| ScorchedOne |
There are lots of martial applicants, plenary of divine casters, one sorcerer/oracle one dread (fear based psionic class) and one bard
The frontrunners in my mind were inquisitor/ranger build, stacking hate for demons, or the bardadin-> dragon. I also considered inquisitor/zen archer.
| icehawk333 |
Adjusting the character. Gonna make her a Mythic Grappler.
Just need to puzzle out ways for a Rogue//Something to get 2000 feats.Is Unchained Tetori (archetype) Monk an option?
You can only take archtypes that are actually comparable with unchained monk, but you can take regular tetori if you like.
| Escheton |
If you want grapple, brawler would sound like your feat tree.
yeah, currently torn between brawler, monk, fighter and psychic warrior. And thats' not even counting dips for utility.
Further, I'm soft-planning around some fun (Mythic) Options.Obviously, I need to improve my grapple mod and cmd.
But here are some teasers for what I am trying to make work:
Source PPC:MO
You can tie knots in rope with a flick of your wrist, and can do so from the far end of the rope. You can tie a knot in any rope you hold, including turning it into a lasso, as a swift action. You can also use a whip, lasso, spiked chain, or similar weapon to constrict an opponent.
In order to do so, you must make a successful attack with the rope-like weapon, after which you can, as a swift action, attempt a grapple combat maneuver against that creature, adding your tier to your combat maneuver check. If you are successful, the creature is considered to be grappled, though you are not, and you can deal constrict damage to the creature (as the universal monster ability) equal to the amount of damage you could normally deal with the weapon used.
Which makes me wanna play around with a double chained kama or something.
When you strike from the cover of darkness, you inject foes with a fraction of your foul magic.
Prerequisites: Base attack bonus +5, darkness spell-like ability, sneak attack class feature, tiefling.
Benefit: When you successfully deal sneak attack damage to a foe while you are within an area of magical darkness, you temporarily blind your opponent for 1 round. A successful Fortitude save (DC 10 + the amount of sneak attack damage dealt) negates this effect.
Throttling the life out of enemies is second nature to you.
Prerequisite: Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.
Benefit: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.
Your unarmed style allows you to turn your opponent’s attack into an opportunity.
Prerequisite: Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.
While grappling, you can cut off an opponent’s air and blood supply.
Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +6 or monk level 5th.
Benefit: While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.
Lot of swift actions there, but there are ways to bring the need down.
Lord Foul II
|
Abarent aegis is great at grappling (and getting lots of attacks in a given round)
Tentacles are 1 point customizations that can be taken up to four times. The first one grants the grab ability (+4 CMB and a free grapple check if you hit with any of your tentacle attacks) and +2 CMB for all later attacks
Brawler and monk are good at grappling and have plenty of feats
Maneuver master monk is notable for how it capitalizes on the CMB you'd be pumping to do the other maneuvers and be crazy good at them. This archetype is almost mandatory if you just want to dip
The half giant psionic race is treated as large size if it's beneficial, so that's another way to pump your CMB a bit
| Escheton |
Abarent aegis is great at grappling (and getting lots of attacks in a given round)
Tentacles are 1 point customizations that can be taken up to four times. The first one grants the grab ability (+4 CMB and a free grapple check if you hit with any of your tentacle attacks) and +2 CMB for all later attacksBrawler and monk are good at grappling and have plenty of feats
Maneuver master monk is notable for how it capitalizes on the CMB you'd be pumping to do the other maneuvers and be crazy good at them. This archetype is almost mandatory if you just want to dip
The half giant psionic race is treated as large size if it's beneficial, so that's another way to pump your CMB a bit
I've been looking at Aegis. Alway my go-to when psionics is allowed. But then mostly at Trailblazer for the utility. As I plan to give up trapfinding for Shadow walker for a crit recharging darkness spell-like. I will consider Abberant a bit more.
Maneuver master monk looks sweet, but specifically locks down your cmb of bab to your monk lvl. So you can't multiclass much, or even prestige. Or you will lose a lot of reliability.
But certainly to consider. Thanks.
edit: The more i've been considering this, the more the character is leaning towards Rogue//Aegis all the way and just go whole hog on the natural attacks. Gonna need to invest heavily into some sort of illusion magic item to mask my horrendous form though. Because damn son, tentacles, claws, stingers, lions and tigers. Oh my!
| Lethyr |
Extra: Gestalt is a lot of stuff and first level isn't really where builds always shine through. So tell me what you're building toward and what you want to do. Not in depth, not a tactical rundown of your action flowchart, just a sense of how you'll play down the line.
I will start working soon, on my Elven Ketephys worhshipping Cold Iron Warden Inquisitor / Divine Marksman Ranger. He has literally spent his entire life preparing for this.
| Gobo Horde |
Humans can take the Giant Ancestry racial trait for +1 CMB, and the Bred for War trait for another +1, giving you +2 from first level, which is a huge help.
I built a human Tetori Monk before, but with a stronger focus on Stunning Fist. Stunning Pin lets you get a swift action Stunning Fist on a target you pin, which, if it goes off, means your snuggle-buddy is royaly fked.
Half-Orcs get +1/2 to Stunning Fist DCs as a FCB and I also took Mantis Style.
As for me, I am trying to build a dwarf with the Steel Soul feat to make a creature who is extremely resistant to magic. I will have 1 class be an Aegis to further focus defense with things like heavy armor and Stalwart (at lvl 2). That would make him extremely durable.
However, pairing that with another melee class would probably be too hyperfocused and strong, so I am currently looking to pair it with something ranged.
Thinking of an Aether Keneticist. It has ranged attacks, a very strong "Magic infused creature" feel with telekinetic abilities and force field defences to go along with his massive resistances and armor made out of magic.
I will also be able to throw a weapon at someone and then telekinetically beat them with that weapon afterwards.
He would have Con based abilities however I fear he will still be quite MAD, as I will probably need decent Str, Dex, Con and Wis for everything. Aegis enhancement bonuses will help but I will have to reread things to find out for sure.
He will also have the Ire of the entity, and with such high resistances you would be able throw a lot of things at him >:)
Indeed, he has such great endurance simply so that he CAN survive such attentions, because something out there has painted a bullseye on his back and come hell or high water he WILL survive.
His backstory will be something like this;
He lived in a hold with other dwarves when, one day, a cataclysmic etheric event destroyed the hold. The survivors fled, my dwarf among them. However those that survived were somehow infused with this etheric energy. Some of the survivors fled to another town, however that town was also struck by the etheric energy, this time with very few suvivors. Once again, the survivors were infused with this etheric energy, and those that were at both events (3 dwarves) got a double portion.
Superstitions arose and the survivors blamed as the cause, and then cast out.
Since then, my character has been fleeing, never staying in 1 spot too long, all the while dodging and surviving unusual magical mishaps that keep happening at an alarming rate. Lightning out of a blue sky. A misdirected firebolt. Mudslides. Bandits.
Thankfully the etheric magic granted to him has thrus far proven very effective at protecting him and keeping him alive, however he is loath to use it as he seems sure that the energies are consuming him and shortening his lifespan, and he feels diminished after using them too excessively.
Still, a mixture of superstition and bad luck keep him moving, unless its something more sinister?
| Gobo Horde |
Humans can take the Giant Ancestry racial trait for +1 CMB, and the Bred for War trait for another +1, giving you +2 from first level, which is a huge help.
I built a human Tetori Monk before, but with a stronger focus on Stunning Fist. Stunning Pin lets you get a swift action Stunning Fist on a target you pin, which, if it goes off, means your snuggle-buddy is royaly fked.
Half-Orcs get +1/2 to Stunning Fist DCs as a FCB and I also took Mantis Style.
As for me, I am trying to build a dwarf with the Steel Soul feat to make a creature who is extremely resistant to magic. I will have 1 class be an Aegis to further focus defense with things like heavy armor and Stalwart (at lvl 2). That would make him extremely durable.
However, pairing that with another melee class would probably be too hyperfocused and strong, so I am currently looking to pair it with something ranged.
Thinking of an Aether Keneticist. It has ranged attacks, a very strong "Magic infused creature" feel with telekinetic abilities and force field defences to go along with his massive resistances and armor made out of magic.
I will also be able to throw a weapon at someone and then telekinetically beat them with that weapon afterwards.
He would have Con based abilities however I fear he will still be quite MAD, as I will probably need decent Str, Dex, Con and Wis for everything. Aegis enhancement bonuses will help but I will have to reread things to find out for sure.
He will also have the Ire of the entity, and with such high resistances you would be able throw a lot of things at him >:)
Indeed, he has such great endurance simply so that he CAN survive such attentions, because something out there has painted a bullseye on his back and come hell or high water he WILL survive.
His backstory will be something like this;
He lived in a hold with other dwarves when, one day, a cataclysmic etheric event destroyed the hold. The survivors fled, my dwarf among them. However those that survived were somehow infused with this etheric energy. Some of the survivors fled to another town, however that town was also struck by the etheric energy, this time with very few suvivors. Once again, the survivors were infused with this etheric energy, and those that were at both events (3 dwarves) got a double portion.
Superstitions arose and the survivors blamed as the cause, and then cast out.
Since then, my character has been fleeing, never staying in 1 spot too long, all the while dodging and surviving unusual magical mishaps that keep happening at an alarming rate. Lightning out of a blue sky. A misdirected firebolt. Mudslides. Bandits.
Thankfully the etheric magic granted to him has thrus far proven very effective at protecting him and keeping him alive, however he is loath to use it as he seems sure that the energies are consuming him and shortening his lifespan, and he feels diminished after using them too excessively.
Still, a mixture of superstition and bad luck keep him moving, unless its something more sinister?
| Bohdan Maksymenko |
If you still have room for aplicants, i'd like to submit a character:
Xedig(presented on mythweavers for now, am going to tramsport him to an alias first thing today if you need, just ask)
Link
He's an Egoist Psion/Slayer
| icehawk333 |
New link, the old one was leading to the whrong version of the character.
You're fine to submit a charecter, the recruitment closes in 3 days.
Anyone who has a backstory done and wants / needs a Greenlight, let me know, I'll get to it when I wake.
| Bohdan Maksymenko |
Ok, after viewing the PG i have whriten the backstory for my character:
"The world is full of filth, and i am its janitor."
Xadig's tribe was long ago enslaved into service of Knabres by a cruel dictator before even the worldwound was opened, and as the city grew, they became more than slaves, they were forced to inhabit the sewers and clean them for a living.
After the dictator was dethroned, they were simply forgotten about, cleaning the magical waste of the city for generations, forgot by everyone exept some of the more pious guards, that sometimes left food for them in fear of the mad sewer god.
"Some say that magic is a field, some, that it is a particle, but one thing is certain, it never disapears fully, it leaves behind Contamination. Imagime every spell component pouch, every alchemical reactive shoved without care into the sewers. Now imagine what happens to generations of humans that live in such a place. They become altered, changed, some develop their own magic, while others accept the gift of psionics."
Xadig inherited his tribes innate psinics, talent to slay the sewers inhabitants, and spontaniously manifested the incredible drive to clean the world.
On the Holy Day, he resurfaced into the crowd, drew his hood, and joined the celebration.
| Bohdan Maksymenko |
If youre interested in learning about something linked to your presumable illness, please visit the pub.med site, even if you dont find anything about your symptoms, it may be worth it, many articles provide an interesting reading experience.
If you feel more specific symptoms, i recomend sarcing in the international disease catalogue.
| icehawk333 |
I think that's everyone-
If you have a completed submission, and I haven't messaged you, let me know.
Two days remain for submissions! After the 15th, submissions close.
They will close some time on the 16th, exactly when is going to be "when I'm ready".
So, I advise if you want your charecter to be guarenteed to be considered, please submit them by the end of the 15th.
| Midiotoziggeroto |
Hello :)
It looks like I won't have time or energy to fully apply for this, which is a shame, that entity angle seemed fun.
On top of that, I doubt I would be able to add another game to my repertoire and still keep up with all of them, so I would have probably not joined anyways.
Still, it was fun theory crafting a character for this and coming up with different ideas/backstory points for him :)
At one point I was looking at an Aegis/Psion egoist, and that combo is SCARRY! Aegis gives you good defences, free enhancement bonuses and powerful build. Psion gives you expansion and later access to animal afinity. So you could wield an oversized Greataxe then grow to large size, making the axe deal 3d8 damage, with enhancement bonuses from lvl 1 ^_^ you also have full access to Metamorphosis and all of the many abilities available to it.
Overpowered, but fun :)
Then that evolved to a Steel-Soul/Glory-of-Old dwarf aegis who would take Stalwart at lvl 2, giving him some saves around 12 fort, 9 ref, 11 will, against spells and the ability to completely negate a spell he saved against, rather then being partially affected.
So near immunity to spells. Which I thought would be fun to combine with the Ire of the entity. It would give the GM free reign to chuck as many spells at me as he wanted, in addition to whatever else he had in mind.
I was going to combine it with Aether Kineticist for Con based ranged attacks, and telekinesis to complete the "Magical Dwarf" theme.
Then that evolved into something very different. I was thinking of a Swordsman who was capable and effective with any sword he picked up, regardless of its origin. He was also a blacksmith and made swords.
So, a fighter who made extensive use of the "Feat Taxes" rules, especially the ones that allow feats to apply to weapon groups instead of individual weapons.
However, Pathfinder encourages focusing on 1 specific weapon and its difficult to utilize 2 weapons, let alone more, so I needed a class that could buff me, specifically rather then the weapon I wield, so that I can keep up.
So pair him up with the Egoist Psion! He would have less focus on expansion, but a large focus on Metamorphosis for enhancements. He would also use Inertial Armor, so he would be running around without armor.
I don't yet know if he would be favored/ired by the entity, but that was his idea :)
Ya, it was fun building these characters :)
| TheSilverDreamer |
I have a submission, Lina Weaver, a Paladin/Unchained Rogue in the service of Desna, with the Chance Encounter trait. Picked Desna because I love the flavor, there's the tie with the trait, and because I feel like she'd be cool with one of her servants being a little deceptive sometimes. Level progression is straightforward, picking up rogue talents like Minor and Major Magic, and taking the Divine Bond with her weapon. With feat tax rules it actually isn't a very feat-intensive build, so I might end up going with some more flavorful feats.
Yes on Entity's ire, because I love a paladin who overcomes insurmountable odds.
| Tulay Miller |
Hey i am working on my Character now am i too late to get my submission in?
i know some of the basics with out having it finished: Name is Ryu Kage i know the first class of the gestalt is archanist i am leaning towards fighter for the other component, he is a reincarnation of a Deamon that is wishing to take back control of the body and live again while Ryu himself has found himself a reason to fight against being possessed while taking back the power from the deamon that wishes to take his body. i am aiming for a character that can stand up and wield magic in one hand while carving you to shreds with his sword the next second, or blend the two into a chaotic mess of your body parts when you push him to anger. as i said the character i have in mind is versatile with weapons and magic but strong in tactics as well.
| Tulay Miller |
so here is my submission:
Ryu Kage
Dex 14
Con 13
Int 15
Wis 15
Cha 12
Appraise (Int),
Bluff (Cha),
Climb (Str),
Craft (Int),
Diplomacy (Cha),
Escape Artist (Dex),
Fly (Dex),
Intimidate (Cha),
Knowledge (all) (Int),
Linguistics (Int),
Perception (Wis),
Perform (Cha), 1
Profession (Wis),
Ride (Dex),
Sense Motive (Wis), 1
Sleight of Hand (Dex), 1
Spellcraft (Int), 1
Swim (Str),
Use Magic Device (Cha) 1
Fort: 0
Will: 2
Ref: 2
BAB: 1
Level 0: (4) Acid Splash, Detect Magic, Prestidigitation, Light
Level 1: (2) Memorize Page, Disguise Weapon
Spells a Day:
Level 1: 2
Signature Spells:
Level one: Disguise Weapon
Exposed to Awfulness: As a child, you were badly mauled by a demon. The demon was slain before it could kill you, but you lingered at death’s door for weeks before regaining consciousness. Ever since, you’ve been unusually hale and hearty, as if your body had reacted to its brush with doom by becoming supernaturally fit. Benefit: Once per day when you fail a saving throw against an effect created by a demon that would kill or incapacitate you physically, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Arms Master: The legendary battle prowess of your ancestors ensures that you have a certain amount of innate martial skill. Benefit: You take a –2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal –4.
Feats:
Eschew Materials
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages. Source PCS:ISR
Spell Casting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic(which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.
Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier. (I would Plan to choose Armored Caster if permitted given the fighting style of the character on the third level if not permitted at that level or if PP are being used in this campaign and not enough acquired; am confuzzled on if they are at this point I admit; will make it Arcane Weapon.)
Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Signature Spells: At 1st level and each time a spell specialist gains a new spell level, she chooses a signature spell. The spell specialist can cast this spell without preparing it, in the same way a sorcerer casts spells spontaneously. Even though the spell specialist does not need to prepare this spell, it still counts against the number of spells she can prepare, reducing the number of spells of each level she can prepare each day by 1. A spell specialist can swap out a single signature spell for another spell of the same level when gaining a class level. The DC for signature spells increases by 1. The spell specialist gains a +2 bonus on concentration checks when casting signature spells; this bonus increases to +4 at 10th level. Additionally, a spell specialist can apply one of the following additional effects by spending 1 point from her arcane reservoir.
Dismiss (Su): A spell specialist can dismiss a signature spell as a swift action instead of a standard action. Alternatively, the spell specialist can dismiss a signature spell that has a duration but isn’t normally dismissible.
Spell Bender (Su):The spell specialist can bend the line of a spell that has a line area of effect up to 90 degrees at any single point along the line’s length.
Spellwarp (Su):A spell specialist can reduce the radius of a spread or burst effect or shorten the length of a cone. All changes must occur in 5-foot increments, to a minimum of 5 feet. Alternatively, the spell specialist can change the area of effect of a cone spell to a line with a length equal to the spell’s range. This ability replaces the arcanist exploits gained at 1st, 7th, 13th, and 19th levels.
Panache (Ex)
Grit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.
A luck user does not count as a grit or panache user to satisfy feat prerequisites. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement.
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dicethan half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Swashbuckler Finesse (Ex):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 the Weapon Finesse feat for purposes of meeting feat prerequisites.
Dervish Finesse (Ex): A whirling dervish can treat a ?scimitar? (want to change to Katana) as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse and all feats and class abilities that refer to such a weapon. She must not be carrying a weapon or shield in her off hand to gain this benefit. This ability alters swashbuckler finesse.
Merciful (Ex): While violence is sometimes necessary to cleanse evil, dervishes rarely revel in a foe’s defeat. A whirling dervish does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal. Additionally, she gains 1 panache point if she causes an evildoer with a number of Hit Dice equal to at least 1/2 her character level to surrender to her. She can gain this benefit no more than once per round, even if multiple enemies surrender. This ability alters panache.
The only unnatural sign they can see is that he seemed to develop slowly compared to the humans in the orphanage and he seemed to get a metallic glint in his eyes when he becomes emotional. Around twenty he was taken to work with a company of knights on the outskirts of the incursion zones and one deamon broke through. Ryu was brutalized and nearly killed before the knights managed to defeat the beastly creature. The healers had him in their tent trying to work feverishly on him for near nigh a week trying to pull him back from the brink of Deaths door while he lay in a comatose state pale and sickly. Before their eyes on that last day when they had given up Ryu suddenly regained his color and sat up and asked for food. In amazement they rushed out to get him some and the crusader knights quickly did extensive testing on him to make sure he was not a deamon finding he still did not show the typical signs. As he grew into his forties he showed little signs of harm and even a boosted healthy streak somehow, he no longer seemed to get sick as if the germs feared him. Aside from this he seemed to have a natural knack with any weapon he picked up, despite being partial to the Katana.
He spent time in the city square doing Sword Dances as a street performer with his trusty Katana’s after watching other street performers do so as he grew up. Ten years later he was able to perform well enough to have free time after earning enough to take care of his daily needs, which is when he took to reading books in the Great Library. As he did he found he understood the Magic books well enough to actually perform it on his own, not that it was easy to hold on to the next day, he purchased a blank book and began creating his own spell book. As he continued his training each day, sword dancing in the morning, studying in the afternoon and again using the blades in the late afternoon before bed he grew stronger and eventually was being seen as an adult physically and not just because he was.
He decided to join up with a band of adventurers and give the skills he had learned a go in the real world.
His growth is to become a powerhouse sword wielding specialist mage.
Lord Foul II
|
CG Meduim Humanoid (elf) Harannra'Prexijandilin (Call me Hanna)
initiative +3
Senses Low light vision; perception +5
Defense
Saves
Fort +2 will +1 reflex +3
AC 15 (17 when moving) touch 15, flat foot 10 (unless somehow flatfooted and moving? +4 to AC made vs attacks of opportunity from movement)
HP 9
Offense
Speed 35
Melee Bladed scarf to hit +4 Damage 1d6+2
Claw (offhand) to hit -1 damage 1d6+2
Space 5ft reach 5ft
Spells (CL 1)
Sorcerer Spells known
1st shield, magic missile (DC 14)
Magus Spells prepared
1st burning hands, burning hands (DC 14)
Special attacks (sneak attack 1d6, spell combat)
STR: 14 DEX: 16 CON: 10 INT: 16 WIS: 8 CHA: 16
Skills
Perception +5
Know (arcana) +7
Intimidate +7
Bluff +7
Spellcraft +9
Appraise +8
Craft (cloth) +7
Know (planes) +7
Know (religion) +7
Perform (dance) +9
Survival +4
Racial
Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.
* Elven Immunities: Elves are immune to magic sleepeffects and gain a +2 racial saving throw bonus against enchantment spells and effects.
* Keen Senses: Elves receive a +2 racial bonus on Perceptionchecks.
* Elven Magic: Elves receive a +2 racial bonus on caster levelchecks made to overcome spell resistance. In addition, elves receive a +2 racial bonuson Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Dragon Magic: Some elves have potent draconic blood. Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodlineabilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels
Class
Arcane Pool
At 1st level, a greensting slayer can expend 1 point from his arcane pool as a swift action to add 1d6 points of sneak attackdamage to his next melee attack that round. The attack must meet all of the usual prerequisites for making a sneak attack, as the rogue class feature. For every 4 levels beyond 1st, the amount of sneak attack damage dealt by this ability increases by 1d6 (to a maximum of 5d6 at 17th level). If a greensting slayer gets a sneak attack from another source, the bonuses on damage stack.
A greensting slayer cannot use his arcane pool to enhance his weapon.
When the girl who would be known as Harannra'Prexijandilin, or Hanna to those of nondraconic ancestry was born, it was to a family of normal, if adventurous elves. they traveled the land and told stories and fought monsters. life was good. but on one of their adventures when the child was young, they disappeared, never to be seen nor heard from again. the child was adopted by a small family of black dragons who knew the child's parents and saw potential in her. they gave her a new name and showed her how to live, fight and use magic. They even told her stories about her parents and their adventures and the family legend about how supposedly generations back one of their line married a dragon, though her adopted siblings found this to be laughable. And once again, life was good. but Hanna got antsy when she grew older. no longer content to stay in the run down house in the swamp on the edge of town, Hanna wanted to learn about the rest of the world, go on adventures, fight monsters and right wrongs and maybe have a little fun along the way, following in her birth parent's footsteps to some extent.
At one point in her exploring, learning and fighting she came across a traveler from verisa, selling black scarves and bladed scarves. She loved the aesthetic of the waving strands of cloth and wanted to make her own from the pile of cast off dragon scales she brought from home. She agreed to work for the shop owner as an apprentice and fashioned her scarves out of the scales. She even learned to fight using sharpened scales hidden within the scarves, distracting her opponent as she dances around them.
Race: elf
Gender: female
Personality: confidant, curious and teasing
likes: coffee, tea, fermented fish, mushrooms, black licorish, cats (not for eating)
Dislikes: Dogs, perfume, overly sweet foods.
Hair color: red
eye color: green
skin: very tan
| icehawk333 |
I've decided to take Fighter.
In 5 levels, at level 6, i'm going to prestige class into Metamorph if thats cool using the other classes levels, so its going to be something like:
Psion 6/
Metamorph 1/
Fighter 5Can i do this?
The problem with that, is that metamorph has no caster level to scale.
| Tulay Miller |
for the record i found one error in Ryu's stats ergo his constitution is now a 12 not 13 and the finished skills are as follows for numbers:
Appraise (Int), 2
Bluff (Cha), 1
Climb (Str), 2
Craft (Int), 2
Diplomacy (Cha), 1
Escape Artist (Dex), 2
Fly (Dex), 2
Intimidate (Cha), 1
Knowledge (all) (Int),
Linguistics (Int),
Perception (Wis), 2
Perform (Dance; Cha), 5
Profession (Wis),
Ride (Dex), 2
Sense Motive (Wis), 6
Sleight of Hand (Dex), 6
Spellcraft (Int), 6
Swim (Str), 2
Use Magic Device (Cha) 5
| Bohdan Maksymenko |
Bohdan Maksymenko wrote:The problem with that, is that metamorph has no caster level to scale.I've decided to take Fighter.
In 5 levels, at level 6, i'm going to prestige class into Metamorph if thats cool using the other classes levels, so its going to be something like:
Psion 6/
Metamorph 1/
Fighter 5Can i do this?
It does progress your previous psionic caster levels, but apart from that, i think its pretty balanced, if i say the CLs don't stack i think it'll be fine.