DM Waz up's Legends of the Beyond (Inactive)

Game Master william Nightmoon

The Five Walking Isles have always been here, but how where they made, and why are they so powerful?


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Changed class, went with
Inquisitor / Investigator (Steel Hound) [L7/L7]
Just loved the Detective type Idea and the fact she can do a lot to help a party, teamwork feats, heal and fix/make things, skills, gosh she has skills, she may not be a front liner but she can hold her own.
Never payed this Mix before, would be fun to see what it can do.


Any idea when recruitment is ending?

Sovereign Court

today is the last day to state interest and put out an idea. i will give till Monday to finish it out then i will pick and begin on Tuesday.


I'm interested in this and am thinking a ranged or summoning wizard/cleric fighter.

stats: 2d6 + 6 ⇒ (4, 3) + 6 = 13
stats: 2d6 + 6 ⇒ (3, 5) + 6 = 14
stats: 2d6 + 6 ⇒ (6, 5) + 6 = 17
stats: 2d6 + 6 ⇒ (1, 2) + 6 = 9
stats: 2d6 + 6 ⇒ (3, 1) + 6 = 10
stats: 2d6 + 6 ⇒ (5, 5) + 6 = 16

Silver Crusade

Well I have interest and almost my crunch done for an Oread Druid (Saurian Shaman)/Fighter hailing from Tyrantias.

With Tyrannosaurus Rex animal companion..


Posting intrest, as I have been procrastinating.
Something of note is that the concept relies somewhat heavily on third party stuff- May I request the Soulknife and the Aegis, the Metaforge, Fighter's Blade, Student of the Astral Suit, and the Soul Knife's bonus feat ACF.

The current idea is an ex-atheist soldier who, while on the verge of death by cultists who wish to bring the end by merging the goddesses Desna and Lamashtu into a vessel under the cultists control, the two goddesses made a deal: Turn the woman into her perfect self and, in exchange, she would save them and the world. So the deal was made, and now he must serve good to maintain her existence as it stands- To stand up against the red dragon and free the Gnolls. Just a rough character design around the setting.

2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15


My Vanara monkslinger is working out mechanically okay, but I'm not feeling it. we'll see if I get inspiration over the weekend.


Philo Pharynx wrote:
My Vanara monkslinger is working out mechanically okay, but I'm not feeling it. we'll see if I get inspiration over the weekend.

Inspiration is always the most important part of character building :)


Pathfinder Rulebook Subscriber

Hmmm, interested, so lets start with stats:
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (1, 1) + 6 = 8

Yuk...

Lemme see what point buy can do...


Dotting

I have a number of idea's I'll send them in a PM so bad ideas can be removed from the list.


Test:
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14

Now that's some balance...mostly. Always gotta be an outlier. This one is just in the wrong direction.


2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 1) + 6 = 13

Sovereign Court

I will allow drow but not nobles, that's a little too OP for me, all the possible problems with that high SR

okay here is some info on a custom set of magical items called Spell storing power crystals or "Spell Gems"

Spell Gems:

these power crystals act allot like how a ring of spell storing does, but instead of spells being stored spell levels are stored. these gems come in three varieties: Arcane, Divine, and Eldritch. Arcane crystals only store arcane energy and are subject to only arcane magics. The same goes with Divine. Eldritch Crystals are neither of these energies. power cannot be drawn or put into an Eldritch Crystal.

These gems power a myriad of magical Items. They act as the Object that stores Charges. However, they are able to recharge no matter how many times you use them. Mages have created weapons powered by them such as gun-like weapons that fire energy attacks instead of bullets. most weapons have a high tax on energy usage though, and all require either a divine or arcane gem.

storing energy into a crystal is simple, all you have to do is pour your magic into it similar to storing a spell in an ring or recharging a staff. each level of the spell put in the gem is one charge.

as long as there is one Charge in the gem, it glows faintly (as a candle), when fully charged it flares up like a torch. Bigger gems glow brighter when filled.

Eldritch gems are Ancient artifacts from before the Islands where created. they seem to have limitless charges, and can change into many different types of magic. however, many of these gems are too large to carry with you.

one can use the spells stored in the gem as a way to augment their current spells. if a mage has a metamagic, he can expend one charge per level required to use the magic to cast the spell without raising its level, however this makes the casting time 1 round no matter the class or spell cast, except if casting the spell lasts longer than 1 round.

a standard gem holds 10 charges, but some can go as far as 1000 charges, but those ones are too large to carry. some can go as few as one charge, however these are used for "cantrip tool" which are objects that do things as the spell Prestidigitation

having multiple gems is dangerous, as the power may shift between the two acting as a minor version of the strike caused when breaking a staff of the Magi.

a one charge gem cost 50gp, you cannot buy an eldrich gem.

costs for different sized gems are as follows:

10 charge: 150gp

25 charge: 300gp

50 charge: 700gp

for more Information, please ask the DM :)


I'll make some rolls and stat out an idea.

2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 2) + 6 = 11

That's a 17 point buy, but I might keep it.


It looks like Path of War is allowed?

That makes me kinda want to make Muscle Wizard. I think I'll roll with that, for now.


I'll go with a Jotun Brawler.

Jotun racial class


So, I just remembered a cool race I rarely get an opportunity to even ask about...can I play a Mul? They're the Dark Sun race that is half-Dwarf, half-Human. Bred as gladiator slaves.

Stats from the Dark Sun PDF I have:

Mul Traits • +4 Strength, +2 Constitution, -2 Charisma. Combining the human height with the dwarven musculature, muls end up stronger than either parent race, but their status as born-tobe slaves makes them insecure in their dealings with others.
• Medium-size. Muls have no special bonuses or penalties due to size.
• Mul base speed is 30 feet.
• Darkvision: Muls can see in the dark up to 30 feet. Darkvision is black and white only, but is otherwise like normal sight, and muls can function just fine with no light at all.
• Tireless: Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or enfeeblement.
• Extended activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue.
• Dwarven Blood: For all special abilities and effects, a mul is considered an dwarf. Muls, for example, can use dwarvish weapons and magic items with racially specific dwarven powers as if they were dwarves.
• Subdual Damage Resistance 1/-. Muls are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.
• Favored Class: Gladiator
• Automatic Language: Common. Bonus Languages: Dwarven, Elven, Gith, Giant, Tarek
• Level Adjustment +1. As a hybrid half-race, muls are considerably more powerful than either of their parent races, thus they gain levels more slowly.

(Presumably the Level Adjustment bit is waived due to everyone being kind of a beefy race, and a few syntax changes like Subdual DR 1/- changed to DR 1/- vs nonlethal only, bonus languages being changed to their Pathfinder equivalent, etc. I'm willing to rewrite that to fit the Pathfinder race profile if you're fine with the idea and abilities as written)

The main class either way will definitely be Slayer (Brutal Slayer), but I'm tentative on the second one. Leaning towards Warpriest, Inquisitor, Empyreal Sorcerer, slightly more oddball with the Alchemist, or just going whole hog on Maneuvers and snagging Harbinger.

Regardless of the second pick, definitely going to roll with the race favor and be a gladiator (or former one) from Tyrantias.


Have a much better image of my PC now, gone Steampunk with her look.

In a nutshell she is a Female Steampunk Sherlock Homes + Magic/Magitech.

Thinking of changing her name now I have gone the Magictech Detective root

Here is an Image of how she looks now, far more steampunk

GM As a Steel hound she gets a gun, could I pay 4000gp and get a wild west like Revolver.

I really like her now, she has a real feel about her, using deductive skills and crafts for find solutions. Like the idea of spell gems powering things, very steampunk like.

Sovereign Court

Well, dark sun is a primitive world with very little metal... always wanted to try a game like that. Sure seems good to me, you have till Monday to round it out.

Sovereign Court

Steel Orchid wrote:


GM As a Steel hound she gets a gun, could I pay 4000gp and get a wild west like Revolver.

If you pay for it it will cost 1.5× as much.

The revolvers are super rare. I'd prefer you get a pepperbox pistol that looks like a revolver.

The original colt revolver was basically a pepperbox with one barrel.


Thanks, Ill look over the gun options, what would be cool is an air gun.
Acts like a reaping Heavy crossbow but uses air crystals to power it. would mean the lost of RTA to hit but it would be fun and very steampunk.


Thanks, Ill look over the gun options, what would be cool is an air gun.
Acts like a reaping Heavy crossbow but uses air crystals to power it. would mean the lose the RTA to hit but it would be fun and very steampunk.

Sovereign Court

Well, in the forgotten realms that had a spell called launch bolt, it was a cantrip. You fired a bolt as if from a light crossbow.

Yeah I could come up with the stats for that, act like a machine gun but fires bolts and has a diffrent range and such

The D&D rules for firearms included a machine gun... I belive the tec. Guide does too.

Found them:

Automatic weapons:

Automatic: This weapon can act as a semi-automatic weapon (see below), or it can fire a burst of shots with a single pull of the trigger to attack all creatures in a line. This line starts from any corner of the wielder's space and extends to the limit of the weapon's range or until it strikes a barrier it cannot penetrate. When using an automatic weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line. Each creature in the line can be attacked with only one shot from each burst. Each attack roll takes a -2 penalty, and its damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not affect an automatic weapon's line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with an automatic weapon consumes 10 charges. When taking a full-attack action with an automatic weapon, the wielder can fire as many bursts in a round as he has attacks, provided he has enough charges to make all of the attacks.

Sovereign Court

Okay here is the stats for a light machine bow:

Dmg:1d8 19-20/×2 80ft automatic,special cost:4000gp

The special: this crossbow has a spinning drum that holds up to 20 bolts. Reloading by switching out a drum is a full round action. Filling a drum takes 5 rounds.
This bow is powered by a cantrip crystal. If this crystal is removed then it cannot fire automatically.
This otherwise works like a repeating crossbow. When fireing automatically reduce the range in half.

The heavy is the same only with a range of 120 and the damage is 1d10


DM waz up? wrote:
Well, dark sun is a primitive world with very little metal... always wanted to try a game like that. Sure seems good to me, you have till Monday to round it out.

Sweet. Final stats should look like this for anyone else who wants to play with it:

Standard Racial Traits:

Ability Scores: +4 Strength, +2 Constitution, -2 Charisma. Combining the human height with the dwarven musculature, muls end up stronger than either parent race, but their status as born-to-be slaves makes them insecure in their dealings with others.
Type: Muls are Humanoid creatures with the Humand and Dwarf subtypes.
Size: are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Muls have a base speed of 30 feet.
Languages: Muls begin play speaking Common. Muls with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Orc, and Goblin. See the Linguistics skill page for more information about these languages.

Defense racial Traits:

Tireless: Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or enfeeblement.

Extended activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue.

Pain Resistance: Muls are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races. They gain DR 1/-, but it only applies against nonlethal damage.

Senses racial Traits:

Darkvision: Mul can see perfectly in the dark up to 60 feet.

(Changed the Darkvision because 60 ft. is the standard for racial Darkvision via the race builder and subtype)


Cool thanks GM,.

Sovereign Court

I wanted to bring up another house rule
Critical criticals: if you roll a critical hit then another to confirm the modifier increases one step.if you roll a third time and get a critical, the target must succeed at a fortitude save or die. The save is equal to 10+ the unmodified damage of the weapon.

I.e.: you roll a 19 with a longsword, a critical hit. You then roll a 20 to confirm. The modifier increases to ×3. You then roll a third time and get another 20. The target must then save with a DC of 10 + 1d8+ any strength modifier and enhancement bonuses. Deadly weapons add their +1 to this.

Edit:erf... the heavy version of the crossbow also cost 5000 not 4000.


Can we use the 3pp version of Bone weapons where it's not Fragile and doesn't give a -2 on damage rolls?


Cool gm I will add that in with the cost as well.

my phone auto spell checker sucks so bad


Im going to pull out. I have no fluff i can think of for your world.


Sundakan wrote:
Presumably the Level Adjustment bit is waived due to everyone being kind of a beefy race, and a few syntax changes like Subdual DR 1/- changed to DR 1/- vs nonlethal only, bonus languages being changed to their Pathfinder equivalent, etc. I'm willing to rewrite that to fit the Pathfinder race profile if you're fine with the idea and abilities as written.

Excuse me but i am playing a halfling, thank you very much.


Regardless, in a game where that winged elf is an option, I don't think most races require an LA.


I would like to propose this character, Ina Shelton.

If the middle age stat adjustments are an issue, it's relatively minor to change them back and in no way kills my interest in this character.

Grand Lodge

Tharasiphs Entry

Arkon the Thunderer.. Druid (Saurian Shaman)/ Fighter

With a Tyrannosaurus Rex Animal Companion

A few details to add namely Fighter Weapon and Armour Training details, other than that he should be done.


If Azlanti proves too controversial a race, I have an alternate character - A tiefling.

Cythral Dig:
Cythral Dig
Female tiefling magus (bladebound, kensai) 7/swashbuckler (whirling dervish) 7
N Medium outsider (native)
Init +17; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 27, touch 24, flat-footed 14 (+1 deflection, +6 Dex, +7 dodge, +3 natural)
hp 67 (7d10+21)
Fort +10, Ref +14, Will +10; +2 bonus vs. traps and hazards while underground
Defensive Abilities canny defense +5, charmed life 4/day, nimble +2; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +17/+12 (1d6+11/15-20+7 Precision)
Special Attacks arcane pool (+2, 7 points), deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative, swashbuckler's grace), magus arcana (spell blending [2 spells of lower level]), panache (1), spell combat, spellstrike, swashbuckler weapon training +1
Magus (Bladebound, Kensai) Spells Prepared (CL 7th; concentration +14)
. . 3rd—haste
. . 2nd—bladed dash, glitterdust (DC 17), mirror image
. . 1st—mage armor, reduce person (DC 16), shield, shocking grasp, vanish[APG] (DC 16)
. . 0 (at will)—light, open/close (DC 15), prestidigitation, touch of fatigue (DC 15)
--------------------
Statistics
--------------------
Str 9, Dex 22, Con 14, Int 20, Wis 12, Cha 9
Base Atk +7; CMB +6; CMD 30
Feats Additional Traits, Arcane Strike, Armor Of The Pit[ARG], Blind-fight, Craft Wondrous Item, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits focused mind, indomitable faith, reactionary, trap finder
Skills Acrobatics +16, Appraise +8, Bluff +5, Climb +3, Diplomacy +9, Disable Device +19, Fly +14, Handle Animal +2, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +7, Knowledge (history) +7, Knowledge (local) +11, Knowledge (planes) +11, Linguistics +6, Perception +13, Perform (dance) +4, Sense Motive +7, Sleight of Hand +10, Spellcraft +15, Stealth +15, Swim +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal, Shadowtongue, Sylvan
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, dare (), darklands guide, dawnflower's mercy, dervish dance, dervish finesse, iaijutsu, perfect strike, prehensile tail, swashbuckler finesse
Combat Gear pearl of power (1st level), wand of infernal healing (50 charges); Other Gear amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +3, headband of vast intelligence +2, ring of protection +1, magus starting spellbook, masterwork thieves' tools, 4,150 gp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Charmed Life -1 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Darkvision (60 feet) You can see in the dark (black and white only).
Dawnflower's Mercy (Ex) Doesn't gain panache for reducing foe to 0 hp if not an evil outsider or undead. Gain penache for causing an evildoer (HD at least 1/2 level) to surrender.
Deeds
Dervish Dance Use Dex modifier instead of Str for damage with swashbucker finesse.
Dervish Finesse (Ex) Treat scimitars as one-handed piercing melee weapons for swashbucker's finesse and all abilities that refer to such as weapon.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Nimble +2 (Ex) +2 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.

Is amusing to have a swashbuckler with a negative charisma mod :P


My Bloodrager and Jotun paragon are finished, I just need to pick spells is all. I didn't calculate all bonuses for rage, power attack or size increases as it would take too long. I will do that if I'm picked.

Gaston Nadrojsson:
Male Elemental bloodrager(Primalist) 7, Jotun Paragon 7. Gestalt.
CN Medium Humanoid (Giant,Cold)
Init +3; Senses Low-light vision, Perception +12, Survival +8
Age:75 Height:7ft.4in. Weight:350 lb
Large: 10ft.6in. Weight: 1245 lb
------------------------------
DEFENSE
------------------------------
AC +27, touch +13, flat-footed +27 (+7 Armour, +2 Dex, +0 Shield, Natural Armour +7, Misc +0,+0 Dodge,+0 size, deflection +1)
hp 75 (7d10+35)
Fort +10 Ref +7Will +5
Resistances: Cold Resistance +7, Damage reduction 1
Vulnerabilities: Fire Vulnerability
------------------------------
OFFENSE
------------------------------
Speed 40ft.

Melee
..Large Ancestral Greatsword, +14/8(2d6+7)(19-20/x2)
..Giant Slam, +12(1d8+5)(x2) or +7(1d8+2)(x2)
Ranged
..Rocks, +13/+8 (2d8+7)(x2)
------------------------------
STATISTICS
------------------------------
Str 21, Dex 15, Con 18, Int 13, Wis 14, Cha 13
Base Atk +7/+2; CMB +12/+13; CMD +24/+25
Traits
..Survivor: +1 to init
..Viking blood: +1 to intimidate
Feats
Feats from levels
..Aspect of water.
..Power attack.
..Power throw.
..Lighten weapon.
Bonus feats: Elemental bloodline
..Lightning reflexes.
------------------------------
Skills
------------------------------
Class skills*=ranked skills
..*Acrobatic +6 (Ability +2,Ranked +1,Class +3)
..*Climb +14 (Ability +4, Ranked +4, Class +3, masterwork climbers kit +2)
..Diplomacy +4 (Ability +1, Ranked +3)
..Intimidate +10 (Ability +1, Ranked +4,Racial +2, Trait +1, Class +3)
..*Knowledge Arcana +5 (Ability +1, Ranked +1, Class +3)
..*Perception +12 (Ability +2, Ranked +7, Class +3)
..*Sense motives +9 (Ability +2, Ranked +2, Racial +2 Class +3)
..*Spellcraft +6 (Ability +1,Ranked +2, Class +3)
..*Stealth +9 (Ability +2, Ranked +4, Class +3, Size +0)
..*Survival +8 (Ability +2, Ranked +3, Class +3)
..*Swim +12 (Ability +5, Ranked +4, Class +3)
Background Skills
..Profession Soldier/Mercenary +10 (Ability +4, Ranked +3, Class +3)
.Profession Armoursmith +10 (Ability +4, Ranked +3, Class +3)
..Profession Orator +7 (Ability +2, Ranked +2, Class +3)
..Craft Armour +9 (Ability +1, Ranked +3, Racial +2, Class +3)
Lingusitics +3 (Ability +1, Ranked +3)
Non-Standard Skill Bonuses
..+2 racial bonus to intimidate,sense motive and craft.
..+1 trait bonus to init
..+1 trait bonus to intimidate
Languages Giant,Draconic, Dwarven, Aklo, Sylvan and Common.
------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear +2 Greatsword, Bag of canon balls.
Worn Gear:+1 Mithral Agile Breastplate, Backpack, +1 Bearskin Cloak of Resistance, Ring of protection +1.
Other gear/Inventory Masterwork Climber's kit.
Carrying Capacity
Light 153 lb. Medium 306 lb. Heavy 460 lb.
Current Load Carried lb.
Coins Gp:500,Sp:0,Cp:0

[spoiler=Special Abilities]
------------------------------
SPECIAL ABILITIES

Bloodline: Elemental(cold}

Bloodrage (Su)
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Fast Movement (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Uncanny Dodge and Improved Uncanny dodge (Ex)

Blood Sanctuary (Ex)
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Blood Casting (Su)

At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.

Damage Reduction (Ex)
Damage reduction -1.

Size Increase (Ex)

You continue to grow in height and weight as you gain power at 3rd level you become size Large, at 10th you become size Huge, at 16th you become size Gargantuan, and at 20th level you become size Colossal.

No ability score modifications arise as a result of the growth, though you do gain all the other associated penalties and benefits for the size change listed in the table below, the table lists the total bonus or penalty they are not cumulative. Your equipment also resizes to fit your new size as long as you are attending it at the time you gain the appropriate level.

You can as a full-round action reduce your size one category, it also takes a standard action to increase your size back up one category.

Rock Catching (Ex)

You can catch rocks you could throw. Once per round, if you would normally be hit by a rock you can make a Reflex save to catch it as a free action.

The DC is 15 for a rock of a size or smaller that you can throw, DC 20 for a rock one size larger than you can throw, and 25 for a rock two size categories larger than you can throw. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex)

You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your size; for example, a Large jotun paragon can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. You can hurl the rock up to five range increments. The size of the range increment is 10 ft. per jotun paragon class level. Damage from a thrown rock is generally double your slam damage plus 1-1/2 its Strength bonus.

Improved Rock Catching (Ex)

You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching.

Elemental Power

Elemental Burst (Su): Upon a successful critical hit your attacks explode with energy. The energy does not harm the wielder. You deal an extra 1d10 points of energy damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of energy damage instead, and if the multiplier is ×4, add an extra 3d10 points of energy damage. This energy is the same type as you chose for your elemental power.

Energy Resistance/Immunity (Ex): You gain resistance to the energy type you chose for your elemental power. The value of this resistance is equal to your class level. At 10th level you gain immunity; you also gain a vulnerability to the opposing element (and energy type). Your mastery of your elemental power allows you to resist an attack form involving your specified energy type.

Storytelling (Su): Once per day, you can tell a mythical and mystical story, it takes a minimum of 10 minutes to tell such a story, It affects one person (including yourself) per jotun level you possess who is within the sound of your voice and grants it grants all of the following benefits. -For 12 hours the persons affected recovers hit points or ability score points lost to ability damage at twice the normal rate. -For 12 hours the persons affected increase their overland movement rate by 50% -If you are 11th level or higher, for 12 hours the persons affected gain the benefits of a heroes' feast.

Rage powers (Ex):

Surprise Accuracy (Ex)
Benefit: The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made.

Special: This power can only be used once per rage.

Linnorm Death Curse, Ice (Su)

Benefit(s): The character channels the power of an ice linnorm. The character's melee attacks deal an additional 1 point of cold damage. If the character is knocked unconscious or killed, the attacker suffers the curse of frost.

Curse of Frost: save Will DC 10 + 1/2 character's level + character's Charisma bonus; effect target gains vulnerability to cold.


PDF for Cythral Dig


Personally I don't see the issue with the Pure blood Alzanti.


New look but kept the name, But she calls herself "The Lady Steel Orchid" in Game. Got her 99%, just checking her once more for small items and may change spells. She has some nice skills, teamwork feats and a nice range of skills about ability's I like her. Whip smart and well kitted out, Magic and arms, have a nice high Intimidate. And the MagiTech cross bow really adds that SteamPunk feel I was after. The Two classes also worked out nice, as a combo, fitting the idea of a fantasy detective really well.

PS, If anyone thinks there are better team feats she can take, please feel free to suggest.


Fixed up some math on my character sheet.


I'm interested in this but do not have time to make a character as i am on vacation. I have ideas, just no time with books to stat them out.

Anyway, if you decide to make a second table or have someone end up dropping, i'd put forward a character submission.

Sovereign Court

sorry, weekends are a bit of a delay for me, pure bloods are okay, i can subject them to the same issues as the rest of the group, native outsiders are mean like that, as for anything else, bone weapons... I'm gonna base it on what exactly you are using the bone for. clubs and such don't get the penalty. blunt weapons don't get the penalty to damage, slashing or piercing weapons do get the penalty.

as for fragile, if I can use obsidian weapons in a game i believe you can deal with using bones as fragile. besides, you get a +1 on that weapon and it looses the fragile.


The -2 to all damage rolls was the main issue.

Regardless, I'm withdrawing from the recruitment. I was looking to replace a game that looked like it was going to die (and it did), but the GM started up a new one in its place, so no need now.

Sovereign Court

Here is the List of those I have decided on: Teiidae's Gaston Nadrojsson, Akashira, and Steel orchid,

the rest of you have made Great Applications, and I hope to see you around.

I'm not at a point where I could open another Table but give it a week or two and i Might ;)

other than that i will create a discussion thread and begin Working on the gameplay thread.


Thank you.

Akashira will be greeting you in character soon :)


Thanks for the pick, I wish everyone well.
I will be sure to make a decent back story.


Thank you very much for Pecking Steel GM,
I think the party looks great, with a range of types and skills.
Cant' wait to see the full builds and get into character.

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