Heroes of Oppara (Inactive)

Game Master Cr500cricket


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blondebandits submission.

Arcansist 7 (White Mage)/Bard 7 (Magician) // Archmage 3

Still need to develop spellbook, skills, equipment, and backstory but the current crunch should give an idea about the general path I plan to take and gets my submission at least started, everything should be finished by tomorrow at some point.

Grand Lodge

Ok...done. Here he is...Goran

Goran:
Type-Humanoid(experiment) 0pts
Size-Medium 0pts
Base speed-Normal 0pts
Ability score mods-Standards 0pts
Languages-standard 0pts
Racial traits
Quick reactions 2pts
Claws 2pts
Scent 4pts
Fast healing 6pts
lowlight vision 1pt
nimble attacks 2pts
frenzy 2pts
orc ferocity 2pts

Goran
XP
Male barbarian 7/slayer 7/gestalt 7/mythic 3(champion)
CG(N) Medium Humanoid(elf/half-orc/dwarf)
Init +14; Senses scent, lowlight; Perception +12

Defense

AC 21; Touch 15; Flat-Footed 16; (armor +8, dex +5)
HP 110(7d12+42+7+7)
Fort +13; Ref +12; Will +6
Defensive Abilities ; DR 1/-; Immune na; Resist na; SR na

Offense

Speed 50(40 base+10 enhancement bonus),
Space 5ft; Reach 5ft

Melee
primary claw +13/+8 1-6+2/x3 +1-6 rend
primary claw(twf) +11/+6 1-6+2/x3 +1-6 rend
secondary claw +11/+6 1-6+1/x3 +1-6 rend
mwk light mace +13/+8 1-6+2/x2

Ranged
+1 comp. longbow 1-8+2/x3

Special Attacks
claw, sneak attack

Statistics

Str 14, Dex 20, Con 22, Int 10, Wis 14, Cha 8
Base Atk +7/+2; CMB +9; CMD +24 ( vs. trip)

Feats
Improve natural weapon(*), rending claws(*), trap spotter(*),
two weapon fighting, double slice, toughness,
improved two weapon fighting, toughness(mythic),
two weapon fighting(mythic)
(*) slayer talent

Skills
survival +12(+15 track)
perception +12
climb +12
acrobatics +17
intimidate +9
stealth +17

Racial Modifiers
+2 Dex, +2 Con, -2

Racial traits
frenzy, quick reactions, scent, fast healing 1,
claws, nimble attacks, lowlight vision, orc ferocity

Traits
reactionary-+2 initiative
poverty stricken-+1 survival, class skill

Languages
common

Combat Gear
+2 comp. longbow(40)
+2 mithral shirt
mwk. light mace
darkwood shield
4 potions cure moderate

Other Gear
cloak of resistance +2
Handy haversack
50'silk rope
climber's kit
100' twine
flint/steel
bedroll+blanket
belt pouch
waterskin
4 days rations
4 pitons
hammer

Barbarian abilities
Fast movement, rage, rage power x3, uncanny dodge, trapsense +2,
DR 1/-, Imp. uncanny dodge

Slayer abilities
studied target (+2), track, slayer talent x3, sneak attack +2d6,
2nd studied target(+1), stalker

Rage powers
no escape, intimidating glare, fueled by vengeance

Mythic abilities
champion's strike-sudden attack
1st tier-flash of rage
2nd-ever ready
3rd-penetrating damage

+2 Con, mythic feat x2, hard to kill, mythic power,
surge 1d6, amazing initiative, recuperation

mythic power-9pts/day

mithral shirt +2
darkwood shield
comp. longbow(+2) +1, 40 arrows
Mwk. light mace
cloak of resistance +2
Handy haversack
2 potions cure moderate wounds
50' silk rope
climber's kit
100' twine
flint/steel
bedroll+blanket
belt pouch
waterskin
4 days rations
4 pitons
hammer

445gp
4sp
8cp

I know its a long list...but it's all in there.


I made a full Brass Dragon version of my PC as well, for 'if' to are a number of trap spotting, secret door opening skill monkeys.

He 100% a Tank, Large, strong and nasty in a fight.

If the group needs another front liner. I can flip to this one, but I hope not I like the little Presto-dragon version.

Scarab Sages

I know I'm late to the game, but I've been excitedly putting together a Deadpool like character. He would be a Fighter (Two-Weapon Warrior) 7/Gunslinger (Pistolero) 7/Mythic (Champion) 3. I am still looking at races so I'm going to try and build one with fast healing and an at will dimension door spell-like ability if I can. This would be my first racial build so any suggestions would be very helpful.


Fay template has a dimension door spell-like ability

Scarab Sages

Where did you find that, because none of the fey templates I can find have that spell-like ability?

Scarab Sages

Also does anyone know how many RP we're using if we're doing the race builder?

Dark Archive

I think the DM said 21 RP.

Grand Lodge

yep..21 pts.


Fey template

Long Step (Su)
A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.

Scarab Sages

That Long Step is exactly the kind of thing I was thinking about. Now if only I could add it to the build I'm working on, because I don't need anything as grandiose as teleport so I was going to propose something of this nature to to DM as a level 3 lesser teleport spell so I could use it with the Magical Racial Trait called Spell-Like Ability, At-Will which require a level 3 or less spell and it costs twice the spells level to get it. So if the DM will allow me to take either of those 2 options, allow me to take Long Step for like 6 or 7 RP or to create the spell lesser teleport that does the same thing, I can have a character build up today.

Dark Archive

I'm going to put Fey step at 8RP as it is a move action


There ya go Iron Killer, 8RP and you skipping around like a Nomads step.

Now of I can get another player to carry Little Cornelus around in his pathfinder Pouch, I will be happy

:)

PS dos any one know the rules on Tiny magic items
Its just base Item cost at Tine + magic Item Ability at full cost yes?

So a Tiny Magic sword +1 would be MW Tiny Sword cost + +1 Magic Ability full cost.

Shadow Lodge

I have marrow :and he'd be fine with a dragon friend.


Alright Ezebelle is updated with everything but backstory, hoping for a bit more campagin background before I write it. REgardless it should be done by tomorrow or wednesday at the latest.

Shadow Lodge

When's the deadline?

Dark Archive

Nov.23 2014

Dark Archive

Whoa, another 20 days?


Well that's good to know, Back ground wise, Little Dragon Cornelus is all about done. If there is some setting info, I'll update.

May Change his name Cornelius to get the spelling right,

Lord Cornelius Zenareen, sounds more fun, a 12' Dragon calling himself Lord Zenareen.

Lord Foul II, if your up for it we can interlink our PCs, I think Cornelius sorry, Lord Cornelius Zenareen, how dos that sound.


Here is his new sheet, all set up.


Another 20 days eh? Well looks like Ezebelle is going to get some serious time to flesh out. May look into creating a custom race with that much time involved.

Dark Archive

Yeah, I'll have some time to think up a suitable background for Erik... still not entirely clear on how to tie it to the campaign, though.

Scarab Sages

I know this is a bit long winded and a couple days later then I said I would get it out, but I kept running into snags that made this post take about a day to write but here it is the much anticipated Wade Wilson:

Mutant race:
Type-Humanoid (0RP) (Human) (Mutant)
Size-Medium (0RP)
Speed-Normal (0RP)
Ability Score Modifier-Specialized (1RP) (+2 Str, +2 Dex, -2 Cha)
Language-Normal (0RP) (Common)
Racial Traits-Fast Healing 2 (7RP), Skilled (4RP), Weapon Familiarity (1RP) (Katana, Wakizashi), Fey Step (8RP)

Wade Wilson's stat block:
Male Fighter 7/Gunslinger 7/Mythic Champion 3
CN Medium Humanoid (Human) (Mutant)
Init +13 (+3 w/ 1 mythic power point/+2 w/ 1 grit point); Perception +12

Defense:
AC 21; Touch 17; Flat-Footed 17; (armor +4, dex +4, +2 dodge bonus, +1 Ring of Pprotection) (AC +2 and DR 2/- vs humans)
HP 67(7d10+14+7)
Fort +7; Ref +9; Will +4 (+2 Will vs Fear effects)
Defensive Abilities DR 2/- vs humans

Offense:
Speed 30,
Space 5ft; Reach 5ft
Melee:
+1 Flaming Katana +11, +12 (1d8+6+1d6 fire/18-20/x2)
+1 Frost Wakizashi (off-hand) +10, +10 (1d6+3+1d6 cold/18-20/x2)
Ranged:
+1 Reliable Pistol +8, +8 (1d8+3/x4)
+1 Reliable Pistol (off-hand) +4, +4 (1d8+3/x4)
Statistics:
Str 18, Dex 18, Con 14, Int 14, Wis 14, Cha 14
Base Atk +7/+2; CMB +11; CMD +15

Feats:
Extra Grit, Improved Initiative, Improved Two-Weapon Fighting, Mythic Improved Initiative, Mythic Two-Weapon Fighting, Open Volley, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Two-Weapon Fighting

Skills:
Acrobatics +14, Bluff +12, Heal +7, Intimidate +12, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Local) +9, Perception +12, Profession (Assassin) +12, Slight of Hand +10

Racial Modifiers:
+2 Str, +2 Dex, -2 Cha

Traits:
Reactionary-+2 Initiative
World Traveler-+1 Knowledge (Local), Class Skill

Languages:
Common

Combat Gear:
+1 Flaming Katana, +1 Frost Wakizashi, +1 Reliable Pistol x2, Alchemical Cartridges x100, +1 Defiant Chain Shirt

Other Gear:
Ring of Protection +1, Gunslinger Kit

Trackable Statistics
Mysyic Points-9/9
Grit Points-4/4
Alchemical Cartridges-100/100
Trail Rations-5/5

Racial traits:
Fast Healing 2-Members of this race regain 2 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Fey Step-Members of this race can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
Skilled-Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Weapon Familiarity (Katana, Wakizashi)-Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.

Fighter Abilities:
Bonus Feat-At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Bravery-Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training-Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Heavy, Blades)-Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Gunslinger Abilities:
Gunsmith-At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Grit-A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.
Deeds-Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye: At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger's Dodge: At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear: At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative: At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip: At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot: At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
•  Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
•  Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
•  Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Dead Shot: At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
Startling Shot: At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
Targeting: At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
•  Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
•  Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
•  Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
•  Torso: Targeting the torso threatens a critical on a 19–20.
•  Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Nimble-Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Bonus Feats-At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
Gun Training-Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.
Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.

Mythic Abilities
Ability Score-Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
Mythic Feat-Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill-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 double your Constitution score.
Mythic Power-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 an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). 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-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. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative-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-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.
Sudden Attack-As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Clean Blade-Whenever you score a critical hit, as a free action you can make a ranged touch attack to fling the blood and gore at another opponent within 30 feet. If the touch attack hits, the foe is sickened for a number of rounds equal to your tier. If the touch attack is a critical hit, the foe is also blinded for the same duration. A blinded foe can spend a full-round action to remove the gore and end the blindness. At the GM's discretion, creatures that are immune to disease, those that live in filth (such as otyughs), or those that revel in bloodshed (such as demons) might be immune to the sickened effect of this ability.
Limitless Range-Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment.
Precision-Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can't give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn't reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.

814gp

Scarab Sages

I couldn't find a post confirming what we're doing for HP so I used max at 1st and half +1 for every level after that. If this is wrong please let me know and I will change it.


Have an Idea for a marksman type character, something along the lines of Musket-master gunslinger 7 / Aegis 7 Champion 3

1 question, which firearm rules are you using? (just to know the pricing of my main weapon and its ammo :))

Sounds like fun :)

Dark Archive

Standard


fast healing is 6RP for fast healing 1 I think Fast healing 2 may be a wee bit higher than 7RP there Iron Killer

Grand Lodge

I gathered the same. fast healing 1 is 6 ptsa, fast healing 2 is 7 more


yep thats how I read it as well, so Fast healing 2 would be 13RP

Scarab Sages

I guess I just miss interpreted it, wishful thinking. So instead I will take Fast Healing 1 for 6RP and Duel-Minded for 1RP which will raise my Will save to +6 or +8 vs fear effects.

Scarab Sages

Do we have a setting to help us figure out backstories yet?


How many race points are the psionics races worth at base, the last gm I asked just set them all to be worth 10 rp,


Dropping out sorry I just don't have the time


Kinda need to know so I can finish building my character.


So all firearms are at full price, advanced firearms being very rare.

I have a few questions about the firearm ammunition :
- Can the gunslinger craft his own ammunition following the gunsmithing rules [bullets, blackpowder, pellets at 1/10 of the listed price and alchemical cartridges at 1/2 of the listed price] or does he have to buy the ammo at full retail price.
- Can one make paper cartridges with bullets of different materials like silver, cold iron or adamantine? If so, at what price?

I also have some general questions, which have been asked before, but didn't think they got answered yet :
- HP, how do we do it? Full at lvl 1, Hit Die/2 +1 at every other lvl?
- Is there anymore information other than the story is going to be set in Golarion?

@Lord Cornelius Zenareen, sad to hear that. Thought you had a nice idea :)

Having fun building my marksman.


What race are you looking at Characters?


Élan or maybe xeff.
@ thmus: I can at least answer the one about special materials
Go to d20pfsrd.com, find the page on special materials
If a material has a listing for amunition then you can use it at that price.


I know I could get bullets of certain materials, it's more wondering if I could put them in a paper cartridge :) And how much it would cost in total. Found this thread about it, but not certain what the GM's view is on it.


Dotting in. Not sure what I'm doing but it will likely be a melee caster.


It looks like Elan are 12 and the xeph are 10. a couple of the abilities I had to use the closest thing from the race builder, but it should be pretty close.


Huh, psion/bloodrager, interesting, what superhero you emulating, if any? And/or what party niche? never mind you edited,
My character is made emulating marrow, with tank as primary party niche, trap buster/healer as secondary party niches.
12 you say, hmm changing the stat bonuses to +2 all mental stats, +4 con takes four race points, fast healing 1 costs six, hmm I was really hoping on 10 or 11, I suppose as a penalty light sensitivity is classic and not too detrimental, that'd bring me to 21
Of course I'd still need the dm to sign off on that, but this at least gives me a place to start.

Dark Archive

characters yet to be wrote:
How many race points are the psionics races worth at base, the last gm I asked just set them all to be worth 10 rp,

14RP


I had to scrap the scion/bloodrager idea as I realized there were workarounds to cast spells, but not psionics while raging. Instead I now have a really interesting idea of a Aether Kinetecist 7, Scarred Witchdoctor (witch) 6, Alchemist 1 (vivisectionist/internal chemist).

The idea is loosely based around Nightcrawler from X-men. (In this case it is a connection to magic rather than divinity that drives him). He is chaotic good, and has an almost maddening connection to the aether/magic. He scribes tattoos and scars all over his body that give him his power.

Also, this means that the character will be ranged, but will have amazing HP and can still be relatively front line.

Dark Archive

Cr500cricket wrote:
characters yet to be wrote:
How many race points are the psionics races worth at base, the last gm I asked just set them all to be worth 10 rp,
14RP

In my experience Psionics has always been a little overpowered

Shadow Lodge

14... Craaap.... Ah we'll time to make an entirely custom race then
How much would you say this one ability would be worth
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
When playtesting I've found they're generally weaker than standard casters, since most psionic effects don't scale with level, and just compare magus to psi warrior, magus gets so many more goodies,
That said I'm mostly Melee, I only have three powers known at 7th level,


when I did my assessment of the elan race, I assigned that a 4 pt. cost, similar to DR.


@jooker
Wilder with raging surge gets rage and can use psionics while raging.

Android's only 16 RP, I'm tempted to look at what to do with those last 5 RPs but it just seems kind of penny-pinching.

Dark Archive

Okay, threw together a bit of background for my character so that he's not so sparse. :)

Erik "The Mountain" Ironfist, Half-giant Skald/Aegis 7 / Champion/Guardian 3

Background:
The men of Erik's family have been chieftans and warriors for as long as their tribe's history can recall. But it wasn't until his father, Krats "The Invincible" found the Heavenstone that the Ironfist tribe became a truly mighty half-giant clan.

The melon-sized red stone had fallen from the skies and left a hundred foot wide crater on the edge of their territory. Upon lifting the strangely cold rock from the middle of the crash site, it had slammed into Krats' chest and wrapped him in some kind of strange armor. Though it looked like steel, it was light and stronger than any armor the Ironfists had ever seen or heard of. And beyond this, it granted the Chieftan of the Ironfists great magics: the ability to incite his companions into angry fury, strengthening and empowering them, among others. This marked the beginning of the half-giant tribe's conquest of the surrounding lands. But despite the power the Heavenstone offered Krats, he chose not to destroy his neighbors, but absorb them. And soon there was a great Ironfist Empire spanning the wide plains of Erik's home.

However, despite his name, even Krats was not unstoppable. He grew old and weak, to the point that even the Heavenstone could no longer support him. And though the elder and his son had always argued and fought, Krats knew that Erik could be the only man to carry on his power and responsibility. So with his final breaths, he pulled the meteor rock from his chest and handed it to his eldest-born, before succumbing to the great sleep.

Today, Erik leads the Ironfists by proxy, allowing them to self-govern and handle most day-to-day functions of the tribe by themselves. Though a good number of the Ironfists do not appreciate his hands-off nature, they continue to thrive even without their leader present. For his part, "The Mountain" spends his days traveling and adventuring, putting his powers to use wherever he can, and reveling in any fight he can.

Personality:
Erik is a friendly man with an ego even larger than he is. His powers have given him quite the reason to boast as he does. Tough, sharp as a whip and well-liked, the half-giant's life has not been a particularly hard one. Inheriting his father's powers on top of that was simply another bonus. Erik does his best not to be annoying with his bravado and self-confidence, but sometimes it just can't be helped. It is mostly through luck that people tend to see his flaws as endearing, rather than infuriating.

However, "The Mountain" is about as stubborn as his namesake. Though he is a crafty, charismatic half-giant, Erik will root himself to the spot on things he's set his mind on. This is mostly due to the fact that he and his father, had butted heads on pretty much everything when the elder was still alive.

Physical Description:
Erik is a tall, hulking half-giant man. Standing at a flat eight feet tall, he towers over most men even when hunched over. Heavily muscled and broad-shouldered, he is built like a fortress. His black hair and beard are neat and cut short, and his emerald eyes seem to have a deep intelligence within them. Despite his bulk, Erik is an attractive fellow, and he is very aware of that.

Erik's astral suit resembles a mighty iron golem, with rivers of liquid fire running along its surface.

Portrait of Erik in his astral suit.

Character Sheet:
ERIK "THE MOUNTAIN" IRONFIST
Male Half-Giant Skald (Fated Champion) 7 / Aegis 7 / Gestalt 7 / Champion 3 / Guardian 3
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, hard to kill; DR 3/-

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

Speed 40 ft.; Fly 60 ft. (good maneuverability) (Medium Armor)
Reach 10 ft.
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), power points 20/day, reconfigure 3/day, augment suit (Su), mythic power 9/day (Surge +1d6), sudden attack (Ex), sudden block (Ex), ever ready (Ex) 2 AoOs, cage enemy (Ex)
Psi-like Abilities stomp (Ps) 1/day
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)
Psionic Power Points: 20
Half-Giant Racial Traits
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)

I am totally fine with only having a 14 RP race. I think, at this point, we're all going to be so ridiculous that it doesn't really matter! :D

Shadow Lodge

Maria Galatea wrote:

@jooker

Wilder with raging surge gets rage and can use psionics while raging..

Not a bad option, I forgot about that surge bond, it does have two flaws, one is the 1/2 BAB, but this can be fixed by the other side of the build,

The other flaw is the limited number of rage powers, though this is a rather min or issue when you can buff yourself with your psionic powers
My suggestion, feral soul oracle
At the cost of two revelations at specified levels, you get rage at your level -3 and a nerfed wild shape, and the ability to patch yourself up (you're an oracle), maybe alchemist or mutagenic fighter, (alchemical bonuses are almost unique to those two classes, so they're good with strength buffing out the wazu)


or a cleric or inquisitor with the domain that lets you rage.

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