
CaveToad |

How does gambit give +6 when you only have 16 charisma? Did you write wrong how much cha you have? Your rolls were awesome. Also, our item give us weapon focus for free at level 3, so you might want to look at other options to avoid retraining.
I am surprised you picked circular stance over scarlet einhander, but that's just preference I guess and you are probably planning on mostly using the sword in both hands anyway.
I like your character, he is strong ;).
He needs weapon focus now for crusaders flurry or half the build falls apart. No more flurry with sword or kata-panache synergy etc

Goliath, War Scion of Ragathiel |

The brave gambit is a charge, it is +4cha and +2 from charge.
I see him using the weapon two handed more just as flavor, but Scarlet Einhander is on the list now that I can use weapon one handed if I choose.
Goliath is ready to go when needed. I don't post a lot on the weekends as that is time to spend with the wife and play in the table top games she lets me play in :), but I do check in when I can. Also go away a lot for SCA and my knight is prince right now so lots of events for those that do this as well. I do post a lot from work though as long as things are slow, and since I'm a good IT guy and keep stuff running well they usually are besides for when crap breaks :)
yes as Cave Toad Ninja'd me I need WF now. I will retrain later if its and option.

Simon Saito |

I promise any super powerful thing I come up with is purely coincidental. XD
I'm really just progressing these like three individual classes that I try to keep running on a common thread. I don't look for power combinations. Sometimes it might happen, because I have a very bad sense of power, but I'm mostly just picking stuff that looks fun.

Xanya Zellor |

But doing powerful things and being able to beat the crazy enemies CaveToad will put together is one of the most fun things to do in this game. I wouldn't want to exclude that even if I also want awesome story, character development and roleplay.
The power growth of most characters in this game will likely be exponential as the various abilities synergizes more and more. The difference is the most felt between level 1 and 2 of course where the characters will pretty much double their HP and hence vastly increase their survivability.

CaveToad |

Definitely. I wouldn't have customized the rules to the level that I did and allow the various materials if I wasn't expecting people make great synergized builds. I still want to be strict about the rules that are in place though. There is exciting(hopefully) stuff coming though. It is still very early, and storyline wise very formative.

Dalang Teniel |

I'm not sure there are any characters who don't have something sketchy. I just calls em like everyone sees em. :)
I dunno... a lot of us have builds that fall very squarely inside the rules. It's not my fault if the writers accidentally worded Misfortune in a way that's incredibly beneficial to the team, or Arcane Bloodrider is good enough to be an effective gestalt of its own. :p

Xanya Zellor |

Hotaru of the Society wrote:I'm not sure there are any characters who don't have something sketchy. I just calls em like everyone sees em. :)I dunno... a lot of us have builds that fall very squarely inside the rules. It's not my fault if the writers accidentally worded Misfortune in a way that's incredibly beneficial to the team, or Arcane Bloodrider is good enough to be an effective gestalt of its own. :p
It's not my fault I got a raging eidolon that'll eventually get all my teamwork feats and rage powers too...
Since we are speaking about rules. It's possible to pick Additional traits->Practiced initiator (from the pow2 feats document). However, if I pick it at level 4 where I also get my first level of warlord, will I be able to use it for the purposes of picking maneuvers? Or do I have pick it at level 3 in order to apply it when I take level 4?

CaveToad |

Skills and feats are the last you do add when you level up, so the feat Additional Traits and thus the trait(s) would be the last thing picked, after you chose an initiator class.
In your example, and using the text of the Initiator level description on Path of War page 26. If you took a warlord cheese dip you would normally be considered to have an initiator level of warlord 1 + 1/2 of your other classes if you are multiclass. In this case your gestalt build counts as your other class ( you don't get to take all three classes' levels ). So, your initiator level for warlord is considered 3. Now if you add the Practiced Initiator trait, it bumps to level 4. At level 5 it would bump to 5. At level 6 it would be 6 but at 7 it would be still be 6 ( 1 WL + 3 Ges + 2 trait ). At 8 you get another warlord level and another half level, so (2+4+2 ) so back to 8th etc.
It's a generous method they allow for multiclassers and works even better with the trait and my cheese method. IL only affects the bonuses based off of it, but also maneuvers known so that is sort of a big deal. It doesn't grant you abilities from the class that require a higher level ( I guess that is obvious).

Xanya Zellor |

Wow, that's different than I thought it would work. I assumed that when I read level 4/Warlord 1 my initiator level would be "warlord levels +(other levels-warlord)/2) which would mean 2 at level 4 without the trait. This makes the cheese dip even better. Thanks for clearing up how this works. This means I don't actually need additional traits at level 4 since I can pick 2nd level maneuvers anyway, and I can't pick 3rd level maneuvers (and I don't think I am picking anything that scales of initiator level).
@thunderbeard: Practiced Initiator is pretty crazy, it basically allow you to dip 4 levels in another class then pick an initiator class and still follow normal maneuver progression so you start straight with level 3 maneuvers at level 5 (Kiki on our table is planning to do this I think). Initiator Level is used very little in the actual effects of the maneuvers though, unlike spells.

Xanya Zellor |

It works exactly like Magical Knack does. You get access to higher level maneuvers (because that's based on IL) but you don't learn new maneuvers or stances, gain more maneuvers readied, except when you get additional levels in the Initiator class.
The fact that maneuver level access is based on initiator level makes it very different though. A Fighter 4/Wizard 1 with magical knack would only get 1st level spells while a Fighter 4/Warlord 1 with practiced initiator would get access to 3rd level maneuvers (even if there are very few of them). Since maneuvers are per encounter and you can even recover them the number of them you have isn't nearly as important as their level. Sure you lose out on the scaling of the other abilities of the PoW class, but those abilities are usually not scaling that hard anyway (gambits for example are purely based on charisma).

Gunther the Grim |

That is true. But those 2nd and 3rd level maneuvers you picked up will start to show age pretty quickly. They never really keep up with Full Attacking (outside of a few which are likely at the top of the list to get powered down once DSP gets around to errata'ing BB and PF) so even if you grab a few neat boots and counters, it's still not really that huge of a deal.
Those 1st level spells the Wizard gives the Fighter can actually be super good, even long into the higher levels. Enlarge Person, Long Arm, Grease, Mount, etc. Is a single attack with a couple extra d6s (2d6-3d6, generally, depending on the discipline) and maybe an extra condition on top of that really going to be worth using over just emptying your full attack into somebody? I'm unconvinced.
Practiced Initiator's an awesome trait, nonetheless, if you take it for the purposes of our cheese dips. I'd rather just have an Initiator as one of my primary classes. ;)

thunderbeard |

Err, higher level maneuvers become powerful heal or debuff spells. They're not about dealing damage; PoW classes effectively get good caster progression on top of full martial ability.
Also, Enlarge Person, Long Arm, and Grease are all useless at higher levels when not attacking for a round (or casting a better debuff for the wizard, or moving in the case of Enlarge) can seriously cripple your party.
Practiced Initiator is just one more broken thing from PoW.

Gunther the Grim |

You don't get to trade in maneuvers until 4th level of any Initiator class. That means that you're stuck with the maneuvers you chose for a very long time, and 1) you can only trade them out 1 at a time, and 2) there are very few "powerful heal or debuff" maneuvers early on, by design.
Furthermore, those kinds of spells (except grease) are minute/level spells or aren't intended for combat at all. You're never casting them in combat, so the wasted action argument is silly. A Fighter 9/Wizard 1 (who picked up Magical Knack) would be able to toss those spells on himself for 3 minutes a pop, which can easily be done in situations where you can see the enemy coming, for utility purposes, or whatever.
But whatever, we've done this song and dance already. I'll continue to enjoy playing my PoW classes, and that won't ever change.

thunderbeard |

You don't get to trade in maneuvers until 4th level of any Initiator class. That means that you're stuck with the maneuvers you chose for a very long time, and 1) you can only trade them out 1 at a time, and 2) there are very few "powerful heal or debuff" maneuvers early on, by design.
Welcome to the challenges of being any spontaneous caster. Knowing spells as though you were two levels higher is always extremely powerful, so enjoy it, I guess.
Also, minute/level spells don't last long enough to cast in preparation unless you're either on a flat plain or can ambush everyone always.

Goliath, War Scion of Ragathiel |

I was using Kata master to be able to parry and flurry with my weapon as crusaders flurry made it a monk weapon. The errata limited Parry/Riposte only to the swashbuckler. They changed Amateur Swashbuckler feat and all archetypes that picked up parry. It was replaced with the dodge on the Kata master. I like the idea of a warrior that can parry what 4 attacks a round with combat reflexes and fights unarmored relying on his sword fighting ability. So yes delaying warlord seems the best idea.
Edit: I will let me go unchained monk now for the flurry with no negative so that's nice. Looking at build still to see what I want to do. May just forgo the ability to flurry and come up with something different.
Edit: Though the unchained flurry is only better on the front end just getting one extra attack with no -2 penalty.

Xanya Zellor |

I am probably going to pick up swashbuckler myself at some point just for parry, but I'll either do so through the 8th level cheese dip or through twin mind. The rest of the swashbuckler class is just not that interesting to me (charmed life is worse than steadfast gambit and using the weapon in both hands is better than one so most of the other stuff doesn't apply). Swashbuckler 4 into warlord synergizes very nicely though. It seems like you'll be able to take advantage of the extra damage from using a single weapon as well.

Goliath, War Scion of Ragathiel |

This works right?
Until level 3 when precise strike comes online I can 2H the bastard sword on my attack to get 1.5 Str, then free action to keep the sword in one hand. The benefit would be if I riposte after a parry to drop the opponent. This would regain the panache but only be at normal str damage on the attack. Now at level 3 I will probably just be 1h the weapon all the time.

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First draft of Gon Barren, Minataur monk/bloodrager/alchemist:
Strength 22
Constitution 20
Dexterity 14
Intelligence 18
Wisdom 16
Charisma 14
Character image
HP 16
Base Speed [ 40 (6 sq.) ]
AC [16] = 10 +2 [Dex] +3 [Wis] -1 [Large Size] +2 [Ma Skin!]
Touch AC [14] Flat-Footed [14]
BASE ATTACK BONUS
+1
Basic Melee Attack +7
Basic Ranged Attack +2
normal unarmed strike (no buffs)
1d20+8 to hit, 1d8+1d4+7
pummling strike 1d20+6, 1d20+6, see above x2 if both hit, x4 (or rather, x2 x2) and sickened if either one is a crit
when raging that's a +4 to hit and damage, mutagen is a +2, sneek attack is a +1d6,
FORTITUDE SAVE
+7 = 2 [base] +5 [Con]
REFLEX SAVE
+4 = 2 [base] +2 [Dex]
WILL SAVE
+5 = 2 [base] +3 [Wis]
CMB
+8 = 1 [BAB] +6 [Str] +1 [size]
CMD
+23 = 10 +1 [BAB] +6 [Str] +2 [Dex] +1 [size] +3 [Wis]
skills Acrobatics* +2 = DEX 2+0+0
Appraise +4 = INT 4+0+0
Bluff +2 = CHA 2+0+0
Climb* +6 = STR 6+0+0
Craft +4 = INT 4+0+0
Craft +8 = INT 4+1+3
Craft +4 = INT 4+0+0
Diplomacy +2 = CHA 2+0+0
Disable Device*† +6 = DEX 2+1+3
Disguise +2 = CHA 2+0+0
Escape Artist* +2 = DEX 2+0+0
Fly* +2 = DEX 2+0+0
Handle Animal† +2 = CHA 2+0+0
Heal +8 = WIS 4+1+3
Intimidate +6 = CHA 2+1+3
K (Arcana)† +8 = INT 4+1+3
K (Dungeoneering)† +4 = INT 4+0+0
K (Engineering)† +4 = INT 4+0+0
K (Geography)† +4 = INT 4+0+0
K (History)† +4 = INT 4+0+0
K (Local)† +4 = INT 4+0+0
K (Nature)† +8 = INT 4+1+3
K (Nobility)† +4 = INT 4+0+0
K (Planes)† +4 = INT 4+0+0
K (Religion)† +4 = INT 4+0+0
Linguistics† +4 = INT 4+0+0
Perception +9 = WIS 3+1+3+2 [Racial]
Perform +2 = CHA 2+0+0
Perform +2 = CHA 2+0+0
Profession† +3 = WIS 3+0+0
Profession† +3 = WIS 3+0+0
Ride +2 = DEX 2+0+0
Sense Motive +7 = WIS 3+1+3
Sleight of Hand*† +2 = DEX 2+0+0
Spellcraft† +4 = INT 4+0+0
Stealth* +6 = DEX 2+1+3
Survival +12 = WIS 3+1+3+2 [Racial]+3 [Skill Focus]
Swim* +6 = STR 6+0+0
Use Magic Device† +2 = CHA 2+0+0
Use Magic Device† +2 = CHA 2+0+0
Feats:
Skill focus (survival) +3 to survival
Pummling style: Benefit: As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. You can only use Pummeling Style with unarmed strikes (see errata at right).
Weapon focus (unarmed strike)
Beliker's Bite
Prerequisites: Improved Unarmed Strike.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Dragon Style (Combat)
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.
Prerequisites: Str 15, Improved Unarmed Strike,
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.
Hamatulatsu Strike (Combat)
You have mastered a deadly fighting form inspired by the hideous attacks of the barbed devil.
Prerequisites: Improved Unarmed Strike, Weapon Focus (unarmed strike).
Benefit: Your unarmed attacks can deal either bludgeoning or piercing damage. You decide which type of damage you deal whenever you attack a foe, but you may only choose one type at a time. If you critically hit a foe with your unarmed strike while doing piercing damage, the additional pain caused by the strike causes the foe to become sickened for 1 round (or staggered for 1 round if the target is already sickened). Multiple critical hits in a round against a single foe do not increase the duration of the sickened or staggered condition.
Special: Hamatulatsu Strike may be selected as a substitute bonus feat at 6th level by a monk even if the monk does not otherwise meet the prerequisites. This fighting style is normally only taught to women of a specific fighting school.
Traits
Honored Fist of the Society (Monk, Society)
You have studied dozens of ancient texts on martial arts that only the Society possesses, and are more learned in these arts than most.
Benefit: You increase your ki pool by 1 point.
Heavy Hitter
Benefit: You gain a +1 trait bonus on damage rolls made with unarmed attacks.
CARRYING CAPACITY (normal)
Light Load: 346lbs.
Medium Load: 692lbs.
Heavy Load: 1040lbs.
Lift Over Head: 1040lbs.
Lift Off Ground: 2080lbs.
Push or Drag: 5200lb
carrying capacity when using mutagen
CARRYING CAPACITY
Light Load: 612lbs.
Medium Load: 1226lbs.
Heavy Load: 1840lbs.
Lift Over Head: 1840lbs.
Lift Off Ground: 3680lbs.
Push or Drag: 9200lbs.
Carrying capacity when raging (technically a 29 str not a 30, but whatever, I can go elephant tipping and can carry horses as is)
Light Load: 932lbs.
Medium Load: 1866lbs.
Heavy Load: 2800lbs.
Lift Over Head: 2800lbs.
Lift Off Ground: 5600lbs.
Push or Drag: 14001lbs.
Alchemist Extracts Per Day
Level 1 1 + 1 [Int] (typically 2 cure light wounds)
Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Sneak Attack
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
This ability replaces bomb.
Bloodrage (Su)
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Bloodline Familiars
Source Familiar Folio
Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard's familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master's bloodline.
This replaces the 1st-level bloodline power granted by the character's bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.
GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below.
Grotesque Appendages (Ex)
The damage dice of each of the familiar's natural attacks increases by one die step.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
The master of many styles is a collector. For every move, he seeks a counter. For every style, he has a riposte. Ultimately, he seeks perfection through the fusion of styles.
Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path.
This ability replaces a monk’s standard bonus feats.
Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
This ability replaces flurry of blows.
The monk of the four winds is connected to the natural world in a way few other creatures—even other monks—can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features.
Elemental Fist (Su)
At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).
This ability replaces stunning fist.

Xanya Zellor |

He can't take both dragon style and pummeling style since he qualifies for neither and he only gets to ignore prerequisites for one of them. The great thing about using twf instead of flurry of blows is that you can use natural attacks together with the unarmed strikes and since he is a monk he can still pick up horn of the chrinosphinx when that becomes available.

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Honestly, I don't see the real purpose of keeping Pummeling Style only for unarmed strikes now that it doesn't have the crit mechanic. It was fine when it was unarmed-only because unarmed strikes have an awful crit range/modifier, but now that it doesn't care, I can't see why it's particularly necessary to still restrict it only to fists, and not close weapons beyond the very sketchy fluff (are you seriously saying I can't make a super powerful punch with a cestus on?).
But nobody asked me, so whatever.

Cthulu_Eats |

Here's my sheet for Ctha'at-Sebek.
Ctha'at-sebek
Class: 1 Summoner|1 Warlord|1 Oracle
Summoner (Synthesist)-1
Warlord (Steelfist Commando)-1
Oracle (Spirit Guide) 1
Favored Class: Summoner
Alignment: LN- Ctha’at does not understand human morality, but seeks to follow a moral code that Goodwin has set out for him, to varying degrees of success. While he does not understand why some things are evil, especially when confronted by the decision for the first time, he makes a good effort to not disappoint his teacher.
Race: Mind Flayer (Aberration)
Theme: Symbiotic Life/Psionics- Ctha’at is fascinated by both his own symbiont and other symbionts. He is also in the unique situation where he was raised with psionics, but is now unable to use them. He is deeply desperate to regain the piece of his mind that he feels he has lost, but at the same time is extraordinarily interested in the mechanics of psionics.
Size: M Reach: 5
Initiative: +11 (+5 Cha +2 Trait +4 Feat)
Senses: Darkvision 120 ft. Perception +8
Parentheses Indicate Stats with Eidolon
Str 12 (16)
Dex 11 (14)
Con 13 +5 points -2 Racial=16 (13)
Int 16 +2 points +4 Racial=22
Wis 15 +3 points=18
Cha 18 +2 Racial= 20
Defense:
HP: 10 Class +3 Con +3 Feat= 16 (14)
Eidolon HP: 10+1 (Con)=11
Total Bonded HP: 14+11 Temp=25
AC: 10+5 Cha+2 NA= 17 (+4 Armor if Mage Armor for 21 Total)
Saves:
Fort +2 Base +3 Con=+5 (+3)
Reflex: +0 Base +5 Cha=+5
Will: +2 Base +4 Wis= +6
Spell Resistance 12
Offense:
To Hit:
+1 BAB +3 Str while Bonded
Damage:
+3 Str, +2 Discipline focus, 1d6 Pugilist’s Stance
Full Attack:
+4 Bite (2d6+5) and
+5/+5 Claws (1d4+1d6+5)
Maneuvers (While in Pugilist Stance):
Additional +2 Damage to Broken Blade maneuvers
Flurry Strike
+5/+5 Claw 1d4+1d6+7
Pommel Bash
+5 (Vs. Flat footed) Claw 1d4+2d6+7
Shards of Iron Strike
+5 Claw 1d4+1d6+7+Stagger
Feats (Level):
Noble Scion (War)
Extra Evolution
Discipline Focus (Broken Blade)
Improved Initiative
Weapon Focus (Claws)
Free Feats:
(Campaign) Toughness
(Warlord 1) Improved Unarmed Strike
Bonus Feats:
(Warlord 1) Feral Combat Training (Claws)
Skills (12 SP-1 Favored class, 4 class, 6 Int):
Autohypnosis +8 (1)
Knowledge (Martial) +10 (1)
Stealth +6 (1)
Diplomacy +9 (1)
Intimidate +9 (1)
Climb +7 (1)
Perception +8 (1)
Diplomacy +9 (1)
Acrobatics +6 (1)
Survival +8 (1)
Spellcraft +10 (1)
Use Magic Device +9 (1)
Summoner Features:
Eidolon (4 Points): Quadruped (Bite, limbs(legs)(2)), Improved Ability (Str), Pounce, Claws
Fused Link (Su): Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
Warlord Features:
Maneuvers (6/4)
Disciplines available-Golden Lion, Broken Blade, Steel Serpent, Solar Wind, Riven Hourglass, and Thrashing Dragon
Stance(1)- Pugilist's Stance
Manuvers Known- Shards of Iron Strike, Flurry Strike, Clockwatcher, Leaping Dragon, Pommel Bash, Sands of Time Approach
Warlord's Gambit- Brave Gambit, Victory Gambit
Skills- Bluff, Heal, and Stealth are now class skills
Oracle Features:
Curse (Haunted): Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Mystery(Lunar)
Revalation(Prophetic Armor): (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.
Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle's mystery.
Race:
Spell-Like Abilities 1/day: 15+Spell Level
1 HD: charm person, levitate, detect thoughts
Mind Blast(Ps): Once per encounter, as a standard action a Mind Flayer can emit a mental blast. This is a cone of 30' + (5' per 2 HD) to a max of 60'. Those in the cone must make a Will save or suffer effects based on the mind flayer's HD. The DC is 11 + Mind Flayer's CHA bonus + 1/2 the Mind Flayer's HD (round down). HD: 1-3 (Dazed for 1 round). HD 4-6: Dazed for 1 round + staggered for 1d6 rounds. HD 7-9: stunned 1 round + staggered 1d6 rounds. HD: 10+ stunned 1d3 rounds + staggered 1d6 rounds. Those who make the save are immune to that mind flayer’s mental blast for 24 hours. This is a mind affecting effect and as such some creatures will be immune.
Tentacles (Ex): A Mind Flayer has a set of tentacles attacks. These tentacles are a secondary attack that strikes for 1d4 points of damage with the grab ability, starting a grapple as a free action if they hit in combat.
Brain Extraction (Ex): Mind Flayers may extract the brains of helpless victims by burrowing in with their tentacles. It works thus:
1) The mind flayer and intended victim must be grappled with each other for three consecutive rounds.
2) At the start of its turn on the third consecutive round, if the victim is helpless or pinned, the mind flayer may begin the extraction.
3) This is a full round action. Any circumstance which removed the grappled condition from the mind flayer or its victim, or which removes the pinned/helpless condition from the victim cancels the extraction.
4) This ability only works on creatures within two sizes (larger or smaller) of the mind flayer. Fine creatures are too small to be affected.
5) For each full round that the mind flayer is extracting its brain, the victim must make a Fortitude save. The DC is 11 + 1/2 the Mind Flayer's Hit Dice (round down).
6) The victim receives a cumulative penalty to the save of -1 for each round beyond the first.
7) The victim gets a bonus to the save based on its size and any natural armor or headwear protecting its brain. (If its brain is located elsewhere, treat any protection covering that area as the same concept). Creatures with natural armor or headwear add their natural armor bonus or the hardness of the headgear as a bonus to the saving throw. (cloth 0, leather or hide 2, iron or steel 10, see table for other hardnesses ). Creatures of larger sizes also receive a bonus, Large +1, Huge +2, Gargantuan +4, and Colossal +8. Note that many armor sets do not necessarily include a helmet. Refer to armor descriptions or DM judgement.
8) If the creature fails the save, its brain is extracted and it dies, being reduced to a negative hit point value that would kill it. (Creatures with regeneration begin at that value and are not dead unless their regeneration is stopped). A successful save resists the extraction but does not change any other aspect of its condition. A creature that regenerates from brain death or who is rescued from the extraction process, suffers 1d3 Intelligence damage per saving throw it had to make, as per below. For regenerating creatures, each point of intelligence lost recovers as a percentage of total lost equal at the same percentage of hit point recovery starting at 1 hp. ( Example: A troll has its brain extracted and dies after failing its saving throw on its second round of extraction. It loses 2d3 points of Intelligence. If it lost 4 points of Intelligence it would recover 1 point at each 25% of its hit points recovered (starting at 1 hp), recovering its 4th point at 100% of its hit points. Non regenerating creatures must heal this ability damage as normal through rest or magic..
9) Creatures without a working brain, a functional anatomy or a Constitution score such as oozes, plants, constructs, incorporeal creatures, undead, and possibly various elementals, aberrations or outsiders (depending on form) are immune to extraction.
10) A creature that is rescued or breaks free from the extraction suffers 1d3 points of Intelligence damage for each saving throw it had to make. This may render the creature comatose. Treat vermin or other mindless living creatures with a brain as having an intelligence of 1.
11) Creatures with multiple heads (ettins, chimerae, hydras, etc) do not die until all its heads' brains are extracted. A failed save results in the loss of that head's abilities or potential attacks ( bites, breath weapons, etc) but not death. If the creature breaks free or is rescued after one or more of its brains has been extracted, it recovers all of the heads affected after an 8 hour rest and it suffers no loss of Intelligence.
12) A medusa's (or similar creatures) snake hair do not count as 'heads'.
A Mind Flayer that consumes the brain of a creature with an Intelligence score of 6 or higher gains a +1 bonus to intelligence based ability/skill checks for 24 hours. This bonus increases by +1 for every 6 points of Intelligence over 6 of the victim ( +2 at 12, +3 at 18, etc). Consuming a brain takes 1 minute +1 minute per size category over medium of the victim. Consuming more than 1 brain in a 24 hour period does not increase the bonus, although the brain of a smarter victim can replace the bonuses to improve them.
Traits:
Reactionary
Unorthodox Method(Solar Wind)-> Shattered Mirror
Fate's Favored
Languages: Undercommon, Common, Elvish, Dwarvish, Terran, Aklan, Draconic
Equipment: List equipment carried (nothing really at start aside from special item: None
Spells Known:
DC= 15+ Spell Level
Oracle
4/2
0th:
Mage Hand (Free)
Ghost Sound (Free)
Resistance
Guidance
Mending
Stabilize
1st:
Obscuring Mist
Cure Light Wounds
Summoner
4/2
0th:
Acid Splash
Detect Magic
Read Magic
Message
1st:
Mage Armor
Rejuvanate Eidolon, Lesser
Spells Per Day
Oracle
5
Summoner
3
Note: I am assuming I can sort of fill in the fluff for Mind Flayer society since there isn't a huge amount of material explaining it. I am kind of basing Ctha'at on a cross between typical Lovercraftian lore and the Yuzhang Vong from the New Order star wars series, with the symbiont being similar to the Xenomorphs from the alien series.
Background
In the Illithid empire, the Sebeks, or shapers, are the mind flayers primarily responsible for the locating of proper hosts for tadpoles, as well as overseeing much of the scientific research regarding ceremorphosis. Sebeks are chosen at ceremorphosis, when in addition to the tadpole being inserted into the host, an additional parasite is forced into the body. This creature normally destroys the host body, escaping violently after only two to four hours after being insertion; however, the addition of a strong willed illithid tadpole into the host body has been found to turn the xenomorph parasite into a symbiont. Over half of the tadpoles fail to regulate the parasite properly, and unable to control the xenomorph, die when the parasite makes an escape attempt. The result of a successful ceremorphosis is that the illithid tadpole retains control over the mental and physical capabilities of the body, while having the ability to summon the xenomorph, which protects the body by forming an exoskeleton around the fragile illithid frame. Sebeks are fearsome hunters which efficiently track down new hosts for the Elder brain. In addition to their gathering responsibilities, Sebeks often experiment with “improving” other life forms by inserting various symbionts into new bodies, attempting to find new and improved ways graft life forms together. Each Sebek learns to control their symbionts form, and the symbionts of elder sebeks become incredibly deadly predators who are greatly respected and fear, showing deference in the Illithid society only to the Ulitharid caste and the elder brain itself.
Although the vast majority of illithids belong to the caste system run by the elder brain, there is a section of illithids who pursue powerful, forbidden arcane and divine knowledge coming directly from the OId Gods. Run by mind flayer liches, the alhoons, this group is the mortal enemy of the Elder Brain, and both groups have run cruel and extremely savage raids against each other. The alhoons lacked the ability to create their own Sebeks, not having access to their own Elder Brain, but some of the liches have attempted to create their own Sebek thralls. Through an extremely brutal ritual where the alhoons can sever the psychic connection between the Sebek and the Elder Brain. This process is so traumatic that it drives the Sebek temporarily insane in the best case: in the worst case, unable to retain their control over the xenomorph, the symbiont reverts back to its natural state and flees the illithid host, killing it in the process. The illithids who survive this transformation are touched by the magic of the Old Gods, losing many of their psychic abilities while at the same time manifesting new, strange powers.
Ctha’at, a young Sebek, was on an expedition to find new hosts when his group was attacked by a group of drow thralls under control of a powerful alhoon. Of the three Sebeks who survived and were captured in the initial raid, only Ctha’at survived the ritual. When he awoke from the shock induced trance caused by the vicious ritual, the half-mad Illithid killed the drow thralls guarding him and managed to escape into the tunnels of the underdark. Archmage Goodwin was on an expedition attempting to map out certain portions of the Underdark when he stumbled upon the dying Illithid, still encased in his symbiont. Goodwin, unable to identify the creature he saw, tranquilized Ctha’at and decided to take the creature back to his plane to study what he thought was a new species. Although he was desperately weak and unable to form any comprehensible thought when Goodwin first found him, Ctha’at eventually regained his sanity under Goodwin’s care.
Ctha’at was intrigued by the powerful archmage, who was the first human who he had actually met. In exchange for helping Goodwin continue his research, Goodwin allowed Ctha’at to join his students and promised to aid Ctha’at in attempting to reawaken his psionic prowess, although without the enslaving connection to the Elder Brain.
Although his alien brain is completely unable to understand human empathy and morality, Ctha’at seeks to emulate the archmage’s behavior in an attempt to minimize troubles for his teacher. Ctha’at is unaware of it, but in many ways Goodwin has replaced the Elder Brain’s role, and Ctha’at is as fond of his teacher as an illithid can be of anything. More importantly he deeply respects Goodwin and will attempt to free his teacher at any cost, due to his desperate desire to continue both his studies and his progression back to a full illithid mind.
Appearance
Without Symbiont:
http://33.media.tumblr.com/f05c24a85701e30e343f0ac4217af80b/tumblr_inline_n 25ihpflVY1r0zz7o.png
Enclosed in symbiotic armor
http://static.comicvine.com/uploads/scale_super/0/7666/1073455-aliens09_4.j pg
Ctha'at-sebek appears to be tall and well-built humanoid. He has a deep purple skin, streaked with constantly shifting black lines and marks. Most noticeable about his appearance is his cephalopod-like head, which has four powerful tentacles surrounding a vicious maw. When prepared for battle, he is enclosed in a deep-black chitinous exoskeleton, with razor sharp claws, a long, whip-like tail, and a curiously elongated head that apparently lacks any visible eyes or ears. Upon close inspection or when using his bite, an observer notices a tubular secondary mouth located where the tongue should be, which Ctha'at can use to extract brains even when surrounded by his symbiotic armor.