Can you rescue your 'beloved' mentor from the forces of evil? Will you make your way in a world that may not trust you, understand you, or want you? Will you stay true to the path Goodwin set out for you, or revert back to your former life?
This will be the Master Thread for the Monster Mashup Campaign.
Visit this master site for campaign materials such as maps and other items.
For recruitment, be sure to visit the Recruitment thread. The first few posts contain a the information needed for character creation.
For additional ruling, errata, FAQs and a listing of characters and their tables, see below.
Recruitment = OPEN. Recruits will fill a new table or replace players who have retired or gone missing.
Current Submissions - Status
Current Tables: Full
Waiting for new table:
Yraazhin - Lizardfolk - (PMed crunch) - under review
Chejop - Changeling - Monk/Paladin/Rogue - pending
Yvhul'ku the Mind Flayer Mind Flayer - Monk/Fighter/Alchemist - pending
Current players with second submissions:
Amelanchier - Ghoran - Druid/UMonk/Kineticist (PMed crunch)
Aramant - Kobold - Sorceror/Paladin/Summoner
Milah Sandbourn - Catfolk - Bard/Fighter/UCRogue
Okoju Agata - Gnoll - Warder/Rogue/Magus
Submission Checklist - READ THIS!:
I use this checklist to review your character crunches, save us both time by making sure you have everything laid out below in your crunch:
Original stat rolls - Matching, put link to post where you rolled, or copy and paste the info into a spoiler
Original stat rolls - 90 or more? (Make sure your rolls aren't super crappy)
Stat rolls - additions and subtractions noted in a budget spoiler (show math for all rolls, bonus points, racial mods, RP purchases, and level ups
Abilities - Bonuses are correct
Racial Qualities accounted for
Racial Ability mods applied correctly
Racial Purchases - 30 RP budget matches and purchases documented
Classes - Archetypes legal, multiple archetypes valid, cross bloodlines legal
Classes - Alignment requirements met
Classes - Favored class listed
Crunch - Size/Reach
Crunch - Initiative and Perception values correct
Crunch - Move speed correct
Crunch - Armor Class values correct, math shown
Crunch - HP values correct, math shown, FCB and toughness applied, proper HD used
Crunch - Saves correct, math shown
Crunch - CMB/CMD accurate, math shown
Crunch - Attacks correct with math shown
Skills - Correct points calculated for level, bonus included
Skills - Correct number of ranks applied
Skills - Correct bonuses for class skills applied based on classes, proper stat bonuses and misc bonuses applied
Skills - Untrained skills listed
Feats - Correct Number of feats
Feats - Prerequisites met for all feats, source of feat documented (source meaning what gave you the feat, not the book it came from)
Traits - Three traits are from different sources (unless you took Extra Traits Feat)
Traits - Legal Traits
Traits - Any bonuses are applied
Special Abilities - uses per day properly calculated as needed
Special Abilities - correct abilities for classes and archetype(s)
Spells - valid number of daily spells
Spells - valid spell selections
PoW maneuvers/stances - valid discipline
PoW maneuvers/stances - correct number of stances/maneuvers
PoW maneuvers/stances - valid maneuvers/stances
Minions - All minions have a full stat block with values properly calculated
Minions - Eidolons Pool points correctly distributed, Feats applied, powers fit form
Minions - Familiars, correct type applied, skills, hp and base saves documented from master, feat rechosen if desired
Minions - Companions calculated correctly, feats, tricks and all stats match
Languages - Match racial type (linguist, xenophobic), available legal options and int bonus
Misc - hero points documented
Misc - Item documented, with its own crunch, and bonus feats ( weapon prof ), etc
Misc - Character description, backstory, personality, goals
Misc - Mini Crunch in character stat fields
Misc - Age, Size, misc features filled in
Misc - Encumbrance loads listed
Misc - Equipment Documented with weight/costs
Misc - Monetary Budget spoiler
Misc - Appropriate Theme listed
Campaign status: = Regular Play
1. Stats: If you rolled poorly, and if after adding the discretionary 10 point bonus, and before applying racial mods, and RP purchases, your total stats are less than 90, bump your total to 90. Basically (6) 15's
2. Paizo Occult Adventures Playtest rules: I will tentatively allow the material from the playtest PDF, with several caveats.
a. If they change, adjust or errata anything as the playtest goes on or in final release, your character must make alterations to match.
b. Keeping with the non-evil stuff initially, classes like Medium cannot take evil aligned spirits. Same applies for any of the other material in it.
3. Chawful Background Trait: Ignore Law-Chaos class requirements.
1. Being Chawful lets you ignore the Law-Chaos requirements of one class (or archetype). Principally it will affect Paladins, Monks and Barbarians.
2. You can only take the trait once.
3. It does not affect the good-evil axis.
4. It doesn't really work with Druids, who still will require one Neutral component.
5. It also does not let you ignore Deity alignment requirements. For example you could not be a CG paladin of a lawful deity, but you could be a paladin of a CG deity.
This is an untyped trait and thus can be taken in combination with your other two traits.
4. Starting level is 1. I should have spelled that out.
5. Slapping Tail Errata: Doesn't require the tail natural attack, as the ability is intended to give you a natural attack. You must have a thick tail however.
6. Petrification Rules (for Medusas)
As a petrified character and 'semi-object':
1. Hardness: You gain hardness of 8 as a stone object. This damage is reduced from attacks as normal and only excess is applied to the object.
2. Energy Attacks: Take half damage from energy attacks/sources. The damage is halved before applying hardness as described.
3. Ranged Weapons: Take half damage from ranged weapons. Halve the damage before applying hardness. Ranged Siege weapons do not halve damage.
4. Ineffective Weapons: Some weapons will be ineffective. Things like whips, saps, nets, some fragile weapons etc. I am thinking light piercing weapons too possibly, unless it is designed like a pick to break rock.
5. Immunities: This will be the big one. You will be immune to nonlethal damage, and critical hits. Being immune to critical hits makes the petrified person immune to coup de grace attempts.
6. Vulnerability to Certain Attacks: Certain attacks, usually spells or magic attacks or feats can do double damage to objects, stone, etc and may ignore hardness. DM discretion.
7. Special Notes: The player is still technically a creature, and is not an unattended object, nor can it be sundered. It retains its regular armor class ( minus penalties for being helpless ).
8. Precision Damage: The victim is NOT immune to precision damage.
9. Polymorphic: The effect is a supernatural polymorphic effect, it will overwrite, but not cancel any polymorphic effects the victim has currently in effect, meaning the petrified form will resemble the victim's normal form.
10. Certain magics: Some stone affecting magic may or may not affect the victim. Things like stone shape and rock to mud will not. I will have to review other spells.
11. Weight change: Stone is denser than flesh. The victim's weight (including encumbrance) is multiplied by 2.5. I will assume equipment changes with the victim. I don't really want to think about what happens to liquids, gases, chemicals, potions and what effect that may have, I just assume it all gets stoned too.
12. Flying: A petrified flyer falls :)
13. I will add more stuff here as questions come up.
8. Mongrelman subtype races must come from humanoid or monstrous humanoid, and cannot be any race that has plant, undead, or construct as part of its type or subtype.
9. Mongrelman bonus language choices can also be selected from any of the subraces chosen.
10. Using Unchained Crafting variant rules.
11. Sleep rules
Characters who do not get a full night's sleep may suffer the effects of fatigue. If a PC does not get at least 6 hours of sleep, she must make a DC 15 Fortitude save or be fatigued and take a –1 penalty on all other checks and saving throws against sleep effects. A second night without sleep requires another DC 15 Fortitude save. A failed save results in the character becoming exhausted and the penalties increasing to –2. A third failed save on the next night increases the penalties to –3. Source Pathfinder Adventure Path #44: Trial of the Beast.
Practiced Initiator/Cheese Dips/Initiator Level:
I want to clarify what happens when taking a Cheese Dip in a Martial Maneuver initiating class and then applying the Practiced Initiator Trait to that class. I had ruled differently in the recruitment thread at one point but this supersedes that ruling. A cheese dip is a mini version of the same gestalt progression the character normally has. It has some custom rules, but it does run in parallel to the others, just at a reduced level. In the same way that you would not count the levels of your other gestalt classes for purposes of powers in one of the classes, so too with cheese dip classes. It was confusing when reading over the way initiator level is handled, but the design for allowing the initiator level to scale was really for multiclassing between multiple initiating classes or for multiclassing with non-initiator classes. Choosing an initiator class with a cheese dip is not mult-iclassing, it is just gestalting further, albeit in a more limited capacity. Therefore the other levels of your gestalt classes have no bearing on your initiator level. If you apply Practiced Initiator to your cheese dip class it will raise your initiator level by 2 (up to your character level - which it will always be below, so this is moot.)
If you multi-class within your regular gestalt framework (class #2 or 3) and one of those classes is an initiator class, then the initiator calculations kick in for counting other classes in the same 'column' towards your initiator level, and here Practiced Initiator can kick in and offer its bonus of +2 (up to character level - which will only be pertinent if people multiclassed into an initiator class right at level 4, the earliest you can multiclass with gestalt classes 2 and 3).
13. Extra Traits Feat: If you take this feat and obtain extra traits, the traits can be from categories in which you already have traits (allowing duplicate categories)
14. Cannibalizing Magic Items: This gives you an alternative option to do something with hard to sell magic items (weird size, evil, etc)
Cannibalize Magic Items:
This ability allows one to take an unwanted magic item, and vacuum its magical essence from the item leaving only the nonmagical masterwork/base item intact.
The essence is funneled into the character's Signature Item in the following manner:
1) The value of the magical enchantments alone are considered, not the added cost of the base object, masterwork or otherwise.
Example: A longsword +1 is cannibalized. Only the 2000gp value of the enchantment is used, not the 315gp for the masterwork longsword.
2) The value of the enchantment is halved. This Cannibalized Value (CV) is what is funneled into the Signature Item. The reason it is halved is because you are going to be paying half to enchant it anyhow and this makes it the same as if you had sold the item for 50% value and just used the gold to enchant it normally.
3) The Cannibalizing process can only be done by the owner of the Signature Item.
4) You cannot Cannibalize an item until you are in possession of the item for at least 24 hours (You can't grab some enemy's sword an immediately cannibalize it).
5) The Cannibalizing process is a ritual that takes 1 hour per 1000gp (after the halving in #2) to be cannibalized.
6) Artifacts cannot be cannibalized. Certain low value items also cannot be cannibalized. You cannot cannibalize continual flame items for example, or any other magic item created via a spell, SLA/SU/Ex, class/race ability, etc or anything with a temporary duration. Other special items may also be exempt. This clause is to prevent exploiting and may cover other abusive situations as needed.
7) You can only Cannibalize one item at a time.
8) You can Cannibalize only part of an item if you like, taking X amount of its worth and leaving the rest for another character to cannibalize. The amount must be declared ahead of time.
9) The cannibalized item loses ALL of its enchantments at the end of cannibalizing ritual. There are no partial enchantments left even if you only partially cannibalized the item.
10) Once the ritual is complete, the declared Cannibalized Value is sucked into your Signature item and becomes available to use for enchantments (see further). It is be stored as 'CVP' (Cannibalized Value Points/Pool ) and can be stockpiled in your item until you have enough to achieve a desired enchantment (or combined with gold for the same).
11) The CV is NOT applied to the MCP of the item. The CV works as if the item was enchanted with regular gold. Since it does not apply to the MCP it does not affect the Flexible Power Pool stuff like that.
12) As with the MCP value, you cannot merge or use a combination of CV and MCP to create a single effect on the item. You CAN however blend your CVP in combination with regular gold to complete an enchantment on the item. Since enchanting your Signature Item with gold works pretty much like regular enchantments, so does the process for using CVP, in terms of rules and extra enchantment taxes etc., with some exceptions (as laid out on the rules for Signature Items).
13) When enchanting your item with CV, you must still make a Spellcraft check for success to complete the item as you would a normal magic item (this can be a limiter for some characters). Failure results in the loss of 25% of the CV that was used for the enchantment.
14) You are not required to possess the necessary item creation feat (but your character level must be the minimum level required to obtain the feat for a caster, example 3rd level for Wondrous item, 7th for ring powers, 5th for arms/armor etc) when using CVP to enchant your Signature Item, UNLESS you are combining real gold with the cannibalized item, then you must follow the regular rules and need the feat. You can have help from someone who has the necessary feat, but BOTH characters must devote the required time, which is the same as enchanting an item normally (1 day/1000gp). The upside to that is that the assisting character can Aid Another with the Spellcraft roll. If more than half of the combined value of CV and gold are gold, then the assisting character can make the check instead of the Signature Item owner, and have the person whose Signature Item it is, do the Aiding.
15) If you are only using CVP or a combination of CVP and gold, where the majority is from CVP, then the Signature Item owner must make the Spellcraft check but can still have others Aid Another on the roll (along with other enhancement bonuses of course).
15. FAQ from Path of War: Maneuver damage is NOT multiplied on a critical.
Signature Item Rules
In an effort to refine, clarify, expand and clarify the rules surrounding your special Signature Item, I have drawn additional rules. In all cases these rules will supersede any of the original rules, but in most cases will serve to shed more light and provide additional options.
New Rules (”With great power, comes a lot of rules and ridiculous bookkeeping” – unknown adventurer)
Here are the new/expanded/additional rules and should be the main ones referenced as opposed to the original rules, although they don’t differ greatly.
1. Every character begins with a Signature Item. Note that the term ‘Signature Item’ may refer to multiple items in the case of paired weapons, but the singular term will be used. The abbreviation ‘SI’ may be used at times.
2. The Signature Item was created in part by Archmage Goodwin and/or his master artisan golems (or in conjunction with the character if they possess pertinent crafting skills). The item was a gift as well as a focal point for the character. The item is imbued with a portion of the character’s spirit in a ritual and using powers that are unknown. The items’ powers grow over time as the character attunes to and molds them.
3. The Signature Item rules are complex and require a separate spoiler/crunch for the character to track the progression or powers and magic as the item grows.
4. The Signature Item is always a masterwork item.
5. The Signature item must be from a specific list of categories (see below) - Not Applicable anymore.
6. If the signature item is a weapon, you gain proficiency with that weapon specifcly (not others of its kind). This does qualify for feats that require proficiency with the weapon though.
7. Signature items have three main areas that must be tracked and managed. The Item Feats, the Magic Creation Pool (MCP), and the Flexible Power Pool (FPP).
8. The Item Category is simply a designation declaring what the item is and what category it fits into (Combat or Magic). The category affects what bonus powers and feats the item grants as well as how the item can be enchanted with its Magic Creation Pool. It can also affect other aspects of various rules.
9. The Item Feats are special bonus feats granted at every even level of the character’s main gestalt class. There are special additional feats granted at 3, 6 and 7th. Item Feats are different for each Item Category. Items in the Combat Category choose Combat Feats, whereas items in the Magic category choose from a specially prepared list of caster related feats.
10. The Magic Creation Pool is a special pool of power that accrues as the character levels, and is spent like cash to enchant the item.
11. The Flexible Power Pool is a separate pool of bonus points that accrues as the item’s Magical Creation Pool is spent. The powers granted by this pool are often special powers that cannot be obtained by normal enchantments.
12. Signature Items can be enchanted normally with appropriate feats and wealth. See the MCP area for rules.
13. A character’s signature item can be lost, sundered, broken, destroyed, etc. In the hands of anyone other than the character it is treated merely as a masterwork item. None of the feats, Magic Creation Pool Powers, or Flexible Pool Powers function for anyone but the character. This same restriction also applies to enchantments places upon the item through regular crafting (primarily a balance issue due to complications of adding the two sources together).
14. Signature items detect magic of the transmutation school in addition to any schools relevant to any powers added to the item. The power of the aura for the base item is based on the character’s gestalt level. Any enchantments added to the item have an aura based on the caster level of the enchantment.
15. Signature items can be suppressed in anti-magic areas, and are subject to normal rules for dispelling, disjunctions and similar effects.
16. Signature items have the hardness and durability of a masterwork item of its kind, increasing in cases of weapons or shields enchanted, or when treated as an alternate material (see Flexible Power Pool)
Detailed Rules for Items
1. Item Categories: I have done away with item categories as it was not that necessary and too confusing. I will retain the old information for it just, I don't know, because, in a spoiler in case I need to reference it for return to it for some reason.
Old Obsolete information on item categories:
Each item must fit into either of two categories: Combat or Magic. All weapons default to the Combat category as do all shields. Special note is given to staves, as staves are used to fight with, as well as enchanted as powerful magical tools. A character with a staff as their Signature Item, must choose whether their staff is in the Combat or Magic category. It cannot combine both, nor can it change. Note also that a staff used as a weapon is also potentially a double weapon, and will have some additional considerations as the rules are explained. The same ruling applies to amulets. If a character chooses an amulet, it may advance as an Amulet of Mighty Fists, applying enchantments to unarmed/natural attacks in a fashion similar to weapons. A character choosing an amulet as their Signature Item must declare whether it is a Combat or Magic category item.
An item in the Magic category can also serve as a divine focus (if it is appropriate), a focus item (for wizards or other classes/archetypes that use this class ability - the item must still be one of the qualifying items), or as a bard instrument (if it is actually an instrument).
A special note is required regarding the totem spear weapon. The totem spear must be a Combat category item, but can serve as a bard instrument for the perform category that the spear grants.
Valid items for each category are listed below. Note that a Signature item cannot be armor, and if not a weapon, must match one of the slots listed in the Magic category. It cannot be slot-less nor can it be something like an ioun stone or miscellaneous item like a wayfinder, except an instrument.
As you and your item grow in power it grants bonus feats. These feats cannot be retrained or exchanged later. All normal prerequisites for a feat must be met, but it can be met with feats the character obtains through their regular advancement and feat allotment. If the Signature Item is lost, or destroyed or cannot be retrieved, the granted feats are also lost. Choose the feats carefully as a feat lost that is part of a dependent feat chain will nullify the entire chain.
Record the bonus feats in your Signature Item crunch section as they are awarded. When you list your feats in your normal crunch, be sure to denote which feats are awarded by the item.
Items give the following:
a. Every even level a free combat feat (feat labeled as combat) or magic feat
Magic Feats can be chosen from the following:
Prerequisites must still be met. Losing the item results in the loss of the feat and potential loss of a feat chain if other feats are dependent on the feat.
b. At 3rd level: Choose one feat
Weapon Focus (with that specific Signature Item)
Shield Focus (with that specific Signature Item)
Weapon Focus with a spell that qualifies
c. At 6th level: Choose one feat
Greater Weapon Focus - must have taken weapon focus at level 3, and applies only with the same Signature Item
Greater Shield Focus (ignore prereqs for Greater Shield Focus) - must have taken shield focus at level 3, and applies only with the same Signature Item
Skill Focus - must be different skill focus than one taken at level 3
Greater Weapon Focus with a spell - must have taken weapon focus with that spell at level 3
Greater Spell Focus - must have taken spell focus at level 3
All Items give Leadership at level 7. - Some special rules will follow with this, and will require some in game aspects to be fulfilled before this actually happens.
3. Magic Creation Pool:
As your power grows, so does that of your item. The ritual and magic that binds your item to you, also lets you unlock internal energy and feed the item, molding its powers.
A character gains a pool of energy equal to their Wealth by Level for their main gestalt class level. This pool of energy is spent like gold to enchant the item with powers as if the character had spent regular gold to pay someone to enchant it. The Pool of power is free however. For example Bob is a 4th level gestalt character, he has 6000gp worth of energy in his Magic Creation Pool.
1. The Magic Creation Pool is available starting at level 2 when you gain a pool of 1000 to spend on your Signature Item.
2. Utilize the normal magic item enchanting rules to create the item. There are some differences and restrictions.
3. You pay the full regular market price for the enchantment (not the half price you would if you enchanted it yourself).
4. Each enchantment beyond the first has an extra tax of 50% over the cost of the additional enchantment. (Upgrading a numerical bonus counts as the same enchantment)
5. You cannot reduce the cost of an enchantment by adding skill, class or alignment restrictions as the item is already only usable by you. (This also applies if you are paying regular gold to enchant the item yourself)
6. When you enchant a Signature Item with MCP energy, the enchantment takes 1 hour per 1000gp spent. No spellcraft check is required. It automatically succeeds. Certain restrictions must still be met (depending, most of them are rare), but requirements that merely increase the DC of the spellcraft check are ignored.
7. Powers cannot be changed once they are purchased.
8. There is no discount for ‘similar abilities’ as this is too vague.
9. You cannot enchant your item with single use, charged or spell completion enchantments. Basically you cannot make your item a potion, scroll or wand.
10. Any command word or activated/continuous use powers that confer a numerical bonus of some sort must match a current item from the source books somewhere. Largely this covers potential abuse. Regular spells that do not confer a numerical bonus per se, can be enchanted on the item normally.
11. The minimum caster level for an enchantment to be placed on the item must be the minimum caster level required to cast any of the component spells for that enchantment.
12. Spells with expensive material components cannot be imbued onto the item.
13. You cannot create an Intelligent Item with the MCP (You could with regular cash)
14. You can still spend regular gold to enchant the item if you have the appropriate feats or find someone who does. In this case enchantments added cost half as per normal.
15. Purchases made with regular cash/enchanting must be tracked separately from those made with the MCP. Every purchase should be tracked as spent MCP affects the item’s Flexible Power Pool, and this pool is not affected by real cash spent on the item.
16. The 50% additional tax applies to both MCP enchantments and enchantments done normally with gold.
17. Enchantments added with real cash follow the normal rules for time, cost, spellcraft checks, and requirements except as designated in this list (ie some rules in this list override what even regular enchanting is allowed to do on s Signature Item, unless specifically allowed).
18. When you combine Internal Magic Creation Pool energy for enchantments, and then spend real gold to enchant the item yourself, you cannot combine the cash values to purchase an enchantment. Each enchantment must be separate and paid for by only one pool or another.
Example: Bob is 8th level. His Magic Creation Pool for his Signature Item is 33,000. Bob’s Signature Item is a longsword. Bob has been enchanting his sword every time he can afford it with his MCP. For 32,000 he is able to afford a +4 bonus. This leaves him 1000 MCP left which he banks for the future. Bob also has just picked up Craft Magic Arms and Armor feat. Bob decides he wants to increase his sword to +5 using his hard earned gold. Normally a +5 weapon is 50,000gp, but Bob has already enchanted it to +4. Thus, he subtracts the cost of that and comes up with 18,000gp difference. If he was going to purchase this additional bonus with MCP he would need that much. However, since Bob is going to enchant it himself with real money, he only spends 9,000gp for raw materials. He still needs 9 days and needs to make the appropriate spellcraft check for success. Bob cannot use the 1000 MCP he has left remaining to augment the real cash he is spending because they must be spent separately. Bob could spend that 1000 MCP on some secondary enchantment, keeping in mind he would pay a 50% additional tax on whatever power he purchased (thus really only able to select a power that cost 666gp or less; like a small skill bonus or a low level spell usable once or twice a day at low caster level).
4. Flexible Power Pool:
The Flexible Power Pool is another pool of special effects that can be purchased for a Signature Item. This pool can be used to augment a character’s abilities or to transform the item somehow.
A Signature Item possesses a Flexible Power Pool (FPP) based on the square root of the amount of energy spent in the Magic Creation Pool/1000. Mathematically: FPP = SqRt(MCP spent/1000). Drop any fractions.
Several points to highlight:
1. The MCP must have been spent. If you have some banked for future use, it does not apply to the FPP formula.
2. The FPP ignores any gold spent to enchant the item with enchantment feats.
Example: Bob’s Signature Item is a Longsword +5. He spent 32,000 MCP to achieve this as well as 9,000gp of his personal fortune. He also has 1000 MCP left unspent. The FPP for Bob’s sword thus only takes into account the 32,000 MCP spent. Dividing by 1000 and taking the square root, we get 5 (dropping the fraction). Bob has 5 Flexible Power Pool points to spend. (Despite being the Flexible Power Pool, the powers cannot be changed once selected. You may save and bank FPP for more costly powers.)
Points can be spent on the following categories:
1. Tap Inner Power (Cost 1+ points) Purchase 1 additional point, use/day or time increment of a class based ability. Points can be allocated to class based abilities that either grant a specific pool of points such as ki, grit, panache, arcane reservoir, evolution pool or as a uses/day power such as channel energy, lay on hands, domain or bloodline powers, blessings, bombs, rage, etc.
a. The ability must be derived from a class/archetype from base gestalt or twin mind, not cheese dips and cannot be from a feat, trait, item or race ability or anything else.
b. If used to increase a pool the pool increases by 1 extra point. If applicable it increases the maximum by 1 as well.
c. If used to increase an ability that is used a number of times per day based on class level, stat bonus or a base number plus a bonus based on level or a stat, increase it by 1.
d. If used to increase an ability that is used a number of times per day based on class level divided by X, the point cost is actually X/2. For example if you wish to purchase an extra use of an ability that you can only use once per 4 levels of a class. It costs (4/2) or 2 points.
e. For use/day abilities the format must generally be: X + level/day, X + stat bonus/day or simply level/day or stat bonus/day or combination thereof. It CANNOT however be an ability that can only be used X/day and does not increase ever.
f. The same rules and formulas apply for abilities whose usage per day is broken into duration. You pay 1 point to purchase an extra duration increment, whether it is 1 extra round or 1 extra minute or extra 10 minutes, or 1 hour, depending what the base increment is. Again the increments must be level or stat based and not a flat daily use.
g. You cannot use this to gain extra spells/day, maneuvers, sneak attack dice, or feats. The distinction may be fuzzy in some cases so check with the GM.
h. You can spend no more points on an ability that you have effective levels in the class that you get the ability from. (For example if you are 7th level but channel as a cleric of 3 levels lower, you cannot spend more than 4 points on extra channels).
i. You cannot spend more points on a specific Tap Inner Power than your effective gestalt character level divided by 2, nor can you spend more points overall in all Tap Inner Power selections than your effective gestalt character level. (which will always be higher than twin mind so it does not need to be mentioned)
2. Minion Mastery (Cost: 2 points) Add a feat to a familiar, companion, or eidolon (Note the minion must qualify for the feat normally, and loses the feat and potential chain if you lose your item. Some companions are restricted in feat selection due to intelligence, this still applies.).
3. Special Material (Cost: Variable) Allows your weapon/item to count as one of the following materials. (Note a weapon can only count as one material, and the material must be appropriate for the item (wood vs metal etc.). Also note, that the item’s HP and hardness will change to match the new material.
a. Adamantine: 3
b. Blood Crystal: 2
c. Elysian Bronze: 1
d. Fireforged Steel: 1
e. Frostforged Steel: 1
f. Horacalcum: 4
g. Greenwood: 1
h. Cold Iron: 2 (adding this property does not increase the cost of magical enchantments like normal cold iron does)
i. Living Steel: 1
j. Mithril: 1
k. Noqual: 1
l. Silversheen: 1
m. Glaucite: 1
n. Voidglass: 1
o. Whipwood: 1
p. Wyroot: 1,2 or 4 (depending on 1, 2 or 3 lifepoints)
4. The weapon can count as a special purpose where it normally cannot. (Cost: Variable)
a. Count as a monk weapon: 7
b. Count as a deity’s favored weapon: 5
c. Improvised Weapon counts as a 'weapon' for purpose of taking bonus combat feats with it (such as weapon focus: Frying Pan): 2
5. Trait Duplication (Cost 1+). Normally you can only have one trait from any specific trait category, for each point spent you can have 2 traits from each category. For each FPP point spent, you can have another trait from each category. Traits must still be purchased with the Extra Traits feat. This ability merely allows you to have more than one trait from from each category.
6. Racial Power Purchase (Cost=RP value of ability).. The original race selection procedure allowed for purchase of racial powers beyond stock RP value up to a total value of 30 RP. This allows for additional selection of those choices with some minor changes.
a. The same list of choices available at character creation in the recruitment thread is the same list of abilities to choose from (as excepted below)
a. You cannot spend FPP on RP to buy bonus feats as you could at character selection.
b. You are still limited to selecting Advanced Stats only once per stat per character ever. If you chose Advanced Strength at character creation, you cannot choose it again with FPP. You can choose some other stat however.
c. All the prerequisites must still be met.
Split Power (Weapons):
What happens when your Signature item is a dual weapon or a pair or more of light weapons? What happens if you only started with a single light weapon but wanted to dual wield your special item, but you didn't start with dual weapons? What if you have a throwing weapon but want to throw more than one per round when you get iterative attacks, or flurry with monk shurikens? To relieve the undue burden of having to buy and enchant extra weapons out of pocket, you can do a Split Power Ritual. This allows you to continue to use your Magic Creation Pool (MCP) to enchant extra weapons.
Rules and considerations:
1. This only applies to weapons, not other items. The weapons must all be the same kind.
2. This only applies to light melee weapons. For ranged weapons it applies to light or one handed melee weapons that also have a range (example: dagger), or thrown weapons in the ranged weapons category. Two handed ranged weapons are excluded (such as spear or totem spear).
3. The character must purchase or craft a masterwork weapon that matches the original(s).
4. The character then performs a brief ritual that now encompasses the new weapon into the Signature Item group.
5. Extra Signature Item weapons work slightly different than the primary Signature Item.
6. Extra Signature Item weapons do not grant bonus feats as they are part of the overall set, the feats are tied to the primary weapon and if lost loses the feats.
7. Extra Signature Item weapons are allowed to share the Magic Creation Pool (MCP) for enchanting, with some restrictions. MCP costs for enchanting extra weapons are reduced. Each weapon does NOT gain its own MCP.
8. The amount of MCP that can be applied to your secondary weapon may not exceed 50% of that spent on your primary weapon. The amount applied to tertiary or higher weapons may not exceed 50% of your secondary weapon and 25% of your primary weapon.
9. Despite being limited in the amount you are able to spend, the purchasing power is increased. MCP spent on a secondary weapon is twice the amount spent, and for tertiary weapons it is four times the amount spent.
10. Enchanting Extra Signature Item weapons takes the same time (1 hour/1000 MCP spent) to perform.
11. Extra Signature Item weapons can still be enchanted normally in the same manner as your primary one. All of the same rules apply as they do for the original item. Enchanting Extra Signature Item weapons with regular cash does not take advantage of increased purchase power granted to MCP. But, as normal, enchanting out of pocket, costs half because you are paying the raw material price.
12. Extra Signature Item weapons cannot be enchanted with MCP to create any effects other than enchantment equivalent effects (like +1 through +5, flaming, holy etc), or straight cash weapon enchantments (like glamered, impervious, transformative, dueling). This restriction does not apply to real cash spent on the items.
13. Extra Signature Item weapons have their own Flexible Power Pool (FPP) based on the sqrt of the (effective MCP cash spent/1000) on the weapon. Thus secondary items count the MCP spent as twice as much, and tertiary plus items count quadruple.
Replacing a lost or destroyed Signature Item:
If a character’s Signature Item is destroyed or lost (A lost or unrecoverable item can be designated as ‘lost’ after 24 hours and the character can abandon it to replace it. The lost item loses its powers even if recovered), the character can replace the item by obtaining a new masterwork equivalent. Spend 1 hour per MCP/1000 to re-enchant it, and the item is restored. Any enchantments that were spent with real money are lost. An item replaced must have the same feats, MCP, and FPP as the previous item.
Use this template to keep track of your Signature Item
Feats Granted (and level):
Magic Creation Pool (spent/total):
Show break down of all powers purchased and the cost for those powers.
Flexible Power Pool (spent/total):
Show break down of all powers purchased and the cost for those powers.