Jack Daniels's Untitled Campaign

Game Master Jack Daniels


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Hey all, I am tired of playing through WotR on the boards and the games ending before the party reaches above ground, so I wish to GM a 3rd level gestalt (to replace the broken Mythic rules) game, where the characters have made it to Defender’s Heart by the morning of the next day after the wardstone's destruction. Hope this interests some of you.

Character creation:
Be familiar with gestalt rules
Stats: 20 point buy (no stat over 18 and no stat less than 8 after modifiers)
Races: Core and Featured only
Classes: Paizo (no alternate and no occult classes), no summoners, unchained barbarian version only, not fond of classes with pets
Alignment: No evil
Feat changes: Power attack -1 hit/+2 damage on all weapons regardless of 1-handed or 2-handed use
Gold: 3rd level wealth
Skills: Background skills in use
HPs: 75% of max, round down
Application: Statblock and describe your character's ties to Kenabres, personality, appearance (images are welcome) and detail your harrowing journey as to how you have survived this horrific day and night, when the hordes of the Abyss stormed the city. Were you at Armasse? Somewhere sleeping? Etc...

I will choose 3 characters, 4 if truly inspired. I am thinking 1-2 week deadline but may shorten it if I receive quality submissions early on. Any questions, let me know.


Ill drop a dot, gestalt games are usually fun if they manage to last.

Thinking something like an eldritch knight, mage / fighter combo.

Coming up with fluff still.

Are we still doing campaign traits? And with the power attack change, does the rest of the feats effects still apply
?


Dotting for now, lemme think on this


Interested.


.... hmmmm
EDIT: Variant Heritage for Aasimar and Tiefling allowed?


Ammon Knight of Ragathiel wrote:

Ill drop a dot, gestalt games are usually fun if they manage to last.

Thinking something like an eldritch knight, mage / fighter combo.

Coming up with fluff still.

Are we still doing campaign traits? And with the power attack change, does the rest of the feats effects still apply
?

Forgot about traits. 2 traits, one of which is a campaign.

Yes, rest of feat effects apply.


ElbowtotheFace wrote:

.... hmmmm

EDIT: Variant Heritage for Aasimar and Tiefling allowed?

Yes, but I roll for your abilities, if applicable.


Thiiiss sounds interesting, I do think I might apply something here... Give me a little time to brew someone up ;)

I do believe I'll Apply a Tengu Samurai/Magus.


hmm, sounds neat... will come up with something


Going Catfolk Oracle Fighter. Melee build, not sure what spells I'll pick.

The idea is Artemis is a Teenage Catfolk, he wants to fight and adventure but has spent much of his life usable, usually because the adults around him say no.

He grew up in Kenabres with a foster family, as his parents were Riftwardens.

Went with the Riftwarden orphan trait.

As it happens, When day and nights terrors occurred, Artemis was attempting to sneak out of the city and leave on an adventure of his own. He wasn't in the city really, his good conscious prevented him from running, as such he waited.


Submitting this elf abjurer wizard|unchained rogue. He was played for a little while in a long-defunct WotR game, and I still have to update his profile for advancement and addition of the rogue abilities.

Background and Appearance:
Melchesiech (not his birth name) was born in Kyonin in 4561 AR, scion of a family of wizards and scholars, and for a time it seemed that his life’s path was set for him. His intellectual gifts were recognized early on, allowing him to receive training in magic from his childhood and, though studious enough, his louche ways also earned him a favored place among Calistria’s worshippers. He was, in short, a dilettante, and spent a considerable amount of time on less savory means of making a living. The death of Aroden did little to change this; it was something important to humans, of course, but elves could afford to wait a century or two and see what its effects would be.

Then word of the First Mendevian Crusade came to Kyonin, and something in the nascent wizard’s heart began to change. Treerazer's depredations in the south of Kyonin were a known quantity, but this was a new thing. The change was subtle at first...a growing urgency to his studies and focus on the more martial aspects of roguery, but that could easily be attributed to the deaths of his parents, supposedly slain in Tanglebriar. But the years became decades, the news from the Worldwound grew grimmer, and the changes continued…not only internal, but also in appearance; the chameleon nature of elvenkind saw to that. His fine, bishounen features hardened and became angular, hawklike; his long blond hair darkened, and a strange mark appeared on his back, the spiral symbol of the Riftwardens. His nights were troubled by dreams of Kyonin’s fall and the death of all he held dear, and so his days filled with arcane studies to the exclusion of everything else. Finally he was ready, and in recognition of his new dedication he left his old name behind him in Kyonin, taking as his name an ancient Sovyrian word meaning only "Weapon."

What Melchesiech did not know until he came to Kenabres was that he was not the first (or even the second) crusading elf with that name. His parents, whom he thought had died in Tanglebriar, had actually joined the crusaders in Kenabres decades before, both calling themselves Melchesiech. They went missing soon after they arrived, though, lost on a mission into the Worldwound.

His alignment is starred because he has deliberately made his personality a better match for the Inevitables, whom he believes are best capable of aiding in his quest to close the Worldwound. His self-sacrifice, though, is ultimately a Good act. So he generally acts LN, but is at heart LG (for the moment).

In appearance, Melchesiech is a blade-thin elf with sharp, ascetic features that in many ways match his hawk familiar. His movements are precise and well-controlled; though possessed of the usual elven grace, in his case his rigidity of posture and stillness when not actually doing anything combine to give the impression of a well-made clockwork automaton. He has little or no emotional affect, again evincing an atypical level of self-control for an elf. (In his case, it is clearly not boredom; he is engaged with the world, but attempts to show no visible emotion beyond an occasional intense curiosity.)

Incidentally, I messed with the fluff for the Riftwarden Orphan trait a bit because otherwise it wouldn't apply to an elf; it's been less than a century since the Worldwound reopened, and the minimum starting age for an elf wizard is 120 years.

What I Did: An Elf's Evening Out:
Melchesiech hitched up his pack and waved a farewell to the fifth company captain he'd spoken with that day, the hawk on his shoulder shifting position to stay erect. I do not think I made the best impression. Again. Perhaps I had best find a scholar...someone who can introduce me to a warleader, so I am not relying on my own interpersonal skills. Or lack thereof. The festivities of Armasse were in full swing around him as he made his way through the crowd to the back of the square. Just as he got there, the noise level dropped considerably, causing him to turn to face Clydwell Cathedral in time to see Lord Hulrun Shappok stride to the stage. Before the human could speak, though, a searing flare of light shone from the west, followed by a tremendous concussion that shook earth and air. For a moment Melchesiech stood aghast, before his normal rigid self-control was restored. No such restoration of control was permitted the rest of the city, however, as demons without number flashed into being above and among the crowd, led by one armed with sword and whip. The mere presence of the great demon seemed to twist the world around it, and in its shadow all hope shriveled and died. That was enough for the elf. Without a thought for propriety he fled, and behind him the slaughter began.

He found himself among a small band of fighters, and for once no one looked askance at his stilted mannerisms--no one who had seen the Abyssal general was entirely sane, so there was a certain amount of tolerance for oddity. Survival has a way of overcoming such things. Not that I would have wanted it this way. Of course. They kept to the shadows as much as possible, trying to gather up other survivors. They realized too late, though, that larger groups quickly became targets, and that there were still demons of considerable power in the city. Melchesiech's first warning was when a creature like a great vulture tore apart the three humans in the rear of the group before anyone knew it was there. He put an iron arrow into it, and some of the others managed to wound it slightly, but the band was clearly overmatched. Once again the elf ran.

After that, he avoided contact with anyone. He would sometimes fight, if he could attack from surprise and be sure of killing; more often than not he hid or ran. His goal was the Librarium of the Broken Black Wing, which he had heard might have information regarding demons. The stupidity of this goal did not occur to him, but his mind had still not recovered from the proximity of the demon general, and he was not yet entirely sane.

When he reached the Librarium, though, it had been leveled. The shock left him completely unable to formulate any further plans, and it was all he could do to conceal himself in a nearby building, with the vague hope of waiting for others who might have the same idea he did. He nodded off for a time, roused every few minutes by terrifying nightmares of the demon general coming for him, or by the sounds of distant screams as demons or cultists found another refugee or three. Not for nothing, though, had he studied and prepared himself for this, and eventually his mind recovered at least somewhat from the shocks of the day...enough that he could start to make plans There will likely be a counterattack, and all I have to do is survive until it gets here. This will not be easy. I will need food and shelter, and a small group of competent allies. Small enough not to draw attack, competent enough to beat the minor threats. Five days here, and if there is no counterattack it will be time to flee the city. First, though, allies. He set out into the streets of Kenabres, bow in hand, as dawn broke over the ruined city.


Do you mean roll a d6/d10 for the Heritage type or roll d% for random spell-like ability (or both)


I'm quite interested. I'll be offering a tweaked version of UU here. So, a uMonk/Cleric of Shelyn with the Touched by Divinity (Shelyn) Campaign Trait. I should have her built to your specs before the end of the weekend. Thanks for considering her!

I'm assuming the Paizo-only on classes also refers to archetypes as well, yes?


I've decided finally on a catfolk Rogue/sorcerer build with the Starsoul bloodline. She'll be a worshiper of Desna/The Black Butterfly, and Is traveling the world seeking to apply her help where she can.


Sounds interesting, I'll work on a character. Currently have a Tiefling magus in my head. Alchemist, Investigator, and Wizard are the classes I'm considering for the gestalt. So far it's been a very difficult decision.


Interested. I am thinking of something tied in with druid. You said you’re not a fan pets so I would go with the domain option then. I am thinking druid/fighter or druid/unchained barbarian.

Primary focus would be the druid.


I will do a skald fighter if accepted. I will have more tonight for you


ElbowtotheFace wrote:
Do you mean roll a d6/d10 for the Heritage type or roll d% for random spell-like ability (or both)

Just the d%

Sczarni

Have an Alchemist/Ranger Elf in the works, should have more details tonight/tomorrow AM.


Okay, Here is my unchained Rogue/Starsoul sorcerer- I have their stablock up, I'm just brewing up a backstory.

For the most part she'll be a Wanderer seeking to help whomever she can around the world. She'll have been in town, Probably in the merchant district buying healing wands and potions

Grand Lodge

Thinking a Questioner Investigator/Living Grimoire Preacher Inquisitor! Of Calistra


Some questions:

Jack Daniels wrote:
ElbowtotheFace wrote:

.... hmmmm

EDIT: Variant Heritage for Aasimar and Tiefling allowed?
Yes, but I roll for your abilities, if applicable.

Do we have to take the roll? I can definitely see saying "Gain sustenance from eating ash? No thanks, I'll take the standard Darkness SLA." But there are some things that'd go great with my plan (+2 INT, for example), so if I have the standard as a fallback I'll probably chance it.

Also, is it one roll, or a choice from 3? I've seen GMs do both.

On a completely different note, a question on how you interpret gestalt:

Do we have to take a prestige class on a specific side of the gestalt? I know sometimes GMs will allow, say, a gestalt Cleric/Wizard to qualify for Mystic Theurge, where others require all the wizard and cleric levels to be on the 'same side' of the gestalt.

In my case, I'm wanting to build a character based on Alchemy. What I'd like to do is Alchemist 20 on one side, and on the other side some Full BAB class until I qualify for Master Chymist, so it would end up something like:

Alchemist 20
Fighter 10/Master Chymist 10
(I get that this would have some issues with overlapping class features. I'm fine with that. Faster Progression, the standard gestalt solution to overlapping class features, should solve it just fine.)

If I have to keep the MC levels on the Alchemist 'side'. it'd be more like:
Alchemist 10/Master Chymist 10
Fighter 20

...which is much less appealing to me.

Grand Lodge

Thinking now to maybe try a Winter Witch/ Blood Arcanist Boreal and eventually going into the Winter Witch Prestidge class. Can't remember if the cold damage focus is good for this or not


Will apply with Haji, here. Need to change him from multiclassing to gestalt, should be easy.
He's a WIS-based Oradin, so covers melee and healing.

how about a drawback for a third trait?

Scarab Sages

Dotting for interest I have a cleric who made it to the early parts of book 2, I absolutely adore the premise of this AP, I can keep out of charector knowledge private, when I have time i will update him to your requirements later today :)

Silver Crusade

tentative dot, considering a cleric(maybe paladin)/fighter or a sorcerer/monk.


submitting a ranger/warpriest- should have stats up later today


Story Time:
Dr. Janebroaun Ayres
Male Elf Ranger (trapper)/Alchemist 3
CG Medium humanoid (elf)
Init: +3; Senses: Perception +9, low light vision
Speed: 30, Languages: Common, Elf, Abyssal, Celestial, Sylvan, Infernal, Draconic

Defense
AC 17 (Armor +4, Dex +3) Touch 13 FF 14
HP 30 (3d10+6)
Fort +4 Ref +6 Will +1, +2 vs poison, +2 vs enchantments
Immune: magical sleep

Offense
Melee: masterwork cold iron rapier +7 (1d6 18-20/x2)
Ranged: masterwork composite longbow +7 (1d8 20/x3) Range 110, Ammo: 20
Bombs: touch +6 (2d6+4, 10’ radius splash for 6 fire, DC 15 ref for half. DC 15 Ref or burn 1d6) Range: 20, Ammo: 7/day
BAB 3 CMB +3 CMD 16

Statistics
Abilities: Str 10 Dex 16 Con 12 Int 18 Wis 10 Cha 10
SQ: favored class (alchemist; HP), elven immunities, keen senses, elven magic, weapon familiarity, low-light vision, track (+1), trapfinding (+1), wild empathy (+3), alchemy, poison resistance +2, poison use, swift alchemy
SA: Bomb (2d6+4; 7/day, 6 splash DC 15 reflex for half), mutagen (+2NA, +4/-4, 30min. Currently Prepared: +Dex/-Wis)
Favored Enemy: humanoids (human)
Favored Terrain: urban
Discoveries: explosive bombs
Feats: Point Blank Shot, Rapid ShotB, Weapon Finesse, Brew PotionB, EnduranceB, Throw AnythingB
Traits: Seeker of Brightness (+1 Kn(arcana), +1 Perception), Alchemical Adept (+2 Craft(Alch), no loss of mats so long as don’t roll a 1)
Skills: Acrobatics +6, Climb +8, Craft (alchemy) +15, Disable Device +11, Intimidate +6, Knowledge (arcana) +11, Knowledge (nature) +10, Perception +9, Sleight of Hand +9, Spellcraft +10, Stealth +9, Survival +6
Combat Gear: Acid (10), Alchemist Fire (10), Defoliant (2), Tanglefoot Bag (2), Antitoxin (2), Antiplague (2),
Equipment: masterwork composite longbow bow, 20 arrows, masterwork cold iron rapier, silver dagger, club, mithral shirt, alchemy crafting kit, backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5), waterskin, formula book, 50’ silk rope, climber’s kit, pitons (10), masterwork thieves’ tools
Coin 22
Potions: CLW (2), Ant Haul (2), Magic Weapon (2)
Alchemist Extracts: CL 3, Save DC 13+spell level
1st: Ant Haul, CLW, Shield, Reduce Person

Formulae Book:
1st: Ant Haul, Blend, Cure Light Wounds, Endure Elements, Enlarge Person, Heightened Awareness, Jump, Reduce Person, Shield

Description: Dr. Janebroaun Ayres is a 154 old elf, standing 6’2” tall and massing 130lbs. He wears light colored tradesman clothing over stout leather boots up to his knee, and almost always has a thick leather apron on over that. The apron is festooned with pockets, pouches, and little straps for carrying all sorts of vials, tools, and assorted other items. It also bears a striking number of oddly colored stains and a few burn scars. He wears his light brown hair closely cut and simply styled, and has protective goggles on his face or dangling around his neck. When traveling out and about, he carries a heavy reinforced pack, with a well-worn wooden case strapped underneath to hold his alchemy crafting materials. When armed, he has a longbow and quiver over his shoulders, with a finely crafted rapier on one hip, balanced by a long dagger on the other.

Background: Dr. Ayres came up to the Worldwound area several years ago, after honing his alchemical skills to the best he could away from the chaotic realm. In Kenabres, he set up a clinic to render aid for the population, selling potions to cure injuries, illnesses, and the like, and providing much needed alchemical tools for the warriors in the Crusade. Any number of would-be-bandits sought to rob or assault him, finding that his healing skills can be turned quite deadly, especially against fallen Crusading humans.

At the time of the demonic assault, Janebraun was away from his shop, out gathering supplies and making a few deliveries. His building was one of those collapsed in the initial earthquake, but thankfully he already had his necessary equipment and gear with him. For the past day or so, he has hidden, stalking the broken streets while trying to survive as best he can. He helped a few injured citizens here and there, trying to gather up resistance to the incursion, but he does not know if anyone really remains in charge of the city. He keeps his bow ready, remaining in the damaged rubble as much as possible, and prepares to slay any fallen Crusaders who would bring him down.

Picture Included!


Almost done
Very important question. In regards to hp.

When you say 75 percent of max. Is that on dice only not including fcb and con bonus? The math behind it actually makes it matter a fair amount


Will Radiance be around or not? Either way I'll probably submit Iolaire here to the mix. Paladin + something else, I'll work it out later!


Just need to put HP in otherwise heres my submission

Statistics:

Unchained Rogue/ Oracle Gestalt Level 3

NG Medium Humanoid (Catfolk
Init +6; Senses Perception +7, Scent, Darkvision 30 ft
------------------------------
DEFENSE
------------------------------
AC 20, touch 14, flat-footed 16 (+4 armor, +4 dex, +2 shield)
hp
Fort +3, Ref +7, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee

+1 Dueling Sword, Slashing, 19-20 X2, Magic.
Attack: 1d20 + 8 ⇒ (14) + 8 = 22 Slashing damage: 1d8 + 5 ⇒ (1) + 5 = 6

Ranged
------------------------------
STATISTICS
------------------------------
Abilities Str 13, Dex 18, Con 12, Int 10, Wis 8, Cha 16
Base Atk 2 ; CMB +3 ; CMD 17

Skills

Acrobatics +9
Climb +12
Craft weapons +6
Diplomacy +9
Disable device +12
Dungeoneering +4
Local +4
Planes +5
Linguistics +6
Perception +7
Spellcraft +6
Stealth +10
Swim +4
UMD +7

Feats

Level 1- Exotic weapon proficiency (Dueling Sword)
Bonus feat UC Rogue-Weapon finesse
UC Rogue Talents-Combat Trick- Quick Draw
Bonus feat Battle oracle-Weapon focus (Dueling Sword)
Level 3- Dueling Mastery

Spells

Level 0
Detect Magic
Read Magic
Create Water
Spark
Purify food and Drink

Level 1- 6 per day

Cure Light wounds
Divine Favor
Protection from Evil
Remove Fear

Background:

Concept and Background

1)Artemis grew up in Kenabres with his foster family, he never knew his birth parent. His family lived month to month, barely scrapping by. He helped however he could.

2) Around teenage years, he asked his foster family about his birth parents. Finding out they were Riftwardens, he believes them to be heroes.

3) Despite his timid nature, Artemis wants to follow in his parents footsteps and become a hero. Though at first he had no exceptional talents.

4) As he grew older and trained in the art of swordplay and attempt at magic, pushing himself to his limits. his hair and eye color grew pale silver, though his skill and potential shot up his eye sight was damaged. limiting his vision in some ways but strengthening them in others oddly.

5) He tries to be prepared for any eventuality, he took up learning languages to spy on enemies, learning weapon crafting and spell craft. Even if not the best at things, he tries.

6) On the day of the Assault, he was readying to leave on a journey to become an adventurer hero. When the Horror began, he rushed out to save as many people as he could, hiding and or escorting them to a "safe" location. He fought and focused on gathering forces, even if not official military, he always had a certain way with words.

Goals

1) To discover what truly happened to his parent

2) He wants to be the worlds greatest hero and save everyone he can see.

Secrets

1) He sometimes resorts to thievery to keep his family surviving.

Appearance and Personality:

Artemis generally is socially timid, kind and polite. But when he gets worked up, or his desire to help or save people gets him riled he becomes more careless, confident. He never hesitates to act to rescue a person in need.

Fitting with his heroic nature, he's unwaveringly loyal to his friends and those he cares for. He believes people can be redeemed even if they commit heinous actions.

Picture of him


OK, I think UU is now built to spec. Let me know if I've botched anything.

Background:
When asked about her relationship with Shelyn, all Udaya can say is "It's complicated." Even as a little girl, UU was always drawn to the Eternal Maiden (Trait:Touched by Divinity). But that wasn't unusual, was it? She was Varisian (Scion of Humanity) after all - Shelyn was a cottage industry among her people. You couldn't swing a dead cat in a caravan without hitting a couple aspiring bards and entertainers. And though she often had dreams of songbirds and that ugly splotch on the back of her hand (Trait:Birthmark) kinda-sorta looked like a songbird... Shelyn's blessed always seemed to be so talented. They could sing, dance, paint, play an instrument, or write a friggin' poem. UU couldn't do ANY of that. Udaya's miniscule talent (Craft:Tattoos) wasn't screaming 'Shelyn's favorite'. So she kept her dedication to Shelyn quiet and stayed on the move with the caravan while earning coin as a tattooist.

It wasn't until her late teenage years, when UU's unearthly heritage (Plumekith Aasimar) really started to assert itself that she had to revisit her career choice. That, and a 'chance' meeting on the road with a warrior-priestess of Shelyn. She had to be one of the nastiest looking hags UU had ever seen. And her only talents were a gift for sharp-tongued criticism and displaying artistry at delivering a decisive, single-handed, beat-down on a group of highwaymen. Nine Hells thought UU, maybe I can do that! She put down her tattoo needles and apprenticed with the old lady (Class Combo: Cleric/Monk). In her six years of apprenticeship and even when she took on the mantle of a warrior-priestess - UU never learned the old woman's name. They were just 'old lady' and 'stupid girl'. Though, after 5 years, UU was pleased that she was promoted (grudgingly) to 'girl'.

UU spent a couple years as an itinerant priestess putting boot-to-ass for Shelyn before the dreams returned. This time, they were more like nightmares. The songbird was battered, sometimes wounded. It always flew North to circle over a beseiged city, fortified by walls within walls. The city's defenses were taxed, pressed on all sides by waves of demonic foes pouring from a great rent in the land miles away. The bird enters the city, settles on a haggard tree in a small courtyard garden and begins to sing. After the second sleepless week of these dreams, UU headed for Kenabres - the location could be no other. Roaming the city, using her dreams as a guide, Udaya soon found the courtyard. Every day, around her duties, she returned to the courtyard waiting for the bird to appear and give her further guidance. She was there when the unthinkable happened.

Personality & Appearance:
UU doesn't preach or makes any effort to convert anyone. She is irreverent and bawdy but generally pragmatic.

Udaya appears as a tall Varisian woman with dark olive skin, brown eyes, and an unruly mane of black hair. She wears a thick cotton monk's gi in beige and a black pleated hakama. Atop both, slung diagonally across her chest, is a simple, almost military, grey cassock of her faith. She is never without her well-used and razor-sharp glaive featuring a curved blade. Her Aasimar heritage manifests as a black faerie-fire-like halo when she is angry.


Grrr... Just noticed you asked for an account of our actions at the battle of Kenabres. I've added that to the Background spoiler on my character sheet.


Ouachitonian wrote:

Some questions:

Jack Daniels wrote:
ElbowtotheFace wrote:

.... hmmmm

EDIT: Variant Heritage for Aasimar and Tiefling allowed?
Yes, but I roll for your abilities, if applicable.

Do we have to take the roll? I can definitely see saying "Gain sustenance from eating ash? No thanks, I'll take the standard Darkness SLA." But there are some things that'd go great with my plan (+2 INT, for example), so if I have the standard as a fallback I'll probably chance it.

Also, is it one roll, or a choice from 3? I've seen GMs do both.

On a completely different note, a question on how you interpret gestalt:

Do we have to take a prestige class on a specific side of the gestalt? I know sometimes GMs will allow, say, a gestalt Cleric/Wizard to qualify for Mystic Theurge, where others require all the wizard and cleric levels to be on the 'same side' of the gestalt.

In my case, I'm wanting to build a character based on Alchemy. What I'd like to do is Alchemist 20 on one side, and on the other side some Full BAB class until I qualify for Master Chymist, so it would end up something like:

Alchemist 20
Fighter 10/Master Chymist 10
(I get that this would have some issues with overlapping class features. I'm fine with that. Faster Progression, the standard gestalt solution to overlapping class features, should solve it just fine.)

If I have to keep the MC levels on the Alchemist 'side'. it'd be more like:
Alchemist 10/Master Chymist 10
Fighter 20

...which is much less appealing to me.

It's one roll and you have to take the results, no fallback.

Do we have to take a prestige class on a specific side of the gestalt? No


Haji: No drawbacks
Ammon: 75% of max hps with FCB and Con bonus
Nikolaus: Radiance will be in game
Thanks for the submissions so far, will take a closer look at them soon. I'll put a deadline of February 11th at 6:00 pm EST, so gives you a full week. Any further questions, let me know.


Well now you have me very interested.

I'm really liking the idea of a Dhampir Investigator/Bard,
The singing Detective


Color me curious. I'm thinking of running a tiefling paladin/ranger. Specifically a paladin (warrior of the holy light, oath against fiends, oath of vengeance)/ranger (demonslayer, skirmisher).

He is going to have one hell of an axe to grind with demons.

Jack Daniels, please go ahead and roll for a variant SLA ability for me!


CampinCarl9127 wrote:

Color me curious. I'm thinking of running a tiefling paladin/ranger. Specifically a paladin (warrior of the holy light, oath against fiends, oath of vengeance)/ranger (demonslayer, skirmisher).

He is going to have one hell of an axe to grind with demons.

Jack Daniels, please go ahead and roll for a variant SLA ability for me!

1d100 ⇒ 94

You gain a +2 bonus on saving throws against nausea.


Hey that's not bad at all! There are certainly more powerful abilities, but a flat bonus against nausea is pretty solid.

Alright I got a pretty solid concept together. Stat block is done, working on background, which I have a very strong idea for but won't have time to write out today. If you are interested in his stat block, here is Skalv Aelfarael. I always appreciate feedback!


Is Advanced Weapon and Armor Training fair game? They both help make the Fighter a valuable pairing.

Not sure since they're optional add-ons to Fighters.


Pathfinder Adventure Path, Rulebook Subscriber

Dotting as I'm at work right now. I may submit something this week.


GM PANIC here, with

Lady Onyx Bonomo,
A Dhampir Investigator/Bard L3.

IMAGE HERE

States:

STR[11] [+0][1p]
DEX[16] [+3][5p][+2Race]
CON[10] [01][2p][-2Race]
INT[14] [+2][5p]
WIS[12] [+1][2p]
CHA[16] [+3][5p][+2race]

GM would Lawful Evil be ok, IF she played by the rules/laws. She dose not do evil as such but she can and dose drink blood of her enemies is they really upset her.


Go ahead and roll for me. Probably going to go with a Demon-spawn tiefling, and Shatter is not much use to me, so I'll chance it.


I'm finished. Char in the profile


Ouachitonian wrote:
Go ahead and roll for me. Probably going to go with a Demon-spawn tiefling, and Shatter is not much use to me, so I'll chance it.

1d100 ⇒ 73

You can use minor image three times per day as a spell-like ability.


I have returned with Skalv Aelfarael ready to go, complete with image! Please let me know any questions/comments/concerns you have, and I always appreciate feedback!


Hit me up with that sweet d% for an Angelkin something not really sure where I'm going to go


ElbowtotheFace wrote:
Hit me up with that sweet d% for an Angelkin something not really sure where I'm going to go

1d100 ⇒ 80

You gain fire resistance 5.


Lady Onyx Bonomo wrote:

GM PANIC here, with

Lady Onyx Bonomo,
A Dhampir Investigator/Bard L3.

IMAGE HERE

** spoiler omitted **

GM would Lawful Evil be ok, IF she played by the rules/laws. She dose not do evil as such but she can and dose drink blood of her enemies is they really upset her.

No evil :)


This will be the Nine's entrant still a work in progress. Going Undine Oracle/elemental wizard.

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