Heroes of Oppara (Inactive)

Game Master Cr500cricket


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Howl, a Hobgoblin Shaman/Brawler/Hierophant modeled after Iron Fist and Mortal Kombat's Nightwolf.


Okay.. am working at editing HeroLab to allow me to 'gestalt' quicker/easier.

Here's a character made for another game where I wanted to go all. 'Hulky'. (^_^)

Dark Archive

So, not 100% done until I hear back about HP, buuuuuuut... I managed to throw together a profile for this bad boy. And man, it was a lot of work. D:

Presenting Erik "The Mountain" - Half-Giant Skald/Aegis/Champion/Guardian

Crunch:
ERIK "THE MOUNTAIN"
Male Half-Giant Skald (Fated Champion) 7 / Aegis 7 / Gestalt 7 / Mythic Tier 3 (Champion/Guardian)
CG Medium Humanoid (Human, Giant)
Init +8; Senses Low-light vision, Perception +11

--------------------
DEFENSE
--------------------

AC 19, touch 12, flat-footed 18. . (+1 Dex, +6 armor, +1 natural, +1 deflect)
HP 106 (7d10+21+15)
Fort +10, Ref +5, Will +8
Defensive Abilities +2 vs. fire spells and effects; DR 3/-

--------------------
OFFENSE
--------------------

Speed 40 ft.; Fly 60 ft. (good maneuverability) (Medium Armor)
Melee +1 Large Earthbreaker +13/+8 (4d6+11/20/x3) or +11/+6 (4d6+20/20/x3)
. . Large Dagger +12/+7 (1d8+8/19-20/x2) or +10/+5 (1d8+14/19-20/x2)
. . Gauntlet +12/+7 (1d4+8/20/x2) or +10/+5 (1d8+14/20/x2)
Ranged Large Dagger +8 (1d8+5/20/x2)
Special Abilities Raging Song (Su) 19 rounds/day
. . Far Seer (Su) 1/day
. . Lore Master (Ex) 1/day
. . Form Astral Suit (Su)
. . Reconfigure 3/day
. . Augment Suit (Su)
Psi-like Abilities Stomp (Ps) 1/day
Mythic Abilities Sudden Attack (Ex)
. . Sudden Block (Ex)
. . Ever Ready (Ex) 2 AoOs
. . Cage Enemy (Ex)
Skald Spells Known (CL 7, Concentration +12)
. . 3rd (2/day) exquisite accompaniment, good hope
. . 2nd (4/day) glitterdust (DC16), heroism, invisibility, silence (DC16)
. . 1st (5/day) expeditious retreat, grease, saving finale, silent image (DC15), vanish
. . 0 (at-will) detect magic, ghost sound (DC14), light, open/close, prestidigitation, read magic

--------------------
STATISTICS
--------------------

Str 21 [19], Dex 12, Con 16, Int 14, Wis 12, Cha 18
Base Atk +7; CMB +12; CMD 24
Feats Power Attack (-2/+4), Psionic Talent (Race), Scribe Scroll (Class), Skald's Vigor, Hurtful, Master Craftsman (Class), Cornugon Smash
Mythic Feats Dual Path (Guardian), Power Attack (Mythic)
Traits Arcane Temper (+1 on Concentration Checks, +1 Initiative), Armor Expert (Reduce ACP by 1)
Skills Bluff 0 ranks (+14*), Craft (weapons) 7 ranks (+14), Intimidate 7 ranks (+14), Perform (sing) 7 ranks (+14), Sense Motive 0 ranks (+14*), Spellcraft 7 ranks (+12), Perception 7 ranks (+11), Knowledge (arcana) 1 rank (+9), Knowledge (local) 1 rank (+9), Knowledge (planes) 1 rank (+9), Knowledge (religion) 1 rank (+9), Knowledge (other) 0 ranks (+5), Survival 0 ranks (+5), Diplomacy 0 ranks (+4), Disguise 0 ranks (+4), Handle Animal 0 ranks (+4*), Perform (percussion) 0 ranks (+4), Fly 3 ranks (+1), Heal 0 ranks (+1); * = Versatile Performance
Languages Common, Giant, Draconic
Combat Gear Wand of Cure Light Wounds (50/50); Other Gear 64pp 5gp 0sp 0cp, +1 large earthbreaker, large dagger (5), masterwork chain shirt, cloak of resistance +2, amulet of natural armor +1, ring of protection +1, handy haversack, backpack, bedroll, belt pouch, crowbar, wardrum, flint and steel, grappling hook, iron pot, mess kit, mirror, rope, soap, spell component pouch (2) torch (10), trail ration (5 days), waterskin (Light encumbrance)

--------------------
SPECIAL ABILITIES
--------------------

Favored Class: Skald/Aegis (Power Point)
Half-Giant Racial Traits
Power Points: 20
Bardic Knowledge (Ex)
Raging Song (Su)
. . Inspired Rage +2 (Su) (Rage Powers: Superstition +3 (Ex), Witch Hunter +2 (Ex))
. . Song of Marching (Su)
. . Song of Strength (Su)
Scribe Scroll
Astral Repair (Ps)
Form Astral Suit (Su) (10 customization points)
. . Astral Armor: Crystallized Weapon (2), Stalwart (1), Flight (2), Augmented Weapon (2), Reach (3), Brawn (Free), Improved Damage (Free), Flexible Suit (Free)
Versatile Performance (Ex)
. . Perform (sing): Bluff, Sense Motive
. . Perform (percussion): Handle Animal, Intimidate
Watcher of the Weave (Ex)
Craftsman (+1)
Astral Suit DR 3/-
Invigorating Suit (Su)
Reconfigure 3/day
Uncanny Dodge (Ex)
Augment Suit (Su)
Far Seer (Su) 1/day (see Spell Kenning (Su))
Master Craftsman
Lore Master (Ex) 1/day

--------------------
MYTHIC ABILITIES
--------------------

Hard to Kill (Ex)
Mythic Power (Su) (9 points)
Surge (Su) (+1d6)
Amazing Initiative (Ex)
Recuperation (Ex)
Champion Path
. . Sudden Attack (Ex)
Guardian Path
. . Sudden Block (Ex)
Impossible Speed (Ex)
Ever Ready (Ex) (2 AoOs)
Cage Enemy (Ex)

Erik is sort of what I imagine it'd be like to put the Hulk in an Iron Man suit. He's knowledgeable, charismatic, and strong, and naturally is a leader of men. Through sheer willpower and force of personality, he can inspire his companions to fight harder and more recklessly. His magic and psionic powers are a result of exposure to a strange red crystal that had given his father similar powers. Erik constantly lives in the shadow of his father, even decades after the older half-giant's death, and this chafes him something awful. His goal is to one day surpass his father, among other things.

Mechanically, Erik is a fast, brutal frontliner with some nice support abilities, and some decent knowledge and skills. His mythic powers allow him to defend comrades and make people hurt for trying to injure his friends, or flee from his mighty hammer.


*High fives Erik* (^_^)


Just got to add 3 lvl's of Mythic.

Will tinker with my Herolab some time tomorrow and see how we go with adding things etc.

Wishing every one all the very best. (^_^)


Since we have a pile of brawlers,I think I'm gonna go with my speedster. The Blur shall rise again!


1 person marked this as a favorite.

Vorg no way, rats I was going to have a speedy with wibbly wobaly time stuff, now Ill have to make a new idea, drats

Sorry but I love Lex Luther

Psionics!!! yes
Psion Telepath, Monster, just cus that would be nuts.
Thinking Psion Fey, brains over muscle. hehe

- Johnny Panic -

The real Johnny Panic


Hmm, already looks like melee is saturated. I've got an idea to do Iron Man sort of using a fighter/alchemist. The bombs can be special effected into being blasts or such. Mechanically it should be pretty similar.

Anyway, Blok would have been tons of work between a new race, and working the Gestalt into Herolab. Fighter/Alchemist will be east enough.


Oo having so much fun with this.


drbuzzard, you might wanna check out this.

@johnny_panic: If you wanna play a speedster you can. I am fairly flexible in what I play.


Nope I'm cool, I'm going professor X meets Dizit Sma


What sort of posting frequency do you expect this to have/require?

How many traits?


@Xane: You do know that there's a community add-on for Gestalt, right?

(It works amazingly well.)


Where do I find that add one? Also does it work on a Mac?


I'm not sure about Macs, but if you've configured third-party updates ( http://forums.wolflair.com/showthread.php?t=15583 ), you should be able to find and download it from the updates section.


I would be super excited to take part in this. The superhero concept I have been wanting to play for a while is someone with temporal and probability manipulation as their power. Given this is Gestalt, would you allow a blending of these 3pp classes?

Time Thief or Time Warden
Luckbringer

If those don't work, I was also considering a Mystique type character using this 3pp class:

Taskshaper (shape changing)

Another concept I wouldn't mind exploring which would require a little more work to research appropriate abilities and spells to match would be to replicate the Kinetics Defender powers from the MMO City of Heroes if you happen to be familiar with it.

Let me know if any of that would be acceptable, and I will get started on the build for submission. :-D


I had Blade done for another game I just need to make him level 7 instead of 8 and change a few things around and add mythic should be up tomorrow got crazy busy at work today. Stupid upates to the oracle production server over the weekend caused some problems :)


Hmm, downloaded the file after following the instructions. Even imported it. I just don't see a Gestalt class like the instructions say I should.

It keeps saying something about the game selection dialog, but I assume this is just inside Pathfinder.

Liberty's Edge

drbuzzard wrote:

Hmm, downloaded the file after following the instructions. Even imported it. I just don't see a Gestalt class like the instructions say I should.

It keeps saying something about the game selection dialog, but I assume this is just inside Pathfinder.

When you Configure hero, scroll down to where it says "Gestalt Option" and click on the box to select it. Then the Gestalt class should appear.


The Blur: Wildrunner monk 7 | Alchemically Quickened Aegis 6

Race (Wildrunner):

Type: Humanoid (human) 0rp
Size: Medium 0rp
Speed: Normal 0rp
Ability Score Modifier: Flexible (+2 Dex/+2 Con) -2rp
Language: Standard 0rp

Traits:
Ability Score: None 0rp
Defense: Fast Healing 1 -6rp
Feat and Skill: None 0rp
Magical: None 0rp
Movement: Fast x4, Fleet-Footed -13rp
Senses: none 0rp

Alchemically Quickened Template:

Quick/Rebuild Rules: The creature's base speed increases by 10 feet, and each round in which it moves more than 10 feet, it also gains the effect of a blur spell until the start of its next turn.

Ability Scores:

Str 10/12
Dex 22/26
Con 14
Int 14
Wis 22
Cha 10

Combat Info:

HP
AC 29 (10 base, 1 armor, 8 dex, 7 wisdom, 2 natural, 1 dodge), T 26,
FF 20
BAB 6
Init +14
Fort +9
Ref +15
Will +13

Speed 170' (+30' for 1 hour w/a mythic point)

Unarmed Strike +13/8 to hit; 1d8+7 damage; x2 crit.
Flurry +12/12/7 to hit

Skills:

Acrobatics r7 +18/+81 jump
Autohypnosis r7 +16
Heal r7 +16
Escape Artist r7 +18
Perception r7 +16
Sense Motive r7 +16

Traits:

Reactionary, Devoted Healer

Feats | Mythic Feats:

Dodge, Fleet, Mobility, Speed of Thought, Spring Attack, Stunning Fist, Up The Walls, Weapon Finesse | Dual Path (Champion), Mythic Spring Attack, Mythic Weapon Finesse

Class Features:

Monk:
Archetype: Martial Artist
Flurry of Blows
Unarmed Strike 1d8
Evasion
Fast Movement +20'
Maneuver Training
Pain Points
Exploit Weakness
Martial Arts Master
High Jump
Extreme Endurance
Physical Resistance

Aegis:
PP: 15
Archetype: Aberrant
Vim (at will)
Transformed Body (Brawn, Hardened Strikes, Darkvision)
Customization Points 9 (Speed x5, Nimble x2)
Intimidate +2
Damage Reduction 3/-
Reconfigure
Psionic Form

Gear:

+2 cloak of resistance
Necklace of Adaptation
+1 Bracers of Armor

Mythic Features:

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than 28.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend 9 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Trickster Attack: Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Champion's Strike[:/b] Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

[b]Path Abilities:
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Master Dilettante (Ex): You gain a +3 competence bonus on all untrained skill checks. You can attempt all skill checks untrained, even if the skill normally cannot be used untrained.

Enhanced Ability (Ex): You gain a +2 bonus to Dexterity.

Other than HP, he's good to go.


Did you think about the run feat at all, or could you just not fit it in?

Looks like your character is sitting at just shy of 80 miles per hour with normal run. :P

Also. +81 to jump. XD

Also, you may be interested in Champion 3:

Fleet Warrior (Ex):

When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.


ok, now it showed up. Thanks.


the fleet-footed racial trait gives me run, and a +2 to initiative that I forgot to add in.

I considered Fleet warrior, but at heart I'm really a spring attack character.

With spending a mythic point, I can top out at just over 113 mph.


Rednal wrote:

@Xane: You do know that there's a community add-on for Gestalt, right?

(It works amazingly well.)

Indeed! (^_^)

A friend pointed it out to me. Will be tinkering with it soon.


Very nice, Vrog :)

Is there anything anyone could think of that would go well with an Archer Fighter to help shore up the various weaknesses of using trick shots and arrows? Or of buffing up skills or the like? Ranger seems like a safe fit, but it also seems like a -lazy- fit. Cryptic seems a fun option. Cryptic + Rogue likewise seems very fun.


Paladin will do wonders for beefing up your saves and survivability. With this over the top point buy, MAD isn't an issue, so pumping str, dex, and chr won't be an issue.


Johns coming along just fine,

Fay - 21 point Race Build +
Fay template L1
Clever [Fay] Godling L6 [May change this]
Psion [Telepath] 7

Mythic - Trickster 3

Johnny at his core is a Fey Trickster, flying teleporting Super mart Trickster.


Hm. On that front... I could also go Zen archer monk, and do wisdom pretty heavily maybe. I'll have to work it out. :) Thanks!


Heck, you could just do Zen Archer Monk/Paladin. That way you get full BAB and d10 HP, and Zen Archer pretty much sets you up as you need to be feat wise for archery.


Now we just need them to program in the Godling class and I'll be all set... XD Ah, well. For now, I'll stick with what I've got here!


UPDATE
This is the Alt, For GM Johnny Panic AKA

"The King Under the Hill"
Johnny Panic

Based on Doctor Strange with a fey twist
Off all the Supers I love Doc Strange best

Current form

Fay - 21 point Race Build +
Fay template L1
Clever [Fay] [Illusionist] Wis/Soc? or Godling [Still working out what would be best]
Psion [Telepath] 7

Mythic - Trickster or Archmage, seeing which gets me closest to my idea for him.

he plays Ticks, Illusions and mind control

Johnny at his core is a Fey Trickster, flying Super mart Trickster, Illusionist.


I'm actually cheesing... a lot. But I really liked the concept.

It's actually Zen Archer 3/Divine Hunter 4 | Archer 7 that I'm toying with, so I can get access to Guided Hand (Mythic) to not care about strength overall.

Race (Guided Soul):

Undead (16 RP)
Undead have no Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Undead have the darkvision 60 feet racial trait.
Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Undead are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning.
Undead are not subject to nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Undead are harmed by positive energy and healed by negative energy. An undead creature with the fast healing special quality still benefits from that quality.
Undead are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Undead do not risk death from massive damage, but are immediately destroyed when reduced to 0 hit points or fewer.
Undead are not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Undead do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an undead creature can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

Advanced (4RP)
-2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha.
Fast (1RP)
40 feet base speed.


Ability Scores:

Venerable: +3 Int, Wis, Cha (Longevity = no penalties)
Str 10
Dex 22
Con --
Int 19
Wis 29
Cha 21

Skills:
4+Int
Bluff r7 +5 cha = 12
Climb r7 +9 wis +3 = 19
Craft (Alch) r7 + 4 int + 3 = 14
Craft (Bow) r7 + 4 int + 3 = 14
Kn (Hist) r7 +4 int + 3 = 14
Kn (Rel) r7 +4 int + 3 = 14
Percept r7 +9 wis + 3 = 19
Stealth r7 +6 dex + 3 = 16

Traits:

Wisdom in the Flesh(Religious): Climb uses Wisdom instead of Strength.
Sacred Touch(Faith): Standard action: Stabilize a dying creature.

Feats:

Free Feats: Perfect Strike, Point Blank Master, Precise Shot, Weapon Focus(Longbow)
Monk Bonus Feats: Combat Reflexes, Rapid Shot
Fighter + Base Feats(8): Point Blank Shot, Snap Shot, Combat Expertise, Improved Feint, Greater Feint, Cluster Shots, Channel Smite, Guided Hand
Mythic Improved Feint, Mythic Guided Hand

Class Features:

Monk, Zen Archer 3:
Bonus Featx2
Flurry of Blows
Perfect Strike
Unarmed Strike
Way of the Bow
Fast Movement
Zen Archery
Point Blank Master(Free Feat)

Paladin, Divine Hunter 4:
Precise Shot(Free Feat)
Aura of Good
Detect Evil
Smite Evil
Divine Grace
Lay on Hands 2d6, 2+cha per day
Shared Protection
Divine Health
Mercy(Shaken)
Channel Positive Energy

Fighter, Archer 7:
Bonus Featx4
Hawkeye +2
Trick Shot: Disarm, Feint
Expert Archer 1

Mythic Features:

Champion 3: 15 hit points.
Hard to Kill
Fleet Charge
Mythic Power
Surge
Amazing Initiative
Recuperation
Limitless Range
Longevity
Unstoppable Shot
Wisdom + 2

Concept:

The Ward was ancient when he died. He's even more ancient, now. But that is neither here nor there. The Ward has been tasked with fulfilling a promise he made to Irori long ago: To perfect the use of the bow. It was a form of hubris he's just had to live with, since.

He was granted a limited form of unlife in order to attempt to finish the task... it's not precisely as one would suspect unlife to be: He kept his faculties, he didn't immediately become evil... his body didn't even rot. As a matter of fact, his body returned to prime condition, and never left it again.

There is the little problem with channeling positive energy... in that it doesn't heal him, but that's just one of the prices The Ward pays in order to watch over the innocent, guarding his flock... while slowly mastering the use of his bow.

Despite the vow being made to Irori, The Ward actually worships Erastil.

Things left: HP, Gear, and Combat stats.

Edit:

Combat:

HP ???
AC 25 (10 base, 0 armor, 6 dex, 9 wisdom, 0 natural, 0 dodge, 0 deflection), T 25, FF 19
BAB 7
Init +8
Fort +12 (Immune to most Fort Saves)
Ref +20
Will +23
Speed 50'

Unarmed Strike +7/+2 to hit; 1d6 damage; x2 crit.
Longbow, Composite +18/+13 to hit; 1d8+8 damage; x3 crit.
Flurry 16/16/11 to hit; 1d8+9 damage; x3 crit.

Gear:
Headband of Inspired Wisdom +4 (8k)
Belt of Dexterity +2 (2k)
+1 Composite Longbow (2.4k)
Cloak of Resistance +2 (4k)
Efficient Quiver (2.7k)
+Permanent Abundant Ammunition effect(4k)
20.1k spent; .4k for arrows, will spend later :)

Things left: HP, Arrows.

Intent of permanent efficient quiver: Never run out of -normal- arrows, don't even have to track them. If I get other nonmagical arrows as well? Well... I'll be perfectly happy with that. :)


Size
Johnny "The King under the Hill" Panic
is Tiny :)

yerr all you till long legged big hitters you
Johnny is 12" tall,
have a Tiny Fey to deal with.

Who would like Johnny as there fake familiar, hehe


Hmm, interested. I want to do something without rage.


Iron Chymist

A survivor of ancient Azlanti civilization, who still holds the secrets of that time's fusion of science and magic into works of great power. Released from stasis after being found by a group of adventurers, he established a workshop and equipped himself to fight against the many wrongs of the modern era.

stats:

Iron Chymist
Male azlanti alchemist 7/fighter 7/gestalt 7/Champion 3 (Pathfinder RPG Advanced Player's Guide 26)
CG Medium humanoid (human)
Init +7; Senses Perception +12
--------------------
Defense
--------------------
AC 29, touch 15, flat-footed 25 (+10 armor, +1 deflection, +3 dexterity, +1 dodge, +4 shield)
hp 82 (7d10+36)
Fort +11, Ref +12, Will +8 (+2 vs. fear); +4 bonus vs. poison
Defensive Abilities bravery +2, hard to kill; Immune inhaled poison; Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 chakram +10/+5 (1d8+4)
Ranged bomb +16/+11 (4d6+10 Fire)
+1 chakram +13/+8 (1d8+4)
Special Attacks bomb 12/day (4d6+7 fire, DC 18), mythic power (9/day, surge +1d6), weapon training (thrown +1)
Alchemist Spells Prepared (CL 7th; concentration +12)
. . 3rd—fly, communal resist energy{super}UC{/super}
. . 2nd—barkskin, bull's strength, cure moderate wounds (2)
. . 1st—ant haul{super}APG{/super} (DC 16), cure light wounds (3), jump (2)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 16, Int 21, Wis 14, Cha 10
Base Atk +7; CMB +9; CMD 25
Feats Brew Potion, Close-quarters Thrower[UC], Craft Magic Arms & Armor, Dodge, Mythic Crafter[M], Point-blank Shot, Precise Shot, Quick Draw, Shield Focus, Throw Anything, Weapon Focus (bomb), Weapon Specialization (bomb)
Traits firebug, indomitable faith
Skills Appraise +9, Climb +3, Craft (alchemy) +15 (+22 to create alchemical items, +20 when crafting non-mythic magic items), Craft (armor) +12 (+17 when crafting non-mythic magic items), Fly +10, Heal +8, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (nature) +15, Linguistics +6, Perception +12, Ride +5, Spellcraft +15, Survival +12, Swim +4
Languages Abyssal, Azlanti, Celestial, Common, Infernal, Jistka, Osiriani, Ancient, Thassilonian
SQ alchemy, amazing initiative, armor training 2, discovery (explosive bomb, infusion, precise bombs), fast poisoning, mutagen, poison use, recuperation, swift alchemy
Combat Gear acid (12), alchemist's fire (12), holy water (5), liquid ice (5); Other Gear +1 full plate, +1 heavy steel shield, +1 chakram, blinkback belt, cloak of resistance +1, handy haversack, ring of protection +1, 2,480 gp
--------------------
Special Abilities
--------------------
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Blinkback belt (empty) Light/1-handed melee weapons drawn and thrown within 1 rd teleport back to belt.
Bomb 4d6+7 (12/day, DC 18) (Su) Thrown Splash Weapon deals 4d6+7 fire damage.
Bravery +2 (Ex) +2 to Will save vs. Fear
Close-Quarters Thrower (Bomb) Attacks with selected weapons do not provoke attacks of opportunity
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+3 bonus, ignore cover/conceal & bypass all DR).
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Firebug +1 to attack rolls with thrown splash weapons.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 70 min.
Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shield Focus +1 Shield AC
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

Grand Lodge

traits? might have missed it?


Since my question to GM Cr500cricket may have gotten over looked:

my 3pp classes question


I got an eighth level non mythic build for marrow already in place,
The character's started up with soul knife and aegis reflavored to be bone instead of psychic energy
Shouldn't be too difficult to modify


I believe Time Thief is the only one that's freely accessible on the SRD. And that may not be the full version, or reworked, etc.

Shadow Lodge

Naw taskshaper's on the d20PFSRD as well


True. But I was focusing on the three where he linked the GM to books rather than the class :P Apologies for any confusion :)

Taskshaper for ease of lookup.

Dark Archive

Srd Time thief, but the Taskshaper is too much bookkeeping

Shadow Lodge

A suggestion.
Normally I'm all inclusive with classes, allow anything
But time thief wrecks play by posts


If I may flip my hat into the ring, I have had an Idea for a PC for ages and this may be the one place I can finally make him come to life.

GM would it be all right to play a Psionic Crystal Dragon.
Its CR7 and the stats and build would not I think be over powered.

This would be the Dragon of the build,

Dragon

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.

A dragon has the following features.

d12 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).

Good Fortitude, Reflex, and Will Saves.

Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

Traits: A dragon possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet and low-light vision.
Immunity to magic sleep effects and paralysis effects.

Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.

Proficient with no armor.

Dragons breathe, eat, and sleep.

Crystal Dragon, Juvenile CR 7
CG Medium dragon (earth)
Senses dragon senses, + tremorsense 30 ft.

DEFENSE
+11 natural Armor
Immune +sonic

OFFENSE
Speed 60 ft., burrow 30 ft., climb 30 ft., fly 150 ft. (average)
BAB +7
Saves 5/5/5
Melee bite (1d8+STR), 2 claws (1d6+STR), 2 wings (1d4+STR)
Special Attacks breath weapon (30-ft. cone, 8d4 sonic, DC 18)

Spell-Like Abilities (CL 7th)
At will--color spray (DC 16), glitterdust (DC 17)

STATISTICS
Race Advanced [Young] +2Str +2Dex +2Con +4Int -2Wis
Then 40 points

Languages Common, Draconic, Undercommon

SPECIAL ABILITIES
Razor Sharp (Sp)
All of a crystal dragon's natural attacks deal slashing damage.

Dark Archive

GM Lucid Nonsense wrote:

If I may flip my hat into the ring, I have had an Idea for a PC for ages and this may be the one place I can finally make him come to life.

GM would it be all right to play a Psionic Crystal Dragon.
Its CR7 and the stats and build would not I think be over powered.

This would be the Dragon of the build,

Dragon

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.

A dragon has the following features.

d12 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).

Good Fortitude, Reflex, and Will Saves.

Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

Traits: A dragon possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet and low-light vision.
Immunity to magic sleep effects and paralysis effects.

Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.

Proficient with no armor.

Dragons breathe, eat, and sleep.

Crystal Dragon, Juvenile CR 7
CG Medium dragon (earth)
Senses dragon senses, + tremorsense 30 ft.

DEFENSE
+11 natural Armor
Immune +sonic

OFFENSE
Speed 60 ft., burrow 30 ft., climb 30 ft., fly 150 ft. (average)
BAB +7
Saves 5/5/5
Melee bite (1d8+STR), 2 claws (1d6+STR), 2 wings (1d4+STR)
Special Attacks breath weapon (30-ft. cone, 8d4 sonic, DC 18)

Spell-Like Abilities (CL 7th)
At will--color spray (DC 16), glitterdust (DC 17)

STATISTICS
Race Advanced [Young] +2Str +2Dex +2Con +4Int -2Wis
Then 40 points

Languages Common, Draconic, Undercommon

SPECIAL ABILITIES
Razor Sharp (Sp)
All of a crystal dragon's natural attacks deal slashing damage.

+mythic

Dark Archive

Lord Foul II wrote:

A suggestion.

Normally I'm all inclusive with classes, allow anything
But time thief wrecks play by posts

Does it? I've never seen it so I'll take your word for it.


Cool just building him now, I think he will be a lot of fun, not by any means max'ed powered but fun.


Looking over it, Cricky, it looks like it has potential to. If the right (or wrong?) powers are taken. For example, one could retcon a round. Several times a day at higher levels. If you've ever been in an RP where rounds take several days to complete, you'll recognize that that is -very- bad.

But as long as they're willing and able to avoid those sorts of pitfalls, I think it's fine. Foul probably has a better idea of it and can adjust the viewpoint based on his knowledge rather than just my -really- vague interpretation. :)


This is his PC sheet, just working on it now, GM

Shadow Lodge

In a home game I'd generally allow it, less so for PBP
I want to appologize to pinvender for this but, yeah.

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