
The Lore Masters |

This game is a monster mash up with just a little bit of flavor, lore, and most importantly, extreme challenges.
The rules to the game are detailed below, however aside from this, you will be told very little of your environment and the method of gameplay until the real game begins.
Looking for two additional players, I have one already!
Depending on mash ups / interest, might consider more.
Fair Warnings:
Reflex saves are your friend!
You WILL die!
Combat intensive!
Gameplay Rules
Gestalt
25 Point Buy
Gestalt (Melee Class + Spellcaster Class)
Race: Core Races / Build your own race 12 RP (no advanced / monstrous / basic discrimination)
Alignment: Any Alignment *just know that all actions have dire consequences, and I am allowing inter-party combat*
Class:Core/Base Classes / Archetypes Allowed
No 3PP, no Hybrid, Base as listed / on case by case basis
No Psionics
Melee Classes
Bard, Unchained Barbarian, Fighter, Unchained Monk, Paladin, Unchained Rogue, Ranger
Spellcaster Classes
Alchemist, Cleric, Druid, Oracle, Sorcerer, Summoner, Wizard
Skill Points Awarded by which of the 2 classes offers the PC the most, not combined
You start the game with nothing aside from a basic outfit and 500 Gold.
Time will be made in order for you to craft your own items if the shop does not have what you want.
The following links provide a base template for how the game will be run in regards to food, water, and environmental conditions.
http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-S tarvation-and-Thirst
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/foodAndDrink.html
In replacement of fatigue and other rules for the Starvation and Thirst section, these will be used instead:
Hunted / Homemade / Purified Food and Drinks: 100% Ability Scores
Purchased / Found / Stolen Food and Drinks: 80% Ability Scores
Raw / Unpurified / Contaminated Food and Drinks: 60% Ability Scores + Random disease and/or poison effect
Alcohol Rules
1) You may drink as much alcohol as you like, so long as you eat 1 pound of food and drink 1 gallon of water per day
2) Having nothing to eat or drink but Alcohol, you keep all ability scores at 100% except Constitution. For every day you only eat / drink alcohol, your constitution score is reduced by 20% from its original score. This means you can only live for 5 days on just alcohol.
3) Having nothing but 1lb of food and alcohol cuts the decrease to your constitution score in half, allowing you to live 10 days on just food and alcohol instead of 5.
4) Food expires after 1 week in game. As a result, next to all food listed in your inventory you must put the in-game date (Day 1, 2, 70, etc.) the food was bought. Purification spells reset this counter to the day the spell was cast, and can be used on food repeatedly, even if it has gone rotten.
Anything not on the inventory list from the randomly chosen light / martial / exotic weapons and light / medium / heavy armors and shields must be crafted through the appropriate crafting skill. For example if the Weapons shop has no composite bows and you want one, it must be made yourself.
Shops will not have armor additions such as spikes, nor will the magic shops be able to enchant an item for you *though they are able to recharge it at 110% value base price of the item.*
Shop Inventory is reset every 5 levels until level 15 at the GM’s discretion.
Due to the shortened amount of gold and weapons / armor / shields / magic items available in game, there is no such thing as a failed “crafting check.” Instead, if your roll for the week comes up short, you simply made no progress.
You will be allowed to make weekly gold through profession / craft / performance checks. You will also be allowed to trade in items with a semi-required appraise check.
If you are not able to make an appraise check, the max value of trading in an item is 60% of its listed value. Obviously if you make an appraisal check the lowest an offered price will ever be is 60%.
You are allowed to do 3 weekly checks per week. This means you can do 3 gold making checks, 3 crafting checks, or a mix of either or. You cannot make a check regarding the exact same thing, however.
As an example this means you cannot make 3 craft(weapon, mwk rapier) checks in one week, but you could do a craft for a rapier, shortsword, and bastard sword in one week.
The following skills are skills that might be able to give you flavor, but really just won’t be very useful in-game;
Knowledge Nobility
Anything in other planes you may venture in during the game can be covered by all other knowledge skills, and there is no nobility, aside from scraps of lore, in regards to Averagon.
Disguise
You will almost never use this, and unless you passed a series of Knowledge checks at high DCs (25, for example) you would not even be able to properly disguise yourself. Anyone with a character idea hinging on the use of a disguise may PM the GM and discuss specifics.
The following skills here will be extremely important to the outcome of the game:
Perception
Disable Device / Use Magic Device
Diplomacy / Intimidation
Survival
Spellcraft / Crafting skills
All skills not mentioned here will be able to have one use or another at some point in the game, and, of course, depending on what each of your characters specialize in.
Please notice based on the magic and weapon shop rules that unless an enemy PC is created in such a way, you will *never* be able to buy items like a Rod of Lightning, Ring of Shadow Walk, Wand of Purify Food and Water, +5 Vorpal Scythe, Spiked Leaf Armor, or Scroll of Ray of Frost.
This means that you should talk amongst yourselves in regards to what each of your characters may want outside the Automatic Bonus Progression Template, if anything, and who will take a feat and craft skill in each.
If all 3 party members die, all at once, unless otherwise stated, you must start completely from scratch.

The Lore Masters |

Yeah you know that was the issue, and why I try to not be anal-
No matter how I assorted those classes, one of them always seemed to not fit hahahaha.
SO, I bit the bullet, put one in one category and one in the other xD
To me, because of things like the Summoner's Twin Eidolon vs. a Bard's Arcane Duelist, it seemed like that was as close to a 6 / 6 with those classes I was going to get xD
If someone were to say "Rogue Bard", depending on the division of the team, I'd shrug and be fine with it hahahaha.
Summoner is a'ok!

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Sweet. Now I need a little help here.
I intend to play a Half-Orc Barbarian (not sure about any archetype)/Summoner (synthesist/blood god disciple).
The problem is that the synthesist archetype substitutes the PCs physical abilities for the eidolons, what could lead to some ridiculous stats (since I could pump all mental and still get good physical stats), without even considering the rage...
Since the synthesist was not designed to be used with gestalt rules, it assumes a summoner would keep his physical stats low, what does not makes sense for a barbarian.
What is your thoughts about changing the synthesist so he only substitutes scores that are higher then the PCs?
It may sound weird, since it could possibly pump the pc towards too much melee, but I think it is really weird to think that a Barbarian with 16 CON, suddenly LOSE con when his might eidolon joins him in the fight.

The Lore Masters |

"Since the synthesist was not designed with gestalt rules, it assumes a summoner would keep his physical stats low, which does not make sense for a barbarian"
Ah! And there lies the rub! You must decide if you want to be an Eidolon Imitating Synthesis with rage powers as your secondary or vice versa!
Changing the scores so he only substitutes scores that are higher than the PC's is a no go, as not only would this crazily optimize your stats, but ruins the decision making of cost-benefit you already have to make as a overpowered gestalt player with insane BAB, spells, AC for a spellcaster, and saves.
"I think it is really weird to think that a barbarian with 16 CON suddenly LOSE con when his might eidolon joins him in the fight"
Well that's simply a balance of power from where I sit, isn't it? He loses the CON, but what all will he gain, aside from extra health points of the Eidolon itself + he can rage, which, yes, will reduce your captsone's max AC benefit from +4 to +2, will create an insane amount of damage you will be able to create.
The CON might be "lost", but really it's only lost until your overpowered Ice Armor is destroyed, at which point it would then return, with no effect to your Barbarian/ Synthesist.
Does this make sense?