Noro Kas |
well this is an opportunity here.
I have this character that was in a RotRL game that just ended at the start of book 2.
the stats in the alias are the original but gestalting would add either fighter or bloodrager but most likely fighter.
the back story is in the alias as well. but not sure how it would mesh with existing party story. (I am sure that something can be figured out.
GM Rednal |
Yeah, the ability to post regularly for the foreseeable future is a definite plus. XD And as Shalluk here noted, I have a very strong preference for characters who are balanced in their gestalt, rather than specialized. By this, I mean anyone who seems too focused on one thing simply won't be chosen. The whole point of gestalt is to allow a smaller number of characters to fulfill the expected party roles, and that's generally enforced in my games. As a good rule of thumb for the numbers, green is ideal, blue is the limit, and above that is definitely too much.
In my personal experience, gestalt tends to work best when you have one class for combat abilities and one class for utility and support of some kind. (This could be buffing, debuffing, healing, et cetera.) Maybe you have a Fighter who also casts as a Shaman, or a Rogue who supplements their trickery with a Wizard's illusions. That sort of thing.
Noro Kas |
Yeah, the ability to post regularly for the foreseeable future is a definite plus. XD And as Shalluk here noted, I have a very strong preference for characters who are balanced in their gestalt, rather than specialized. By this, I mean anyone who seems too focused on one thing simply won't be chosen. The whole point of gestalt is to allow a smaller number of characters to fulfill the expected party roles, and that's generally enforced in my games. As a good rule of thumb for the numbers, green is ideal, blue is the limit, and above that is definitely too much.
In my personal experience, gestalt tends to work best when you have one class for combat abilities and one class for utility and support of some kind. (This could be buffing, debuffing, healing, et cetera.) Maybe you have a Fighter who also casts as a Shaman, or a Rogue who supplements their trickery with a Wizard's illusions. That sort of thing.
well after reading this I most likely will be out... I tend to work on a story idea and build the character to that.
Zelani Tanith |
Poor Shalluk, he's going to get more abandonment issues with so many people having left...
I second Shalluk in that a martial/arcane character would likely fit the party needs well, but that's pretty second to a good character... particularly a good character that can be consistently posted.
Noro, I tend to design my characters similarly [and often get Shalluk's player to look over/help with crunch because my mind is all story creation and gets stuck easily with the build], though in this game I used the lunar guardian druid/rogue build that I had wanted to use for ages as, to me, druid/rogue seems a natural combo too rarely used.
Dairkal |
I have a character on a separate alias that I use for my IRL games who went through book 1 and part of book 2(not too far however.)
I believe he's a level 5(or 6) halfling swashbuckler, I would probably make him a magus for the 2nd half of his gestalt. Probably no template, unless one is required.
I have tried, since pretty much Rise came out to get into a game with a variant of this character, and they all die out for one reason or another.
EDIT:
Apparently, he's not there. But, this Dairkal is more or less the same build, and is already 4th level.
Edit the 2nd:
Updated Dair to gestalt, gotta pick spells and gear, and adjust skills and feats.
Rednal, should I equip myself as a 4th level PC? Also, any bonus spells added about and beyond the normal ones to my spellbook? Some GMs allow, some don't.
GM Rednal |
@Han Del: Uh, I don't think that archetype's on d20pfsrd. I'll need you to send me a copy of it so I can look it over, but it'll probably be fine.
@Monkey: The party hasn't had much of a chance to look around yet, so no particular bonus spells, but you can buy 1st and 2nd level spells at the normal price if you want them. Otherwise, standard WBL.
Noro Kas |
Noro Kas wrote:Awww, it would be kinda fun to get you on this. Tierce's Rusty Dragon was one of the first games I was in on here, and Shalluk's first outing.
well after reading this I most likely will be out... I tend to work on a story idea and build the character to that.
I will try and see what I can come up with but I want to stay true to my character concept as much as possible.
you probably remember Noro from Tierce's game
Noro Kas |
OK here is the new crunch for Noro. the back story is still in the alias.
Noro Rise of Runelords
Female human barbarian (brutal pugilist, drunken brute) 4/telekineticist 4/gestalt 4
CG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 60 (4d12+12)
Fort +6, Ref +6, Will +2
Defensive Abilities savage grapple
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Offense
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Speed 30 ft.
Melee
. . dagger +8 (1d4+4/19-20)
. . unarmed strike +8 (1d3+5) (+1d6 force w/ Kinetic Fist)
Ranged
. . dagger +6 (1d4+4/19-20/rng 10’)
. . Kinetic Blast +6 (2d6+4 force/20/rng 30’)
Special Attacks kinetic blast, rage (12 rounds/day), rage powers (brawler[APG], greater brawler[APG], raging grappler)
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—kinetic fist, pushing infusion
. . Blasts—telekinetic blast (2d6+4)
. . Utility—basic telekinesis, kinetic cover, telekinetic haul
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Statistics
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Str 18, Dex 15, Con 15, Int 12, Wis 12, Cha 10
Base Atk +4; CMB +8 (+11 grapple); CMD 20 (22 vs. grapple)
Feats Extra Rage Power[APG], Improved Grapple, Improved Unarmed Strike
Traits family ties, quain martial artist
Skills Acrobatics +9, Climb +8, Craft (tattoo) +5, Handle Animal +4, Heal +5, Intimidate +7, Knowledge (local) +8, Knowledge (nature) +5, Perception +8, Profession (gladiator) +5, Profession (sailor) +7, Survival +7, Swim +8
Languages Common, Tien, Varisian
SQ burn (1 point/round, max 5), elemental overflow +1, gather power, pit fighter, raging drunk
Other Gear mithral chain shirt, dagger, tourmaline sphere ioun stone, backpack, belt pouch, blue book[UE], blue book[UE], everburning torch, masterwork tattooing tools, pulque (per wineskin)[UE], sealord wine (per bottle)[UE], tindertwig (5), waterskin, wrist sheath, spring loaded, 12 gp, 6 sp
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Special Abilities
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Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Burn 1/round (4 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Fist (1d6 blast damage) Your natural and unarmed attacks do extra damage.
Pit Fighter +1 (Grapple, CMB) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pushing Infusion (CMB +6) Your kinetic blasts make Bull Rush CMB using Con.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Drunk (Ex) Move action: consume alcohol - this round does not count against rounds of rage/day.
Raging Grappler (Ex) Raging: Grapple check inflicts damage as if maintained. Maintain: free action prone.
Savage Grapple (Ex) Grapples always provoke AoO from you, halve grapple penalties.
Telekinetic Blast (Sp) Level 2; Burn 0
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
as for how this fits in the background...
the kinetic abilities are only starting to manifest. many times she was using them without knowledge that she had and special powers.
These kinetic abilities will sometimes manifest without warning, especially when she rages
Shalluk |
Psssst, Spheres of Power doesn't worry about Arcane Failure and Rednal likes Spheres. 'Cos it's awesome.
Stibble Welk |
This is my submission (an arcanist/bloodrager).
I haven't equipped the character (except for weapons), since I'm not sure what the guidelines are. I see you said to use WBL for fourth level, but does that allow for every kind of magic equipment by Paizo?
In any case, regarding my posting ability, I can post daily (occasionally excluding weekends, often even then).
Here are the stats and backstory:
CG human gestalt arcanist (occultist) and arcane bloodrager (blood conduit) 4
Init +1; Perception +5
Defense
AC 11, touch 11, flat-footed 10
HP 48 (4d10+4+4)
Fort +5, Ref +2, Will +2
Offense
Speed 30 ft.
Melee falchion +8 2d4+6 (+1/+1 vs. giants)
Ranged longbow +5 1d8
Spells see below
Statistics
Str 18 Dex 12 Con 12 Int 18 Wis 7 Cha 12
BAB +4, CMB +8, CMD 19
Feats: Improved Trip, Eschew Materials, Extra Reservoir, Spell Focus (Conjuration), Augmented Summoning
Traits: Giant Slayer, Classically Schooled
Skills: Intimidate +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Perception +5, Spellcraft +12, Stealth +5, Use Magic Device +8
Languages: Common, Draconic, Giant, Varisian, Thassalonian
Combat Gear: falchion, longbow
Other Gear:
Bloodrage 4+2/level+Con per day, +4 Str and Con, +2 Will, -2 AC, fatigue afterwards
Blood Sanctuary: +2 vs. spells cast by allies
Disruptive Bloodrage: +2 DC to enemies to cast defensively
Arcane Bloodrage: Add blur, protection from arrows, resist energy, or spider climb when bloodraging
Arcane Reservoir: Max 3+level, refills 3+half level, spend one to increase CL or DC by 1
Conjurer's Focus: 1 pt./level to cast up to SMII as standard action
Forewarned: Always act in surprise round, +1 initiative
Diviner's Fortune: 3+int/day give +1 to attack, saves, and skills as standard action (1 point from reservoir to make the bonus half level)
Arcanist Spellbook
Spells prepared are listed, spells in spellbook to be decided
Level 0 (all)
detect magic
read magic
light
ghost sound
touch of fatigue
prestidigitation
Level 1 (11, 5/day)
color spray
grease
touch of gracelessness
Level 2 (2, 3/day)
web
Bloodrager Spells
Level 1 (2/day)
frostbite
shocking grasp
Born in a small Varisian town, Imaris was orphaned at an early age due to the incursion of a gnoll raiding party, from which he only narrowly escaped.
Lacking friends and family, he traveled to Galduria to study magic. He was by far the youngest of his class, but he was by no means a prodigy: He had trouble with his studies, and when he failed to succeed, he was ready to give up many times.
One day, a group of giants came to the town and took Imaris and many of his friends captive. Imaris, who still hadn't learned how to utilize magic properly, was at his wit's end when giants began to beat him for not waking up on time. In a fit of rage, he somehow managed to summon extraplanar beasts for the first time in his life, which drove his captors away. He chased them and killed them all with their own weapons.
When he came back to his senses, he realized what he was now capable of doing. First, he freed all the other captives; afterwards, he began experimenting with magic, along with his incredible strength, in order to be able to defend himself and others in the future.