Gestalt Rappan Athuk

Game Master Diamondust

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Okay, fair enough. To clarify though, I was specifically asking about things like Centaurs, Ogres, and Wyvaren (races that had been created using the race builder rules) as opposed to creating our own races, as those races fall into the race builder section. I'm perfectly fine without it, I just thought it might be fun to play an ogre barbarian kineticist.


Got my crunch done, need to work on backstory and fluff..


The only 6th level spells is making it difficult for me to choose.

Sczarni

I know what to make then. This will be interesting..


No, actual monster races will be thought to have come from Rappan Athuk or the wilderness surrounding and normal people will be very hostile towards them. Other races(Goblin, Drow, etc.) will be difficult enough but they are at least humanoid and more normal sized.


Okay then. I'm off to make my character. Thanks for answering my questions!


Loup Blanc with a fighter/investigator here, background in the works and crunch in the profile. Of course, looking over the submission/interest list we've got a fair number of characters similar to this one, so I may submit something else as well or instead. Depends on if I get a solid idea.

Backstory summary is that Lysander studied at Lepidstadt University in Ustalav and has spent the past several years of his life traveling Avistan, uncovering mysteries and assisting in dealing with monsters and bandits, solving crimes and bringing people to justice, that sort of thing. With the steady rumors of this dungeon reaching his ears, he's decided to tackle it himself, certain that with his skills he can delve into its depths and find out just what's going on.


I was doing some reading to figure out what I wanted to play and it brought up some questions:

literally spoilers:

Are you planning on running this like it says in the book? Cause, it's pretty much the tomb of horrors based on how it boasts lethality, including it saying you literally cannot win at the end. I'm... not really interested in a game that literally cheeses me every step of the way and I don't want to go through making that many gestalt replacement characters, just to get to 'this encounter can not be won' at the end.

Sczarni

Zulfaqar Ahmad's Backstory:
Zulfaqar Ahmad, wizard of the eastern sands, dreamer of immortality. Having obtained the title of philosopher, astronomer, and mathematician, Wizard Ahmad had strived for more and eventually found a secret rite within an ancient text his team of archaeologists dug up. Consulting the mystics and other wizards who were nearing immortality, he studied it for years. His body was wasting away and he was growing older all the time.

Eventually, his mind started to wander. All the words of his magic books started to blur together, forming strange connections between what he had for dinner twenty years ago and the name of his first wife. For fear of losing his brilliant mind, he started picking up every rumor that sounded even partially true.

That's how he heard about Rappan Athuk. Nearing desperation and feeling his mind slip slowly away from him, he gathered up his spare robes and sandwiches and prepared his journey. Along the way, he was antagonized due to him appearing older than he was. Magic experiments on how to prolong his life actually took their toll on it instead.

But that didn't stop him from teaching all the younger bandits, wild apprentices, and wildlife his personal beliefs; get out of my way or face the consequences. His life was so very important and theirs was less so. With a snap of his fingers, he could conjur a sandwich and strange beasts to rip those who dared raise their arms against him to pieces.

Maybe those gathered in this small village will be of use to him to rid his existence of this wasting curse. The sooner the better, as he feared he was changing into a beast...a fey beast! The worst of beasts.

I'll have the crunch done tomorrow, as I need to sleep.


Thank you. That clear things up. One last question for now. Can we advance two prestige classes at once? Someone mentioned only getting one earlier. Not sure if I'm getting two, but nice to know regardless.

I'm very torn in what to go for, Magus or Bloodrager on the other side of the gestalt. Magus is more spell heavy, while blooodrager would probably be better at melee and use spells mostly for buffs and utility. It's a slight problem that sorcerer would probably synergize better with the blast heavy style of the magus, while wizard or arcanist would probably work better with Bloodrager, but that doesn't work out ability score-wise.

I don't suppose you would allow a Blood Arcanist to pick bloodline mutations even though that's normally not allowed?


If you are meaning bloodline mutations that the wildblooded sorcerer archetype gets then yes I am ok with that. I allow them with the Eldritch Heritage feats as well.


Nope, I mean these ones. A rather recent publication.


I'll let you use them treating your arcanist level as your sorcerer level for when you are eligible to choose one.


The info in the campaign tab helps a ton, thanks! Fluff is finally finished, I had to rewrite both the backstory and personality twice because it wouldn't save.

Liberty's Edge

Going to withdraw my dot, I came up with a mechanically nice concept but I can't manage to come up with any fluff.


Aww yis! This looks super awesome! I love dungeons.


Alright, here is my submission.

Dayne Nortwind :

Male human fighter (archer) 5//monk (qinggong monk, zen archer) 4/sorcerer 1[/i] (Pathfinder RPG Advanced Player's Guide 104, 115, Pathfinder RPG Ultimate Magic 51)[/i]
LN Medium humanoid (human)
Init +6; Senses Perception +9
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Defense
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AC 18, touch 18, flat-footed 15 (+2 Dex, +1 dodge, +1 monk, +4 Wis)
hp 60 (5d10+10)
Fort +7, Ref +8, Will +8
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Offense
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Speed 40 ft.
Melee unarmed strike +7 (1d8+2)
Ranged or
+1 adaptive composite longbow flurry of blows +10/+10 (1d8+4/×3) or
+1 adaptive composite longbow +12 (1d8+4/×3)
Special Attacks flurry of blows, zen archery
Bloodline Spell-Like Abilities (CL 1st; concentration +3)
5/day—touch of destiny (+1)
Sorcerer Spells Known (CL 1st; concentration +3)
1st (4/day)—enlarge person (DC 13), gravity bow[APG]
0 (at will)—detect magic, light, mage hand, prestidigitation
Bloodline Destined
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Statistics
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Str 14, Dex 15, Con 12, Int 11, Wis 18, Cha 14
Base Atk +5; CMB +7; CMD 25
Feats Deadly Aim, Dodge, Eschew Materials, Far Shot, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow)
Traits weathered emissary, world traveler
Skills Acrobatics +6 (+10 to jump), Appraise +4, Bluff +6, Climb +8, Diplomacy +7, Escape Artist +6, Fly +6, Handle Animal +6, Intimidate +6, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (history) +4, Knowledge (religion) +4, Linguistics +5, Perception +9, Ride +6, Sense Motive +8, Spellcraft +4, Stealth +6, Survival +9, Swim +6, Use Magic Device +6
Languages Common, Dwarven
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells), fast movement, ki archery, ki pool (7 points magic), slow fall 20 ft., trick shot (trick shot: disarm[APG])
Combat Gear potion of bull's strength (2), wand of mage armor (50 charges); Other Gear +1 adaptive composite longbow, belt pouch, blanket[APG], climber's kit, grappling arrow[UE], grappling arrow[UE], grappling arrow[UE], hemp rope (50 ft.), masterwork backpack[APG], soap, sunrod (2), torch (10), trail rations (5), waterskin, 107 gp
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Special Abilities
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Bloodline Arcana: Destined (Ex) When you cast a Personal spell, gain a save bonus of its level for 1 round.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Far Shot Halve the range increment penalty for extended range.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +7/+7/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Touch of Destiny +1 (5/day) (Sp) As a standard action, touch grants +1 insight bonus to most rolls for 1 rd.
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Dayne's backstory:

Dayne was born the second in line to a rather small kingdoms throne. He did not know this growing up however, as Daynes whole family was murdered the night of his birth. A trusted family friend and retainer hid Dayne away in a monastery, to grow up protected. On the eve of Daynes twentieth birthday, the man who killed his family and took over there kingdom sent assassins to finish the job. Dayne survived the attempt but his temple and everyone else perished in the ensuing fight and fires.

Dayne spent the better part of a year tracking down the assassins and learning of his past. He began a long and arduous quest to show the kingdoms current leader for the tyrant he actually was, preventing a necromantic invasion of skeletons of in the process. He made a number of friends along the way and even reclaimed his right to the throne.

Dayne has left his kingdom in the good hands of a trusted advisor and reagent while he decides whether to claim the crown for himself. Now he travels incognito as a monk and archer, looking for ways to divert his attention from the responsibility of a kingdom. Perhaps the realms oldest dungeon holds just the distraction...


dot dot dot


Splendid. I think I'll go with Magus for my other side (though taking one level off that to get sneak attack). Still some decisions left to make though, strength or dexterity for example...

For races are the super powerful races like the Drow Noble and Azlanti Humans (humans but with +2 to all stats instead of only to one ability) allowed? I feel like they'll kinda unbalance things and there are even less powerful versions for both of them. At the same time they would probably work incredibly well for my character.

I wish there were other good race options for a character based on primarily strength and intelligence. Neither Damphir (Jiang-Shi-born) nor Lashunta particulary interest me. Perhaps I'll just go with human or half-orc for ease of flavor. They do at least get to put an ability in the right place.


Yay, I get a second chance to try for one of your game. I couldn't get in your Skulls and Shackles game. I will have to work on something for this, not sure what though.


Hmmm... starting to think of a catfolk sorcerer/monk, going dragon disciple... because turning into a dragon and punching things amuses me. :D Or maybe Magus/Monk... though of course, either way, I'm as almost as MAD as it's possible to be. I'll have to mull it over.


There is the Scaled Fist archtype which is dragon flavored. That even works with unchained monk. That would fit perfectly with your first idea and make it not MAD at all.


Magus/Monk also has some action economy problems, unless you can get the GM to make a favorable ruling on spell combat + flurry.

I'm personally leaning towards a ratfolk Empiricist//Vivisectionist.


Trapper:
Empiricist Investigator//Vivisectionist Alchemist
Initiative +4; Perception +14, Darkvision 60ft.
AC 20, FF 16, T 16, CMD 17, FFCMD 13
Hp 55 (5d8+15)
Fort +7, Ref +9, Will +6
Speed 20ft.
Melee
...Claws, Bite & Tailblade +9/+9/+9/+4, 1d4/1d4/1d3/1d3+1
Range
...Light Crossbow (Attuned) +9, 1d6+1 (19-20)
Extracts Prepared(Cl 5)
1st level
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2nd level
...
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Str 11, Dex 18, Con 14, Int 18, Wis 12, Cha 11
BaB +3, CMB +2 or +6 (WFin)
[b]Feats
1 - Weapon Finesse, 1b - Brew Potion, 1b - Throw Anything, 3 - Sharptooth, 5 - Sharpclaw
Traits
Skills Craft(Alchemy) +14, Disable Device +12, Knowledge(Arcana) +12, Knowledge(Local) +12, Knowledge(Nature) +12, Knowledge(the Planes) +12, Knowledge(Religion) +12, Perception +14, Sense Motive +14, Spellcraft +12, Stealth +15, Use Magic Device +14
Languages Common, Dwarven, Goblin, Orc, Undercommon
Gear +1 Amulet of Mighty Fists, Ratfolk Tailblade, Masterwork Chain Shirt
Special Swarming, Tinker, Unnatural, Alchemy +5, Inspiration 6/d, Sneak Attack +3d6, Trapfinding +4, Ceaseless Observation, Infusion, Poison Resistance +2, Poison Use, Torturer's Eye, Cruel Anatomy, Keen Recollection, Rogue Talent(Trap Spotter), Swift Alchemy, Trap Sense +1, Preserve Organs 25%, Studied Combat +2, Studied Strike +1d6, Unfailing Logic +2, Quick Study


Bad Touch Mystic Theurge + Fighter incoming, I think.


MT/Fighter under construction


Here is my build for Krol, my Hobgoblin Kineticist | Fighter

str 14
dex 18
con 18
int 11
wis 13
cha 12

hp 80 DR 5/Adamantine
Burn Taken: 3
ac 20 T 15 FF 16
bab 5 CMB +7 CMD 23
init +8

fort +9
ref +9
will +3 (4)

speed 30'

kinetic blast: +12 to hit; 3d6+12 damage; x2 crit

skills: Perception r5 +9, Sense Motive +9, Intimidate r5 +9, Knowledge (Planes) r5 +5

Feats: Point Blank Shot, Weapon Focus (Kinetic Blast), Weapon Specialization (Kinetic Blast), Toughness, Precise Shot, Weapon Finesse

Class Features:

Kineticist:

Burn, gather power, Elemental overflow +1, infusion specialization 1, metakinesis (empower),
-Infusions: Kinetic Blade, Extended Range, Bowling Infusion
-Utility Talents: Basic Geokinesis, Earth Walk, Earth Climb

--Elemental Focus (Earth)
---Kinetic Blasts: Earth
---Defensive Talent: Flesh of Stone (DR 5/Adamantine)

Fighter:

Archetype: Sensate
Guarded Senses (+1), Uncanny Dodge, Centered Senses (+1)

Alternate Racial Traits: Battle-Hardened (+1 CMD).

Gear: Chain Shirt, Heavyload Belt, Muleback Cords.

Carrying Capacity:
Light 519
Medium 1038
Heavy 1560


oyzar wrote:
There is the Scaled Fist archtype which is dragon flavored. That even works with unchained monk. That would fit perfectly with your first idea and make it not MAD at all.

You know, I kept running across references to the Scaled Fist archetype, but I couldn't figure out where it was from. Then I realized I'd never done more than skim my copy of Legacy of Dragons, and sure enough, there it was. It seems like a pretty cool archetype, and it definitely fits what I'm going for, especially since the Wis to Cha thing reduces the build's MADness. So I'll probably do the catfolk sorcerer/monk build.

So, the basic idea is, he came into his sorcerous powers early, and since then has become obsessed with the draconic heritage they revealed. He's done everything in his power using both magic and meditation to make himself more like his draconic ancestor. I'm thinking silver dragon for his heritage--I always go for the lightning-breathers when I do a draconic character, so it seems like I should change things up for once. Besides, silver dragons are pretty cool. I know, bad pun.

Now, to see if I have time to actually build this character...


Here a ruff idea of what I would like to play. I'm not done with the stats, but I want to work on the background before continuing on it.

Jaska Dilan


Here's an alias for Mwenye, the Silver Fist. I ended up writing a rather lengthy backstory for him... it took a while to explain how a jungle-dwelling catfolk could manage to be a monk and a sorcerer. Still need to fill in a lot of the crunch, though.

Sovereign Court

So my idea for an Ifrit Gunslinger/Kineticist (Pyrokinesis) isn't working out, so I'm going for something off the wall; a Gripplis Rogue (Chameleon)/Gunslinger (Pistolero) who jumps around firing two pistols sometimes having one being fired with his long tongue..


Krol's Backstory:

Krol was born the 19th son of a powerful Hobgoblin warlord in Belkzen named Boro Ogrekiller, whose clain to fame is that he once wiped out an entire raiding force of Ogres singlehandedly.

By the time that Krol was born, his father was in his twilight years, but none of his older siblings could take his father in honorable combat.

When Krol came of age, he was 9th in line for the position of chieftain, and had already fended off several of his younger and older siblings (but not lethally).

Finally, his older sister managed to defeat their father, but by that point he could barely lift a blade, and he still managed to take her left eye and break her right arm in 3 places.

hobgoblins are egalitarian in the regard that anyone who can take and hold power was to be feared.

For Krol, however, his sister's ascension to the throne meant that she could make good on her threat of making him her husband. As his sister and her father began their fight, Krol fled into the world of man, where he quickly learned that although his people were dispised, enterprising mercenaries were always welcome, especially when they were fearsome looking and well paid.

It was during his mercenary days that he met his wife, Ivana, in the frozen wastes of Irissen. She was fleeing her fate as one of the daughters of Baba Yaga, and after hearing his story Krol decided that he would protect her. They had a harrowing adventure getting out of Irisen, and by the time they left, they were fast in love.

They roamed the world for a while as adventurers, until the night that Krol returned from the market after getting the medicine that his wife (who was pregnant with their first child) needed and he was met at the door to their rented house by the sight of his sister, now fully come into her power, cradling the dead body of his wife. Krol doesn't remember what happened next, but when he came to his senses, he was covered in blood that was not his own and in a nearby town.

He returned to bury his wife and mourn, then he picked a direction and started walking, eventually making his way to the town where our story begins...


Azlanti are all dead for thousands of years in Golarion and if one wants to play Drow I suggest the 14RP version and grabbing the drow noble feats is the fairest way.


Diamondust, do you allow Sohei to flurry in armor?

Sczarni

Zulfaqar Ahmad, Master Conjuror:

Zulfaqar Ahmad, 41

Male human Unchained Master Summoner 5/Dual-Cursed Oracle of Time 5

NE Medium humanoid (human)

Init +6; Senses Perception +0

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Defense
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AC 14, touch 10, flat-footed 14

hp 53 (5d8+10)

Fort +3, Ref +1, Will +6 (+4 vs. mind affecting, immune to charm)

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Offense
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Speed 30 ft.

11/day Summon Monster III

Summoner Spells Known (CL 5th; concentration +11)

2nd (4/day)Invisibility, Create Pit (DC 18), Spider Climb

1st (6/day)—Enlarge Person (DC 17), Grease (DC 17), Feather Fall, Infernal Healing

0 (at will)—Detect Magic, Light, Mage Hand, Open/Close, Message, Read Magic

Oracle Spells Known (CL 5th; concentration +11)

2nd (6/day) Desecrate, Restoration, Lesser

1st (8/day) - Bless, Remove Sickness, Remove Fear, Decompose Corpse, Comprehend Languages, Air Bubble

0 (at will) - Create Water, Mending, Scrivener’s Chant, Purify Food and Water, Enhanced Diplomacy, Detect Poison

--------------------
Statistics
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Str 10, Dex 11, Con 14, Int 14, Wis 15, Cha 22

Base Atk +3; CMB +3; CMD 13

Feats Spell Focus (Conjuration), Scion of War, Augmented Summons, Superior Summons, Evolved Summons

Traits Diabolical Dabbler, Master of Pentacles, Holy Tattoo

Skills Knowledge (Arcana) +4, Knowledge (Dungeoneering) +4, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Sense Motive +2, Spellcraft +8, UMD +14, Heal +4, Diplomacy +10, Disguise +7, Ride +4, Fly +4, Bluff +7

Background Skills: Profession (Mathematician) +5, Profession (Philosopher) +5, Profession (Cartographer) +5, Profession (Astrologist) +5, Profession (Ordained Priest) +5, Perform (Tai-Chi) +8, Perform (Tea Ceremony) +8, Linguistics +6, Handle Animal +10, Knowledge (Engineering) +4, Knowledge (Geography) +4, Knowledge (History) +4, Knowledge (Nobility)+4

Drawback: Oblivious

Languages Common, Osiriani, Elven, Gnome, Sphinx, Infernal

SQ Summon Monster III (11/day)

Combat gear: Wand of infernal healing (50 charges), Chain shirt; Other Gear: Spare robe x5 (Scholar’s Outfit), sandwiches (Trail Rations x 20), headband of alluring charisma +2, 90 gp.

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Special Abilities
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Lesser Eidolon: A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal. This ability replaces the summoner’s normal eidolon ability.

Summoning Mastery (Sp): Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time. This ability replaces the summoner’s normal summon monster I ability and shield ally.

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Time Hop (Su): As a move action, you can teleport up to 10 feet per oracle level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.

Wrecking Mysticism (Dirty Tactics Toolbox pg. 23): A divine entity has blessed you with a source of eldritch power that erodes your fortitude, increasing by 50% the duration of any poison, sickened condition, or nauseated condition affecting you. Whenever you would gain a mystery spell, you can gain Magical Tail (Advanced Race Guide 193) as a bonus feat instead. Once this choice has been made, it cannot be changed. You cannot replace a bonus spell granted to you by an oracle archetype with Magical Tail, even if it replaces a mystery spell. At 5th level, add minor image and ventriloquism to your list of spells known. At 10th level, add magic jar to your list of spells known. At 15th level, add project image to your list of spells known. This curse doesn’t progress.

Shattered Psyche (Pathfinder #88: Valley of the Brain Collectors pg. 57 (Amazon)): Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a –2 penalty on all Intelligence-based skill checks, Wisdom based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws made against mindaffecting effects. At 5th level, you’re immune to charm effects. At 10th level, you’re immune to compulsion effects. At 15th level, you’re immune to all mind-affecting effects.

And his faithful fire-snake, Abeed:

Abeed
Lesser Eidolon/5
TN Small Eidolon
Init +5; Senses Perception +16, Scent
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Defense
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AC 20, touch 15, flat-footed 15
hp 20
Fort +1, Ref +7, Will +2
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Offense
Bite, 10ft. +1 (1d4-1)
Tail Slap, 5ft, -4 (1d4-1)
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Speed 20 ft., Climb 20ft
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Statistics
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Str 8, Dex 20, Con 11, Int 7, Wis 10, Cha 11
Base Atk +2; CMB 0; CMD 16
Feats: Skill Focus (Perception)
Evolutions: Bite, Improved natural armor, Reach (bite), Tail, Tail slap, skilled (Stealth), skilled (Perception), Scent, Fire Immunity

Skills: Perception +16, Stealth +22, Disable Device +7, Acrobatics +7 (+9 when balancing)

Class skills: Disable Device, Acrobatics, Escape Artist, Sleight of Hand


I just realized bladebound doesn't normally stack very well with automatic bonus progression. Would you allow the two to stack anyway? So I would start with a +2 weapon for now. Also, I'm not sure if you can enchant a bladebound weapon with additional abilities (for example keen), but in order to go above the +5 cap I would like to be able to do that. It would also let me pay 2000 GP to make my weapon into a +1 keen one to start off. I guess I'm just going to drop bladebound if you don't want it to stack.


I've been trying to figure out something to put forward for your perusal and think I've finally come up with a base concept. I'll be putting forth a Monk (Unchained) / Inquisitor.


There we go. I think I got everything right. This is my first Gestalt character. Background is included in the profile. Open for some changes if it make the character tie in better with the module.

Jaska Dilan

Sczarni

Zulfaqar's steeled gaze

And his faithful fire snake, Abeed

Sczarni

Also, do favored class bonuses benefit both sides? Or, in simpler terms, can I use the 10 favored class levels to increase my hitpoints by 10?


Crayfish Hora wrote:
Also, do favored class bonuses benefit both sides? Or, in simpler terms, can I use the 10 favored class levels to increase my hitpoints by 10?

generally the answer is no, but DD is tweaking the rules a bit anwyay, so maybe?


Will you allow the use of the performance feats form the UC?


Well, I was working up my inq/zen arching monk, but there are similar builds already. Going to go for a Paly/sorc that will go Dragon Disciple. Will post it this weekend.


The Sohei can flurry in light armour

If you look at it the Blackblade actually gets stronger quicker than ABP all the way till 17th level. Not sure if that would influence your decision to keep the archetype or not. I am still thinking about the issue and also thinking of using these rules for weapon advancement if I can get my head around it.

Favoured Class Shenanigans. In short no. You aren't 10th level characters. You are 5th level characters that get 2 classes worth of abilities each level. How you came to think you have 10 levels in 1 favoured class I have no idea. You could, however, take the Eclectic feat(equivalent in power to the Toughness feat) or be a Half-elf with 2 favoured classes.

glibness I don't think Performance feats will be useful at all. There will largely be no crowd to perform to in the dungeon or wilderness.

Sczarni

I saw a character that had really high hitpoints and that is all I could think of for the reason. But I could be wrong. But that certainly did clear up some confusion, thanks!


About performance feats, I seem to remember there being a clause allowing them to be used in any combat, but I could be completely off.


There is a feat that allows the use of performance feats outside of performance battles called Performing Combatant.

Performing combatant wrote:
You can make performance combat checks in any combat. When making a performance check outside of performance combat, you can pick a single performance feat to use. You automatically gain any bonus on the performance combat check the feat grants, and then you make a DC 20 performance combat check. On a success, you gain the full effect of the performance feat you chose.


Ah yes I did not see that. If you wish to use those feats for your character then go for it.


While I know it was not listed in the groups of available races, I though I would share the amusing idea of a Wyrwood Construct Rider (Alchemist) / Magus riding upon it's constructed boar.

Edit: Reviewing earlier posts raised a question for me, are you saying that being a half-elf and taking your two classes as your favored classes will yield you a favored class bonus from each class at each level?


Crayfish Hora wrote:
I saw a character that had really high hitpoints and that is all I could think of for the reason. But I could be wrong. But that certainly did clear up some confusion, thanks!

What do you mean when you say really high hit points?

A half-elf barbarian with 18 con using both its favored class bonuses for hp and with thoughness would have (12+4+3)*5 = 95 HP and gain another 10 from raging. Combine it with a vivisectionist using the mutagen for con (115) with a protector tumor familiar (with 47 HP) and you are looking at an effective HP of 162. Of course the mutagen would probably be used for strength, but 152 is still pretty good.

I believe a synthesist // bloodrager (aberrant) can achieve slightly higher effective numbers even as unchained as it get access to both the eidolon form and tumor familiar to increase HP.

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