GM Rednal's Cults of the Sundered Kingdoms (Inactive)

Game Master Rednal

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hence my stealth!

what? you can't see me, sure that's not a goblin carrying a full-sized musket and a whole barrel of gunpowder, that's a very ugly gnome!

I have a +15 to stealth and i take 10, making a DC of 25 to beat normally... assuming I'm not in any immediate danger


You might want to put a few points in disguise, though... XD


yeah but my Charisma sucks... i think even if i put all my ranks in Disguise it would suck :P

changed it though. have 4 ranks in it, have the +3 from class, and the final result is 5.

The Exchange

I just saw this spinning again. Mind if I take another stab, Rednal?


Go ahead. ^^

The Exchange

Excellent. Ever since this recruitment I have been looking exclusively for gestalt SoP games.
It looks like my original submission is no longer a good fit. Back to concept I suppose.
Is there a hard deadline or specific requirements? I saw the skill monkey preference.


I am definitely looking for a skillful character as one half of the gestalt, and characters who meet that will be given priority for consideration. Otherwise, you've got at least a few more days.

Remember, the character outline is the most important thing. o wo/ I do want a general idea of your build (class levels and focus), but the story and characterization is what's going to affect my decision the most.


Bluch is just looking for stuff to shoot to be honest. He's good with skills, and is a smarter than normal Goblin. But he is ugly as well... he's ugly even for a goblin.

And he can barely talk. But to be honest, who doesn't like a goblin carrying around a few pipes and alot of junk that fires smoke an bullets.


I am not happy with my submission (which is funny because I really liked it a couple of months ago) so I am going to withdraw it and submit something else. Hopefully I will have something up by Friday evening.

How do you feel about Spell Less Ranger from Kobold Press? I'm looking at the Skin-Changer archetype. I'm not sure what I would build on the other side of the gestalt yet but I am open to suggestions.

Also, sorry to see that your Cyclopean Deeps campaign went inactive, great concept.

Anyway good luck all.

-G


Spell-less Ranger is fine, although as far as shapeshifting goes, Spheres' Shifter is unquestionably better. (That's a reason to permit it, really. XD)


I'm not real familiar with the Spheres' Shifter, I'll take a look at it.


Yup, in gestalt whatever your idea may be you can probably tack on an Incanter and come out ahead.

Ive figured out the other class, I am going to go as a Archaeologist Bard with the Bard Spherecasting archetype to keep it cohesive.
I quite like the archetype as it trades out the Musician/Singer aspect of the class and gives it a lot more of a "physical" focus with things like traps, DD, perception and rogue talents. However, by the time you add on Archaeologist and Spherecasting it doesnt look much like a bard anymore!

So I am going to get a crunch summary up and then I will be working on trying to create a Persona for him.


In fairness, Incanter is less of a class and more of a build-your-own-class kit. XD It has no biases aside from tons of magic, so it can specialize in anything you want it to.


All right Rednal, got a pass at a guy here. I went Fighter and Empericist Investigator. Decent amount of oomph to him, and quite a few skills to pay the bills! Here's Layton Constantine for your consideration. I think everything should be kosher build wise.


A not so quick question about my Casting tradition. I am trying to make it somewhat Wizardy and "excessive." The idea is that he is a wizard who relies on his magic excessively to do everything for him, and so it is either a large pool of magic or it is a deep pool.
So the standard Wizard tradition is Verbal Casting, Somatic Casting (2), Material Casting, and Prepared Caster. I am going to add in Focus Casting (wand, but not just any wand, a specific one) and Magical Signs, giving me 6 drawbacks. Then the two ideas I had was to either go;
+1, +1 bonus SP per 1.5 levels
Easy Focus
---or---
+1, +1 bonus SP per 3 levels
Deathful Magic
Empowered Abilities

The first one is him having a wide pool with many spell points to spend on anything that strikes his fancy and he can constantly have his magic doing something almost all the time. and with the second one he gets rewarded for using his abilities excessively and getting deeper into trouble.
Basically, if he has one foot in the grave and is down to his last SP, you can bet that last spell is going to be a doozy! :p Realistically he might get a +1 boost after half a days adventuring or if he takes a few good hits in combat (normally people heal between combats, especially squishy people), but if bad things do start stacking up then he gets stronger for it.
But if you are worried about the CL stacking I can go for the first one :)

Quick Summary
Here is a quick rundown of what I anticipate this character to be able to do (note that he has more talents and feats and such then he is supposed to and that it will be "trimmed" later) to give you a flavor of the mechanics for him.
You know those characters in animes and such that set up a zone around them and anyone that enters that zone is in "their territory" and then screwed? That is what this guy hopes to become/create. A small zone (about 30ft or so) around him in which he has mastery (but he wont extend much beyond that).
Within this zone he can do a few things. He can use Telekinesis idly on anything around him (creating supper, crafting, disabling traps) and has a pretty strong skillset base (about 10-12 on appraise, craft, DD, linguistics, spellcraft, UMD. And +8 to lots of K skills) that, if nothing else can be used to aid another. And can often be used at range.
Combat wise he has a pretty large array of options that he can use, but he doesnt do very much direct damage, and he also cannot yet lift most people (small size limitation). He is also generally limited to only doing 1 thing a round (curse you Action Economy, curse you!) :P
But some of the things that includes are; loads of Combat Maneuvers, >:) grappling or repositioning, or movement debuffers, or ranged damage or even flanking at a distance. He also has some Warp abilities that can create interesting advantages.
OoC he has some movement aids that could help the party move around, deal with traps, repair or work on weapons.

Incomplete Crunch:

Human Incanter/Archaeologist Sphere-Barf 3
HP: 27/27
Skills: 10+2/lvl
Str 10, Dex 13, Con 12, Int 18, Wis 14, Cha 14
Base Atk +2 CMB +3 Tele-CMB +5 CMD +13
Fort: 2, Ref: 4, Will: 5

CL: 3
Spell Pool: (10/10) (3 lvls, 4 Int, 3 Traditions)
Spell DC: 16 (TeleSphere), 15 (Warp)
Telekinesis Sphere
Warp Sphere

Combat:
He will have an approximate combat strength of:
Melee: +7 (1d4+2/x2)
Ranged: +7 (1d4+2/x2)
Mods: +2/+0 BAB, +4/+0 Int, +2/+0 Dex, -1/+2 Deadly Aim/PA,
Or he can just grab someone and whip them around >:D

Feats: 3: lvl, 1 human, 2 Incanter
Augur of Combat, Dilettante, Extradimensional Assembly, Improved Reposition, Skill Focus, Skillful Force, Tactical Reposition,
Potental: Cantrips, Disruptive Spell, Telekinetic Exoskeletoon
Bonus: Combat Expertise, Deadly Aim, Improved Unarmed Strike, Weapon Finesse
Traits: Bred for War, Brusing Intellect, Nimble Fingers, Keen Mind, Magical Klutz
Talents: 2 bonus, 5 Incanter, 3 Bard
TeleSphere (9/6)

Powerful Telekinesis
Whirlwind Assembly
Forceful Telekinesis
Finesse
Flair
Telekinetic Tools
Telekinetic Maneuver (bull rush, pull, reposition, trip, dirty maneuver, or grapple)
Acceleration
Dancing weapon

Warp Sphere (2/2)
Extradimentional Storage
Ranged Teleport
Teleport Beacon
Teleport Object

Skills: 10+2/lvl
Appraise +10 (1 Rank, +3 CS, +2 Mwk Tools, +4 Int)
Craft: Clockwork +12 (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)
Craft: Weapons +12 (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)
DD +13 (3 Ranks, +3 CS, +1 Trait, +2 Mwk Tools, +4 Int)
Fly +7 (3 Ranks, +3 CS, +1 Dex)
Intimidate +10 (3 Ranks, +3 CS, +4 Int)
K: Arcana +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Engineering +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Geo +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Hist +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Local +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Nobility +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Planes +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
Linguistics +10 (3 Ranks, +3 CS, +4 Int)
Prof: Clockmaker +10 (1 Rank, +3 CS, +2 Mwk Tools, +4 Int)
Slight of Hand +7 (3 Ranks, +3 CS, +1 Dex)
Spellcraft +10(+12) (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)
UMD +12 (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)

Hmmm.. After getting that (for the most part) figured out, I realize that I have a few questions that I need to ask you about :/
first off, traits.
Archaeologist grants a luck bonus instead of bardic preformances. Then I found the Fates Favored trait which improves any luck bonuses you gain by 1. It seems incredibly cheesy to effectively double a main class feature with just a trait. I assume I cant take this cuz cheese?
The other one is the Bred for War Trait, which is the only trait that Increases your CMB. I am wondering if I can use this and reflavor it a bit, I can still be big, just not militarily.

The Cantrips feat. Do we all get this for "free" or do I spend a feat for it?
The Telekinetic Exoskeleton feat is also intresting, but seems to be extremely powerful. It grants you(me) 4 temp hps that I can refresh indefinitely, greatly increasing defenses :p Also overpowered?
Next up I just want to confirm what happens when I take 2 casting classes with different attributes.
The Incanter has: CL 3, Int+Lvl SP, and 5 Talents.
The Bard has : CL 2, Cha +Lvl Sp, and 2 Talents.
I also gain 2 bonus talents (but not 2+2)

As best that I can tell, I combine everything and use the better stat, so I would get CL 3, Int+Lvl Sp and 9 total Talents (5+2+2).
Is this how you want to do it? I can easily keep them separate where the Incanter side can only use the TeleSphere with Int based Casting, CL 3, and Int+Lvl SP and 5 Talents, and the Bard side can only use the Warp Sphere with Cha based Casting, CL 2, and Cha+Lvl SP and 2 Talents. (effectively 2 distinct sides and pools).
What do you think?

Now im going to bed -__-°°°


... Couldn't you have just had that in your profile, instead of a super big post that kinda clogs the recruitment?


Fury of the Tempest wrote:
... Couldn't you have just had that in your profile, instead of a super big post that kinda clogs the recruitment?

Well... It is in my profile as well. But the point of it was to show a "where I am at" kind of post, as well as ask some questions that I am wondering about, and then after that I am creating discussion about my character and his/my aims with the intent of getting the GM interested in my idea*.

If you take out the Crunch spoiler you are left with;
Question, Thoughts on Question, Explanation of Character, more Questions.

That seems rather appropriate for a Recruitment thread :p If anything the worst part of it is that I asked them all at once.

*(I am a firm believer that a GM will be more "Invested" or "Interested" if there has been dialog back and forth during creation rather then a single post at the very end. I might be wrong, but that is my belief.)

But:
Why should I have to defend my question and discussion posts?


Answer:

You don't. I'm just pointing out that you didn't need to post all of that here, and could of done a shorter, easier to read question/discussion post.


Update & Question

I am moving away from the shifter/spell less ranger idea as the party already has a shifter/witch.

Reread the players guide looking for inspiration and got a real Conan vibe from it. That got me thinking about a barbarian/rogue from Ramithi island who had a run in with the Witches of Southfell and had to abruptly leave. The other idea I am contemplating is a paladin/rogue (sanctified slayer). How do you feel about combining a paladin and rogue? Some GMs frown upon this combination that is why I am asking. The paladin would have trained with the Order of Iron (worshipers of Muir).

Any suggestions or ideas would be welcome.


1 person marked this as a favorite.

In fairness, the only one who actually needs to read it is me, and I don't mind. XD To answer the questions...

1) Fate's Favored isn't as good as it used to be since they errata'd a few things, but yes, it can double a class feature that way. And yes, you can reflavor the other trait.

2) The Cantrips feat is not free in this game (although it can be in some games - that's an optional rule, and it's not right or wrong either way).

3) Telekinetic Exoskeleton does what it does.

4) Gestalt has you take the better progression when you can. However, things like talents known and your spell pools are excluded from this. In that situation, you would have CL3, a Spell Pool of [(Int+Lv) + (Cha+Lv)], and 7+2 (bonus) talents. Splitting into two sides is optional most of the time, but required when it interacts with class abilities. For example, if you were an Armorist (Full BaB, Low Casting class) making attacks and using the Destruction Sphere's Energy Blade for added damage, I would limit the Energy Blade's power to your Armorist Caster Level. That's as strong as you're meant to be. ^^ But if you were attacking from a distance and just throwing energy bolts, you would get to use your full Incanter level instead, because you'd be doing Incanter things instead of Armorist things. o wo/ Make sense?

----

@G-Unit: Sanctified Rogue is a good archetype for that. I DO expect you to have some kind of explanation for your talents, and also a way to avoid stacking too much damage. (I'm not inclined to allow mixing Smite Evil and Sneak Attack, for example. XD Separately, good abilities. Combined? Too much. ...This can be as easy as voluntarily not combining them.)


Agreed, if I go that route I'll have a good story/background to justify the abilities. My intention isn't to stack damage I'll either voluntarily not use both together or take an archetypes that switches one of them out. I want to get the skill monkey the party needs without taking usual pally/bard route (although it is an option). Anyway, thanks as always for the quick feed back.


Hello again Rednal. I've got a rough draft of the crunch together for your perusal. I'm still working on writing up the background.

I haven't used SoP before, so hopefully I haven't gimped myself with these choices. I don't have access to the player's guide, so hopefully the background um working on will fit. Can you tell me anything about the fey in this setting?

Crunch:

Female half-elf gestalt 3 (sphere ranger (guide) 3/fey adept 3)
CG Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11

Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
HP 19 (3d10-3)
Fort +5, Ref +8, Will +9; +2 vs. enchantments
DR 10/cold iron; Immune sleep

Offense
Speed 30'
Melee dagger +5 (1d4+1/19-20) or
   rapier +5 (1d6+1/18-20)
Ranged paueliel composite longbow +6 (1d8+1/×3)
Special Attacks combat style (archery), ranger's focus, shadow mark

Magic
MSB +6 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 17 Use when defending against an MSB check
Divination You can predict the future and gain information not available to the usual 5 senses.
Divination Sphere You gain access to the Divination sphere of magic.
Divination: Divine You can divine magical auras
Divination: Divine Elements You can divine for elements whose Nature package you possess
Divination: Divine Illusions You can divine for illusions
Divination: Foreshadow +1/+2 You gain a danger sense that grants bonuses to AC and Ref saves
Read Magic (sense) You can read and decipher magical writing
Illusion You may craft images and impressions of things that aren’t there.
Illusion Sphere You gain access to the Illusion sphere of magic.
Illusion: Alter Make minor illusionary changes to an object or creature
Illusion: Effects Create illusions that are unconvincing, but can have some utility
Illusion: Enlarged Illusion Increase your illusion’s maximum size by one size category.
Illusion: Illusion Create illusions that may fool observers
Illusion: Illusionary Sound Add sound to your illusions
Nature You can command the very terrain to do your bidding.
Nature Sphere You gain access to the Nature sphere of magic.
Nature: Entangle Cause plants to grow rapidly, entangling creatures in an area
Nature: Geomancing (Plantlife) You may command terrain and natural effects to act on your behalf
Nature: Growth Cause plants to grow food instantly
Nature: Pummel Cause a tree to attack enemies
Nature: Thorns 1d6+1 Cause spiny plants to grow rapidly, damaging creatures in an area

Statistics
Str 12 +1Dex 14 +2Con 8 -1Int 14 +2Wis 16 +3Cha 16 +3
BAB +3; CMB +4; CMD 16
Feats Endurance, Extra Magic Talent, Point-Blank Shot, Rapid Shot, Skill Focus (Survival), Sphere Focus (Illusion), 
Bonus Feats Combat Expertise, Deadly Aim, Weapon Finesse
Traits devotee of the green, elven reflexes
SQ +1 skill point, +2 to one ability score, adaptability, alter, casting, divination, divination sphere, divine (divine), divine elements (divine), divine illusions (divine), effects, elf blood, enlarged illusion, entangle (geomancing, plant), favored terrain (forest +2), fey magic, foreshadow (sense), geomancing, growth (geomancing, plant), illusion, illusion, illusion sphere, illusionary sound, keen senses, magic skill bonus, magic skill defense, master illusionist, multitalented, nature, nature sphere, pummel (geomancing, plant), read magic (sense), shadowstuff, thorns (geomancing, plant), track +1, wild empathy

Skills
Bluff +9, Climb +5, Craft (mapmaking) +7, Craft (traps) +4, Disguise +7, Handle Animal +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +6, Knowledge (geography) +8, Knowledge (local) +6, Knowledge (nature) +9, Perception +11, Ride +6, Sense Motive +7, Sleight of Hand +6, Spellcraft +8, Survival +12 (+14 to avoid becoming lost when using a Mapmaker's Kit as you travel), Swim +5
Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Goblin

Equipment and Encumberence
Weapons and Ammo  dagger, paueliel composite longbow (+1 Str) with 20 arrows, rapier
Armor and Defense mwk studded leather
Combat Gear 
Other Gear handy haversack (arrows (80), bedroll, folding shovel, grappling arrow, mapmaker's kit, mess kit, piton (10), pot, rations (10), silk rope (50 ft.), soap, waterproof bag (ink, inkpen, journal), waterskin), belt pouch (chalk (5), fishhook, flint and steel, marlinspike, string/twine (50')), belt pouch (money), explorer’s outfit
Coins 189 gp, 3 sp, 3 cp

Special Abilities
+1 Skill Point FCB (3) +1 Skill Point
+2 to One Ability Score (Charisma) The selected attribute gains a +2 racial bonus.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Casting (CL 3, Charisma, DC 13) You can cast sphere effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Style (Archery) (Ex) Allows the ranger to pick from a variety of archery-related combat style bonus feats.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extra Magic Talent You gain an additional magic talent
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Fey Magic Gain Illusion as a bonus sphere
Keen Senses +2 racial bonus on Perception checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Illusionist (1 round) Illusions persist for a time after you cease concentrating on them
Multitalented Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadowmark (2d6, -1) Hurled shadowstuff deals damage and imposes Will penalty against your sphere abilities
Shadowstuff Spend shadow points to create a variety of effects
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skill Focus (Survival) You get a +3 bonus on all checks involving the chosen skill.
Sphere Focus (Illusion) Gain +1 DC with abilities from chosen sphere
Track +1 Add the listed bonus to survival checks made to track.
Weapon Finesse Can use Dex to attack with light and certain other weapons. Shields give ACP penalty to attack rolls.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Thanks again.


Fey are relatively rare in the Sundered Kingdoms, and there's basically no large-scale contact with them. However, they're definitely present - there's the occasional sighting of them in the woods, and some people may even have personal agreements with them (usually to stop them from causing trouble... XD).


Huh, they erra'td Fate's Favored? Really? When did they do that? And what did they errata in regards to it.?

More importantly however, I think I have something else to ask. I've already stated that I want to play a Vigilante/Investigator, a Tiefling disguised as a Human Investigator. However, that character is rather heavily based on keeping who they are hidden from the outsider world, and you made it rather clear that you don't like stealth character's that much Rednal.

I do have the crunch of the character completed. But should I go ahead and work out a fluff for them, or should I withdraw and wait for a different game by you to open up, one that inspires me to make a different character?


No, they just errata'd some popular stuff that used Luck bonuses. XD

For your character... as I'm pretty sure I've mentioned several times here, the fluff is the part I care about. Character sheets without backgrounds will simply be declined with no further consideration - anybody can make a character, and what matters to me as a GM is how you'll play that character. Reading the explanation of who the character is helps me get a sense for applicants' thought processes and how well their ideas are likely to mesh with my playstyle. If you can't come up with a background you feel is up to par, it would probably be better to withdraw.


Huh... like what? Divine Favour and Divine Power?

And, yeah. I know the fluff is important to you Rednal. That is why I put up my question.

My character. Both mechanics and fluffwise, is gonna be pretty heavily stealth based. Or at least based on Disguising and maybe a bit of bluffing and Sleight of Hand.

You said you don't like Stealth Characters. Should I make the fluff, and try regardless, or would it be better if I withdraw and allow the others who might fit better try for the spot?


Probably better to withdraw. Stealth simply isn't a good option for some of the adventures in this campaign.


Fair enough.

I wish everyone else well with their character creation.


ill work on the fluff today, right now i'm busy


I think I have a pretty straightforward idea for a gestalt half-orc Fighter/Rogue - crazy I know, but toss and turn as I may, I think that is what fits the character:D

I'll get something to post if the recruitment is still running.


Posting interest- Current idea is... Actually kinda problematic. And might need to be replaced.

Largely, any of you mind a kid? A boy, roughly 12, maybe 11 years of age who, through a heavily unfortunate turn of events and brutal teaching of his now deceased mother (After he sucked her soul dry in a desperate attempt to heal his now deceased sister). After the event, he largely took to wandering with other adventuring parties in silence, communicating largely through gesture and rarely through word, always doing his best to help his them stay well and healthy in silence, always seeming a bit off.

Currently, he's clinging to one of the adventurers heading to the big city.

Mechanically, I have him in my head now as a Vitalist//Incanter (Might have gone Soulweaver, but fluff wise, he has really low charisma).
Fluff wise, he should have really poor charisma- May I request that I swap out the human array, and instead have both Light sensitivity and a weakness array (-4 charisma, bonuses to anything but strength) for the ability to use Wisdom instead of Charisma for Diplomacy?


I don't think any reasonable adult would condone a kid staying with a group that does the kinds of things this one will. You'll, uh, definitely want to be of age.


I suppose if they pretend to be a Halfling...?


If they could consistently fool the party... XD

@Everyone: I'd like to pick people on Tuesday, so please have your submission done by then. Remember, the fluff is the most important part!


This isn't as put-together as I'd like it to be (crunch-wise). I'll continue to polish and finish the build to make it easier to read - similar to my profile. But this will definitely give you the gist of the build and the fluff:

Crunchy Bits:
Hawkren 'Hawk' Hargraves

LN Male human (Heldring)
Gestalt 3 | Rogue (Unchained, Vicious Opportunist) 3 / Symbiat 3
Fav Class: Symbiat - 3 skill pts

Init +3; Senses Low-Light Vision; Perception +7

--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 DEX, +4 INT)

HP 24 (3d8)
Fort +1, Ref +6, Will +4
Defensive Abilities Danger Sense +1, Improved Evasion

--------------------
Offense
--------------------
Speed 30 ft.

Melee
MW Cold Iron Rapier +6 1d6+3 (18-20/2x)
Dagger +5 1d4+1 (19-20/2x)

Special Attacks Opportunities Aplenty +4

Magic/Psionics
Symbiat(CL 2nd; Concentration +7)
Spell Pool: 7

Mind Sphere
You gain the ability to alter the minds of others, causing them to act as you see fit. All mind sphere abilities are Enchantment (compulsion) mind-affecting abilities.

You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.

Charm: Suggestion - Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.

Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

Powerful Charm: This is the same as the Suggestion lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature. Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty.

NEW: Fear Charm: You may warp a target’s mind with fear.
Lesser Charm: You cause the target to become shaken for 1 round per caster level (Will negates).
Greater Charm: You cause a target to become frightened for 1 round per caster level (Will negates). On a successful save, they are still shaken for 1 round per caster level.
Powerful Charm: This is the same as the Fear greater charm, except the target becomes panicked instead of frightened. On a successful save, they are still frightened for 1 round and shaken for 1 round per caster level.

Telekinesis Sphere
As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.
Current TK Level: Diminutive - Dagger

As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.

Sustained Force - You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

Hostile Lift - You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.

Bludgeon - Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon. Fine 1 DAM, Diminutive 1d2 DAM.

Catch - If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

NEW: Dancing Weapon - When using telekinesis to lift an object, that object counts as a melee weapon under your control. Allies may use it to flank, and if you possess the Flair talent, you may apply melee feats such as Power Attack to your actions with that bludgeon (you cannot treat a bludgeon as both a melee and a ranged weapon at the same time; you may apply either melee attack feats or ranged attack feats to an individual bludgeon, but not both). In addition, you may also add your casting ability modifier to all damage rolls made with a bludgeon.

2 Additional Talents

Psionics (Su)
Psionic Rnds: 12
Activating power is STANDARD Action; maintenance is FREE Action

Mind Link - Linked people may communicate via the link, regardless of distance.
Battlefield Relay - If target fails a Will Save DC:15 (10 + 1/2 Symbiat Level + INT mod), Symbiat & allies get the following vs the Target: +2 on ATT, Skill Checks, +2 Dodge AC, and +2 on Saves
Telekinetic Manipulation - Must be maintained as active effect, then as IMMEDIATE action may add bonus or penalty of +1 (1/2 Symbiat level) to one attack roll within 60'
Share Expertise - Share knowledge with team. Symbiat chooses skill with 1+ ranks. All allies within 60' use Symbiat's ranks (if more than theirs) when making checks. If it is a class skill, the Class skill bonus (+3) is shared as well.

--------------------
Statistics
--------------------
STR 12, DEX 16, CON 10, INT 18, WIS 13, CHA 10

BAB +2; CMB +3; CMD 17

Feats xxxxxx, xxxxx, xxxxx, xxxxx, Weapon Finesse

Traits Blood of Dragons (Low-Light), xxxxxx

Skills
Acrobatics +9 (+13 to move by/through a threatened square, +11 to jump)
Appraise +8
Bluff +4
Climb +7
Diplomacy +6
Disable Device +12 (+13 for Traps)
Escape Artist +7
Fly +3
Heal +1
Intimidate +4
Knowledge (arcana) +11
Knowledge (dungeoneering) +8 (+10 to navigate underground)
Knowledge (history) +7
Knowledge (local) +9
Knowledge (nature) +5
Knowledge (planes) +10
Linguistics +8
Perception +7 (+8 for Traps)
Ride +3
Sense Motive +5
Sleight of Hand +8
Spellcraft +10
Stealth +9
Survival +1 (+3 to avoid becoming lost when using compass)
Swim +5
Use Magic Device +4

Background Skills
x
x
x
x

Languages Old Suli, Celestial, Westerling (Common), Draconic, Dwarven, Elven, Erskin, Gasquen

Special Abilities
> Battlefield Sense
> Mental Powers
> Psionics
> ESP
> Evasion
> Pushed Movement +10'
> Share Expertise
> Trapsense +1
> Rogue Talent (Combat Trick)
> Trapfinding +1

Gear
Traveller's clothes
Belt of Tumbling[UE]

MW CI Rapier

Spring-loaded Wrist Sheath
> Dagger

MW Backpack
> Bedroll
> (1) Caltrops
> (1) Marbles
> Crowbar
> Scroll Case
> (7) Trail Rations
> Waterskin

Adventurer's Sash
> Compass
> Flint & Steel
> MW Thieves' Tools
> Whetstone
> Money: 12 pp, 1543 gp, 2 sp, 8 cp

Travel Load: xx lbs (xxx)
Combat Load: xx lbs (xxx)

Description:
5'10" 175lbs ; 25 years old
Hair/Eyes: Brown

Hawkren is a lean man. His sharp brown eyes shine out from a tan face framed by a goatee and laugh lines. His long brown hair ranges from 'free-roaming' to 'nicely combed but loose' when he's on the prowl for feminine company. But most of the time, it is pulled back into a serviceable - if unkempt - ponytail to keep it out of his face. His clothes peg him as a traveller, possibly a bravo. His worn leather boots give way to worn brown breeches which terminate at his one dash of flair. Slung around his hips is rumpled purple sash which sits below a faded leather belt to which the scabbard for a finely crafted rapier sits at a rakish angle. His hands are covered by threadbare black fencing gloves with the fingertips removed and the edges hemmed. Hawkren's shirt is of common white cloth and sits below a loose grey woolen vest which is neatly held in place by a well-crafted bandolier that runs diagonally across his frame. Over one shoulder, rides a finely constructed leather backpack.

Personality:

Hawkren has a ready smile and an even readier wit. He is a bit of a reckless rascal, but a generally good-natured one. Curious to a fault when it comes to magical trinkets, monstrous creatures, or new magic and - given his vaguely larcenous heart - Hawk's not above trying to 'lift' something that really piques his interest. And shame on the wizard who doesn't properly secure her notes and goods.

Backstory:

Hailing from Guildford in the shadows of Penmorgh, Hawkren had a relatively privileged childhood as the son of a minor member of the aristocracy. As children of means with little work sometimes do, Hawk occupied himself by courting more than his fair share of trouble. His earliest years were spent ignoring his studies in favor of cultivating unseemly friends and running minor errands for the Black Hand. Later, he was implicated in a series of break-ins, petty thefts, and other scandals that required his mother's influence to quiet. And that may have been the course of his life - in and out of trouble - had his psychic talents not emerged. But his powers did flower in his late teens and Hawk - were he to speak honestly of it - and his family were delighted. With zeal, he turned his attention from perpetrating crimes to studying mind-magic. Unfortunately, his family's attention also turned... from dealing with Hawk's youthful indiscretions to planning his political future and possible marriage alliances. The young man was less than pleased; this wasn't the life of adventures he now wanted.

Hawk determined the best way to improve his talents (and conveniently escape his family's marital machinations) was to seek out mentalists more like himself. To that end, he joined the next merchant caravan going anywhere. He traveled far and wide across the Sundered Kingdoms, researching occult matters and the history of the region as well as studying with different spellslingers. When the opportunities for learning were used up and Hawk grew restless, he would move on. This became his 'migratory' pattern - study then move on again, again, and again. Over a period of years he explored many corners of the Sunderered Kingdoms - from the fleshpots of Lowport to the bogs of the Lonely Moor - while pursuing his magical interests, shiny trinkets, and unconventional adventures.

Hawk could never truly settle anywhere but he did put some tentative roots down in Oestre when he joined the School of Arcana as an 'Adjunct Researcher' - their polite for an 'acquisitions' specialist. His occasional habit of using those connections to discover an alumni's interesting occult project and then launching a one-man rival expedition in hopes of 'poaching' the rewards has made his relationship with the School a bit... 'tenuous'. But at least a few of the more academic mages like working with Hawk as he has the requisite 'fieldwork' skills and somewhat reckless attitude needed to get him in and out of trouble while working on their more questionable ventures.

Special Abilities:

Battlefield Sense (Ex) When unarmored and unencumbered, the symbiat’s second mind may subtly push the symbiat, protecting him from danger. The symbiat adds his Intelligence bonus (if any) to his AC and CMD. These bonuses apply even against touch attacks or when the symbiat is flat-footed and increase by +1 for every 4 symbiat levels possessed to a maximum of +5 at 20th level. The symbiat loses this bonus when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load.
Psionics (Su) A symbiat may create psionic effects from the list below for a total number of rounds per day equal to 4 + his Int modifier. Every level gained beyond 1st grants him an additional 2 rounds he may create psionic effects. A symbiat may activate any psionic effect he possesses as a standard action, but need only spend a free action to maintain the effect each round. Changing from one psionic effect to another requires the symbiat to stop the previous effect and start a new one as a standard action. A psionic effect cannot be disrupted, but it ends immediately if the symbiat is killed, stunned, knocked unconscious, or otherwise prevented from taking a mental free action to maintain it each round. A symbiat cannot maintain more than one psionic effect at one time. At 7th level, a symbiat can start a psionic effect as a move action instead of a standard action. At 13th level, a symbiat can start a psionic effect as a swift action.
ESP (Ex) Symbiat is aware of more of his surroundings than his physical senses can account for. Beginning at 2nd level, he gains a bonus to Sense Motive and Perception checks equal to 1/2 his symbiat level.
Pushed Movement (Su) At 3rd level, a symbiat gains the ability to unconsciously push their body to greater speeds through their telekinesis. The symbiat gains a +10 ft bonus to their base movement speed. This bonus increases by +10 ft for every 3 symbiat levels possessed beyond 3rd, to a maximum of +60 ft at 18th level.
Share Expertise At 3rd level, the symbiat may create a psionic effect that allows him and his allies to share knowledge and capabilities. The symbiat chooses one skill he has at least 1 rank in. All allies within 60 ft may use the symbiat’s ranks in that skill in place of their own when making checks, if the symbiat has more ranks. If the skill to be shared is a class skill, the class skill bonus is also shared, although every creature uses its own ability score modifier. At 10th level, the symbiat may choose the skill ranks and class skill bonus from an ally within range instead of himself and grant those ranks to himself and his other allies.
Trapsense (Ex) At 3rd level, a symbiat gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three symbiat levels thereafter. Trapsense bonuses gained from multiple classes stack.
Mental Powers Gain Mind and Telekinesis spheres for free
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Improved Evasion (Ex) If fail Reflex save, take 1/2 DAM, otherwise take none.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Opportunities Aplenty +4 (Ex) +4 damage if your opponent suffers from any of the following conditions: Antagonized, Bleeding, Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Denied DEX to AC, Disabled, Dying, Entangled, Exhausted, Fascinated, Fatigued, Flat-Footed, Flanked, Frightened, Grappled, Helpless, Nauseated, Panicked, Paralyzed, Petrified, Pinned, Prone, Shaken, Sickened, Sinking, Stable, Staggered, Stunned, Unconscious.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Dang! Gestalt allows for a LOT of variation (plus I am having a terrible, terrible weekend), so I guess it makes perfect sense that the character concept should lead the creation process, or I would simply get lost in it :P

I wanted to ask (apologies if it has already been answered) - will this be mostly a sabdbox game? Is the group lacking in any areas, or are any you would line to see fulfilled (I think I read something about not stealth/scouting friendly)?


This game will be a series of modules that were linked together into a plot. Sandbox games, sadly, don't work very well in PbP. And yeah, I'd avoid trying to be a super stealthy character. I mean, having some points in it is fine, but don't plan on near-constant invisibility and sneaking past every foe or anything. XD

The Exchange

Rednal, I believe I've settled on a submission. I haven't finished crunch, but I've included a vague plan in the spoiler below. It's not a rogue or a bard or a ranger, but I hope it still flies.

Crunch idea:
Human(Heldring) Fighter(spirit-wielder)/Medium(psychic medium) 3
15+2/13/14/13/12/14
7 Skill Ranks/lvl
Casting Drawbacks - Draining Casting, Focus Casting, Verbal Casting; Elongated Summoning.
Intelligent Sword - Large Katana. (the spirit vessel, see backstory)
Default Medium spirit - Champion. (the spirit's guidance, see backstory)
Medium spheres - Conjuration. (the spirit manifested, see backstory)
Feats - Fast Learner, Extra Magic Talent(conjuration); Improvisation; Extra Magic Talent(conjuration).
Fighter Feats - Power Attack; Furious Focus.

Spirit - Biped
Altered Size - large
Armored Companion
Battle Creature
Boon Companion
Skillful Companion

I fleshed out my backstory more for this character using the 10-Minute Background as a starting point, as you suggested. I hope it's not too long.

Grith, the novel:
Grith never knew his father and remembers very little of his mother. One of his earliest memories is her abandoning him at the Public House in Southvale, a home for orphans and the infirm alike. The House offered little more than a roof and a bed pallet, so most of his days were spent working or fighting for food and respect. As he grew older, he became known as a defender of his less able “brothers” and “sisters”, often starting fights with those who stole from or exploited the others in the House. Petty theft was common for House children, but there was an unspoken code that you didn’t steal from the House, and Grith became the enforcer. He grew fond of his reputation, as well as the spoils it granted that he seized from those he fought. Sometimes he gave back what had been taken, but other times, he claimed it for himself; poverty didn’t allow him too much altruism.

When he became old enough, he took a job with the Penmorgh city guard. It was an easy transition, doing much the same work he’d taken to in the House, but it provided much more than the house ever had: a private bed, a sword, armor, training, a uniform, and two meals and a silver piece every day. He relished his new position at first, but quickly became bored by the more menial responsibilities and the surprising lack of respect it earned him in the city. In the House, he was almost a hero; here, he was either expected or resisted by the people he was hired to protect. He saw artisans and traders with real homes and finer clothes. He saw adventurers bend the ear and capture the awe of entire taverns. And he saw himself going nowhere.

By the age of 19, he’d saved up enough silvers to buy his own armor and weapon, as well as a few meager supplies, and passage eastward across the sea. He stood on the docks, his entire life’s savings in a sack on his shoulder and in a note in his hand. In the past few years as a guard, he’d almost grown comfortable. He befriended a craftsman by the name of Marrion Ekorn after chasing off a bandit from his shop, and the older man had taken to him like his own son. It was Marrion who gave him his first real education, and further sparked his curiosity of the world beyond the sea. Grith even had a brief affair with Marrion’s daughter Lena, but it yielded nothing but a son and friction between Lena and her father. As Grith boarded the ship, he thought of Marrion and how he would miss him. He also thought of his son, Redorik, and what would become of him in the care of Lena. But knowing that he was meant for more than guard duty for the rest of his life, he gave a mental farewell to Southvale as the ship pulled away on the wind.

Upon his arrival, he found adventure in short supply. What began as a quest for gold, glory, and heroics, quickly soured into mercenary work. He became a sword-arm for hire, and more and more found himself working for the wrong sort of folk. Within a few years, instead of defending a caravan, he was besetting it from the cliffs above. He became a formidable warrior and grew in wealth and reputation, but felt a growing sense of shame about the road he found himself on. By 30 he was known in criminal circles as an asset, a one-man solution. He intimidated officials, robbed family crypts, and destroyed shops whose owners weren’t current on payments to the right people. He always refused wet jobs, however, drawing the moral line for himself at that point. Even so, more and more he found himself staring at his reflection while polishing his shield, wondering what became of the young man that sailed here all those years ago.

His path finally changed when he was hired to rob an ancient outpost that had become the final resting place of the long-forgotten soldiers within. It had been discovered and claimed by a local noble, but the guard was minimal and presented little challenge for Grith. Once inside, however, he was struck by the presence of an artifact, a huge exotic sword that seemed to speak foreign words directly into his mind. When he touched it, he found himself confronted with a spirit clad in full armor and looking down on him from a towering height. The spirit took up the sword and the two of them did battle, with Grith being swiftly and unquestionably defeated. It spared him, however, and Grith asked it to teach him to be a greater warrior. The spirit agreed on the condition that he take the sword and obey all of its dictates. And so they swore oaths to one another, and Grith left with the sword.

He never went back to work for the crime gangs and corrupt officials. The spirit guided him in the ways of honor and fairness, and helped him once again respect the man he saw in his polished shield. He traveled for 4 years, setting right all the wrongs he had committed, often fighting the thugs of former employers and facing the anger and hatred of his former victims. Yet the spirit was as true to its oath as was Grith, and he grew still further in the ways of both the sword and the book. But finally the day came that the spirit told him to take up the sword and return to the land of his youth, and Grith set sail once again to face the life he left behind over 15 years ago.

In the meantime, Redorik had reached the age of 16. In Southvale, he lived under the shadow of his father, widely remembered as a good man and rumored to be a great warrior and hero overseas. Redorik devoted himself to the study of both combat and magic, determined to erase the false memory of his bastard father that had abandoned him when he was still an infant by becoming an even greater hero on this side of the sea. He estranged himself from Lena and Marrion, constant reminders of the father he hated. Upon hearing news of his father’s return, he swore to himself that he would kill Grith in direct combat, thus forever replacing his memory in Southvale with Redorik’s own growing tale.


Here is my submission (I went with Barbarian [Invulnerable Rager]/Rogue [Thug, Unchained] over the Paladin/ rogue.

Note: Nothing as far as the build goes is set in stone. I could easily change the barbarian to skald or the rogue to inquisitor or other combinations if it better fits the parties needs. The same goes for skills.

Role: Frontliner and skill monkey that eschews range combat and uses rogue talents, rage powers, and intimidate to debuff his enemies.

Kharn <- Linked image that way

Appearance:

Kharn is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is bronzed from constant exposure to the elements and is covered in swirling tattoos that cannot conceal the hard, dangerous lines of his body. Although he is a big man, Kharn moves with the grace of a large cat and has the predatory gaze of a wolf. He has smoldering green eyes which are set below a low and broad brow. His dark, scarred, almost sinister face is that of a warrior, with a black flowing mane of hair worn loose reaching below his shoulders and a thick beard. He usually wears very little clothing, naked except for a loin-cloth and his high-strapped sandals as well as a large sword strapped to his back. Kharn has a loud booming voice like stone breaking.

Personality:

Kharn is self-reliant and prefers to solve his problems directly. He is provincial, superstitious, and shows little trust in strangers. Kharn also has a deep distrust of magic and those that use it. He can be surly and taciturn when he first meets someone, opening up once they gain his trust. Kharn has a unique sense of honor refusing to lie, except to enemies, and is reluctant to harm women. Additionally, Kharn has a few quirks, he believes the witch that delivered him told him the day and manner of his death which causes him to be reckless at times. He also believes that he can read the future when he throws the bones.

Background:

The Sundered Kingdoms are a collection of hard and unforgiving lands that have produced hard and unforgiving people. Kharn, one of the Erskaelosi, is one such product.

Kharn was born on the longest night of winter, during one of the worst storms the elders can remember, in the wild lands of the southern plains. It is true that Kharn was born dead and through some dark magic, his mother, an unrepentant witch, traded her life for his. Before the life left her body the witch uttered her last words, making many predictions about her son, including the manner and day of his death. As a result of the witch's death Kharn was raised by his father a blacksmith and warrior of great renown.

Kharn spent much of his childhood wishing he was bigger and much of his adolescence wishing he was better. Long hours spent at the forge ensured that Kharn’s desire to be bigger came to pass. While his dedication to the Erskaelosi god, Bowbe the Beserker, helped with the latter. Khan’s steadfast determination to please his god, and be the best, led him to practicing with the sword at every opportunity. Soon he was the equal of most grown men.

After sixteen winters Kharn completed the rite of passage into manhood and his flesh was inscribed with the sacred tattoos of warding. Also, on becoming a man, Kharn's father told him the prophecies the witch had made with her dying words. Among other things, these prophesies included the time and manner of Kharn's death and the foretelling that he would find his destiny from the half-man on the road to homes end. Soon after these revelations Kharn was struck with a strong wanderlust and chafed to see the world. So with his new tattoos, a strong arm, and four feet of cold steel, Kharn left his father and took to the road. This was the beginning of his many adventures as he searched for the half-man that would lead to his destiny.

His travels took him to the city called Low Port where he was quickly indoctrinated into the ways of the world. During his time in the hedonistic city Kharn enjoyed much success in the blood pits as a professional fighter. Alas, after a misunderstanding involving a tub full of ale, two dancing girls, and the renowned swords-woman Brydget he hastily departed the city.

Next, on his march toward destiny and his search for the half-man, Kharn spent time as an adventurer, explorer, and tomb raider. Learning the secrets of locks from a man named Nine-fingers. This partnership lasted many years and the two had many adventures together. Unfortunately their partnership abruptly ended, after a night of debauchery, when Nine-fingers choked on his own vomit and died. This turn of events led Kharn to seek adventure elsewhere and eventually he began to travel north with a caravan heading toward Endhome.

Forefront in Kharn's mind is finding the half-man the witch predicted would lead him to his destiny. He will think Opi is the half a man

Crunch:

Kharn
Male Human Barbarian (Invulnerable Rager)/Rogue (Thug, Unchained) // Gestalt 3
Init +2; Senses; Perception +6,

--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11
(10 base, +3 dex, +1 armor, +0 shield, +0 deflection, +0 natural)
Hp 51 [ooc](1d12 + 3 con + 1 FC +1 feat/ level)

Fort +8 (+3 base, +3 con, +1 trait, +1 resistance)
Ref +7 (+3 base, +2 dex, +1 trait,+1 resistance )
Will +2 (+1 base, +0 wis, +1 resistance)
Special Defences: Damage Reduction 1, Deathtouched, Deft dodger, ABP +1 saves, Evasion

--------------------
Offense
--------------------
Speed 40 ft.
Melee
Unarmed +6 (1d3+4/x2)
Bastard Sword +6 (1d10+6/19-20/x2) [two handed]
Ranged
Dagger + 5 (1d4+4/19-20/x2)
Hand ax +5 (1d6+4/x3)
Special Attacks Rage, Dazzling Display, Intimidating Glare, Omen

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +3;
CMB +7;
CMD 19; (10 base + 3 BaB + 4 str + 2 dex)
Feats Weapon Finesse, Improved Unarmed Strike, Power Attack, Deadly Aim, Weapon Finesse, Exotic Weapon Proficiency (1st level), Weapon Focus (bonus race), Toughness (bonus 2nd level), Intimidating Prowess (Rogue Talent), Dazzling Display [ooc](3rd level),
Skills
Acrobatics [+8] (3 rank + 2 dex + 3 class)
Climb [+8] (1 rank + 4 str + 3 class)
Disable Device [+8] (3 rank + 2 dex + 3 class)
Heal [+4] (1 rank + 3 class)
Intimidate [+11] (3 rank +4 str + 3 class +1 trait)
Knowledge (Dungeoneering) [+4] (1 rank + 3 class)
Knowledge (Local) [+6] (3 rank + 3 class)
Knowledge (Nature) [+6] (3 rank + 3 class)
Perception [+6] (3 rank + 3 class )
Sense Motive [+4] (1 rank + 3 class)
Stealth [+8] (1 rank + 2 dex + 3 class)
Survival [+6] (3 rank + 3 class)
Swim [+8] (1 rank + 4 str + 3 class)
Background Skill
Knowledge (Geography) [+1] (1 rank)
Craft (Weapons) [+4] (1 rank + 3 class)
Linguistics [+5] (2 rank + 3 class)
Appraise [+4] (1 rank + 3 Class)
Sleight of Hand [+6] (1 rank + 2 dex + 3 class)

Languages Westerling (Common), Erskin, Orc, Goblin,
Traits Omen (Faith), Deathtouched (Bloodline Race), Deft Dodger (Combat)
Drawback Provincial

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Special Abilities
--------------------
Brutal Beating: Forgo 1d6 of sneak attack damage to make the target sickened for a number of rounds equal to half of rogue level (1 round).
Dazzling Display: When wielding a bastard sword intimidate all foes within 30’ as a full round action.
Deadly Aim: Take a –1 penalty on ranged attacks and gain a +2 bonus on all ranged damage. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and damage increases by +2.
Deathtouched: +1 trait bonus on Fortitude saving throws.
Deft Dodger: +1 trait bonus on Reflex saving throws.
Evasion: Take no damage instead of half when succeeding on Reflex Saves.
Extreme Endurance: Gain endure elements in cold climates.
Fast Movement: Move speed increased by 10 when wearing medium, light, or no armor.
Frightening: Increase duration of demoralized creatures by 1 round. If the target is shaken 4 or more rounds you can decide to make the target frightened for 1 round.
Finesse Training: Can use dexterity in place of strength to damage with daggers.
Intimidating Glare: Intimidate one adjacent foe as a move action. If successful the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the check exceeds the DC (Rage Power, 2nd level).
Invulnerability: Gain DR equal to half of your barbarian level (DR=1).
Improved Unarmed Strike: Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Omen: +1 trait bonus on Intimidate checks. Once per day, you may attempt to demoralize an opponent as a swift action.
Power Attack: Take a –1 penalty on melee attacks and gain a +2 bonus on all melee damage. Increase damage by half when attacking with a two-handed weapon, a one handed weapon using two hands. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Rage: Rage for 11 rounds/ day
Strong Impression: Gain Intimidating Prowess as a bonus feat (2nd level Rogue Talent).
Sneak Attack: Sneak attack for 2d6.
Toughness: +1 hit point/ level.
Weapon Focus: +1 to hit with Bastard Swords.
Weapon Finesse: Use dexterity in place of strength when attacking with finessable weapons.
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Equipment
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Weapons
Bastard Sword (MW); 35gp (6 lbs)
Dagger; 2gp (.5 lbs)
Throwing ax; 8gp (2 lbs)

Armor
Armored Kilt; 20gp (10 lbs)

Alchemical Items

Slot Items

Containers & Storage
Backpack, 2gp (1 lbs)
Pouch, belt 1gp (.25 lbs) x2

Backpack
Grappling hook, 1gp (4lbs)
Hemp Rope, 1gp (10lbs)

Belt Pouch
Thieves Tools, 30gp (1lbs)

Coins & Gems
GP: 2910 gp

Encumbrance 0 – 100 lbs; 101 – 200; 201 – 300; [Current Weight: 35 lbs/ Light Load]


Hm. Tuesday, hu? Thats a whole 24 hours left, or so.

I'll throw together an Aegis(or Unchained Rogue, if Psychic Classes are out)/Staff Magus
(if you allow it, a Spherecasting one...sphere Magus "alters" medium and heavy armor to account for the possible absence of somatic components, staff magus removes them)

So, yeah, just asking the quick question:
Is Aegis in?
Is a Sphere-Casting Staff-Magus acceptable?


Aegis is fine.

Sadly, per the normal rules for archetypes, Sphere Magus and Staff Magus are not compatible. Both of them give you a boost to AC, and you're only meant to have one of them.


Fine, regular Staff Magus, then.
But could you point me towards what you mean?

The only overlap I see is here:

Quarterstaff Defense (Ex):

At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3.
This ability replaces the medium armor and heavy armor class abilities.

and here:

Medium Armor:
: At 7th level, the sphere magus gains proficiency with medium armor. If he possesses the Somatic Casting drawback, he may cast in medium armor without incurring a chance of arcane spell failure.
This modifies medium armor.

Heavy Armor: At 13th level, the sphere magus gains proficiency with heavy armor. If he possesses the Somatic Casting drawback, he may cast in heavy armor without incurring a chance of arcane spell failure.
This modifies heavy armor.

It seemed the only altering Sphere Magus does is to specifically call out somatic casting(which wouldn't matter since the feature would get removed by Staff magus anyway)?

I know raw it's still a modified class feature, thus not replaceable by archetype, but the "both give a boost to AC" threw me off? Did I miss something?


Functionally, both better armor training and Quarterstaff Defense serve to increase your defenses (either by actually wearing better armor and getting an Armor Bonus to AC, or by getting a Shield Bonus to AC).

...

On the other hand, you're right that the "change" is basically just clarification about how it works with Spherecasting, which is a weird reason to stop an archetype from replacing it. And Yidhra thinks it's fine, so you know what? Go ahead and mix 'em. o wo/


I am a generous goddess. ^w^


Boomber Bluch only uses his Stealth up to the first attack... or to avoid being killed on sight.


OK, I think Hawk is all sorted out and built to your requirements.

Crunch:
Hawkren 'Hawk' Hargraves

LN Male human (Heldring)
Gestalt 3 | Rogue (Unchained, Vicious Opportunist) 3 / Symbiat 3
Fav Class: Symbiat - 3 skill pts

Init +4; Senses Low-Light Vision; Perception +7

--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+3 DEX, +4 INT, Dodge +1)

HP 24 (3d8)
Fort +2, Ref +7, Will +5 (Resist +1)

Defensive Abilities Danger Sense +1, Improved Evasion

--------------------
Offense
--------------------
Speed 40 ft.

Melee
MW Voidglass Rapier +7 1d6+4 (18-20/2x)
Dagger +5 1d4+1 (19-20/2x)
Hand +5 1d3+1 (20/2x)

Ranged
Dagger +5 1d4+1 (19-20/2x)

Special Attacks
Piranha Strike -1/+2
Opportunities Aplenty +4
Stamina Pool: 2

--------------------
Magic/Psionics
--------------------
Symbiat(CL 2nd; Concentration +8)
MSD: 14
Spell DC:15

Spell Pool: 7

Mind Sphere All mind sphere abilities are Enchantment (compulsion) mind-affecting abilities.

You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.

Suggestion
> Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
> Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

NEW: Fear Charm - You may warp a target’s mind with fear.
> Lesser Charm: You cause the target to become shaken for 1 round per caster level (Will negates).
> Greater Charm: You cause a target to become frightened for 1 round per caster level (Will negates). On a successful save, they are still shaken for 1 round per caster level.

NEW: Expanded Charm - Your charms may affect any creature with a mind susceptible to mind-altering effects. Creatures without living minds (constructs, undead, oozes, vermin) are still immune.

Telekinesis Sphere
Current TK Level: Diminutive - Dagger

As a STAND action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.

As a STAND action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.

Sustained Force - You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

Hostile Lift - You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.

Bludgeon - Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon. Fine 1 DAM, Diminutive 1d2 DAM.

Catch - If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

NEW: Dancing Weapon - When using telekinesis to lift an object, that object counts as a melee weapon under your control. Allies may use it to flank, and if you possess the Flair talent, you may apply melee feats such as Power Attack to your actions with that bludgeon (you cannot treat a bludgeon as both a melee and a ranged weapon at the same time; you may apply either melee attack feats or ranged attack feats to an individual bludgeon, but not both). In addition, you may also add your casting ability modifier to all damage rolls made with a bludgeon.

NEW: Weaponize - You may attack your enemies with pure telekinetic force. By using your telekinesis as if you were lifting an object, you may make bludgeon attacks and deal bludgeoning or slashing damage, dealing damage as a bludgeon of the size you specify, up to your telekinesis size limit. If you possess the Dancing Weapon talent, you may treat this bludgeon attack as if it was made with a weapon with which you are proficient.

ATT: 1d20+6
DAM: 1d4+4 S/B (19+/2x)

Psionics (Su)
Psionic Rnds: 12
Activating power is STANDARD Action; maintenance is FREE Action

Mind Link - Linked people may communicate via the link, regardless of distance.
Battlefield Relay - If target fails a Will Save DC:15 (10 + 1/2 Symbiat Level + INT mod), Symbiat & allies get the following vs the Target: +2 on ATT, Skill Checks, +2 Dodge AC, and +2 on Saves
Telekinetic Manipulation - Must be maintained as active effect, then as IMMEDIATE action may add bonus or penalty of +1 (1/2 Symbiat level) to one attack roll within 60'
Share Expertise - Share knowledge with team. Symbiat chooses skill with 1+ ranks. All allies within 60' use Symbiat's ranks (if more than theirs) when making checks. If it is a class skill, the Class skill bonus (+3) is shared as well.

--------------------
Statistics
--------------------
STR 12, DEX 16, CON 10, INT 18, WIS 13, CHA 10

BAB +2; CMB +3; CMD 21 / FF 17 (BAB +2, STR +1, DEX +3, INT +4, Dodge +1)

Feats Dodge, Weapon Focus (Rapier), Fast Learner, Piranha Strike,
(Free/Rogue) Weapon Finesse, (Free) Combat Expertise, (Free) Deadly Aim, (Free) Improved Unarmed Strike, (Free - when qualifying) Power Attack

Traits Blood of Dragons (Low-Light), Arcane Temper (+1 Init & Concentration)

Skills
*Acrobatics +9 (+13 to move by/through a threatened square, +11 to jump) (3)
*Bluff +6 (3)
*Climb +7 (3)
*Diplomacy +5 (2)
*Disable Device +12 (+13 for Traps; MW Tools) (3)
*Disguise +0
*Escape Artist +9 (3)
*Fly +1
Heal +1
*Intimidate +4 (1)
*Knowledge (arcana) +8 (1)
*Knowledge (dungeoneering) +8 (+10 to navigate underground) (1)
*Knowledge (local) +10 (3)
*Knowledge (nature) +8 (1)
*Knowledge (planes) +9 (2)
*Knowledge (religion) +8 (1)
*Perception +7 (+8 for Traps) (3)
Ride +3
*Sense Motive +7 (3)
*Spellcraft +8 (1)
*Stealth +9 (3)
Survival +1 (+3 to avoid becoming lost when using compass)
*Swim +5 (1)
*Use Magic Device +6 (3)

Background Skills
*Appraise +8 (1)
Handle Animal --
*Knowledge (Engineering) +8 (1)
*Knowledge (Geography) +8 (1)
*Knowledge (History) +8 (1)
*Linguistics +8 (1)
*Sleight of Hand +7 (1)

* = Class Skill

Languages Old Suli, Westerling (Common), Draconic, Dwarven, Erskin, Gasquen

Special Abilities
> Battlefield Sense
> Mental Powers
> Psionics
> ESP
> Evasion (Improved - due to receiving it from both classes)
> Pushed Movement +10'
> Share Expertise
> Trapsense +1
> Rogue Talent (Combat Trick)
> Trapfinding +1

Gear
Traveller's clothes
Thieves' Ring
Belt of Tumbling[UE]

MW Voidglass Rapier

Spring-loaded Wrist Sheath
> Dagger

MW Backpack
> 50' Spidersilk Rope
> Grappling Hook
> Bedroll
> (1) Caltrops
> (1) Marbles
> Crowbar
> Scroll Case
> (7) Trail Rations
> Waterskin

Adventurer's Sash
> (5) Acolyte Ale
> Compass
> Flint & Steel
> MW Thieves' Tools
> Whetstone
> Money: 32 gp, 2 sp, 8 cp

Travel Load: 49.84 lbs (Light)
Combat Load: 24.84 lbs (Light)

Description:
5'10" 175lbs ; 25 years old
Hair/Eyes: Brown

Hawkren is a lean man. His sharp brown eyes shine out from a tan face framed by a goatee and laugh lines. His long brown hair ranges from 'free-roaming' to 'nicely combed but loose' when he's on the prowl for feminine company. But most of the time, it is pulled back into a serviceable - if unkempt - ponytail to keep it out of his face. His clothes peg him as a traveller, possibly a bravo. His worn leather boots give way to worn brown breeches which terminate at his one dash of flair. Slung around his hips is rumpled purple sash which sits below a faded leather belt to which the scabbard for a finely crafted rapier sits at a rakish angle. His hands are covered by threadbare black fencing gloves with the fingertips removed and the edges hemmed. Hawkren's shirt is of common white cloth and sits below a loose grey woolen vest which is neatly held in place by a well-crafted bandolier that runs diagonally across his frame. Over one shoulder, rides a finely constructed leather backpack.

Personality:
Hawkren has a ready smile and an even readier wit. He is a bit of a reckless rascal, but a generally good-natured one. Curious to a fault when it comes to magical trinkets, monstrous creatures, or new magic and - given his vaguely larcenous heart - Hawk's not above trying to 'lift' something that really piques his interest. And shame on the wizard who doesn't properly secure her notes and goods.

Backstory:
Hailing from Guildford in the shadows of Penmorgh, Hawkren had a relatively privileged childhood as the son of a minor member of the aristocracy. As children of means with little work sometimes do, Hawk occupied himself by courting more than his fair share of trouble. His earliest years were spent ignoring his studies in favor of cultivating unseemly friends and running minor errands for the Black Hand. Later, he was implicated in a series of break-ins, petty thefts, and other scandals that required his mother's influence to quiet. And that may have been the course of his life - in and out of trouble - had his psychic talents not emerged. But his powers did flower in his late teens and Hawk - were he to speak honestly of it - and his family were delighted. With zeal, he turned his attention from perpetrating crimes to studying mind-magic. Unfortunately, his family's attention also turned... from dealing with Hawk's youthful indiscretions to planning his political future and possible marriage alliances. The young man was less than pleased; this wasn't the life of adventures he now wanted.

Hawk determined the best way to improve his talents (and conveniently escape his family's marital machinations) was to seek out mentalists more like himself. To that end, he joined the next merchant caravan going anywhere. He traveled far and wide across the Sundered Kingdoms, researching occult matters and the history of the region as well as studying with different spellslingers. When the opportunities for learning were used up and Hawk grew restless, he would move on. This became his 'migratory' pattern - study then move on again, again, and again. Over a period of years he explored many corners of the Sunderered Kingdoms - from the fleshpots of Lowport to the bogs of the Lonely Moor - while pursuing his magical interests, shiny trinkets, and unconventional adventures.

Hawk could never truly settle anywhere but he did put some tentative roots down in Oestre when he joined the School of Arcana as an 'Adjunct Researcher' - their polite for an 'acquisitions' specialist. His occasional habit of using those connections to discover an alumni's interesting occult project and then launching a one-man rival expedition in hopes of 'poaching' the rewards has made his relationship with the School a bit... 'tenuous'. But at least a few of the more academic mages like working with Hawk as he has the requisite 'fieldwork' skills and somewhat reckless attitude needed to get him in and out of trouble while working on their more questionable ventures.

Special Abilities:
Battlefield Sense (Ex) When unarmored and unencumbered, the symbiat’s second mind may subtly push the symbiat, protecting him from danger. The symbiat adds his Intelligence bonus (if any) to his AC and CMD. These bonuses apply even against touch attacks or when the symbiat is flat-footed and increase by +1 for every 4 symbiat levels possessed to a maximum of +5 at 20th level. The symbiat loses this bonus when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load.
Psionics (Su) A symbiat may create psionic effects from the list below for a total number of rounds per day equal to 4 + his Int modifier. Every level gained beyond 1st grants him an additional 2 rounds he may create psionic effects. A symbiat may activate any psionic effect he possesses as a standard action, but need only spend a free action to maintain the effect each round. Changing from one psionic effect to another requires the symbiat to stop the previous effect and start a new one as a standard action. A psionic effect cannot be disrupted, but it ends immediately if the symbiat is killed, stunned, knocked unconscious, or otherwise prevented from taking a mental free action to maintain it each round. A symbiat cannot maintain more than one psionic effect at one time. At 7th level, a symbiat can start a psionic effect as a move action instead of a standard action. At 13th level, a symbiat can start a psionic effect as a swift action.
ESP (Ex) Symbiat is aware of more of his surroundings than his physical senses can account for. Beginning at 2nd level, he gains a bonus to Sense Motive and Perception checks equal to 1/2 his symbiat level.
Pushed Movement (Su) At 3rd level, a symbiat gains the ability to unconsciously push their body to greater speeds through their telekinesis. The symbiat gains a +10 ft bonus to their base movement speed. This bonus increases by +10 ft for every 3 symbiat levels possessed beyond 3rd, to a maximum of +60 ft at 18th level.
Share Expertise At 3rd level, the symbiat may create a psionic effect that allows him and his allies to share knowledge and capabilities. The symbiat chooses one skill he has at least 1 rank in. All allies within 60 ft may use the symbiat’s ranks in that skill in place of their own when making checks, if the symbiat has more ranks. If the skill to be shared is a class skill, the class skill bonus is also shared, although every creature uses its own ability score modifier. At 10th level, the symbiat may choose the skill ranks and class skill bonus from an ally within range instead of himself and grant those ranks to himself and his other allies.
Trapsense (Ex) At 3rd level, a symbiat gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three symbiat levels thereafter. Trapsense bonuses gained from multiple classes stack.
Mental Powers Gain Mind and Telekinesis spheres for free
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Improved Evasion (Ex) If fail Reflex save, take 1/2 DAM, otherwise take none.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Opportunities Aplenty +4 (Ex) +4 damage if your opponent suffers from any of the following conditions: Antagonized, Bleeding, Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Denied DEX to AC, Disabled, Dying, Entangled, Exhausted, Fascinated, Fatigued, Flat-Footed, Flanked, Frightened, Grappled, Helpless, Nauseated, Panicked, Paralyzed, Petrified, Pinned, Prone, Shaken, Sickened, Sinking, Stable, Staggered, Stunned, Unconscious.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


As mentioned, I'd like to pick someone today... so if you have a last-minute submission to complete, now is a good time to do it. o wo/


Is it Tuesday already?

Here's a working draft of Grith. I like how well it came together.
Opinions are appreciated.


....Wait, no, it's Monday. Bah. All right, y'all have the rest of today. XD


Much appreciated. Yidhra be praised for allowing the remainder of this day to be dedicated to crafting another tool to carry out her will.

Yidhra is generous!
And fickle. Ohhh yeah.

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