class Features:

Bard HD d8; Skill Ranks: 6+; Bardic knowledge, bardic performance [4+ cha mod+ 2/lvl after 1st: 13 rounds/day], cantrips, Bardic performance [countersong, distraction, fascinate, inspire courage +1, inspire competence +2], Versatile Performance [Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal)], Well Versed
Artisan HD d8; Skill Ranks: 8+; Master Craftsman, Enhancement Pool [4: half class level +int bonus], Magical Affinity [add competence bonus =to class level to craft/profession check to make magic item; add half class level to UMD], Magical Essence [4th lvl: 2,000], Crafter’s Art [Arcana; Empower Damage (Ex): Whenever you use a scroll, wand, or staff to cast a spell that deals damage, you deal an extra amount of damage equal to half your class level (minimum 1.)], Creation Feat [x2: 1st: Brew Potion; 2nd: Scribe Scroll;], eye for magic, Craftsman technique [Transformative Weapon (Su): Any weapon in the artisan’s hands is treated as if it had the Transformative special ability. If removed from the artisan’s hands, the weapon reverts to its original form], magical traps, Animate object, homunculus
Feats: 1st: Cosmopolitan [+2 languages; +2 int, wis (survival) or cha skills (handle animal)], EWP [Katana]; 3rd: Extra Performance (+6 rnds/day)

Weapon & Armor Proficiencies:

all simple weapons, plus longsword, rapier, sap, shortsword, shortbow, whip; light & medium armor; shields (except tower); Katana (feat)

Spell Info:

Spells Known
0th 9 [6 + 3 (fc)]: Dancing Lights, Detect Magic, Ghost Sound, Message, Prestidigitation, Read Magic, Sift, Spark, Unwitting Ally
1st 5 [4 + 1 (fc)]: Cure Light Wounds, Grease, Feather Fall, Identify, Saving Finale
2nd 2: Cure Moderate Wounds, Masterwork Transformation

Spells/Day
1st 4 (3+1cha)
2nd 2 (1+1 cha)

Skill info:

Class Skills Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha, feat), Heal (Wis, trait), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis, feat), Use Magic Device (Cha)

Skill Ranks 44 [11/level (8 + 1 race +2 int) x 4 = 44]
+9 Craft: Alchemy [4r+2int+3c]
+7 Craft: Musical Instruments [2r+2int+3c]
+9 Craft: Weapons [4r+2int+3c]
+8 Disable Device [4r+1dex+3c]
+9 KN: Arcana [2r+2int+3c+2l]
+9 KN: History [2r+2int+3c+2l]
+7 Linguistics [2r+2int+3c]
+8 Perception [4r+1wis+3c]
+9 Perform: Act [2r+4cha+3c]
+9 Perform: Dance [2r+4cha+3c]
+11 Perform: Oratory [4r+4cha+3c]
+11 Perform: Sing [4r+4cha+3c]
+11 Perform: Stringed Instrument [4r+4cha+3c]
+6 Spellcraft [1r+2int+3c]
+5 Stealth [1r+1dex+3c]
+9 Use Magic Device [2r+4cha+3c]

Verstile Performance subs
Act (Bluff, Disguise)
Comedy (Bluff, Intimidate)
Dance (Acrobatics, Fly)
Keyboard Instruments (Diplomacy, Intimidate)
*Oratory (Diplomacy, Sense Motive)
Percussion (Handle Animal, Intimidate)
*Sing (Bluff, Sense Motive)
*String (Bluff, Diplomacy)
Wind (Diplomacy, Handle Animal)

Equipment:
Starting: 6,000 gp
1,100g Mithral Shirt
350g Katana, mw
301g Hanbo, mw
336g Crossbow, light, mw + 10 bolts

184g Bard's Kit [41 g +48g for MW Backpack, +95g for MW Guqin (Minkai-style zither)]
5g Gear Maintenance kit
1g Grooming Kit
-g Explorer's Outfit
30g Courtier's Outfit
50g Jewelry

Background:

Mother: NAKAYAMA Kiriko
Father: MASAKI Ryoma

Midori grew up in Magnimar and has traveled much of Golarian with her parents. Her mother Kiriko, a cleric of Brigh, had occasionally spoken of a sister, Atusii, who married a rich glass merchant and moved to a small town called Sandpoint. Six years ago, Kiriko's father called a family meeting to introduce Ameiko Kaijitsu, Atsuii's daughter, who had come for a visit. Ameiko never discussed her family, but she and Midori became friends. Ameiko left to return home upon hearing of her mother's death in a fall. About a year later, Midori briefly encountered a young half-elf calling himself Tsuto Kaijitsu, who claimed to be Atsuii's son, who claimed that Atsuii had been murdered by her husband. He soon left, but his claim, and his obvious race, threw the family into turmoil. Midori was forbidden to contact her cousin and has wondered about the situation ever since. Recently her father was murdered and her mother chose to join a convent, abandoning her only child. Midori has taken her inheritance and headed for Sandpoint to finally learn what she can about her so distant family.


Are concepts still the only thing required our should I build my arcanist swashbuckler and submit her for review?


I'm thinking Investigator (Mastermind)/Swashbuckler (Inspired Blade). Can crunchify it tomorrow.


Build:
Magus (Kensai) 4 / Swashbuckler (Inspired Blade) 4
12 STR/18 DEX/12 CON/16 INT/10 WIS/8 CHA

Dice Rolls for HP; favored:

12 HP at first level.
2nd Level: 1d10 + 2 ⇒ (1) + 2 = 3
reroll: 1d10 + 2 ⇒ (10) + 2 = 12
3rd Level: 1d10 + 2 ⇒ (6) + 2 = 8
4th Level: 1d10 + 2 ⇒ (10) + 2 = 12
Total HP: 44

Campaign Trait: Scholar of the Ancients
Feats: Combat Reflexes and Fencing Grace (Weapon Finesse and Weapon Focus [Rapier] free from classes)

Personality:
Thannor is a forlorn elf who once took great pride in his ability with a rapier, and sought the title of Golarion's Greatest Duelist. Upon hearing of Baron Sirian Aldori's bet that no one could best him in a duel, the elf travelled to Rostland to put the arrogant Swordlord in his place. Thannor lost in seconds.

Thannor has never quite recovered from this event, and the passage of time has not managed to repair his self-confidence. Although still fierce with a sword, he has all but given up on any dreams of becoming the world's best swordsman. He has taken up the study of magic in hopes of becoming Golarion's Greatest Wizard, but his talents in the arcane arts are negligible. Thannor has taken to researching Thassilon in hopes that there might be some ancient secret to its powerful magics that he can learn for himself.

Thannor is a devout pessimist, and often sees the worst in things. He has very little self-confidence, and is something of a coward when danger presents itself.

Appearance:
Thannor is an average sized elf with long brown hair. His black eyes constantly flicker around, as if scanning for danger. Below his left eye he bears a deep scar from nose to ear. His clothes are simple traveler's garb, mostly a moss-green-and-brown color.

Team Role:
Thannor will be able to provide arcane support with buffs, battlefield control, and excels at dealing damage with a rapier and touch spells. Out of combat, he will be able to provide knowledge-based skills and some arcane utility.

Anything else that needs to be in place for the submission? Do you want a full build, or is the truncated version okay?


Here is my submission, I will be fixing her up before Sunday, mostly fluff.

Crunch for Tearsong Falcon'stalon::

Lightbringer Elf Monk-Zen Archer/Sorceress Psionic Bloodline 4
Alt. Racials- Lightbringer, Fleet-footed, Darkvision 60'
CG Medium Elf (Humanoid)
Init +7; Senses Perception +9
------------------------------
DEFENSE
------------------------------
Monk AC: 18 (Base: 10, No armor, +3 dex, +2 Wisdom, +1 Monk, +1 PF, +1 FT, +0 Magic)
hp: 39 {+1d8+1Con+1Tough}
Fort: +6, {+4Base,+1Con, +1 TR}
Ref: +7 {+4Base,+3Dex}
Will: +6,{+4Base,+2Wis, +2 Deflecting Mind - Enchantments - Must be PF}
CMD: 17
------------------------------
OFFENSE
------------------------------
Speed: 40/200ft, Fleet-footed (Run, +2 Init, Keep AC)
CMB +1
Base Atk: +3 FoB +2/+2
At any range - Point-Blank Master[/b]
Masterwork Composite Longbow (STR:0):
Point-Blank (0-30') +9 or FOB +8/+8
To Hit: +8 or FoB +7/+7
Damage: 1d8 (20x3)(Magic)
Range: 30 - 110'

Back-up Weapon:

Monk Improved Unarmed Strike: +1 ATK, 1d8-2, Melee, 20, x3,

Special:
1. Flurry of blows
2. Point-blank shot (up to 30', +1 hit/dam)
3. Perfect Strike (4x/day)
4. Weapon Focus - Composite Longbow (+1 ATK)
5. Ki Strike and Pool**
** Can be Used with Unarmed Strike, everything else is bow only
------------------------------
STATISTICS
------------------------------
Str: 07(-2), Dex: 16(+3), Con: 12(+1), Int: 11(0), Wis: 14(+2), Cha: 16(+3)
------------------------------
Race Traits:
------------------
Warrior of Old (+2 Init)
-----------------
Combat Traits:
------------------
Resilient (+1 Fort SV)
---------------
Campaign Traits:
---------------
Outlander Loreseeker - Benefit You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

Class Features:

Monk Zen Archer:

1. Monk Weapons, no armor, all bows, Bonus feat (Point-blank shot), flurry of blows (Bow only), Perfect Strike, improved unarmed strike (Cannot flurry)
2. Bonus feat (Dodge), Way of the Bow (Weapon Focus-Composite Longbow)
3. Fast movement (+10'), Zen Archery (Can use Wis instead of Dex), Point-blank Master (No AoO)
4. Ki pool (magic)(As Ki Pool+Range), Slow Fall 20 ft.

Ki Pool: 4

Sorceress Psionic Bloodline:

1. Bloodline Arcana, Bloodline power (Might of Mind), Cantrips, Eschew Materials,
2. ...
3. Bloodline power (Deflecting Mind), Bloodline spell (Charm Person)(add 1 to spell known)
4. ...

Bloodline Arcana: Whenever you cast a [Force] or
[Mind-affecting] spell, increase the DC of that spell by +1.
In addition, you gain Wild Talent as a bonus feat.

Might of the Mind (Su): You can use the power of the
mind to either attack an enemy or pick up an object. As a
standard action, you can hurl a single unattended object
of up to 250 lbs. at an enemy within 30 feet. This attack
is treated as a ranged attack with a thrown weapon
(dealing an amount of bludgeoning damage equal to 1d6
plus half your sorcerer level), except that you add your
Charisma modifier on the attack roll instead of your
Dexterity modifier, +7 Attk, 1d6+3 Dam, 30', 20, x3, Point-blank shot

Alternatively, you can pick up an unattended object
of up to 250 lbs. within 30 feet and transport it to your
hand as a move action. You can use this ability a number
of times per day equal to 3 + your Charisma modifier, (6x/day).

Deflecting Mind (Ex): At 3rd level, you gain a +2 bonus
to your saves against enchantment spells and effects, and
a +1 deflection bonus to AC while maintaining psionic
focus. At 7th level and every four levels thereafter, these
bonuses increase by +1, +2 save, +1 Deflective AC

Psionic Focus: In Focused

Spells

0 - Infinite - Read Magic, Detect Magic, Light, Prestidigitation, Message, Mending, Detect Poison
1st - (6+1) Abundant Ammunition, Shield, Magic Missile,
2nd - (3+1) Acid Arrow, Charm Person

0 - (6+1) - Read Magic, Detect Magic, Light, Prestidigitation, Message, Mending, Detect Poison
1st - (3) - Abundant Ammunition, Magic Missile, Shield
2nd - (1+1) - Acid Arrow, Charm Person

Whenever you cast a [Force] or [Mind-affecting] spell, increase the DC of that spell by +1.

----------------
Feats/Atts:
1-Run, Wild Talent (+2 PP), Toughness,
3-Precise Shot
4-Cha +1
--------------
Skills 5
-----------
1. Autohypnosis: +9 - 4+2+3
2. Acrobatics: +10 4+3+3
3. Know(Arcana): +7 - 4+0+3
4. Perception: +9 - 4+2+3
5. Spellcraft: +7 - 4+0+3

(-2 ST, +3 DX, +0 IT, +2 WS, +3 CH)

Languages Common, Elven, Draconic

Equipment:

Masterwork Composite Bow +1 (400 gps, +1 ATK, 3 lbs)
(60) Arrows (3 gps, 3 lbs)
Handy Haversack (2000, 5 lbs)
Ring of Sustenance (2,500 gps, 0)
Hooded Monk Outfit (Free, 2 lbs)
Wedding ring worth (500 gps)

5403 (597 remaining)

Back-ground

Tearsong Falcon'stalon is a combination of two former characters from a tabletop game I played in the 90s. She was supposed to be the wife of Lord Anderlorn Falcon'stalon but the game
ended before that could happen so I am recreating her in a new light. Now she is a Gestalt Monk-Zen Archer/Sorceress Psionic Bloodline keeping the Ranger flare but adding in destructive Sorcerer power (eventually anyway). Tearsong is caring like a mother because she is one so she will take care of her party members, she does have her own law about things but they are good at heart (mostly anyway - Chaotic Good), quickly and tactically adapts to the battlefield, she equally communes with nature and people, meditates every morning and evening if she can, she is light on her feet and moves gracefully fast, on a mission but will not sacrifice the party, and focused. Tearsong is 6' tall, slender, exotically beautiful, has pale skin with a blue hue, long braided silvery white hair with golden leaf trinkets set in, and blue eye with what appears to be golden flecks speckled through her iris. She is wearing an equsite Elven made hooded monk outfit, a nice leather backpack, a nicely crafted ring on her right hand and nice wedding ring on her left hand. Lastly, she carries a nicely made Composite Longbow obviously made by an elven woodsmith and a self-closing quiver on her back. She does not appear to be wearing any armor or carrying any other weapon.

Roles:

1. Missile Support - Using her bow, she can make short and long range precise attacks to whittle down enemies before they arrive, snipe targets from afar that are unreachable or will benefit the party, and assist the front lines taking down foes. Coupled with her spell and psionic-like abilities she has a huge supply of ammunition and many options to choose from.

2. Combat Caster - She is also a dedicated caster and can deliver many spells down range. Eventually destructive spells as she progresses and can use her bow either as back up when her spells run dry or to conserve spells for larger fights.

3. Arcane Skills She can or assist in deciphering magical clues and artifacts that the party will surely come across.

4. Self-sufficient Mostly self-sufficient and will not be a huge burden for the party.

5. Back-line support Tearsong has Monk AC that can be modified with force magic making her hard to hit and she can use her bow in melee.

6. Darkvision Unlike most elves, she can see in the pitch dark and she is not a Drow.

Rolls:

HP1: 4d8 ⇒ (1, 2, 8, 8) = 19
HP2: 2d8 ⇒ (7, 3) = 10
HP2: 1d8 ⇒ 8
Final Result - HP+Con+FC+Toughness: 7 + 8 + 8 + 8 + 4 + 4 + 4 = 43


My apologies; I really should have put this up in the character creation rules, since the regular gestalt rules allow switching combos every level.

Gestalt restrictions wrote:

All gestalt class combos must be multi-classing legal. No archtypes as different classes, no specialist caster or specialist manifester combos, no alternate class combos. For the purpose of this game I'm limiting gestalts to two classes (even though I've always loved the fighter/magic-user/thief combo from 2nd AD&D).

All Pathfinder classes, all Dreamscarred psionic classes, Bo9S/ToB are acceptable.

3rd party or 3.5 classes not duplicated by a Pathfinder class are acceptable as long as I have access to a copy of the class.

Silver Crusade

Here is the updated version, with everything as it should be (I think).

Note- I don't want to pick my 2nd level spells just yet.. at least not until I know what the others have if selected

Statistics:
Male Dhamphir Inquisitor4 /Gunsliger (Pistolero )4
N Medium Humanoid (Dhamphir)
Alternate racials- Dayborn
Init +4; Senses Perception +12
------------------------------
DEFENSE
------------------------------
AC 22, touch 15, flat-footed 17 (+6 armor, +4 dex, +1 shield+1 dodge)
hp 45
Fort +6, Ref +9, Will +8
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee

Ranged
Pistol:
To Hit:+9
Damage: 1d8+2
------------------------------
STATISTICS
------------------------------
Str 10, Dex 18, Con 12, Int 10, Wis 16, Cha 10
Base Atk +4; CMB +4; CMD 19
Traits outlander (exiled, from Ustalav), never stop shooting,
Drawbacks
Feats
1- Point blank shot,
3- Rapid reload, coordinated shot
4- Rapid shot
Skills 7/level
Acrobatics-4
Sleight of hand-3
Perception-4
Bluff-3
Stealth-3
Spellcraft-2
Escape artist-4
Sense Motive-3
Intimidate-2
Know. Relegion-2
Know. Planes-2
Know. History-1
Ride-1
Climb-2
Swim-2
Heal-1
ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Halfling, Celestial,

Spells
0th-

1st level-
Divine Favor, Inflict light wounds, Wrath, keep watch

2nd-
[spoiler=Gear/Possessions]
------------------------------
Arms and Armor: +1 Pistol, +1 Chain shirt +armored Kilt, MWK buckler, 100 shots,

Magical Gear: cloak of resistance (+1). Endless Bandolier

Gear: MWK backpack, belt pouch, waterskin (1), caltrops (3), 100ft silk rope, grappling hook, hammer, torch (5),
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 253 GP 85 SP 0 CP

Silver Crusade

DM-Camris wrote:

My apologies; I really should have put this up in the character creation rules, since the regular gestalt rules allow switching combos every level.

Gestalt restrictions wrote:

All gestalt class combos must be multi-classing legal. No archtypes as different classes, no specialist caster or specialist manifester combos, no alternate class combos. For the purpose of this game I'm limiting gestalts to two classes(even though I've always loved the fighter/magic-user/thief combo from 2nd AD&D).

All Pathfinder classes, all Dreamscarred psionic classes, Bo9S/ToB are acceptable.

3rd party or 3.5 classes not duplicated by a Pathfinder class are acceptable as long as I have access to a copy of the class.

The bolded section is to keep people from going-

Fighter4/rogue3/fighter(archetype here)1 yes?

And I am assuming those rules also mean we are not allowed to multiclass? Or, if we are, we must chose two classes period on each side and no more. From that however it sounds as if we pick our two classes, and are stuck with them. (Fine with either)


OK, just realized I forgot to make Midori's HP roles:

FYI: when this began the Hp was set up using my RL group's house rule; first level gets max dice plus con SCORE. Ex: at first level Midori gets 8 (for hd) plus 12 (con score) 20, then adds her rolls as she levels up.

HP 2nd level: 1d8 + 1 ⇒ (2) + 1 = 3
HP 3rd level: 1d8 + 1 ⇒ (1) + 1 = 2
HP 4th level: 1d8 + 1 ⇒ (4) + 1 = 5

My dice hate me, even here. Looks like Midori gets PFS standard, then.

Edit: Quick question/note; this was the original option for Traits: Traits: 3 total as long as one is a Campaign trait. Do you want to keep it at that, or reduce it to just tow traits, Camris?


I have an idea for a fighter/alchemist if it's not too late.


Any comment on whether or not you are ok with Kasatha?


rorek55 wrote:
DM-Camris wrote:

My apologies; I really should have put this up in the character creation rules, since the regular gestalt rules allow switching combos every level.

Gestalt restrictions wrote:

All gestalt class combos must be multi-classing legal. No archtypes as different classes, no specialist caster or specialist manifester combos, no alternate class combos. For the purpose of this game I'm limiting gestalts to two classes(even though I've always loved the fighter/magic-user/thief combo from 2nd AD&D).

All Pathfinder classes, all Dreamscarred psionic classes, Bo9S/ToB are acceptable.

3rd party or 3.5 classes not duplicated by a Pathfinder class are acceptable as long as I have access to a copy of the class.

The bolded section is to keep people from going-

Fighter4/rogue3/fighter(archetype here)1 yes?
.....

Yep, the rules are for stopping that.


Normally Monk/Sorcerer is permitted and Psionic Bloodline is not an archetype, it's a bloodline, so that leaves me to Zen-Archer, is that a permitted archetype?


I certainly hope it is, Anderlorn, as that is what I submitted.


Refined, fixed major discrepancy, and updated

Updated Tearsong Falcon'stalon Crunch:

Lightbringer Elf Monk-Zen Archer/Sorceress(Psionic Bloodline) 4
Alt. Racials- Lightbringer, Fleet-footed, Darkvision 60'
CG Medium Elf (Humanoid)
Init +7; Senses Perception +9
------------------------------
DEFENSE
------------------------------
Monk AC: 18 (Base: 10, No armor, +3 DX, +2 WS, +1 Monk, +1 Deflective, +1 Dodge, +0 Magic)
hp: 35 {+1d8+1Tough}
Fort: +5, {+4Base, +0 Con, +1 TR}
Ref: +7 {+4Base,+3Dex}
Will: +6,{+4Base,+2Wis, +2 Deflecting Mind - Enchantments - Must be PF}
CMD: 19 (BS:10, BaB +3, ST:+0, DX:+3, WS:+2, Monk:+1)
------------------------------
OFFENSE
------------------------------
Speed: 40/200ft, Fleet-footed (Run, +2 Init, Keep AC)
CMB +1
Base Atk: +3 FoB +2/+2
At any range - Point-Blank Master
Masterwork Composite Longbow (STR:10):
Point-Blank (0-30') +9 or FOB +8/+8
To Hit: +8 or FoB +7/+7
Damage: 1d8 (20x3)(Magic)
Range: 30 - 110'
Back-up Weapon:

Monk Improved Unarmed Strike: +3 ATK, 1d8, Melee, 20, x3,

Special:
1. Flurry of blows
2. Point-blank shot (up to 30', +1 hit/dam)
3. Perfect Strike (4x/day)
4. Weapon Focus - Composite Longbow (+1 ATK)
5. Ki Strike and Pool**
** Can be Used with Unarmed Strike, everything else is bow only
------------------------------
STATISTICS
------------------------------
Str: 10(0), Dex: 16(+3), Con: 10(+0), Int: 10(0), Wis: 14(+2), Cha: 17(+3)
------------------------------
Race Traits:
------------------
Warrior of Old (+2 Init)
-----------------
Combat Traits:
------------------
Resilient (+1 Fort SV)
---------------
Campaign Traits:
---------------
Outlander Loreseeker - Benefit You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

Class Features:

Monk Zen Archer:

1. Monk Weapons, no armor, all bows, Bonus feat (Point-blank shot), flurry of blows (Bow only), Perfect Strike, improved unarmed strike (Cannot flurry)
2. Bonus feat (Dodge), Way of the Bow (Weapon Focus-Composite Longbow)
3. Fast movement (+10'), Zen Archery (Can use Wis instead of Dex), Point-blank Master (No AoO)
4. Ki pool (magic)(As Ki Pool+Range), Slow Fall 20 ft.

Ki Pool: 4

Sorceress Psionic Bloodline:

1. Bloodline Arcana, Bloodline power (Might of Mind), Cantrips, Eschew Materials,
2. ...
3. Bloodline power (Deflecting Mind), Bloodline spell (Charm Person)(add 1 to spell known)
4. ...

Bloodline Arcana: Whenever you cast a [Force] or [Mind-affecting] spell, increase the DC of that spell by +1. In addition, you gain Wild Talent as a bonus feat.

Might of the Mind (Su): You can use the power of the mind to either attack an enemy or pick up an object. As a standard action, you can hurl a single unattended object of up to 250 lbs. at an enemy within 30 feet. This attack is treated as a ranged attack with a thrown weapon (dealing an amount of bludgeoning damage equal to 1d6 plus half your sorcerer level), except that you add your Charisma modifier on the attack roll instead of your Dexterity modifier, [+7 Attk, 1d6+3 Dam, 30', 20x3, Point-blank shot/Precise Shot]

Alternatively, you can pick up an unattended object of up to 250 lbs. within 30 feet and transport it to your hand as a move action. You can use this ability a number of times per day equal to 3 + your Charisma modifier, (6x/day).

Deflecting Mind (Ex): At 3rd level, you gain a +2 bonus to your saves against enchantment spells and effects, and a +1 deflection bonus to AC while maintaining psionic focus. At 7th level and every four levels thereafter, these bonuses increase by +1, [+2 save, +1 Deflective AC]

Psionic Focus: Focused

Spells:

0 - Infinite (DC:13) - Read Magic, Detect Magic, Light, Prestidigitation, Message, Mending, Detect Poison
1st - (7)(DC:14) - Abundant Ammunition+ [CL:5, DC:15, Duration: 5 min, Replenishes Ammo], Shield* [DC:15, Duration: 4 min, +4 AC], Magic Missile! [CL:5, 3 Missiles, 1d4+1 each, DC:16, Range 140ft],
2nd - (4)(DC:15) Acid Arrow+ [CL:5, DC:16, +6 Touch ATK, 2d4/2 rounds, range 600'], Charm Person* [DC:16]

0 - (6+1) - Read Magic, Detect Magic, Light (Racial), Prestidigitation, Message, Mending, Detect Poison
1st - (3) - Abundant Ammunition, Magic Missile, Shield
2nd - (1+1) - Acid Arrow, Charm Person

Casting Specials

Extra Spells (CHA): +1 Spells per day, levels 1-3
Bloodline Arcana* - Whenever you cast a [Force] or [Mind-affecting] spell, increase the DC of that spell by +1
Outlander Loreseeker+ - pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Both!

----------------
Feats/Atts:
----------------
1-Run, Wild Talent (+2 PP, Permitted to use Psionic Feats), Toughness,
3-Precise Shot
4-Cha +1
----------------
Skills 5
----------------
1. Autohypnosis: +9 - 4+2+3
2. Acrobatics: +10 - 4+3+3
3. Know(Arcana): +7 - 4+0+3
4. Perception: +9 - 4+2+3
5. Spellcraft: +7 - 4+0+3

(+0 ST, +3 DX, +0 IT, +2 WS, +3 CH)

Languages: Common, Elven, Draconic

Equipment:

1. Darkwood Composite Bow (430 gps, +1 ATK, 1.5 lbs - Remember Magic is coming from Ki strike)
2. (60) Arrows (3 gps, 3 lbs)(40 in Haversack, -2 lbs)
3. Handy Haversack (2000, 5 lbs)
4. Ring of Sustenance (2,500 gps)
5. Wedding ring worth (500 gps)
6. Exquisite Elven made hooded Monk outfit (Free, 2 lbs)
7. Sorcerer Kit (-Backpack, -2 gp, -2 lbs, 6 gps, 17 lbs (0 lbs in Haversack))
8. (1)Potion of Cure Moderate Wounds (300 gps)

Coin:

Plantinum: 26, Gold: 11 (.5 lb)(0 in haversack)

TTL WT: 9.5 (Light),

Back-ground

Tearsong Falcon'stalon is a combination of two former characters from a tabletop game I played in the 90s. She was supposed to be the wife of Lord Anderlorn Falcon'stalon but the game ended before that could happen so I am recreating her in a new light. Now she is a Gestalt Monk-Zen Archer/Sorceress Psionic Bloodline keeping the Ranger flare but adding in destructive Sorcerer power (eventually anyway).

Tearsong is caring like a mother because she is one so she will take care of her party members, she does have her own law about things but they are good at heart (mostly anyway - Chaotic Good), quickly and tactically adapts to the battlefield, she equally communes with nature and people, meditates every morning and evening if she can, she is light on her feet and moves gracefully fast, on a mission but will not sacrifice the party, and focused. Tearsong is exotically beautiful (no makeup required), she is tall and slender, has pale skin with a blue hue, long braided silvery white hair with golden leaf trinkets set in, and blue eyes with what appears to be golden flecks speckled through her iris. She is wearing an exquisite Elven made hooded monk outfit, a nice leather backpack, a nicely crafted ring on her right hand and nice wedding ring on her left hand. Lastly, she carries a nicely crafted Composite Longbow obviously made by an elven woodsmith and a quiver on her back. She does not appear to be wearing any armor or carrying any other weapon.

Roles:

1. Missile Support: Using her bow, she can make short and long range precise attacks to whittle down enemies before they arrive, snipe targets from afar that are unreachable or will benefit the party, and assist the front lines taking down foes. Coupled with her spell and psionic-like abilities she has a huge supply of ammunition and many options to choose from.

2. Combat Caster: She is also a dedicated caster and can deliver many spells down range. Eventually destructive spells as she progresses and can use her bow either as back up when her spells run dry or to conserve spells for larger fights. And she can reach out and touch someone from 600' away with magic and 200' with a bow.

3. Arcane Skills: She can or assist in deciphering magical clues and artifacts that the party will surely come across.

4. Self-sufficient: Mostly self-sufficient and will not be a huge burden for the party.

5. Rear Support: Tearsong has Monk AC that can be modified with force magic making her hard to hit and she can use her bow in melee.

6. Darkvision: Unlike most elves, she can see in the pitch dark and she is not a Drow.

8. Battlefield Endurance: By combining magic with physical weapons, she is able to stay in the battle longer than most typical spell casters.

Rolls:
HP1: 4d8 ⇒ (1, 2, 8, 8) = 19
HP2: 2d8 ⇒ (7, 3) = 10
HP2: 1d8 ⇒ 8
Final Result - HP+Toughness: 7 + 8 + 8 + 8 + 4 = 35


Here's the crunch for Sidriel Warmheart. Detailed background to come if selected.

Crunch:
Male Aasimar Sorcerer(Elemental Bloodline)/Wizard(Fire Elementalist) 4
CG Medium Humanoid (Human)
Init +4; Senses Perception +7, Darkvision 60 ft.
------------------------------
DEFENSE
------------------------------
AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield)
hp 0
Fort +2, Ref +4, Will +4(6 vs. Illusion)
Resistances 5/Electricity, Cold, Acid; 10/Fire
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Dagger +2 (1d4-1/19-20)

Ranged 7/day Fire Jet (1d6+3 fire)(20 line)(DC 16 half); Fire Ray +5 (1d6+3 fire)(30 ft)
------------------------------
STATISTICS
------------------------------
Str 9, Dex 14, Con 10, Int 18, Wis 8, Cha 18
Base Atk +2; CMB +1; CMD 13
Traits Outlander (Exile), Eyes and Ears of the City
Feats Spell Focus (Conjuration), Eschew Materials, Scribe Scroll, Weapon Focus (Ray)
Skills (24 points; 8 class, 16 INT)
ACP -0
(4) Appraise +11
(4) Diplomacy +11
(4) Knowledge (Arcana) +11
(4) Knowledge (Planes) +13
(4) Perception +7
(4) Spellcraft +13

*ACP applies to these skills
Non-Standard Skill Bonuses
Perception +1 (trait)
Knowledge (Planes) +2 (race)
Spellcraft +2 (race)

Languages Common, Celestial, Draconic, Elven, Ignan, Sylvan

Special Abilities:
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Knowledge (Planes) and Spellcraft checks.

Spell-Like Ability (Sp): Aasimars can use pyrotechnics once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Burnished Skin: You gain a +2 trait bonus on saving throws made to disbelieve illusions.

Pyromancer: You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.

Exile; You gain a +2 trait bonus on Initiative checks.

Eyes and Ears of the City: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Fire Supremacy (Su): You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.

Fire Jet (Su): As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

Spells:
Sorcerer
0th (at will)
Detect Magic
Detect Poison
Scoop
Read Magic
Touch of Fatigue
Dancing Lights
1st (7/day)
Burning Hands
Grease
Shield
Enlarge Person

2nd (4/day)
Limp Lash

Wizard
0th (at will)
Resistance
Acid Splash
Drench
Detect Magic
Detect Poison
Read Magic
Daze
Breeze
Dancing Lights
Flare
Light
Penumbra
Ray of Frost
Scoop
Spark*
Ghost Sound*
Haunted Fey Aspect
Bleed
Disrupt Undead*
Touch of Fatigue
Jolt
Mage Hand*
Mending*
Message
Open/Close
Root
Arcane Mark
Prestidigitation

1st
Dancing Lantern*
Mage Armor*
Protection from Evil
Silent Image
Color Spray
Burning Disarm*
Charm Person
Unseen Servant*
True Strike*
Floating Disk

2nd
Burning Gaze
Fire Breath
Flaming Sphere*
Resist Energy
Summon Monster II
Invisibility*
Glitterdust
Rope Trick*
Hideous Laughter*
Levitate*(bonded object)

Gear:
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 359 GP 0 SP 0 CP
Masterwork Dagger 1 lb(bonded object)
Wizard's Kit 16 gp; 19 lb(no spell component pouch)
Cloak of Resistance +1 1000 gp; 1 lb
Iron Rope 750 gp; 1 lb
Pearl of Power 1000 gp
Ring of Sustinence 2500 gp

Concept from last post for convenience:
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.


Going off previous post (Goldstool Shroomshrine, White Haired Witch, Monk of the Iron Mountain), I have made an alias. Filled in the basic information, will fill and create thoroughly if chosen.


Here is the alias I would used ...

~Anderlorn


Forgot HP rolls

HP: 3d6 + 6 ⇒ (4, 1, 3) + 6 = 14
reroll: 2d6 + 10 ⇒ (4, 5) + 10 = 19

Liberty's Edge

DM-Camris wrote:

RECRUITMENT IS OPEN!

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).

Simelien "Sim" Cutanryl is a well-traveled elven man, with a calm, yet decisive manner. He is tall, thin, and lean, with dark hair and piercing brown-black eyes, always impeccably dressed. His keen senses and sharp mind allow him to pierce the veils of illusion, delusion, and occlusion. He is an expert swordsman and archer, with a preference for melee combat. Tactically brilliant, he aids his allies both in and out of combat with resolve and precision.

Sim has an abundance of patience and resolve. Once set on a course, it is hard to turn him away from it. He has little personal use for frivolous pursuits, but recognizes their value to others.

Hopefully in time, looking to build an elven Investigator(Empiricist)/Warder(Zweihander Sentinel). Dex and Int focus, using Elven Curveblade with weapon finesse/deadly agility.


Anderlorn wrote:


Normally Monk/Sorcerer is permitted and Psionic Bloodline is not an archetype, it's a bloodline, so that leaves me to Zen-Archer, is that a permitted archetype?

Yes, this is permitted.

Cuàn wrote:


On another note then, how do the GM and current players feel about Kasatha? Basic idea would be for a Ranger(Bow Nomad/Trapper)|Barbarian(Invulnerable Rager/Primal Hunter).
Any comment on whether or not you are ok with Kasatha?

Any other game, I would say hell no. But for this game it's alright.

Dark Archive

DM-Camris wrote:
I'm looking for a fast turnaround, so decision by Sunday (hopefully).

Got my fingers crossed and checking the posts every hour, waiting to see who get's picked!


drbuzzard wrote:


I have an idea for a fighter/alchemist if it's not too late.

It's not too late. At 9pm Pacific time tonight I will lock the candidates and no accept any new ones.

Spiral Ninja wrote:


Quick question/note; this was the original option for Traits: Traits: 3 total as long as one is a Campaign trait. Do you want to keep it at that, or reduce it to just two traits, Camris?

Yes, that is what we were going to keep. Two traits, three if one is a Campaign trait.

rorek55 wrote:
From that however it sounds as if we pick our two classes, and are stuck with them.

Yes, that is the case here.

ToxicDragon wrote:


Are concepts still the only thing required our should I build my arcanist swashbuckler and submit her for review?

Just the basic concept is required, but bonus points for the full build.


Gah- Don't have that much time, but I want to post a character- Would you mind a gestalt wordcaster sorcerer//Wizard, focused on blasting, enchanting, and battlefield control?

The current outline is a crossblooded Fey Shadow bloodline sorcerer, early levels focused on Enchanting, later levels focused more on battlefield control. Either way, battlefield control will be very common.

Fluff-wise, a fairly old half-elf with the Charming and Overwhelming Beauty traits. She listens to people, and tries to make folks happy- Even if it's against their will every once in a while. Think old granma. However, a question- Will they object to a bit of necromancy?


Vagabond: Should be alright.

Kubular wrote:


How would people feel about a build which depends on having Obscuring Mist up all the time? Its the only way I've found that can actually manage a ranged sneak attack build but it doesn't seem like it plays so nice in a group.

This could be very cool for a Carrion Crown game, but not for this one.

Kubular wrote:
Otherwise I'm still not sure whether to go with Magus (Kensai)/Wizard or Magus (Myrmidarch)/Gunslinger. Or maybe Ragechemist/Barbarian?

Up to you.


At this point, these are the candidates so far, in order of posting.

Warrick Blackstone (Jesper Roland Sorenson)
wild looking goblin; alchemist/Cartomance witch

Unnamed (Tuyena)
Slayer/Inquisitor,

Unnamed (Bane88)
Human! I will be submitting a Monk/Druid.

Minoru Kurita (Chris Bell 913)
Monk/Ranger Gestalt

Fal the Reborn (CaptainFord)
kobold Bard (Dragon Herald) mixed with a crossblooded Draconic/Elemental sorcerer.

Unnamed (Movin)
Druid/Alchemist L4

Varnas Windblade (Saving Cap’n Cruch)
Male Aasimar (Azata-kin) Swashbuckler/Ninja 4

Maicy Alel (Tyeal)
Elven Kensai/Shadow Sorc.

Unnamed (ToxicDragon)
I'd build a Blade Adept Arcanist/Inspired Blade Swashbuckler.

Arameth (Ashe)
Male Half Orc Sacred Tattoo, Shamans Apprentice
Synthesis Summoner 4 / Tattooed Sorcerer 4

Baru_Brimmstone (gossamar4)
Tiefling (Grimspawn) Arcanist (School Savant)-Rogue/4

Majinak Stisswara (Arbitracious)
Female Undine Adult Monk (Archetype) 5// Magus (Archetype) 5

MidoriMasaki (Spiral_Ninja)
Human Gestalt Bard/Artisan L4

[Unnamed] (Derz)
I'm thinking Investigator (Mastermind)/Swashbuckler (Inspired Blade) L4.

Thannor Brightleaf (Oritun)
Magus (Kensai) 4 / Swashbuckler (Inspired Blade) 4

Derrick Caladran (rorek55)
Male Dhamphir Inquisitor4 /Gunsliger (Pistolero )4

Rafael Morganis (JAF0)
aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer) L4

Sidriel Warmheart (ScubaSteve93)
Male Aasimar Sorcerer(Elemental Bloodline)/Wizard(Fire Elementalist) 4

Korbin Steelsoul (Goldstool Shroomshrine)
Dwarf White Haired Witch/Monk of the Iron Mountain 4

Tearsong Falcon'stalon (Anderlorn)
Gestalt Monk Zen-Archer/Sorceress(Psionic Bloodline), L4

Simelien "Sim" Cutanryl (Reckless)
elven Investigator(Empiricist)/Warder(Zweihander Sentinel) L4

[Unnamed] (Vagabond?)
a crossblooded Fey Shadow bloodline sorcerer, gestalt wordcaster sorcerer//Wizard, focused on blasting, enchanting, and battlefield control

Only a few more minutes left to submit new candidates!

Silver Crusade

um, sorry, thought I included the name. It's Derrick. Derrick Caladran


Rorek55: Corrected!

Any updates or corrections welcome!

Dark Archive

Which 3 will make the cut!?

Good luck to all applicants!


BTW, I'm seeing Midori as skill monkey/minor arcane support/item crafter.


Oh the anticipation! Good luck to all!!!


Alright, this Recruitment is closed to new applicants!


There are some very good submissions here, and I am out of time tonight. So selection will be Monday, sometime after I get home from work.
Thanks!


Going to drop out. Some work stuff came up, and until I'm sure how it lands, I'm not positive I'll be able to post often enough.


Druid/Alchemist withdrawing. Liked the idea I had but don't have the time to make a competitive back story for such an idea.

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