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A couple things: as far as a character goes, I'm thinking a Blade Adept Arcanist//Inspire Blade Swashbuckler going towards fencing grace and pseudo-magus status.
That said, I'm now posting from my phone; hurricane Matthew has knocked out my power, and while I don't expect it to be super long, I could very easily be wrong. Hopefully I'll be back up and running soon enough to actually get to my books and stuff, and make a coherent character with both fluff and crunch. If not: Have fun, those that make it in!

Samnell |

A couple things: as far as a character goes, I'm thinking a Blade Adept Arcanist//Inspire Blade Swashbuckler going towards fencing grace and pseudo-magus status.
That said, I'm now posting from my phone; hurricane Matthew has knocked out my power, and while I don't expect it to be super long, I could very easily be wrong. Hopefully I'll be back up and running soon enough to actually get to my books and stuff, and make a coherent character with both fluff and crunch. If not: Have fun, those that make it in!
Good luck with the, er, hurricane?

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Edgar Lamoureux wrote:Good luck with the, er, hurricane?A couple things: as far as a character goes, I'm thinking a Blade Adept Arcanist//Inspire Blade Swashbuckler going towards fencing grace and pseudo-magus status.
That said, I'm now posting from my phone; hurricane Matthew has knocked out my power, and while I don't expect it to be super long, I could very easily be wrong. Hopefully I'll be back up and running soon enough to actually get to my books and stuff, and make a coherent character with both fluff and crunch. If not: Have fun, those that make it in!
Former hurricane, as of now at least. Post-tropical cyclone, I think they call it. All I've really got now is wind, and power will most likely be returned today or tomorrow.

Rednal |

Incidentally, as someone who frequently plays Gestalt... my advice to everyone else is to focus on expanding your abilities, rather than min-maxing something to do it unusually well. ^^ Being able to solve more problems tends to help more than being able to solve the same problems a bit better than before.

oyzar |

Incidentally, as someone who frequently plays Gestalt... my advice to everyone else is to focus on expanding your abilities, rather than min-maxing something to do it unusually well. ^^ Being able to solve more problems tends to help more than being able to solve the same problems a bit better than before.
This adventure is said to be difficult though and he did say he would ramp up the difficulty even further though. Being able to deal very well with a problem also has its merits. Of course that doesn't help if you are useless in other situations though. I guess what I'm trying to say is, don't spread yourself to thin.
Of course my character will be an arcane, divine and martial character. The only thing it won't be good at is skills (and even there at least the facial skills at least will be ok).

Cam James |

Looks neato!
I am wondering if you could tell us a bit more about Zummabu, the local wizard?
Also languages, the way I understand it is that we basically replace Common with one of our own "racial Languages," which will probably be Untheric?
Also could you give me a bit more info on any other languages in the area? Even something as short as "XXX" language, spoken by the "YYYs." would help, for my second idea, which is basically a Wizard with a obsession for languages and ancient ruins.
Lastly, I dont know anything about Age of Worms or Forgotten Realms, just letting you know I might need help in the future :)
Now, for my 2 ideas, both are just concepts I will see if I can use.
The first one is an Orc survivalist, he is an Orc Fighter and utilizing the orc FCB (+2 negative hp) and the diehard feat to create a very tenacious fighter. Next I would focus on the survival aspect where he lives outside the city in a sort of nomadic, roaming style. He is local to the land and area, but not necessarily to the city itself, yet Zummabu is an important person for him, keeping him anchored to civilization, and the city (and why he stays with the party, I am looking for a survivalist not a loner)
Basically, tough fighter, bordering unkillable, excellent survival and local skills. The guy you go to when you want to know where something is and how to get there.
But orc (or even half-orc) would probably not work well. I will see if I can make him human and still work, maybe half-orc who is very, very human-like?
As for his second class, I am thinking of ranger to play up the wilderness survivor angle. Will have to think more.
What are some of the local animals or wildlife? I would rather take that for a favored enemy then human or outsider for instance.
The second idea is to create a wizard of some sort, give him a strong focus on languages and ancient lore. He is in Dalath with great interest in the ancient tombs that have been found in the surrounding hills and its his goal to explore and document as much of them as he can. Basically he views it as his lifes work and worth the risk of the city and its... Eccentric king.
Not sure on his second class, some thoughts, maybe Investigator (cuz more Int skills, and it fits, but it is very specialized), Mindchemists perfect recall would be fun but probably not. Maybe a bard of some sort, I know that there are some that could work (Archivist and Archaeologist come to mind immedeately) but I will have to look into it more :)
Edit: maybe lore oracle?
would Ancient History be a Knowledge skill or a Lore skill? I will have plenty of background skills already so I am not worried about that, I guess its a question of scope :)

Vrog Skyreaver |

Here is my submission, Oltho the clanless
STR 14
DEX 16
CON 16
INT 14
WIS 14
CHA 6
HP 15
AC 17 T13 FF14
BAB 1
Init +3
Fort +5
Ref +5
Will +2
*: +2 to spells, spell-like abilities, and poisons
Speed 20'
Kinetic Blast (Ranged): +4 to hit (5 w/pb shot); 1d6+4 damage (+5 w/pb shot); x2 crit
*Background (Free Ranks): Knowledge (Engineering) r1 +8, Craft (Armorsmithing) r1 +6 (+8 vs. Metal or Stone)
*Background: Knowledge (History) r1 +8, Craft (Weaponsmith) r1 +6 (+8 vs. Metal or Stone)
*Adventuring (Lore Warden): Knowledge (Dungeoneering) r1 +8, Knowledge (Religion) r1 +8
*Adventuring: Climb r1 +6, Knowledge (Planes) r1 +8, Knowledge (Nature) r1 +8, Perception r1 +6
Alternate Racial Traits: Craftsman (Replaces Greed), Stonesinger (Replaces Stonecunning)
Breadth of Experience, Point Blank Shot | Worldly, Warsmith
Kineticist:
Burn
Gather Power
Infusions: Extended Range
Elemental Focus: Earth
Simple Blast: Earth Blast
Defense: None
Wild Talents: Basic Geokinesis
Fighter Class Features:
Archetype: Lore Warden
Scholastic
Gear: Chain Shirt (Self Crafted), MW backpack, 50' hemp rope, Waterskin, Bedroll, Tanglefoot Bag x2

Samnell |

Rednal wrote:Incidentally, as someone who frequently plays Gestalt... my advice to everyone else is to focus on expanding your abilities, rather than min-maxing something to do it unusually well. ^^ Being able to solve more problems tends to help more than being able to solve the same problems a bit better than before.This adventure is said to be difficult though and he did say he would ramp up the difficulty even further though. Being able to deal very well with a problem also has its merits. Of course that doesn't help if you are useless in other situations though. I guess what I'm trying to say is, don't spread yourself to thin.
I plan to ramp things up some, but keep in mind that I'm ramping them up from 3.5 where PCs were more fragile and to take into account PF and gestalt's greater fortitude. Perfect world, I'd nail just where 3.5 was. But that's impractical without actually running 3.5, which I'm not interested in. If it ends up easier than things were, that's ok. Even if it's harder, it's always fine for the PCs to have some encounters they just stomp through.
Ultimately, it's my job to dial into what's fun for everyone and I'm pretty sure nobody likes to stand around constantly missing or be forever on the edge of death. Since the nature of the beast is that I'm going to be adjusting encounters most of the time, I plan to do a little stat census of the PCs so I have a very good idea of what's too high an DC, AC, etc.

Samnell |

Here is my submission, Oltho the clanless
** spoiler omitted **
** spoiler omitted **
Alternate Racial Traits: Craftsman (Replaces Greed), Stonesinger (Replaces Stonecunning)
** spoiler omitted **
** spoiler omitted **
Gear: Chain Shirt (Self Crafted), MW backpack, 50' hemp rope, Waterskin, Bedroll, Tanglefoot Bag x2
Could I get Vorg in the normal statblock format? Makes it much easier when sorting through several sheets at a time. He'll also need an alignment and a backstory.

Namtar |

I would be happy to do so, but could you please provide me with an example of what you consider the normal statblock format?
I think he means like a write up you'd see in the books. Or, like in the profile of an alias. See mine for an example. It's the kind of thing herolabs puts out, except you don't need herolabs, just a bit of formatting magic. That's usually what people mean by "standard statblock format"
You've got most of that but it's a bit hard to find. Certainly hard to find the race and alignment, which do come up in games. And, of course, the all important BG.

Samnell |

Looks neato!
I am wondering if you could tell us a bit more about Zummabu, the local wizard?
Sure. Zummabu's a relatively private person, but some think that he's the power behind the throne for his brother, the local lord. He's middle-aged and a bit retiring, but years ago he adventured. His exploits took place mostly quite far from Dalath, so most of what you hear are rumors: he single-handedly slew a dragon, he found enough gems to buy a mine, he's held the Scepter of the Sorcerer-Kings and read the Imaskarcana (whatever those are), danced with elves, bedded half the tavern wenches in Chessenta, that kind of thing.
Zummabu prefers not to talk about that part of his life, pleading memories he doesn't care to revisit. He spends his days in study and entertains himself with a variety of games conducted through correspondence. For a long time he's talked idly about writing a history of the Old Empires (the region of which Unther is a part, and used to rule most of) but nothing ever seems to come of it. Mostly Zummabu plays Dragonchess with a variety of people, but also a few more exotic games that involve the placement of tiles or beads.
Also languages, the way I understand it is that we basically replace Common with one of our own "racial Languages," which will probably be Untheric?
That's right. Functionally, Untheric is Common within the empire.
Also could you give me a bit more info on any other languages in the area? Even something as short as "XXX" language, spoken by the "YYYs." would help, for my second idea, which is basically a Wizard with a obsession for languages and ancient ruins.
Racial languages are basically the same: Dwarves speak dwarven, which is the most locally important one.
Aglarondan is spoken to the far northwest, on the Wizard's Reach. It's a strip of city-states fronting on the north coast of the inland sea, roughly opposite Chessenta and hard against the Yuirwood, which most Untheri believe to be full of the ghosts of vengeful elves. Unther's empire reached this far once, but no farther. Aglarondan is spoken by some merchants who come to Unther, but it's less common among them than Chessentan, Chondathan, or Mulhorandi. It has many infusions of elven and is written with the elf script, Espruar.
Chessentan is the language of most of the foreign mercenaries who Unther relies on. It's related to Untheric and spoken in the empire's former territories to the northwest, which are a series of city-states on the south coast of an inland sea. There are a significant number of Chessentan speakers in the local garrison. It's usually written in an alphabet common to the northwestern Realms more distant from Unther.
Chondathan is spoken in Chondath and lands far distant from Unther, on the northwestern coast of the inland sea. To most Untheri, it's the far side of the world. In Unther, you tend to hear it more from foreign traders looking for a big score than mercenaries. Either way, they're widely considered quite superstitious. It's the original home of the alphabet now used to write Chessentan too.
Draconic is the language of the local non-human menaces, the dragon-worshiping lizardmen of the Methwood. It's not a human tongue of any sort and difficult to speak, but often useful in magical research.
Mulhorandi is the language of Unther's ancient neighboring empire, with whom it's had a remarkably peaceful coexistence. Like Unther, it's a shadow of the empire it once was. Unlike Unther, it's quite stable and shows no signs of collapse. It's also spoken in Thay, a land ruled by the evil Red Wizards. Mulhorandi is written with a complicated system of hieroglyphics within Mulhorand, but with Infernal script in Thay and among certain cultists.
Shaaran is spoken by the people of the Great Grass Sea, the Empty Shaar. It's not related to Untheric, but has some influences from Unther's long rule of the region.
For ancient languages:
Ancient Untheric is different enough that counts as a separate language. It's what one's most likely to find written in tombs. The script has changed considerably since its heyday, so to an untrained reader ancient inscriptions are just gibberish.
Roushoum is the language of Unther's and Mulhorand's primordial, enemies: the Sorcerer-Kings of Imaskar. When the world was only half-made, they stole the Mulan people from their homes and gods and made them slaves. But the gods' eyes could not be blinded. They found the Mulan and threw down Imaskar in a great war, which reduced its verdant heartland to a waste of purple dust. What is know of these times is shrouded in myth, but Roushoum inscriptions sometimes surface in the most unexpected places. The language appears to have a strong connection to Ancient Untheric.
Lastly, I dont know anything about Age of Worms or Forgotten Realms, just letting you know I might need help in the future :)
That's what I'm here for. :)
For your concepts, the half-orc would have some trouble with role-playing. If you're up for dealing with fairly serious prejudice then there's no objection. If that would make things less fun, then it's probably best to try a human instead. If you want to invest in disguise ranks and/or a racial trait that helps him pass, then a human-looking half-orc would likely be able to dodge most of the issues. A full-blooded orc is out, since it's not one of the standard races.
For wildlife-oriented favored enemies, the Dalath area should give you fair portion of animals (mostly arid plains and foothills fauna), vermin, and a few magical beasts and aberrations to play with. But if you want to get your bonus often, and early, they may not be the best choice. Undead aren't animals or wildlife, but they will come up a lot. The Worms in "Age of" are more associated with undeath. Dragons come up fairly often, but not for the first adventure or two.
would Ancient History be a Knowledge skill or a Lore skill? I will have plenty of background skills already so I am not worried about that, I guess its a question of scope :)
It would fall under knowledge (history). If you wanted something considerably narrower, that could be Lore.
Big picture: either concept could work just fine. The wizard would have less RP baggage, if that's an issue.

Samnell |

Vrog Skyreaver wrote:I would be happy to do so, but could you please provide me with an example of what you consider the normal statblock format?I think he means like a write up you'd see in the books. Or, like in the profile of an alias. See mine for an example. It's the kind of thing herolabs puts out, except you don't need herolabs, just a bit of formatting magic. That's usually what people mean by "standard statblock format"
You've got most of that but it's a bit hard to find. Certainly hard to find the race and alignment, which do come up in games. And, of course, the all important BG.
I mean that exactly. :) Here's another example that some degenerate threw together.

Samnell |

I am loving this idea
I'm thinking some combination of lore or heavens oracle mixed with either paladin or bardDo we need a knowledge/skill monkey or a melee tank more
Either way would be a good healerIm considering variant multyclass too
I thought I posted this before, but it seems I've not. Sorry if this is a repeat.
Variant multiclass is one of those things I always forget exists, and so forgot to say no to in the chargen. But it's still a no. Gestalt basically does the same thing, but more so. Sorry I forgot and consequently have to pull the rug out from under you. :(

Samnell |

What places nearby have gnome communities? I guess it doesn't have to be all that nearby since I kinda have time to travel.
The nearest gnomes would be in the lands of the Wizard's Reach, north across the inland sea from Unther. It's a haul, but not an impossible one.
Here's a map of the region, which I'll also toss up top of the thread.

Kasyomnite Farcaller |

Oyzar's character here. I'm reusing an old alias. Seeing as I've already passed the post limit I might as well post from this.
The crunch is pretty much done, but I'm still working on the fluff.
Is this formatting ok? It's not quite like hero lab (spoilers to break up things and a more information for calculating skills and explain abilities), but it's fairly similar.
Gnomes normally start with gnome, sylvan and common. Since my character hail from Wizard's Reach, would I get aglarondan, gnome, sylvan and untheric for free? I guess I could invest a rank in linguistics if you think it's a bit much. Is Necril a language?
Would you allow Magical Knack to stack with Varisian Tattoo (Mage's Tattoo) and Lore Seeker? It's not a huge deal since I'll mostly be focusing on illusions, but it'll be nice when we reach shadow evocation (and +1 concentration/spell penetration doesn't hurt either). I'll use it to catch up a bit of the lost level from evangelist.

Vrog Skyreaver |

Reposting:
Oltho the clanless
Kineticist 1/Fighter (Lore Warden) 1
Alignment Size Type and Subtype
Init +3; Senses Darkvision 60', Perception +6
--------------------
Defense
--------------------
AC 17, Touch 13, Flat-Footed 14 [+4 Armor, +3 Dexterity]
HP 15 (1 HD; 1d10+[3+1 from favored class (Kineticist)])
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Simple Blast +[4] (1d6+4) Bludgeoning
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 16, Int 14, Wis 14, Cha 6
Base Atk +1; CMB +3; CMD 16
Skills: Knowledge (Engineering) r1 +8, Craft (Armorsmithing) r1 +6 (+8 vs. Metal or Stone), Knowledge (History) r1 +8, Craft (Weaponsmith) r1 +6 (+8 vs. Metal or Stone), Knowledge (Dungeoneering) r1 +8, Knowledge (Religion) r1 +8, Climb r1 +6, Knowledge (Planes) r1 +8, Knowledge (Nature) r1 +8, Perception r1 +6
Feats Breadth of Knowledge, Point Blank Shot
Traits Worldly, Warsmith
Languages Common, Dwarven, Draconic, Giant
SQ Alternate Racial Traits: Craftsman, Stonesinger; +2 to saves vs spells, spell-like abilities, and poisons
Other Gear Chain Shirt (Self Crafted), MW backpack, 50' hemp rope, Waterskin, Bedroll, Tanglefoot Bag x2
--------------------
Special Abilities
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Burn At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Gather Power If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Elemental Focus: Earth At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.
Wild Talent: Basic Geokinesis
Element earth; Type utility (Sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the siftAPG cantrip.
Infusion: Extended Range
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.
Scholastic Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Samnell |

Is this formatting ok? It's not quite like hero lab (spoilers to break up things and a more information for calculating skills and explain abilities), but it's fairly similar.
The formatting is fine.
Gnomes normally start with gnome, sylvan and common. Since my character hail from Wizard's Reach, would I get aglarondan, gnome, sylvan and untheric for free?
That's right.
Is Necril a language?
No. There's no general undead language that really fits its spot either. It varies by age and background of the undead or where cults come from and operate.
Would you allow Magical Knack to stack with Varisian Tattoo (Mage's Tattoo) and Lore Seeker? It's not a huge deal since I'll mostly be focusing on illusions, but it'll be nice when we reach shadow evocation (and +1 concentration/spell penetration doesn't hurt either). I'll use it to catch up a bit of the lost level from evangelist.
Knack is a trait bonus that caps at your HD, so it'll replace your CL from evangelist completely. Mage's tattoo gives you +1 CL, untyped, for one school with no limit. Those should stack either way. (So you'd be at level+1.)
Lore Seeker is untyped +1 to CL and DCs for three spells. Strictly speaking, I suspect it ought not stack. But since it's only three spells I'm not worried. Go ahead.

The Pale King |

Is there seriously a place called 'Methwood' in Unther? Great name :P I've been enjoying your play as Feliks in our Strange Aeons campaign, so I think I'll consider some ideas for a character here. I am wondering if there is a good gestalt combination to make using over-sized weapons worthwhile? Hmmm... There are so many possibilities with gestalt though.

Samnell |

Do you require clerics to be within one step of the deity's alignment?
Broadly speaking, yes. There are some exceptions in the religion spoiler, which are largely based on setting details and prior-editions stuff. For deities not there, I'm happy to provide the details. There's just too many gods knocking around FR (100+), and most of them not major presences in Unther, for it to be worth throwing together a big table.

Samnell |

Is there seriously a place called 'Methwood' in Unther? Great name :P I've been enjoying your play as Feliks in our Strange Aeons campaign, so I think I'll consider some ideas for a character here. I am wondering if there is a good gestalt combination to make using over-sized weapons worthwhile? Hmmm... There are so many possibilities with gestalt though.
:)
I'm sure the Methwood was named in the 1970s, when meth was just a nonsense syllable that sounded good.
I'm doing an orc ranger with an oversize bow & arrows in Dragon's Giantslayer game, mostly powered by a campaign trait. If you go with fighter, the Titan Fighter archetype is all about the swinging streetlights and hurling cars fun times. Titan Mauler for Barbarians is similar.
If you want to even out the penalties a bit, something with an on-demand butt for attacks would be a good pairing. That could be favored enemy, smite, bardic performance, inquisitions... Plus there's sure to eventually be buffs within the party. Lots of options out there.

Robert Henry |

I've been lurking since you posted the recruitment thread, I waited till I finished another game to make sure I would have time to play in case I was selected. I'm not familiar with FR or Unther, but the game sounds interesting. I'm thinking a street urchin that got caught stealing and sold into slavery. Zummabu, seeing something interesting in him, purchased him and had him trained for "acquisitions". The “something interesting” would be sorcerer or oracle. The training in “Acquisitions” would be unchained rogue or slayer. I read the information about Zummabu, does this sound like something that he would do?

Samnell |

I've been lurking since you posted the recruitment thread, I waited till I finished another game to make sure I would have time to play in case I was selected. I'm not familiar with FR or Unther, but the game sounds interesting. I'm thinking a street urchin that got caught stealing and sold into slavery. Zummabu, seeing something interesting in him, purchased him and had him trained for "acquisitions". The “something interesting” would be sorcerer or oracle. The training in “Acquisitions” would be unchained rogue or slayer. I read the information about Zummabu, does this sound like something that he would do?
Zummabu's enough of a traditionalist to feel like someone he senses has magical talent ought not be a slave. If the PC showed talent and interest, he'd probably be open to training for acquisitions and such, albeit not entirely thrilled that it would put you in danger.
So that would work out just fine. :)

Robert Henry |

thank you, two questions,
I realize you described the setting of the game as fantasy theme park Babylonia, I was thinking for sorcerer to use one of the 'genie bloodlines' or is that more Persian and not appropriate for the setting?
In reference to the slave/not a slave issue, would it matter to Zummabu if the sorcerer/rogue was a Halfling?

The Pale King |

The Pale King wrote:Is there seriously a place called 'Methwood' in Unther? Great name :P I've been enjoying your play as Feliks in our Strange Aeons campaign, so I think I'll consider some ideas for a character here. I am wondering if there is a good gestalt combination to make using over-sized weapons worthwhile? Hmmm... There are so many possibilities with gestalt though.:)
I'm sure the Methwood was named in the 1970s, when meth was just a nonsense syllable that sounded good.
I'm doing an orc ranger with an oversize bow & arrows in Dragon's Giantslayer game, mostly powered by a campaign trait. If you go with fighter, the Titan Fighter archetype is all about the swinging streetlights and hurling cars fun times. Titan Mauler for Barbarians is similar.
If you want to even out the penalties a bit, something with an on-demand butt for attacks would be a good pairing. That could be favored enemy, smite, bardic performance, inquisitions... Plus there's sure to eventually be buffs within the party. Lots of options out there.
A Titan Fighter/Dawnflower Dervish wielding a large Greatsword might be a lot of fun and evokes some great imagery. It's really too bad Titan Fighter loses Weapon Training with all those shiny new Advanced Weapon Training options available now though.

The Chess |

The Chess wrote:Do you require clerics to be within one step of the deity's alignment?Broadly speaking, yes. There are some exceptions in the religion spoiler, which are largely based on setting details and prior-editions stuff. For deities not there, I'm happy to provide the details. There's just too many gods knocking around FR (100+), and most of them not major presences in Unther, for it to be worth throwing together a big table.
What about Torm or Helm? Are they acceptable? :)

Groomahk |

Samnell wrote:A Titan Fighter/Dawnflower Dervish wielding a large Greatsword might be a lot of fun and evokes some great imagery. It's really too bad Titan Fighter loses Weapon Training with all those shiny new Advanced Weapon Training options available now though.The Pale King wrote:Is there seriously a place called 'Methwood' in Unther? Great name :P I've been enjoying your play as Feliks in our Strange Aeons campaign, so I think I'll consider some ideas for a character here. I am wondering if there is a good gestalt combination to make using over-sized weapons worthwhile? Hmmm... There are so many possibilities with gestalt though.:)
I'm sure the Methwood was named in the 1970s, when meth was just a nonsense syllable that sounded good.
I'm doing an orc ranger with an oversize bow & arrows in Dragon's Giantslayer game, mostly powered by a campaign trait. If you go with fighter, the Titan Fighter archetype is all about the swinging streetlights and hurling cars fun times. Titan Mauler for Barbarians is similar.
If you want to even out the penalties a bit, something with an on-demand butt for attacks would be a good pairing. That could be favored enemy, smite, bardic performance, inquisitions... Plus there's sure to eventually be buffs within the party. Lots of options out there.
if you throw Goliath Druid into the mix, you get free enlarge persons... stacked with a large weapon which then becomes HUGE as you become large...

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The Pale King wrote:if you throw Goliath Druid into the mix, you get free enlarge persons... stacked with a large weapon which then becomes HUGE as you become large...Samnell wrote:A Titan Fighter/Dawnflower Dervish wielding a large Greatsword might be a lot of fun and evokes some great imagery. It's really too bad Titan Fighter loses Weapon Training with all those shiny new Advanced Weapon Training options available now though.The Pale King wrote:Is there seriously a place called 'Methwood' in Unther? Great name :P I've been enjoying your play as Feliks in our Strange Aeons campaign, so I think I'll consider some ideas for a character here. I am wondering if there is a good gestalt combination to make using over-sized weapons worthwhile? Hmmm... There are so many possibilities with gestalt though.:)
I'm sure the Methwood was named in the 1970s, when meth was just a nonsense syllable that sounded good.
I'm doing an orc ranger with an oversize bow & arrows in Dragon's Giantslayer game, mostly powered by a campaign trait. If you go with fighter, the Titan Fighter archetype is all about the swinging streetlights and hurling cars fun times. Titan Mauler for Barbarians is similar.
If you want to even out the penalties a bit, something with an on-demand butt for attacks would be a good pairing. That could be favored enemy, smite, bardic performance, inquisitions... Plus there's sure to eventually be buffs within the party. Lots of options out there.
I wouldn't call them free, but the spontaneous casting is awfully nice, and who /doesn't/ want a dinosaur hanging around?

Samnell |

thank you, two questions,
I realize you described the setting of the game as fantasy theme park Babylonia, I was thinking for sorcerer to use one of the 'genie bloodlines' or is that more Persian and not appropriate for the setting?
Genies are good. They're part of an ambiguous class of spirits within Untheric theology.
In reference to the slave/not a slave issue, would it matter to Zummabu if the sorcerer/rogue was a Halfling?
He probably wouldn't treat you quite as much like an equal as he would a human (thought still not horribly, both because he's a nice guy and because it sucks to have an NPC meant to be sympathetic and have some hold over PCs to be a dick), but it wouldn't change his mind on taking in someone with magical talents. Having magic makes you better, so far as he's concerned.

oyzar |

Samnell wrote:A Titan Fighter/Dawnflower Dervish wielding a large Greatsword might be a lot of fun and evokes some great imagery. It's really too bad Titan Fighter loses Weapon Training with all those shiny new Advanced Weapon Training options available now though.The Pale King wrote:Is there seriously a place called 'Methwood' in Unther? Great name :P I've been enjoying your play as Feliks in our Strange Aeons campaign, so I think I'll consider some ideas for a character here. I am wondering if there is a good gestalt combination to make using over-sized weapons worthwhile? Hmmm... There are so many possibilities with gestalt though.:)
I'm sure the Methwood was named in the 1970s, when meth was just a nonsense syllable that sounded good.
I'm doing an orc ranger with an oversize bow & arrows in Dragon's Giantslayer game, mostly powered by a campaign trait. If you go with fighter, the Titan Fighter archetype is all about the swinging streetlights and hurling cars fun times. Titan Mauler for Barbarians is similar.
If you want to even out the penalties a bit, something with an on-demand butt for attacks would be a good pairing. That could be favored enemy, smite, bardic performance, inquisitions... Plus there's sure to eventually be buffs within the party. Lots of options out there.
You really don't need titan fighter to use oversized weapons. You can just use a large bastard sword. Effortless Lace completely removes the penalty to hit which is only -2 anyway, and that's really cheap.
Getting multiple weapon attacks or size increases or reach for attacks of opportunity seems to me like far the best option to further take advantage of it. For size increases you got enlarge person, righteous might, giant form and lead blades (I can't recall other spells like lead blades atm sorry, but I think there are a couple). Note that lead blades do stack with enlarge person for 4d8 base damage.
For multiple attacks there are two options, medium with the champion spirit or monk (possibly unchained) + crusader's flurry. In pathfinder ragathiel fits perfectly for a cleric using this combination, I don't know what works best in FR though. Are there even any dieties with bastard sword as a favored weapon?
An aberrant bloodrager + dawnnflower dervish is awesome for an AoO build. You get enlarge person + the extra reach from aberratant (+long arm) and you'll probably have a decent enough charisma to get use magic device for lead blades.
A titan fighter + dawnflower dervish can of course still take advantage of all the spell options through UMD or let someone in the party cast enlargr person on you. Lead blades would require UMD though since the range on lead blades is personal.
Occultist do get both enlarge person and lead blades on their spell list for what it's worth.
Goliath Druid as suggested above also works really well. With that you'll be able to reach huge size at level 14 which with lead blades increases damage to 6d8 (average 27) for bastard sword or 8d6 (average 28) for greatsword.

Samnell |

What about Torm or Helm? Are they acceptable? :)
They are. Looks like the one-step rule and the 3.5-era mechanics should work. Helm's Planning Domain is War (Tactics) in PF.
Geographically, the center of Torm's faith is nearer but there's no reason a Helmite couldn't have come along on the trade routes or as a mercenary too. Some 2e-era flavor Helm and Torm in the links.

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I put all this in an edit a little farther up, but it would likely be signficantly more visible in a post of its own.
I think I've got a character just about ready.
Human Blde Adept Arcanist 1// Inspired Blade Swashbuckler 1
TN Medium Humanoid (Human)
Init +3; Senses Perception +3
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Defense
--------------------
AC 15, touch 13, flat-footed 11 [+3 Dexterity, +1 Armor, +1 Shield]
hp 13 (1 HD; 1d10+2)
Fort +1, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee MWK Rapier +6 1d6+3 18-20/x2
Arcanist Spells Known/Prepared (CL 1st; concentration +5)
. . 1st (3/day) -
. . 0th (at will) -
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 8, Cha 12
Base Atk +1; CMB +1;(+5 Rapier) CMD 14
Skills Acrobatics +7, Appraise +8, Climb +4, Intimidate +8, Kn:Arcana +8, Kn:Dungeoneering +8, Kn:History +8, Kn:Local +8, Perception +3, Spellcraft +8. Use Magic Device +8
Feats Combat Reflexes, Fencing Grace, Weapon Finesse (rapier Only), Weapon Focus: Rapier
Traits Pragmatic Activator, Bruising Intellect
Languages Untheric, Draconic, Elven, Dwarven, Gnomish
SQ Arcane Reservoir, Arcane Bond, Pinache
Other Gear MWK Gold-Plated Buckler, MWK Gold-Plated Rapier, Silken (Ceremonial) Wizard's Robe
--------------------
Special Abilities
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Arcane Bond: Rapier Gain Masterwork Weapon at level 1, must be 1h Piercing or
Slashing weapon, otherwise as per Wizard Arcane Bond.
Arcane Reservoir 3+Arcanist Level points maximum, 3+1/2 Arcanist Level gained in the
morning, spend on class abilities. Spend 1p as a free action for +1 CL or +1 DC, no more
than one spent on any particular spell.
Derring-Do May spend 1 panache point when making Acrobatics, Climb, Escape Artist,
Fly, Ride, or Swim to add 1d6 to the check, exploding 6s up to Dexterity Modifier times.
Dodging Panache When an emey makes a melee attack against the swashbuckler, may use
an immediate action to spend 1 panache, move 5 ft, and gain a dodge bonus to AC = Cha Mod.
Doesn't negate attack, is not a 5-foot step, triggers AoOs from creatures other than
attacker.
Inspired Finesse Gains the benefits of Weapon Finesse with Rapier, which counts for
feat pre-requisites, and gains Weapon Focus(Rapier) as a bonus feat.
Inspired Panache Int Mod (Min 1) + Cha Mod (Min 1) for Panache Pool, regain panache
only from Critical Hit with a rapier.
Opportune Parry and Riposte Can spend 1 panache point and expend an attack of
opportunty to Parry an Attack. Make an attack roll, -2 for every size category attacker is
larger, vs attacker's roll. Upon parry, and with 1+ Panache in pool, may spend an immediate
action to attack the creature she parried.
All wiz 0
1-
Expeditious Retreat
Floatng Disk
Grease
Reduce Person
Shield
Shocking Grasp
Vanish
Right now, I'm thinking something along the lines of Viktor having sought out Zummabu, on one hand attempting to learn proper wizardry, though his borderline recklessness and haste lead him to cast a tad bit off the cuff compared to a wizard, and trying to find any information regarding his family heirlooms, the rapier and buckler he wields, nonmagical (as far as he knows) relics of an age long past. (The buckler really is, and will continue to be, nonmagical, lest he get it enchanted. Might go crazy thinking some ancient relative is speaking to him through the sword once he hits three, though.) Would that be a decent fit, once more thoroughly fleshed out?
Also: Do you mind if I paid the difference in cost between the Masterwork Rapier granted by Blade Adept and a gold-plated version? I don't see any real issues, it's 40gp for a slightly more fancy sword, but I figured I ought to run it past you regardless.