Samnell's Against the Necromancers (Inactive)

Game Master Samnell

Sundabar and Environs
Setting primers
Present Battle Map


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Samnell wrote:
Joseph Soltz wrote:
Samnell wrote:
A bunch of neato stuff.

Don't worry about Akashic Stuff; Deadly Fist//Malefex is definitely my Go-to concept for this.

However... Does this mean I can make a Gifted Blade/War Soul?

Hm...it seems like it technically does, as you have psychic strike to give up for war soul. However, looking at it just now I see that that opens up both maneuvers and psionics on one side of the gestalt while leaving a whole other side to do with as you will. That's not quite tristalt (neither has full progression, at least)...but it's awful close. I'm not opposed in principle to having multiple sets of magic tricks in a gestalt -I would have said so- but that's a bit too much for comfort.

On reflection, I'm not going to allow Gifted Blade and War Soul to stack. ...which also impacts Neils' build that I completely missed this on. Sorry Neils. :(

Statblock updated and ready for further review.


Johnnycat93 wrote:

Forgive me, I'm not trying to be facetious or argumentative but I'm legitimately having a hard time understanding what you're getting at.

The GM ruled that Soulknives get to keep their enhancement bonus progression. The only difference between ABP enhancement bonus and Soulknife enhancement bonus is that Soulknife enhancement bonus is faster.

If you're getting at that ABP and mindblades should stack (for a total of +10 mind blades) then there's a couple of problems with that. First, the two enhancement bonuses don't really stack like that. Secondly, ABP is already capped at +5 without legendary gifts and Soulknife is naturally capped at +5. Why should the Soulknife cap suddenly jump to +10?

Nothing is being taken away from the Soulknife. In fact, I'd say they're even better in ABP because they get their magic weapon one level before almost everybody else.

His argument is that it's the equivalent of the Accuracy/Damage boosts of the other classes he's mentioned,and as such, they're behind par with base numbers in class.

The truth of the matter however, is that they're already behind in numbers for the most part, with accuracy and such, for precisely the reasons you mentioned,compared to classes with those accuracy bonuses (really, just fighter, since the others are enhancement bonuses, of I remember correctly).

Shadow Lodge

Johnnycat93 wrote:

Forgive me, I'm not trying to be facetious or argumentative but I'm legitimately having a hard time understanding what you're getting at.

The GM ruled that Soulknives get to keep their enhancement bonus progression. The only difference between ABP enhancement bonus and Soulknife enhancement bonus is that Soulknife enhancement bonus is faster.

If you're getting at that ABP and mindblades should stack (for a total of +10 mind blades) then there's a couple of problems with that. First, the two enhancement bonuses don't really stack like that. Secondly, ABP is already capped at +5 without legendary gifts and Soulknife is naturally capped at +5. Why should the Soulknife cap suddenly jump to +10?

Nothing is being taken away from the Soulknife. In fact, I'd say they're even better in ABP because they get their magic weapon one level before almost everybody else.

a magus can do that from level 1

Paladins also have weapon bond at level 5

And no a soulknife would not be able to have a straight +10 enchantment bonus, when they finally get to that point they would have a +5 flaming corrosive whatever just like in a non ABP with crystalline sheaths


Master Han Del of the Web wrote:


We already got the green light for Malefex

So we did, thank you.


Master Han Del of the Web wrote:
I'm working up the fluff to go with it, but I'm thinking of a gutter mage know as a 'Courser' or a 'Hexhand'. They serve as a sort of community retribution engine, contracted by those who have been wronged but have no power to seek legal recourse to investigate and mete out appropriate punishments for the wrongdoing in question. Most are proper hedge mages, but there are some like our lad who take a much more hands-on approach. Secretive, insular, and fitted to a rather humble calling, they tend to self-police those that transgress the few common rules between the various traditions. Would be one of perhaps five others that work in some capacity as Hexhands and Coursers in Sundabar.

That's all in fitting with the area. The authorities may not be delighted and would probably keep an eye on you, but so long as it was clear that you were taking out bad actors they'd probably not raise a fuss. There's a decent chance they're sizing you up for recruitment into the Watchful.

Master Han Del of the Web wrote:
How are half-orcs treated in Sundabar? I know there is little tolerance for them, but I was planning on giving my character a half-orc relation under the care of the temple as a hook for keeping him in line with the sort of people he typically avoids.

Poorly, but not quite slay-on-sight. There's plenty of room for a relation that lives in one of the temples.

Master Han Del of the Web wrote:
Also, if I could get a better feel for the criminal element in Sundabar, it would help out massively. I know the city has managed to stymie any attempts at forging a Thieves' Guild, but any major players or notable gangs would be nice to know.

Sundabar has smugglers passing goods through and out of the city without paying the Master's tax. (This is usually done through tunnels and with the cooperation of some dwarves in the Undercity, who know the tunnels and control them.) Goods can be simple trade items, but may also be relics and artifacts sold to collectors. Occasionally the contraband is people who aren't expected to be missed, sold to slavers. (Best not to ask who the slavers sell to. Everyone hopes it's just orcs...) Most smuggling operations are just a few people who split the take and pass it on to a courier not far from the walls. Proper slaving involves more people to manage an unruly cargo, which is often drugged into a stupor. Smuggling rings (people or otherwise) tend to be known by the assumed names of their principals. Current operators include Harl (never appears himself, an orc by name so most assume whoever it is isn't really one) Silifrey (only employs women, rumored to have Uthgardt connections) and Joyin (specializes in larger, difficult cargoes...including slaves).

Somewhat more involved is organized banditry. The North is a lawless place, so it's easy for armed bands to organize and disappear almost at will if they know the land. Such operations usually have multiple spotters and informants in the city who have means (runners, signals that pass through a chain of people to someone watching outside the walls) to give word to their allies that a caravan is about to depart and which way it shall go. Often there are also inside people who join the caravan as guards or cooks and take care to mark out the best stuff somehow or arrange breakdowns at the best spots for an ambush. There, the bandits flash down and about to take what they like. More often than not, they settle for protection money rather than the goods unless there's a significant fight put up. Sometimes merchants pay ahead of time and instead the bandits protect them from other bandits. Bands usually have a badge, though these change often. Current players include Greenfist (orcs and half-orcs, mostly), Grayfurs and Brokehelm (both human), Coldhands (dwarves with a reputation for taking human women and possible connections to the Joyin band), and Goremaw (lycanthropes or beastmen of some kind who carefully conceal their features, usually thought to have connections to Hellgate Keep or the Cold Wood).

The real high-end crime is in being more clever still. A few sophisticated operations learn of precious cargoes like the bandits do and then steal only the choicest items, replacing them with identical boxes and other containers filled with rocks, brush, or whatever else it takes to get about the right weight. They might do their work entirely within the walls, passing the goods on to smugglers. Other times they'll make the switch once the caravan is camped for the night and most everyone asleep. Most involved in this are too good to be easily known, but they're thought to have connections to the smugglers and bandits both. Operators here make a point of not using names and work under disguise, which may be magical, but sometimes leave calling cards as a way to keep score with others in the know. Copperkeys slip a key into the pocket of one of the guards and a cheap lock that it matches into the container they plundered. (Thought to be a gnome outfit, or someone who wishes others to think so.) Gray Ribbons simply leave their item in the container to speak for itself. (Thought to be halflings, same proviso as previous.) Threecoins deposit three copper coins, never of Sundabar minting. (Frequent arguments over whether these are foreigners signalling the fact or Sundabarians trying to hide it.)

There's a fair bit of ordinary street crime in Sundabar, but it's hard to keep up a career at it without the Stone Shields and Watchful getting involved. Most sneak-thieves and cutpurses either come and go quickly or soon find themselves facing the Master's justice, which can cost a hand or some years in the city's service.


Backing away from the rules argument for a moment, just wanted to say that I enjoyed this background:

"Neils is a hot-headed youth with aspirations so grand they border on ridiculous. He's a rookie hero that aspires to found his own knightly order and in the process to carve out his own place in the annal of legendary heroes. If that wasn't enough of a challenge, then consider that Neils is of low-blood, meaning he has no station or wealth to call upon beyond his own. Not that any of this troubles Neils, as he remains optimistic in the face of whatever setback. He spent years forcing himself through a rigorous training regiment of his own design, though the exercises themselves were more ridiculous than effective. He is determined to engross himself in the noble pursuit of magic even though without a tutor he's only managed to tap into an esoteric and outmoded source of power within his own being. He is a self-taught swordsman, swinging a blade of crackling energy that he summons forth from previously mentioned source of inner power. He's the living embodiment of a square peg forcing its way into a round hole; determined to succeed on the grounds of simply wanting it more. For him, no obstacle cannot be overcome with rigorous and practiced application of sheer stubbornness. "


Lord Foul II wrote:
Johnnycat93 wrote:

Forgive me, I'm not trying to be facetious or argumentative but I'm legitimately having a hard time understanding what you're getting at.

The GM ruled that Soulknives get to keep their enhancement bonus progression. The only difference between ABP enhancement bonus and Soulknife enhancement bonus is that Soulknife enhancement bonus is faster.

If you're getting at that ABP and mindblades should stack (for a total of +10 mind blades) then there's a couple of problems with that. First, the two enhancement bonuses don't really stack like that. Secondly, ABP is already capped at +5 without legendary gifts and Soulknife is naturally capped at +5. Why should the Soulknife cap suddenly jump to +10?

Nothing is being taken away from the Soulknife. In fact, I'd say they're even better in ABP because they get their magic weapon one level before almost everybody else.

a magus can do that from level 1

Paladins also have weapon bond at level 5

And no a soulknife would not be able to have a straight +10 enchantment bonus, when they finally get to that point they would have a +5 flaming corrosive whatever just like in a non ABP with crystalline sheaths

But you can still buy a crystal hilt in ABP. What's the difference?

The magus getting arcane pool two levels earlier is not the fault of ABP. In fact, nothing about implementing ABP seems to alter the Soulknife in any way.


Bolkvar Stonebeam wrote:

Backing away from the rules argument for a moment, just wanted to say that I enjoyed this background:

"Neils is a hot-headed youth with aspirations so grand they border on ridiculous. He's a rookie hero that aspires to found his own knightly order and in the process to carve out his own place in the annal of legendary heroes. If that wasn't enough of a challenge, then consider that Neils is of low-blood, meaning he has no station or wealth to call upon beyond his own. Not that any of this troubles Neils, as he remains optimistic in the face of whatever setback. He spent years forcing himself through a rigorous training regiment of his own design, though the exercises themselves were more ridiculous than effective. He is determined to engross himself in the noble pursuit of magic even though without a tutor he's only managed to tap into an esoteric and outmoded source of power within his own being. He is a self-taught swordsman, swinging a blade of crackling energy that he summons forth from previously mentioned source of inner power. He's the living embodiment of a square peg forcing its way into a round hole; determined to succeed on the grounds of simply wanting it more. For him, no obstacle cannot be overcome with rigorous and practiced application of sheer stubbornness. "

Thank you very much!


Joseph Soltz wrote:
Johnnycat93 wrote:

Forgive me, I'm not trying to be facetious or argumentative but I'm legitimately having a hard time understanding what you're getting at.

The GM ruled that Soulknives get to keep their enhancement bonus progression. The only difference between ABP enhancement bonus and Soulknife enhancement bonus is that Soulknife enhancement bonus is faster.

If you're getting at that ABP and mindblades should stack (for a total of +10 mind blades) then there's a couple of problems with that. First, the two enhancement bonuses don't really stack like that. Secondly, ABP is already capped at +5 without legendary gifts and Soulknife is naturally capped at +5. Why should the Soulknife cap suddenly jump to +10?

Nothing is being taken away from the Soulknife. In fact, I'd say they're even better in ABP because they get their magic weapon one level before almost everybody else.

His argument is that it's the equivalent of the Accuracy/Damage boosts of the other classes he's mentioned,and as such, they're behind par with base numbers in class.

The truth of the matter however, is that they're already behind in numbers for the most part, with accuracy and such, for precisely the reasons you mentioned,compared to classes with those accuracy bonuses (really, just fighter, since the others are enhancement bonuses, of I remember correctly).

I guess I'm having a hard time understanding what ABP has to do with any of this, since the Soulknife works the same with or without ABP.

Shadow Lodge

Crystalline hilts are weapons... the crystalline hilt is what the ABP should be affecting....


Johnnycat93 wrote:
Joseph Soltz wrote:
Johnnycat93 wrote:

Forgive me, I'm not trying to be facetious or argumentative but I'm legitimately having a hard time understanding what you're getting at.

The GM ruled that Soulknives get to keep their enhancement bonus progression. The only difference between ABP enhancement bonus and Soulknife enhancement bonus is that Soulknife enhancement bonus is faster.

If you're getting at that ABP and mindblades should stack (for a total of +10 mind blades) then there's a couple of problems with that. First, the two enhancement bonuses don't really stack like that. Secondly, ABP is already capped at +5 without legendary gifts and Soulknife is naturally capped at +5. Why should the Soulknife cap suddenly jump to +10?

Nothing is being taken away from the Soulknife. In fact, I'd say they're even better in ABP because they get their magic weapon one level before almost everybody else.

His argument is that it's the equivalent of the Accuracy/Damage boosts of the other classes he's mentioned,and as such, they're behind par with base numbers in class.

The truth of the matter however, is that they're already behind in numbers for the most part, with accuracy and such, for precisely the reasons you mentioned,compared to classes with those accuracy bonuses (really, just fighter, since the others are enhancement bonuses, of I remember correctly).

I guess I'm having a hard time understanding what ABP has to do with any of this, since the Soulknife works the same with or without ABP.

It doesn't have anything to do with Abp, technically. The issue exists whether ABP is in play or not, just, everyone gets a magic weapon with ABP without having to invest, which is the main draw of the Soulknife.

I just really like bladeskills and what they do for mobility and utility of the Soulknife, so I'm not too worried about stuff. The only reason I asked in the first place is that another GM who I was going to play with IRL was waffling on what to do with them.

Shadow Lodge

Ok I've said my piece on the rules arguement. I'm sorry it got out of hand. I'll make a character with the rules the DM says.

if anyone wants to take the discussion further you can PM me


Samnell wrote:
Cool Background Stuff...

Alright, that fits pretty well with my image of the place and how I sort myself in. I kind of see his relationship with the authorities as something similar to the stereotypical Noir Private Detective might have with the cops. He's half an irritant, half useful resource, and half typical scumbag to them (Yes I know that's three halves, this is a gestalt game, cut me a break). A big part of his job is the investigation aspect and he attends to that more thoroughly than most in his role and does cooperate with the Watchful and the Stone Shields if he thinks they won't get in his way too much. The Stoners are probably looking for an excuse to bring him in and put the boot in when they have a chance. He's got an independent streak a mile wide, though, so putting himself willingly under the Watchful's thumb is not something he is inclined to do.

As for the half-orcs, that's a good. It will serve as a solid hook to keep him invested in various plots, and if the Watchful do want to pressure him one way or the other, they've got a handle on him.

Smugglers and other 'victimless' criminal will likely not be on his plate most of the time unless they start acting too full of themselves. Joyin might be something of a white whale for him, though. Slavers tend to accrue plenty of aggrieved parties, even if they try to target people that 'won't be missed.' Coursers and Hexhands specifically serve those that might be such targets.

I'm going to think up a couple of interesting rituals around the hiring of my little gutter-mage creation.

Also, I think I'm going to bite the bullet and roll stats, I was thinking of skipping the option this time but there have been some very good rolls already by the others.

Dice Rolls:
4d6 ⇒ (5, 4, 5, 2) = 16 14
4d6 ⇒ (1, 3, 1, 5) = 10 9
4d6 ⇒ (6, 4, 1, 5) = 16 15
4d6 ⇒ (3, 5, 3, 2) = 13 11
4d6 ⇒ (1, 1, 4, 3) = 9 8
4d6 ⇒ (6, 1, 1, 4) = 12 11

11 PB

4d6 ⇒ (4, 1, 4, 3) = 12 11
4d6 ⇒ (2, 2, 5, 1) = 10 9
4d6 ⇒ (5, 2, 2, 1) = 10 9
4d6 ⇒ (3, 3, 3, 5) = 14 11
4d6 ⇒ (5, 3, 3, 5) = 16 13
4d6 ⇒ (4, 6, 6, 3) = 19 16

13 PB

4d6 ⇒ (5, 3, 6, 4) = 18 15
4d6 ⇒ (1, 5, 5, 4) = 15 14
4d6 ⇒ (5, 5, 3, 6) = 19 16
4d6 ⇒ (3, 6, 6, 1) = 16 15
4d6 ⇒ (3, 3, 3, 6) = 15 12
4d6 ⇒ (6, 5, 1, 2) = 14 13

Very solid spread for a MAD character concept.


I wasn't trying to be combative, it was more an attempt at clarification, but I'm likewise finished talking about Soulknives and Automatic Bonus Progression.

I think I'm going to focus around defensive fighting, utilizing Focused Offense and Focused Defense, Crane Style, and eventually going into more mobility/utility blade skills like telekinetic athleticism, psychic platforms, and maybe just a bit better Ranged Combat, with Improved Psychokinetic Discharge.

For the Malefex side, likely a more utilitarian bent, with perhaps Wisdom to Knowledge skills via Knocks, and maybe a Ki Pool through the Rogue Talent knock, going towards some more supernatural things.

Wait... The knock granting a Rogue Talent doesn't allow for multiple times taken. Never mind on the ki pool.


I'm not ignoring the rules issue, but I want to sit and think on it for a bit.

Teiidae wrote:
As for the Taninim, I'm fine with fluffing it as a divine blessing, vestige of Io or evening a Wyrmling. As far as deities go, could I be a disciple of Bahamut or a worshipper of the dead god Io?

Ok. Whether the PC is rules-Taninim or not, the origin of his transformation would be an element in the game.

You could do either deity. Dragon religion is generally mysterious to non-dragons, but your PC could easily had a religious experience that told enough to get going with. More details may be something learned in-game.

Asgorath World-Shaper, the Great Eternal Wheel, Swallower of Shades (Symbol, a circle colored "correctly")

Alignment of Priests: Any.

Concerns: Dragonkind

Domains: Dragon, Knowledge, Magic, Strength, Travel, Wealth

Weapon: Scimitar or claw.

Asgorath (Realmsian for Io) is a remote god, the creator of the universe and all dragons. Their true ethical and draconic nature is the subject of irreconcilable theological dispute. Every dragon believes themselves made in their image and insists Asgorath thinks and looks as they do.

Xymor Justicemaker, The Platinum Dragon, King of Good Dragons, Lord of the North Wind (Symbol: a reptilian eye on a square of gold, silver, copper, bronze, or brass.)

Alignment of Priests: LG, NG

Concerns: Good dragons, wind, wisdom

Domains: Air, Dragon, Good, Luck, Protection, Nobility

Weapon: Heavy Pick or bite.

Xymor (Realmsian for Bahamut, though that name is also known), fruit of Lendys (Justice) and Tamara (Mercy) is the enlightened justicemaker who knows to temper the judgment of law with mercy and punishment with forgiveness. His nature is not in debate as Asgorath's is, but draconic worshipers prefer a symbol that matches the hue of their own scales. Platinum is a theologically acceptable compromise that stresses his divinity above them all, but some dissenting sects believe Xymor is truly of their hue (though not necessarily gender), and others maintain that his scales catch a great rainbow of light and defy any mortal categorization.

Xymor's paladins follow the Ptarian Code:
Justice and Good above all.
Honor and Fealty to the King.
Honor and Respect to Righteous Innocence.
Honor and Duty to the Balancer, to Her Mercy, (Xymor's divine parents) and to the Justicemaker.
Honor and Protection to the Lesser Races.
Honor and Correction to the Enemies of Justice and Good.
Honor and Forbearance for Oneself.


JonGarrett wrote:

Hola Samnell. Your words intrigue me and I wish to know more.

Would you allow the new Malefex class from Dreamscar? As far as I can see it's not Psionic nor Path of War, so I thought it would be wise to check. Not sure what I'd pair it with - Warpriest might be tempting, but I'd have to look through the FR gods and see if any grab my fancy - but this caught my eye and my imagination me a lot.

Yes on Malefex. :)

Don't feel you have to be limited by the deities in the primer of something else catches your eye. There are a lot of cool Faerunian gods.


I still need to do some work on the character...back ground, traits and a few others but it is close to being finished.

Shadow Lodge

I have a background and personality
I just need to know if I need to make a different character instead


Master Han Del of the Web wrote:
Alright, that fits pretty well with my image of the place and how I sort myself in. I kind of see his relationship with the authorities as something similar to the stereotypical Noir Private Detective might have with the cops. He's half an irritant, half useful resource, and half typical scumbag to them (Yes I know that's three halves, this is a gestalt game, cut me a break). A big part of his job is the investigation aspect and he attends to that more thoroughly than most in his role and does cooperate with the Watchful and the Stone Shields if he thinks they won't get in his way too much. The Stoners are probably looking for an excuse to bring him in and put the boot in when they have a chance. He's got an independent streak a mile wide, though, so putting himself willingly under the Watchful's thumb is not something he is inclined to do.

That's the kind of relationship that could go on for a long time, so long as the PC is careful and either accepts the occasional warning off or ignores it and delivers good results. Sundabar isn't likely to try to entrap you or otherwise meddle beyond watching so long as that's true. Sometimes independent contractors might be of use to them too.

Master Han Del of the Web wrote:
I'm going to think up a couple of interesting rituals around the hiring of my little gutter-mage creation.

Go for it.


I figured I'd go ahead and roll while I wait for your verdict on the unchained monk/zen archer conversion.

Rolls:

4d6 ⇒ (6, 5, 6, 3) = 20
4d6 ⇒ (6, 1, 3, 6) = 16
4d6 ⇒ (1, 3, 3, 2) = 9
4d6 ⇒ (5, 1, 1, 4) = 11
4d6 ⇒ (1, 2, 3, 5) = 11
4d6 ⇒ (2, 1, 3, 5) = 11

I think I'll go with the 25-point buy option.


This is Han's character so far. I'm stuck on what weapons I should kit him out with.


Giles the Courser wrote:
This is Han's character so far. I'm stuck on what weapons I should kit him out with.

You could try picking a signature discipline for your maneuvers. That'll narrow it down to discipline weapons.


I've decided to switch Inquisitor for Empyreal Sorceror.

http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo-sorc erer-archetypes/wildblooded/mutated-bloodlines-paizo/empyreal/

I've never played an arcane dwarf before, and this one works perfectly. It's far too rare an opportunity to pass up.

Will be focusing on healing/defensive/earthy magic. Will mean losing all of my face skills...but I'm alright with that. Helps focus the character. Really looking forward to sitting down and making the changes.


Zektolna wrote:

I figured I'd go ahead and roll while I wait for your verdict on the unchained monk/zen archer conversion.

** spoiler omitted **

I think I'll go with the 25-point buy option.

Gah. Very sorry, I saw your post earlier and forgot to answer it. Unchained zen monk archer with the linked conversion looks good to me.

A straight out mystic-ish monk is slightly unusual for the region, but far from unheard of. A few Faerunian faiths have martial arts traditions that are monky enough, complete with monasteries. (Rather more have the copying books sort of monasteries. Some are both.) You could easily keep the flavor. For a particularly apt deity, you could choose the Southlander god Ilmater. His nearest centers of worship are far from Sundabar, but his faith has very good and close relations with Tyr's and Torm's. Your PC could be in Sundabar on a pilgrimage (maybe a test if you can endure the rigors of the North) or some sort of personal business.

Ilmater is an LG fighting evil sort, but not so smite-inclined as Tyr or Torm. His special task is comforting those suffering under evil. Whereas Tyr and Torm are the sorts that kick down the door and break you out of the torture chamber, Ilmater is the guy who was there with you the whole time, sharing your suffering and so making it less. He's the sort of person that's being flayed next to you, screaming and crying as he endures, but who also keeps his eyes fixed on you and tries to hold your hand tight to lend you support as the same happens to you. And then he'll still be there when it's over, shaking and trembling himself, to hold you and help you get it together. His is a quiet faith full of dedicated, very compassionate people who have seen a lot and haven't left it all behind but are committed to helping and healing others all the same. It's acceptable for Ilmatari to defend themselves and, especially, innocents, so a combative focus isn't at all out of order. Self-denial, meditation, and the aforementioned tests of endurance which lead to greater understanding and spiritual uplift are a big part of the faith's devotional side.

Of course you can re-flavor this as peerless archery in another way. Tempus Foehammer is always up for anything fighty, but he's more into heavy armor beat downs. Possible good fits:

1) Mielikki Gladestrider is basically the god of rangers and woodcraft, so archery is a natural connection. (Especially if you want to do monk/druid or monk/ranger.) Mielikki has a presence in and around Sundabar, though not a constant one. Your character would probably have been taught by roving ranger and druid sorts.

2) Lurue Silverymoon could be a more mystical version of the same, with the arrows recalling unicorn horns, starlight, and the like. Lurue's faith has a strong whimsical aspect that may be hard to square with monky-monk, though. (Not an issue if you're not interested in the priesthood, of course.) She's more present in Silverymoon, but that could be where your PC is from originally. Alternatively, Selune could work in much the same cast but less whimsical. The arrows are moonbeams. :)

3) If you want to go elfy, Solonor Thelandira is literally god of archery. For a more mystical, somewhat more monky angle, Sehanine Moonbow could also work. She's a little chaotic (most elf gods are) but she hates undead and is all about dreams and transcendence, so there are some thematic resonances. The nearest large elf communities are in Silverymoon and Everlund, which are major trading partners of Sundabar.

4) Over in the dwarven pantheon, we have Clanggedin Silverbeard. He's a war god open to new ideas and martial innovation. If you can kick ass reliably, he wouldn't mind too much that you used a bow to do it. Nicely lawful too. For a longer shot, Marthammor Duin is basically the god of dwarves living non-traditional lives on the surface. He's not very mystical or archery-oriented, but could work as a dark horse pick.


Bolkvar Stonebeam wrote:

I've decided to switch Inquisitor for Empyreal Sorceror.

http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo-sorc erer-archetypes/wildblooded/mutated-bloodlines-paizo/empyreal/

I've never played an arcane dwarf before, and this one works perfectly. It's far too rare an opportunity to pass up.

Will be focusing on healing/defensive/earthy magic. Will mean losing all of my face skills...but I'm alright with that. Helps focus the character. Really looking forward to sitting down and making the changes.

A dwarf who does magic? Somewhere, an entire room full of clan elders just looked up and in Bolkvar's direction, scandalized. :)


But it fits so well! Take a look. :)

Seeker Sorceror. So he now has trapfinding (and better perception to find traps). His spells are all divinely given...no different than a priest. Even made the spell choices to be more divine-ish.

Mage Armor (generic protection spell)
Bless (bloodline spell)
Magic Weapon (also a divine spell)
Bloodline Power (1d4+1 damage to evil creatures or healing towards allies)

Quite happy with this. Sure, loses out on alot of damage potential (due to losing divine favor), loses his insane magic resistance, and loses his face skills. But in return he gains better AC, trapfinding, divine abilities...and full spell progression.


Samnell wrote:

Gah. Very sorry, I saw your post earlier and forgot to answer it. Unchained zen monk archer with the linked conversion looks good to me.

No worries and thank you. Your detailed response was well worth the wait. Sounds like it would make the most sense for a monk to be journeying to Sundabar rather than be native to there. I'll have to dig into more about Ilmater and the Southlands.

Since this will be my first time applying to a gestalt game, I did want to clarify one thing about the rules. The line about class skills says, "Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid [sic] can purchase skills from both the barbarian and bard lists as class skills."

The "have four times this amount at 1st level" is the part I'm a bit confused about. It might be a typo, but read as is, it makes it sounds like you would get 6+int x4 skill points at level one, but that doesn't really make sense. I'm assuming by "purchase skills" it's just referring to putting ranks in said skills. Any clarity you could bring on the subject would be appreciated. Thank you again in advance!

Scarab Sages

Another Samnell gestalt game? How interesting...

I've yet to play a game in FR (at least outside of video games), so this could be interesting. Could I have my brains eaten by a mindflayer? That would be ever so exciting.

Dice rolls have never been kind, but just in case:

4d6 ⇒ (1, 2, 1, 1) = 5
4d6 ⇒ (4, 1, 6, 4) = 15
4d6 ⇒ (3, 2, 1, 6) = 12
4d6 ⇒ (4, 4, 3, 5) = 16
4d6 ⇒ (2, 5, 1, 4) = 12
4d6 ⇒ (4, 5, 2, 2) = 13

4, 14, 11, 13, 11, 11

So a... uh... a -1 point buy? Let's try again I guess...

4d6 ⇒ (5, 4, 1, 1) = 11
4d6 ⇒ (6, 4, 1, 3) = 14
4d6 ⇒ (4, 2, 4, 2) = 12
4d6 ⇒ (5, 5, 6, 5) = 21
4d6 ⇒ (4, 1, 4, 5) = 14
4d6 ⇒ (3, 6, 1, 6) = 16

10, 13, 10, 16, 13, 15

Quite a bit better, that's a 23 point buy. Guess we'll be going with the 25 point buy, but that was fun, especially the first roll. =P


"I tell ye, it 'aint natural!" Durgon slammed his tankard onto the table, causing coins, plates and loose debris to jump. The red faced dwarf, white bearded dwarf had one fist on the table and the other on his axe. A very small Bolkvar hid behind his father.

"An' what does it matter, eh? Yer lad was bleedin', wasn't he? Rock fell right on his head, an' my lad healed him right up as good as any priest. Would ye rather yer boy be dead to a cave-in?" This seemed to anger the elder even more.

"Ye bring that up? Who knows what damage yon creature did to me wee lad! This stinks o' magik. Unnatural energies!"

Bolkvar's father, getting angry too, yelled back "Magic! Gift from the gods! What does it matter?! The Deep Marshalls, do they not use magic? Does their art not come from the ancestors? From the gods?!"

The elder surged to his feet, spittle coming out of his mouth. "Ye DARE bring them up too?! Do ye know no decency? They train fer their entire lives to learn the art, an' that THING jus' ups and does it willy-nilly? No! This has never happened before in our clan. NEVER!"

His father forced a word in. "Never before doesn't mean wrong now."

The elder's face turned grim at this, the burning rage turning into a cold, hard anger. "Mark my words. Ye may protect that thing now. But what sway do ye have with the council? How long before the next tragedy happens? How long until it causes another cave in?"

Before Bolkvar's father could say anything, elder Durgon had already gotten up and was storming out. The slammed door left a cold silence behind.

Kron Stonebeam knelt down and hugged his young son. "There now laddy, dunnae cry. Father's here. I'll protect ye." He held Bolkvar tight. "I'll protect ye."

Two months later, a small dwarven child bid farewell to his father, his mother, his younger sister, and the rest of his clan. It marked the end of his childhood, and it would be several decades before he would see any of them again. For his own protection, Bolkvar was sent away. To a monastery devoted to Dugmaren Brightmantle. The priesthood there were known for being scholars and inventors. Eccentric. Some even whispered...open minded. With his parents' gold, Bolkvar was accepted, and his talents were trained by the priesthood and were treated for what they were, divine gifts.

While his faith, and his skills, were honed by the priesthood, there was always something that Bolkvar carried with him that none could take from him. Something that was his, and his alone. It was his name. Stonebeam. In his heart, he knew who he was, and was not going to let anyone tell him anything different. But cut off as he was from his clan, the young dwarf had to battle years of depression and loneliness, always fighting the feeling that he was unwanted. Slag from a furnace. Knowing about his clan became a driving obsession of his, for he felt that if he could just learn more about his name, he would finally discover himself.

It was only when he had reached adulthood, and had been welcomed as a full scholar of Dugmaren Brightmantle, that Bolkvar finally set off on his own. He went in search of Auvandell, for the ancient tomes of archives said that it was once the ancestral home of his clan. Clad in naught but the tattoos of his faith, and armored by his faith, Bolkvar marched into the cold winds and the deep snow, in search of himself.


Zektolna wrote:
Samnell wrote:

Gah. Very sorry, I saw your post earlier and forgot to answer it. Unchained zen monk archer with the linked conversion looks good to me.

No worries and thank you. Your detailed response was well worth the wait. Sounds like it would make the most sense for a monk to be journeying to Sundabar rather than be native to there. I'll have to dig into more about Ilmater and the Southlands.

Since this will be my first time applying to a gestalt game, I did want to clarify one thing about the rules. The line about class skills says, "Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid [sic] can purchase skills from both the barbarian and bard lists as class skills."

The "have four times this amount at 1st level" is the part I'm a bit confused about. It might be a typo, but read as is, it makes it sounds like you would get 6+int x4 skill points at level one, but that doesn't really make sense. I'm assuming by "purchase skills" it's just referring to putting ranks in said skills. Any clarity you could bring on the subject would be appreciated. Thank you again in advance!

Gestalt is technically a 3.5 ruleset so it uses that editions terminology and rules. The whole x4 thing is a 3.5 rule.

For your Pathfinder character gestalt skills work like this:
You gain the class skills of all classes you have levels in.
You gain a number of ranks per level equal to your highest progression (so a fighter//barbarian would have 4 ranks per level + INT).


Samnell wrote:
Marcus of Torm wrote:
Oh I see this is set waaay up north, funnily enough a few years back I played a campaign on these boards set in the spine of the world with this paladin. I think I might reprise him since I enjoyed RPing him. I'll go with something else flavorful to round him out - not sure what class yet, won't be anything too weird or it wouldn't be Marcus.
No shame in playing it more even keel. The weird concepts get more verbiage because they need to be integrated more. Fighter is always a great addition for paladins. Cleric would lend more of that 2e votary kit kind of feel.

Paladin/Fighter works. Marcus was a switch hitter before and with all those feats he'd be rather good at it.

I quite like the idea of Cleric/Paladin or even Warpriest/Paladin - however that needs Cha, Wis, Str and ideally 12+ in Dex & Con. Just too MAD given the dice rolls. There is the Tortured Crusader archetype for a Wis based paladin. That's cool and mechanically it would be sound - but it's not Marcus :) The only archetype (I'm aware of) to make a charisma based Cleric/Warpriest is the Elder Mythos Cultist but that clearly doesn't fit :)

Paladin/Bard or Paladin/Sorcerer works mechanically but arcane casting doesn't feel right for Marcus.

Paladin/Oracle works mechanically and the Warsighted Oracle archetype sounds like it would be interesting to play. Incidentally I did try a life-link based shaman and the accounting for lifelink healing was extremely tedious. If I did go with a Paladin/Oracle I won't be taking life link.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Jerod Runolfson-Fighter/Investigator

Background:

Hair: Black, Eyes: Blue, Favoured Deity: Tempus, Alightment: Chaotic Good
Jerod is a member of the Great Worm Tribe of the Uthgardt (or another more suitable one at GM discretion some of the others looked like they might cause problems). Though strong of arm from his youth Jerod was also keen of mind and studied ways to unlock his hidden potential using concoctions and his own innate magic.

He has headed towards Sundabar to make his fame and fortune, working as a caravan guard on a sadly uneventful journey here. Its a curious place but the lands have deep roots and he knows he should have no trouble finding adventure here whether hired to do so or not. Surely there’d be some work going on here to help him begin building upon his ambitions. It was not merely gold he was after but means to an end. His elder brother had died challenging for leadership of the Great Worm Tribe and with a heavy heart Jerod has moved on. With coin and cunning he has considerations towards establishing a settlement of his own, carving out an area he could hold sway over to some day grow old and fat with many grandchildren around him. A trading post village walled off from the dangers of the wilds and the elements could be something a man could be proud of.

But coin would be needed and if he earned a reputation people would be more likely to come to him when the time came, or leave him alone depending on the reputation he forged.

Character Sheet:

Human (Uthgardt)Fighter 3/Investigator 3
Str 17, Dex 14, Con 14, Int 14, Wis 12, Cha 11
HP: 39 AC: 21, FF: 18, Touch: 13
Fort: +6, Ref +6, Will +7
Melee: Mwk Cold Iron Longsword +8, 1d8+3, 19-20/x2
Ranged: Javelin +5, 1d6+3, 20/x2
Feats: Skill Focus (Perception)-Focused Study Alternate Racial Trait, Weapon Focus, Fast Learner, Dodge, Iron Will
Talents: Underworld Inspiration
Class Features: Poison Lore, Poison Resistance +2, Trapfinding, Inspiration, Alchemy, Trap Sense +1, Keen Recollection, Armour Trainning, Bravery +1
Languages: Common, Illuskan, Orc, Bothii

Skills: Anything with an “*” can roll for inspiration without spending a point.
Acrobatics 3=1+2+3-3, Bluff* 4=1+0+3, Climb 4=1+3+3-3, Diplomacy 4=1+0+3, Disable Device* 7=3+2+3-3+2, Handle Animal 4=1+0+3, Heal 5=1+1+3, Intimidate* 4=1+0+3, Knowledge-Arcane* 6=1+2+3, Dungeoneering* 6=1+2+3, Engineering* 6=1+2+3, Geography* 6=1+2+3, History* 6=1+2+3, Local* 6=1+2+3, Planes* 6=1+2+3, Religion* 6=1+2+3, Linguistics* 6=1+2+3, Perception 10=3+1+3+3, Ride 3=1+2+3-3, Sense Motive 5=1+1+3, Spellcraft* 6=1+2+3, Survival 5=1+1+3, Stealth 3=1+2+3-3, Swim 4=1+3+3-3, Use Magic Device 4=1+0+3

Formula Book:
1st- Cure Light Wounds, Long Arms, Identify, Disguise, Comprehend Languages, Endure Elements, Enlarge Person, Heightened Awareness
2nd-Barkskin, Blood Transcription, Bears Endurance, Bulls Strength, Cure Moderate Wounds, See Invisibility, Cat’s Grace

Gear: Mwk Breastplate, Mwk Heavy Steel Shield, Mwk Cold Iron Longsword, Alchemical Silver Dagger, Mwk Backpack, Shield Sconce, Mwk Thieves Tools, Fighters Kit, Javelins x4, 10gp

Shadow Lodge

Ok I guess I'll just build two characters and then pick between them given what the rulings are

@marcus: life or lore oracle seem good for making you better at what you are already doing

Shadow Lodge

After actually getting down to build both versions of the character I've found that both work very well, though with different feels

the soulknife magus is like "I was born to be a mage but screw that, being a warrior is more fun"

The ageis magus is tank-y mc tankerson of the Michigan tanks . The Tankiest tank who ever tanked (plays in nicely with the imortalirt angle)


Wow, This is what I get for not checking the recruitment boards ever day, starting on the third page...

Big time dot. I’m really enjoying the game Tribim is in, so how do I not? Sundabar? Looks like I have a little reading to do.

Samnell, realizing you wrote:
All these races have various canon ethnicities in Faerun. In past editions those ethnicities sometimes had different stats. Not so here. So far as PC races go, elves are elves, dwarves are dwarves, etc. The differences between them are cosmetic and cultural.

Would you permit Alternate Racial Traits? Specifically Racial Subtypes: Arctic Elf: These elves were born and raised in the frozen lands of the far north or south, and have dealt with freezing deserts, nights that last for weeks, and the horrors that roam the cold terrain. These elves have the darkvision, desert runner, and elemental resistance alternate racial traits.

Either way I’m certainly interested and will get started on my elf gestalt probably Ranger/Inquisitor. Lets see what the dice think.
4d6 - 1 ⇒ (5, 5, 3, 1) - 1 = 13
4d6 - 3 ⇒ (3, 5, 3, 6) - 3 = 14
4d6 - 1 ⇒ (1, 2, 1, 2) - 1 = 5
4d6 - 2 ⇒ (3, 4, 6, 2) - 2 = 13
4d6 - 3 ⇒ (3, 4, 3, 6) - 3 = 13
4d6 - 2 ⇒ (5, 2, 4, 2) - 2 = 11
What would that be, like an 8 pt. buy? I think I will go with the 25 pt. buy.


Dotting in. I've been trying to get more into FR. I'll be reading the primers before making a character, but I wanted to see if I'd be using rolls or 25 point-buy first.

Roll: 4d6 ⇒ (5, 1, 4, 4) = 14 13
Roll: 4d6 ⇒ (4, 6, 2, 4) = 16 14
Roll: 4d6 ⇒ (5, 4, 4, 2) = 15 13
Roll: 4d6 ⇒ (5, 6, 5, 2) = 18 16
Roll: 4d6 ⇒ (1, 4, 5, 1) = 11 10
Roll: 4d6 ⇒ (2, 5, 1, 3) = 11 10

Good rolls, but only a 21 Point-Buy. 25 Point-Buy it is.


Zektolna wrote:
The "have four times this amount at 1st level" is the part I'm a bit confused about. It might be a typo, but read as is, it makes it sounds like you would get 6+int x4 skill points at level one, but that doesn't really make sense. I'm assuming by "purchase skills" it's just referring to putting ranks in said skills. Any clarity you could bring on the subject would be appreciated. Thank you again in advance!

It's a 3e-ism. In 3e, which is where the Gestalt rules are from, you didn't get the +3 bonus for trained in a class skill. Instead you had max skill ranks = class level+4. At first level you got four times the usual skill points so you could max yourself in the same assortment of class skills as PF allows. Paizo simplified things by putting in the +3, thus removing the unintuitive business of buying skills one way at first level and then a slightly different way every level after.

Which is a long way to say you can just ignore it. :)

Also I can see about providing more information Ilmater and the southlands (not a formal term you'd find on an FR map, but a general reference to all points south of the North) where he's most revered later today.


4d6 - 1 ⇒ (1, 3, 2, 3) - 1 = 8
4d6 - 2 ⇒ (6, 4, 2, 6) - 2 = 16
4d6 - 3 ⇒ (3, 4, 6, 3) - 3 = 13
4d6 - 1 ⇒ (4, 4, 1, 6) - 1 = 14
4d6 - 2 ⇒ (6, 6, 2, 4) - 2 = 16
4d6 - 1 ⇒ (1, 2, 6, 2) - 1 = 10

Dotting for interest. Been a couple decades since I played in FR. Let's see what I can come up with.


Raisse wrote:

Another Samnell gestalt game? How interesting...

I've yet to play a game in FR (at least outside of video games), so this could be interesting. Could I have my brains eaten by a mindflayer? That would be ever so exciting.

Yes, but probably not for a while. Mind flayers start around CR8 and I feel like you'd need to be about fourth level before I dumped a city of them on you.

One of the fringe benefits of setting the game in FR, besides it being my favorite setting and the wealth of material to mine, is that it comes with ready-made license fore trotting out a lot of cool WotC IP monsters that necessarily fell under a shadow in PF.


Can't resist the rolls....

4d6 ⇒ (5, 4, 1, 3) = 13 = 12
4d6 ⇒ (1, 3, 1, 1) = 6 = 5
4d6 ⇒ (6, 5, 2, 6) = 19 = 17
4d6 ⇒ (2, 3, 2, 5) = 12 = 10
4d6 ⇒ (4, 1, 1, 5) = 11 = 10
4d6 ⇒ (2, 4, 6, 1) = 13 = 12

something like a 10 point buy, and a +2 bonus, so no re-reroll....so 25-point by it is


Marcus of Torm wrote:
I quite like the idea of Cleric/Paladin or even Warpriest/Paladin - however that needs Cha, Wis, Str and ideally 12+ in Dex & Con. Just too MAD given the dice rolls. There is the Tortured Crusader archetype for a Wis based paladin. That's cool and mechanically it would be sound - but it's not Marcus :) The only archetype (I'm aware of) to make a charisma based Cleric/Warpriest is the Elder Mythos Cultist but that clearly doesn't fit :)

Ia, Torm Goldententacles! Ia the writhing justice of Tyr, who madness attends! I don't see the problem. :)

Yes I do.


Robert Henry wrote:
Wow, This is what I get for not checking the recruitment boards ever day, starting on the third page...

Getting a lot of repeat offenders in this thread. You stalkers have just the lowest of standards. :)

Robert Henry wrote:
Samnell, realizing you wrote:
All these races have various canon ethnicities in Faerun. In past editions those ethnicities sometimes had different stats. Not so here. So far as PC races go, elves are elves, dwarves are dwarves, etc. The differences between them are cosmetic and cultural.
Would you permit Alternate Racial Traits? Specifically Racial Subtypes: Arctic Elf: These elves were born and raised in the frozen lands of the far north or south, and have dealt with freezing deserts, nights that last for weeks, and the horrors that roam the cold terrain. These elves have the darkvision, desert runner, and elemental resistance alternate racial traits.

I'm open to alternate racial traits, but that particular set would be a little weird for northern elves. They tend strongly to eschew the desert because they believe it to be an unnatural product of a human-caused magical calamity. Darkvision would, as the trait suggests, invoke drow blood to lots of elves. The elemental resistance is fine as-is, though.

Robert Henry wrote:
Either way I’m certainly interested and will get started on my elf gestalt probably Ranger/Inquisitor. Lets see what the dice think.

I'll try to get a little bit about elf religion up for you tonight. If I forget, push a statue over on me.

Robert Henry wrote:
What would that be, like an 8 pt. buy? I think I will go with the 25 pt. buy.

You fell prey to an unforseen wrinkle in giving people the chance to roll, which I've fixed on revision. It's less than 20 point buy, so you can roll again. Keep rolling until you get both a set with a positive net ability modifier and equivalent to 20 point buy or better. Then you can choose between that and 25 points. :)


Spazmodeus wrote:

Can't resist the rolls....

4d6 = 12
4d6 = 5
4d6 = 17
4d6 = 10
4d6 = 10
4d6 = 12

something like a 10 point buy, and a +2 bonus, so no re-reroll....so 25-point by it is

Reroll 'em. I'm not evil. :) You can keep going until you get a positive net bonus AND 20 point buy or better.


While I'm here, I think the submissions roster (above the thread) is accurate as of this post. If I've missed your mostly-complete PC with background, let me know.


Samnell wrote:
While I'm here, I think the submissions roster (above the thread) is accurate as of this post. If I've missed your mostly-complete PC with background, let me know.

Youll need to take War Soul off my archetype list.


How do you feel about the Aldori dueling sword for a weapon? Part of my gestalt is magus, and I'm trying to avoid going the stereotypical scimitar/rapier magus, and this seemed a decent fit. Is there some flavor we could possibly fit to it that it needs, as opposed to what it currently has?


Johnnycat93 wrote:
Samnell wrote:
While I'm here, I think the submissions roster (above the thread) is accurate as of this post. If I've missed your mostly-complete PC with background, let me know.
Youll need to take War Soul off my archetype list.

Done.


Do you have a year that this will start in. I know you said before a cetrain event but how far before that event?

Shadow Lodge

Version one

soulknife/magus:
Str 10
Dex 12
Con 14
Int 18
Wis 17
Cha 11

Feats
Extra blade skill
Weapon focus (mindblade)
Psionic talent x2

Blade skills
Form mindshield
Improve mindshield
Focused offense

AC 10+ 4(armor)+4 (shield)+1 (dex)

To hit +9 (+10 when using arcana pool)

Power points per day
3 (fcb)+5 (feats) +1 (class) +1 (mental stat bonus)

10 total

Skills

3 ranks perception
3 ranks know (arcana)
3 ranks spell/psicraft
3 ranks diplomacy
3 ranks sense motive
2 ranks stealth
rank intimidate
3 ranks know (dungeoneering)

Version two

Ageis/magus Alton Vensryn:

magus/ageis

Str 17
Dex 14 (includes enchantment bonus)
Con 15
Int 18
Wis 10
Cha 11

AC 10+4 (armor)+2(dex)

Skills 4+int per level

8x3=24

Skills of note
Perception +6
Spell/psicraft 11
Know (arcana) +9
Know psionics +8
Diplomacy +6
Bluff +4
Stealth +6
Craft (alchemy) +11

To hit
Melee
Black blade +8 (without power attack)
Ranged +6

Feats

Weapon focus
Power attack (placeholder)

Magus arcana: black blade

Customizations 5 points
Nimble
Speedx2
Evasion

Ranged Attack (1 point)
The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft.

Stalwart (1 point)
 
Stalwart (Ex): You are able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack.
Improved Stalwart (Ex): You are incredibly resistant to affects that assault the body or mind. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. If you fail the save, you instead suffer the partial effect.
As long as the aegis is wearing the astral suit,if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.

Climb (2 points)
The aegis gains a climb speedequal to 1/2 of his base land speed. (20)

Swim (1 point)
The aegis gains a swim speed equal to his base speed. (40)

Astral Repair (Ps)
An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Form Astral Suit (Su)
Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his astral suit.
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn.
(Editor’s Note: Full details on how astral suits work can be found here: Astral Suits)
Craftsman
Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
Damage Reduction
Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
Invigorating Suit (Su)
An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Reconfigure
Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.


Samnell wrote:
Zektolna wrote:
The "have four times this amount at 1st level" is the part I'm a bit confused about. It might be a typo, but read as is, it makes it sounds like you would get 6+int x4 skill points at level one, but that doesn't really make sense. I'm assuming by "purchase skills" it's just referring to putting ranks in said skills. Any clarity you could bring on the subject would be appreciated. Thank you again in advance!

It's a 3e-ism. In 3e, which is where the Gestalt rules are from, you didn't get the +3 bonus for trained in a class skill. Instead you had max skill ranks = class level+4. At first level you got four times the usual skill points so you could max yourself in the same assortment of class skills as PF allows. Paizo simplified things by putting in the +3, thus removing the unintuitive business of buying skills one way at first level and then a slightly different way every level after.

Which is a long way to say you can just ignore it. :)

Also I can see about providing more information Ilmater and the southlands (not a formal term you'd find on an FR map, but a general reference to all points south of the North) where he's most revered later today.

Ah, okay. That makes much more sense. Thank you (and Johnnycat93) for the clarification.

I'll certainly understand if you don't have time to get up more info on Ilmater, but I would greatly appreciate it if you do. He's probably the God I'll be going with as it makes the most sense.

Also, would it be possible to take Deadeye Bowman as a trait? It's intended for worshippers of Erastil in Golarion, but it would fit really well with the backstory I'm working on.

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