
![]() |

Apparently tieflings require the fiendish heritage feat to get those alternate heritages and abilities. But aasimars do not. Either way i will not require the feat. Feats are precious and are supposed to add to your abilities not just change them.
So if you want to choose a heritage and alternate abilities that is fine. No need to roll for them just choose which one you want
Actually they got rid of that. I just can't remember where/when.

Dragonflyer1243 |

Based on what you just said, I'd like to play an Angelkin Aasimar and replace the Alter Self SLA with a +2 strength bonus. That leaves me with the following stats, 21, 17, 12, 14, 11, 10, 10. I have 2 3s remaining, and I had some questions about the options. If I increase my skill ranks, is it just for 1st level or will it remain at the increased amount throughout the game? Alternatively, could I increase my spell slots for a Paladin or Bloodrager even though they don't begin the game with spells?

Arcanic Drake |

Man... I feel inadequate when it came to my die rolls. A lot of other people got a lot of 6's.
Anyway, I'm almost done with my crunch and will be getting to background here in a little bit.
Here's a link to Dwight Davenport, though he's far from finished yet.

TheWidget |

Ooooh yeh, very interested in this game! Gotta Half-Orc Character i've wanted to use again for a while so remaking him for this should be a blast! Thinking something with Slayer, maybe Barbarian or Sklad. Kinda a thug for hire type, hedonistic sorta chap.
20d6 ⇒ (3, 6, 2, 6, 1, 5, 2, 2, 1, 4, 4, 6, 4, 6, 4, 4, 2, 2, 5, 4) = 73
7d6 ⇒ (1, 1, 5, 4, 2, 6, 1) = 20
4d6 ⇒ (2, 5, 4, 1) = 12
2d6 ⇒ (4, 2) = 6
1d6 ⇒ 6

The Thing from Beyond the Edge |

Not much. Its my own world. I will carry over a few things for the sake of simplicity. Just run the ideas by me case by case. I dont mind answering and im on the forums pretty regularly
I've got a kind of crazy idea and it is a bit long....
Here is the gist just to see if something like this is acceptable
I'm going to make an assumption that there has been a Japanese style area somewhere in the past...
Basically, there was an ancient Japanese flavored kingdom ruled by an emperor descended from a sun god. This empire finally fell to orcs but not before the emperor took the field personally and sacrificed his life to lay waste to the orc horde. However, the remaining orcs stole his daughter and fled. Thus ended the worship of the sun deity who favored ancestor reverance- Basically Shizuru from Dragon Empires or Amaterasu from Shinto/Japan.
Now, a thousand or more years later, someone wondered onto the old battlefield and stirred it up. Not just anyone, but a young half-orc who carried the blood of the emperor, descendant of the kidnapped princess. Both the orc and human spirits swelled up in response to his presence and the remaining spark of divine power from the emperor's remains swelled up to meet the divine spark within his blood.
He was changed.
Note that there is a sidebar regarding aasimar with origins from races that are not human:
Not all aasimar are descended from humans. Aasimars can be born of any intelligent race, though human aasimars are the most common. Aasimars of other races usually exemplify the ideals of beauty and skill as seen by their base race. For example, halfling aasimars are small, beautifully proportioned, and display exceptional grace. Half-orc aasimars are slightly larger and stronger than ordinary orcs, with tough skin and metallic claws and tusks—they are likely to be neutral rather than evil, but still display aggression and incredible combat prowess.
Pasted from d20pfsrd but I believe the sidebar is in Pathfinder Players Companion: Blood of Angels...
In essence, he is as follows:
Race
Aasimar (angel-blooded)
1. looks like a half-orc with metallic tusks and claws (this change is fluff, still mechanically an aasimar)
2. aasimar racial variant: Scion of humanity- makes him also considered human (in addition to a native outsider) and can qualify for feats as a human. The character loses celestial as a starting spoken language. This variant changes the type and languages of the race- it is in the advanced race guide.
3. first level feat- racial heritage (half-orc), a feat he qualifies to take after taking the Scion of Humanity
Note: 1., 2., and 3. are actual means within the rules to make a half-orc aasimar that is eligible to take feats with the racial requirement: orc, half-orc, and human. Of course he is double susceptible to rangers and such with three subtypes: humanoid (human), humanoid (orc), outsider (native). But, I like the flavor
He will drop the spell-like ability and pick up from the chart either an additional +2 to strength (fitting with the half-orc aasimar description) or make weapon holy 1x/day, or fire resistance 5.
gestalt class
Samurai (ronin)/oracle (possessed archetype- ancestor mystery)
The source of his oracle powers is the merged spirits of the deceased warriors he stirred up and the samurai abilities is from the awakened divine genetics of the emperor carried in his blood.
oracle curse- tongues but instead of speaking celestial or one of the listed languages in combat he speaks the ancient language of the fallen kingdom. If not acceptable change, he will only speak celestial in combat.

Arcanic Drake |

Any recommended favored enemies for Rangers?
Um... maybe outsider (some element) would work... Though BigP4nda did say that it was going to be more than just about the elementals.
Maybe monstrous humanoid, magical beast, animal and humanoid (human). I believe they are the most populous creature types when it comes to most campaigns/worlds.

Rockjaw Runefinger |

Alright, very interested here, with a possible revival of ol Rockjaw here :)
He is a heavily built dwarf covered in stone (and at one point was infused with the earth (Earth Infused template)). Wore stoneplate, wielded a stone shield, headbutted enemies to death with his boulder helm... Ya, he might fit here :)
Dice: 20d6 ⇒ (5, 4, 5, 4, 6, 3, 4, 6, 6, 6, 4, 3, 6, 5, 4, 4, 5, 1, 3, 5) = 89
More Dice: 1d6 ⇒ 6
Wow. Only a single die was below a 3 in 21 rolls...
3,3,3
4,4,4,4,4,4
5,5,5,5,5
6,6,6,6,6,6
Will think on this a bit :)

Companion Rane |
This sounds like fun! Gonna try a bit of something here, haha.
reroll: 5d6 ⇒ (4, 1, 4, 1, 2) = 12
reroll: 3d6 ⇒ (1, 4, 4) = 9
reroll: 1d6 ⇒ 6
3,3,3,3
4,4,4,4,4,4,4,4,4
5,5,5,5,5
6,6
Let's see what I can do with this......

HighonHolyWater |

20d6 ⇒ (1, 6, 6, 6, 6, 6, 4, 1, 6, 3, 1, 1, 2, 3, 4, 1, 2, 6, 4, 3) = 72
reroll: 7d6 ⇒ (1, 5, 3, 6, 1, 6, 2) = 24
reroll again: 3d6 ⇒ (5, 1, 1) = 7
reroll more: 2d6 ⇒ (4, 1) = 5
reroll again more: 1d6 ⇒ 4
6,6,6,6,6,6,6,6,6
5,5
4,4,4,4,4
3,3,3,3
18,18,18,14,12,10
Hoping ratfolk might be an ok race for this world?

BigP4nda |
So, I would like to add another houserule. It a system of magic that I came up with to go along with this world.
First off any spells you have on your spell list that involve Runes you won't have. Rune Magic is a very powerful and mysterious magic. Very few people experience it, and even less master it.
There are 2 different ways to be able to cast rune spells, and they are by way of obtaining either of these templates:
Runic Beast: Monstrous Humanoid are usually the abettor of this template, you must get it at character creation (so nobody would be able to get this unless they played a monstrous humanoid)
Rune-touched: Granted by prolonged exposure to the effects of runic magic. Simply being the target of runic magic does not effect you this way, but situations where your mind and body are directly influenced by runic magic, such as being possessed by a runic beast, or having a near-death around an area of potent runic magic and being brought back from the rush of runic energy pulsing through you, etc.
Rune-cursed: The only way to become cursed with runes is by a Rune Hexer to cast a Rune curse on you. Rune curses are permanent and cannot be removed by any means short of dying in a rune-touched area, in which case the runic energy inside of you will overflowed and take over your body, and the evil energy will be expelled, changing your template to rune-touched.
I do not have these templates made as of yet, but I will have them soon. You shouldn't need to alter any of your characters but just keep this possibility in mind as for the future of your character.

![]() |

N Medium Humanoid (outsider/human)
Init +6; Senses Perception +13
------------------------------
DEFENSE
------------------------------
AC: 20, touch 20, flat-footed 16 (+0 armor, +4 dex, +0 shield,+0 NA,+6 Wisdom)
hp: 10 {+1d8,+2Con}
Fort: +4, {+2Base,+2Con}
Ref: +6, {+2Base,+3Dex}
Will: +8,{+2Base,+6Wis}
CMD: 22
------------------------------
OFFENSE
------------------------------
Speed: 30 ft.
CMB +6
Base Atk: +3
Melee:+0
Unarmed strike:
To Hit:+6
Damage: 1d6+3
Quarterstaff:
To Hit:+6
Damage: 1d6+5
--Ranged:
Sling
To Hit: +7/8
Damage: 1d3+3/4
------------------------------
STATISTICS
------------------------------
Str: 16 , Dex: 18, Con: 14, Int: 12, Wis: 22, Cha: 09
Traits:, reactionary, Beast of the society,
Drawbacks:
Race Traits: scion of humanity, truespeaker, Swap SLA for +2 to a stat
Feats: IUS, Stunning fist, Pummeling style, point blank shot,
Skills 6/level
Perception-1
Acrobatics-1
Know. Nature-1
Spellcraft-1
Survival-1
Linguistics-1
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, druid, Terran, Auran, Sylvan
------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
------------------------------
Spells
------------------------------
0th (at will)
Create water, Detect Magic, mending
1st (1+5+2+1/day)
Obscuring mist-1(domain, Produce flame-2, Shillelagh -1, Entangle-2, Magic stones-1, Hydraulic Push-1, Might Fist of the Earth-1, advanced scurvy-1
------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: Quarter staff
Gear: Backpack, belt pouch, flint and steel, fishing hook, hammer, waterskin, 100ft silk rope, grappling hook, scroll of Shillelagh x1, scroll of Endure Elements x1, scroll of summon nature ally x1, scroll of air bubble x1,
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
here are my druids stats, background is still underway and over halfway completed. But I wont post until I am finished with it and happy with it.

Mefika |

Dotting for interest, I'm not fully decided on a concept to stick with but will lay out some rolls to know what I have to play around with and think further on it.
4d6 ⇒ (6, 3, 1, 5) = 15
1d6 ⇒ 1
1d6 ⇒ 3
I have a question on one of the 2 dice increase options - Skill Ranks. Would this be a static 1st level bonus or an increase per level bonus.

Anderlorn |

Rats, no Psionics! However dotting interest.
Pfft, really!!! ... lol
20d6 ⇒ (1, 1, 5, 3, 6, 4, 1, 6, 3, 2, 4, 1, 2, 2, 6, 6, 3, 5, 1, 4) = 66
8d6 ⇒ (2, 4, 6, 1, 5, 2, 1, 1) = 22
5d6 ⇒ (4, 1, 1, 1, 6) = 13
3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (5, 4, 3) = 12 - Finally
Classes quickly off the cuff;
Kensai Magus/Monk
Gunslinger/Monk (relabeled as Commando) - which reminds me, what is the status of firearms?
Would this be an acceptable bloodline and it has been modified for a none-psionic game? It was taken out of the Dreamscarred Ultimate Psionics Handbook.
Psychic Bloodline (Sorcerer)
You are a wielder of magic, but it is a different kind
than that of others. Your power stems from a long line
of psychics, people born with the power to bend the
world around them according to their will. In you, this
manifested early and you are learning how to control it.
Class Skill: Perception.
Bonus Spells: charm person (3rd), see invisibility (5th),
tongues (7th), arcane eye (9th), feeblemind (11th), mass
suggestion (13th), plane shift (15th), mind blank (17th),
dominate monster (19th).
Bonus Feats: Blind-Fight, Combat Casting, Combat
Expertise, Iron Will, Quicken Spell, Silent Spell, Skill
Focus [Spellcraft], Spell Penetration, Still Spell,
Unlock Talent
Bloodline Arcana: Whenever you cast a [Force] or
[Mind-affecting] spell, increase the DC of that spell by +1.
Bloodline Powers: Psychic sorcerers gain increasing
mastery over their powers as they advance.
Might of the Mind (Su): You can use the power of the
mind to either attack an enemy or pick up an object. As a
standard action, you can hurl a single unattended object
of up to 250 lbs. at an enemy within 30 feet. This attack
is treated as a ranged attack with a thrown weapon
(dealing an amount of bludgeoning damage equal to 1d6
plus half your sorcerer level), except that you add your
Charisma modifier on the attack roll instead of your
Dexterity modifier.
Alternatively, you can pick up an unattended object
of up to 250 lbs. within 30 feet and transport it to your
hand as a move action. You can use this ability a number
of times per day equal to 3 + your Charisma modifier.
Deflecting Mind (Ex): At 3rd level, you gain a +2 bonus
to your saves against enchantment spells and effects, and
a +1 deflection bonus to AC while using magic armor or shield spell.
At 7th level and every four levels thereafter, these
bonuses increases by +1.
Flight (Su): At 9th level, you can telekinetically
lift yourself, moving at a fly speed of 40 with perfect
maneuverability for 1 minute per class level. This
duration does not need to be consecutive, but it must be
used in 1 minute increments.
Psychic Resistance (Su): At 15th level, you gain spell
resistance equal to your sorcerer level + 10.
Mind Over Matter (Ex): At 20th level, you ascend the
weakness that is the flesh and become in truth a psionic
individual. You gain DR10/magic, telepathy 120 ft, and
are always treated as if under the effect of a Mind Blank
spell.

Rockjaw Runefinger |

So to start off with Rockjaw here:
*Hes a Dwarf Armored Hulk Barbarian (unsure of gestalt atm)
*LN if a lawful barbarian is ok, otherwise he will be N, as he tries to follow his ordered code, only to lose himself in his anger and lash out with rage. Ill be playing him the same either way.
*He has a strong focus on Durability, Stone, and Bull Rushing.
*When played, he is very blunt, stating things as they are, very quick to take action (as he is very impatient) and usually does so in the most direct manner possible.
*He fights with his helmet, smashing foes down with headbutts and gut smashes, as well as generally shoving people around and out of the way, or simply bowling them over :)
*He has, on occasion, overran an ally (who simply stepped aside) on his way to something (in this case, ale) and this is just a demonstration of his very direct nature :)
*He also has been in 3 other campaigns so far (sadly all of them short lived) so this will be a continuation of him (I am thinking that he stepped into a "Regression Zone" on one of his journeys, hence his abnormally high BAB and stats for a lvl 1 toon) and also why i have so much of his personality and lore ironed out :)
Str: 16 (5,5,6, +4 Rage)
Dex: 12 (5,4,3)
Con: 20 (6,6,6, +2 Racial, +4 Rage)
Int: 12 (5,4,3)
Wis: 16 (6,4,4, +2 Racial)
Cha: 10 (5,4,3, -2 Racial)
(6,4) for BAB and (Fort, Will, or AC?)
Available Stats:
3,3,3
4,4,4,4,4,4
5,5,5,5,5
6,6,6,6,6,6
I do have a few questions on how i go about this.
#1: could I have a set of Mwk Stoneplate instead of the +1 Weapon? The cost is slightly cheaper (1950gp vs ~2050gp) and integeral to his design.
#2: Could i spend 1 of my 2d6 on improving AC? So i would get +6 BAB and +4 AC. Otherwise i will probably take a Will or Fort boost.
Gestalt
I am taking Armored Hulk Barbarian on one side, but for the other, may I:
#3: Take the Earth Infused Template on one side instead of gestalt. (probably not, just wondering) if not then it will be one of his future goals.
#4: would you allow me to go Armiger as the other side of the gestalt? It has a lot of overlap, and creates a very focused character, very similar to how i see him :)
#5: elsewise i will go something like fighter (so i actually have the feats needed for imp bull rush) unless that makes me too specialized, and you would rather i diversified more. Then im thinking something like an earth based cleric, or something.
So here is a short list of his goals.
Feats
Power Attack
Imp. Bull Rush
Imp. Overrun
Iron Will
Vital Strike (because of that sweet BAB boost ^_^)
Furious Finish
Abilities/Rage Powers
Citadel/Slam (Armiger)
Knockback/Overbearing Advance (barbarian)
Later:
Charge through, spiked destroyer, tribal scars(?), basically anything to do with bull rushing, overrunning or headbutting :)
Elemental rage, good for what ails you, str surge
I really agree with you on your idea of feats. Often i create human fighters just so i can have feats to play around with and build my guys.
Else-wise, Rockjaw would likely attempt to ally with the earth elementals, and probably form a covenant with them or something.
He wishes to prove his worth as a paladin, first to himself, then to his clan back home (his clan is a line of legendary Stonelords, where Rockjaw inherited little of it, he is just a normal dwarf. Therefore he covers himself in stone, however, so far everything he has tried so far just corrupts him more then redeem him.) and regain his place among his ancestors.
And get drunk while doing it.
A driving force behind him is his desire to integrate with the stone, to become more like his ancestors. Therefore he wears stone, therefore he allies with the elementals, therefore he fails and looses his temper.
Ill put up his current Crunch (minus Gestalt for now) in the next post to break it up a little. The crunch in his profile is his old stats.
Edit: I should warn you, one of his charms is his modifiers :) he has a lot of them :)

Rockjaw Runefinger |

Crunch!
Modifiers
Perception: -1 in bright light (Minesight), +2 to spot unusual stonework (Stonecunning)
AC: -2 while raging (Rage), +2 against aberrations (Deep Warrior), +1 against charges (Indomitable Stance), +2 against criticals (Boulder Helmet), +4 (Bonus Dice)
Saves:
Fort: +2 while raging (Rage)
Ref: +1 against trample (Indomitable Stance)
Will: +2 while raging (Rage)
All: +5 against poison, spells and SLAs (Hardy/Steel Soul/Glory of Old), -2 against effects with the light descriptor (Minesight)
Melee: +2 to hit, +2 damage (Rage), +1 to hit against elf subtype (Ancient Enmity), -1 to hit in bright light (Minesight), +1 to hit and damage against charging foes (indomitable stance)
CM: +2 CMB and CMD while raging (Rage), +2 CMB for bull rush (Relentless), +2 CMB for bull rush (Boulder Helmet), +2 CMB for overrun (Relentless), +1 CMB for overrun (Indomitable Stance), +1 CMB for overrun (Big Boned), +2 CMB for grapple checks against aberrations (Deep Warrior), +1 CMD against overrun (Indomitable Stance), +1 CMD against trip (Big Boned)
Phew! I think thats it :)
Calculations
Here is just a short list of pre-start calculations to avoid cluttering up the character sheet any more then it already is.
Dwarf barbarian (armored hulk) 1/Something
Stats:
Str: 16 (5,5,6, +4 Rage)
Dex: 12 (5,4,3)
Con: 20 (6,6,6, +2 Racial, +4 Rage)
Int: 12 (5,4,3)
Wis: 16 (6,4,4, +2 Racial)
Cha: 10 (5,4,3, -2 Racial)
(6,4) for BAB and (Fort, Will, or AC?)
Avaliable Stats:
3,3,3
4,4,4,4,4,4
5,5,5,5,5
6,6,6,6,6,6
Saves:
Fort 7 (2 base, 5 con)
Ref 1 (0 base, 1 Dex)
Will 3 (0 base, +3 wis)
Feats/traits/drawbacks:
Lvl 1: Steel Soul
Glory of old, world traveler,
Oppressive expectations, big boned
Rage: 4 base, 5 con, 1 FCB
Skills: 5x lvl
1 Intimidate
1 K Dungeoneering
1 Perception
1 Sense Motive
1 Survival
Equipment:
Mwk Stoneplate 1950gp (free)
Stone Dwarven Boulder Helmet 5gp (20* 1/4)
Stone Warhammer (x2) 5.5gp (22* 1/4)
Stone Heavy Shield 5gp (20* 1/4)
Rope (100ft) 2gp
Dwarven Ale (x2) .08gp
Dwarven trail rations (x3) 6gp
Hammer .5gp
Grappling hook 1gp
Pitions .5gp
25.58/180gp (154.42gp left, will get mwt most likely)
Weight:
Stoneplate (75), helm (7.5), warhammers (7.5), shield (11.25)
Rope (20)
Dwarven Ale (.5)
Trail Rations (4.5)
Hammer (2)
Grappling hook (4)
Pitions (2.5)
134.75lb
WILL DELETE THIS SPOILER AFTER GAME STARTS
Rockjaw
Rockjaw Dwarven Barbarian (Armored Hulk)/Gestalt 1
LN Medium Humanoid (Dwarf) Initiative +1 Senses Darkvision 90ft Preception +7 (-1 in bright light, +2 to notice unusual stone)
--------------------
Defenses
--------------------
AC 26, Touch 15, Flat Footed 25 (+1 dex, +9 armor, +4 bonus die, +2 shield, -2 rage, +2 dodge against abberations, +1 against charges, +3 against criticals. -5 ACP (-7 Shield))
hp 17/17 (1d12+5) Raging 19/19
Fort +7 Ref +1 Will 3
(Fort +2 while raging, Ref +1 against trample Will +2 while raging, -2 against effects with the light descriptor, All +5 against poison, spells and SLAs)
Immunities
--------------------
Offenses
--------------------
Speed 20ft
Melee Warhammer +10/+5 (1d8 +3/x3)
Boulder Helmet +10/+5 (1d4 +3/x2)
Ranged
Modifiers BAB (+7/+0), Str (+3/+3), rage (+2/+2), ancient emnity (+1/+0 against elf subtype), minesight (-1/+0 in bright light), indomitable stance (+1/+1 against charging foes)
Magical Effects
----------------------
Statistics
----------------------
Str 16, Dex 12, Con 20, Int 12, Wis 16, Cha 10
BAB +7 CMB +10 CMD +21
(+2/+2 while raging, +4/+0 for bull rush, +4/+1 for overrun, +0/+1 for trip, +2/+0 for grapple checks against aberrations)
Feats Steel Soul
Rage Powers
Traits Big Boned, Glory of Old, World Taveler, Opressive Expectations
Racial Traits Ancient Enmity, Deep Warrior, Hardy, Lorekeeper, Minesight, Relentless, Stonecunning
Skills 5x level
Climb -3 (0 Ranks, +4 Str, -7 ACP)
Intimidate +4 (1 Rank, +3 CS, +0 Cha)
Knowledge (Dungeoneering) +5 (1 Rank, +3 CS, +1 Int)
Knowledge (History) +3 (0 Ranks, +2 Lorekeeper, +1 Int)
Perception +7 (1 Rank, +3 CS, +3 Wis)
Sense Motive +8 (1 Rank, +3CS, +1 Trait, +3 Wis)
Stealth -6 (0 Ranks, +1 Dex, -7 ACP)
Survival +7 (1 Rank, +3 CS, +3 Wis)
Swim -3 (0 Ranks, +4 Str, -7 ACP)
Languages Dwarven, Common, +1
Other Gear Mwk Stoneplate, Stone Dwarven Boulder Helmet, Stone Warhammer (x2), Stone Shield
100ft rope, 3 dwarven trail rations, 5 pitons, hammer, grappling hook, 2 bottles of dwarven ale
154.42gp
Stone equipment. 25% cost, 75% weight, 50% hps, Fragile quality.
----------------------
TRACKED RESOURCES
---------------------
Rage (10/10)
Rope (100ft)
----------------------
Special Abilities
----------------------
Ancient Enmity +1 to hit against humanoids with the Elf subtype.
Big Boned +1 CMB for overrun, +1 CMD for trip.
Deep Warrior +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
Dwarven Boulder Helm +2 AC vs critical hits. +2 CMB to bull rush but you are staggered till the end of your next turn.
Glory of Old +1 to saves vs poison, spells and SLAs.
Hardy +2 to saves vs poison, spells and SLAs.
Improved Bull Rush +2 CMB and CMD for bull rush combat maneuvers, does not provoke attacks of opportunity.
Indomitable Stance +1 CMB and CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
Knockback 1/round, make a bull rush attempt against one target in place of melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Lorekeeper +2 to K. History when dealing with Dwarves and their enemies. Can make such checks untrained.
Minesight darkvision 90ft, dazzled in bright light, -2 saves vs spells with the light descriptor.
Opressive Expectations when you fail a skill check, you take -2 on similar skill checks until you pass one, you fail a different one or 1 day passes.
Power Attack -1 attack, +2 damage.
Rage enter rage as a free action. Gain +4 moral bonus to str and +4 moral bonus to con, +2 moral bonus to will saves, +2 bonus to Fort, and -2 to armour class and +2 bonus to str and dex based ability and skill checks. Fatigued for double duration afterwards.
Rage Rounds 10: (4 base, 5 Con, 1 FCB)
Relentless +2 CMB to bull rush or overrun maneuvers. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Resilience of Steel +1 AC against criticals.
Slow and Steady base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Steel Soul +4 bonus against poison, spells and SLAs.
Stonecunning +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity battleaxes, heavy picks, warhammers and any weapon with the word “dwarven” in its name are martial weapons.
World Traveler +1 Sense Motive and its a class skill. (alternatevly Influence)
----------------------
Encumbrance 134.75lb
Light 76lb, Medium 153lb, Heavy 230lb
----------------------
Rockjaw weighs aprox 250lbs.
Granted only to a select few Stonelord Paladins of the Runefinger Clan this large and heavy helm made of rune-covered stone is a potent symbol of athority to those who reconize it. Although its main use is more ordimental, it has none the less seen more practical use on the field of battle by Rockjaw and as such is run through with cracks, fissures and dents, and painted with dried blood, both outside and in...
Aura moderate transmutation; CL 6th
Slot head; Price 955 gp
Weight 15 lbs.
This helm works as a Mwk Boulder Helm as well as granting additional abilities when worn, transforming the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposes a –5 penalty on Bluff checks made to pass a hidden message. The helm also has significance within dwarven culture and so grants a +2 competence bonus to deplomacy and Religion Knowledge checks when dealing with dwarves and cultures of earth.
Its final function is to grant an enhancement to its wearers awareness of his surrounding due to its fine craftmanship, granting +2 to Perception and Sense Motive checks.
[ooc]The Helm of the Stonelords is a minor magical item that combines a Mask of Stony Demeanor, a Dwarven Boulder Helm and a few Masterwork tools (perception, sense motive, deplomacy and K religion regarding dwarves only)
Mask: 500gp
Stone helm: 5gp
Mwk weapon: 250gp
Mwk tools: 200gp
"Aie. I gots a tale or two. Walked all tha way from Janderholff, through tha underdark, past dem hated drow, pushed through n' a demon incursion, fought wit and fought gainst tha damnable Duergar, met strange aberrations the likes o' you would neva believe! An alone. Alone fer years on tha journey, does strange things to a dwarf, tha kinda solitude. Ye'd forget your own name if it wernt etched on your armor, scary thought indeed." He nods solemnly.
"Hmm. So what'n shall I bore ya wit today? Tha time I waded through ah horde o dem goblins, not stopping fer'n a second nor relenting a step till I was clear through tha other side an even then kept on a going? Na, that it be uninteresting to here slaughter o tha weak greenies, it gotta be something else. Tha time I fought aside the Duergar, shield ta shield, n toe ta toe against a trio o Rock Trolls? Ha! Tha be a good one! Ahhh I know. I Will tell ye tha tale o tha Svirfnebilin."
He settles back a bit, content in knowing that he has a captivated audience. Rockjaw may not be much to look at and he may be gruff, but he sure knows how to tell a tale.
"I was heading yon my journey, ever onwards when I heard tha sounds o a commotion in tha distance. Speeding up an heading towards tha sounds o tha fracas an wha do I find? Why I come across a gaggle o deep gnomes an they be in dire straits, fer sure. they all be mages o some sort, really don know what kind and really don care but there be a group o them, 7 left standin by my recollection an a good 8 dead round them. How they managed it I ner could figure out but they managed to walk right inta a rout o flail snails an they were surrounded by dem. Tha worst o it was tha them blinkin gnomes were as idiotic as them snails is dense. They be flinging magic round like twas candy onna wee lads nameday! I dunno ifn you know but them snails be something special. Ya see, them shells ona them backs ken warp magic an reflect it like a fine gem reflects tha light. Tha spells o them gnomes was flying every which way! Bouncin an reverberating amongst them an striking friend an foe. Worst was some of it went up." He says glancing at the ceiling high above their heads and gestures in a downward spiralling pattern.
"Ya see, there be a whole lot more o them onna the top, just hangin there like gravity don exist! Among them was a few smaller ones, thar young I imagine, an one o them got struck, knocked clean off and crashing to the floor! Well them snails didnt seem to like that much an turned as one on the stupid gnomes who were still flinging away wit tha spells! Next thing ta happen was tha snails started ta sink down from tha celling onna these great threads o mucus jus like a spider! I never seen tha like! Well I charged headlong inta them first snails I could reach, trying to get ta the gnomes what was still standin an yelled Stop wit tha bloody magic BY TUNDAR!!" His outburst caused more than a few dwarves that were leaning in too close to jump back. Placing his hands on the table and starting to push, slowly inching it along the ground accompanied by scraping.
"You ever try an push a snail tha size o a boulder an weighing a good 800 pounds? Course ya hadnt, ya softies! Well I tell ya, twas the hardest thing I ever had ta push, but push I did, all the way ta the middle where the gnomes be terrified, tha little sissies. Stupid sissies is what they are! Well another interesting thing about them snails. They got these giant flails onna the end of them eyestalks instead o eyes an boy can they swing them! Tha entire way I be pushing them I hear this rhythmic poundin like tha best o tha dwarven war drums onna my back. Thump thump thump thump thump, an away they go, thump thump thump. Almos destroyed my armor onna my back ta say nothing bout my spine!
Well when I reach tha middle I tell them gnomes ta follow me an ta get out o there an I keep pushin an pushin an pushin an pushin. No idea how far I gon an tha snail poundin away at ma back an ima at my limits yet I keep pushin. Then I realize that them gnomes be callin for me ta stop, we had gon right outa there an could escape! Not a single snail perished yet only 3 o tha gnomes made it tha day an I be as sore as I ever been in ma life yet we lived! It be a proper display o how ta do it to tha gnomes and a good chance for them ta spread tha word, ifn they even lived ta tell tha tale, them stupid sissy gnomes..."
By now he had drawn a large crowd and no small amount of respect from those listening in.
I still need to create some more recent fluff for him, but thats my start :)

Angelpalm |

Alright, misunderstood.
Gotta decide whether I want six levels of spells or the extra BAB.
Tough decisions to be made here....
Use the remaining 2 to increase any of the following (only 1 dice per option)
You pick two of the options and assign a single dice to each.
........smh
Anyways got a cool character concept I have been trying to get into a few games. Omnyoji//Warder that uses neat paper spells and kicks but with his cute assistant.

bigrig107 |

bigrig107 wrote:Alright, misunderstood.
Gotta decide whether I want six levels of spells or the extra BAB.
Tough decisions to be made here....
Quote:Use the remaining 2 to increase any of the following (only 1 dice per option)You pick two of the options and assign a single dice to each.
........smh
Anyways got a cool character concept I have been trying to get into a few games. Omnyoji//Warder that uses neat paper spells and kicks but with his cute assistant.
The problem being that I'm planning on making a fetchling, and the GM balanced it by taking one die away from that pool.
So, only one option for me.

Arcanic Drake |

Three questions for BigP4nda: Links for D20 Srd Info found in first post on this thread.
1. How many spirits do I know?
a. Pact Magic is Scarce - 1 spirit to start out with and have to find other spirit seals and rituals in order to get more.
b. Pact Magic is Rare - 4 Spirits to start out with, 1 more every levelup, and can find spirit seals and rituals to get more.
c. Pact Magic is Prominent - Knows all spirits I can use at each new spirit level.
2. Can I use spirits from Pact Magic unbound Vol. 2 and just give you the info on what they do/binding info when I pick them? (Vol. 2 is not on D20 srd while Vol. 1 is)
3. Can I use these two traits from Vol. 2:
Son/Daughter of the Occult: Your conception was touched by occult power. You gain a +5 trait bonus on Knowledge checks made to fulfill Knowledge Tasks.

bigrig107 |

Have decided to go human, so I need to roll an extra dice to apply to my scores.
Last one, I promise.: 1d6 ⇒ 6
Okay, cool.
That leaves me with:
and a 6 and a 5 to allocate to BAB and spells, respectively.
Question, will those bonus spells per day be able to be split between classes?
And apply to alchemist extracts?

Anderlorn |

STANDARD RACIAL TRAITS
1. Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
2. Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
3. Type: Elves are Humanoids with the elf subtype.
4. Base Speed: Elves have a base speed of 30 feet.
5. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
DEFENSE RACIAL TRAITS
Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
FEAT AND SKILL, OFFENSE RACIAL TRAITS
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
SENSES RACIAL TRAITS
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet. Due to Lightbringer racial trait, light sensitivity does not apply to <enter name>.
6,6,6,6,6,6,
5,5,5
5,4,4
4,4,4
4,3,3
3,3
Kensai Magus/Monk Weapon Adept
18, 15(+2), 13(-2), 12(+2), 18, 10
After Elven traits - STR:18, DEX:17, CON:11, INT:14, WIS:18, CHA:10
If there are overlaps in archetype class skills/bonus feats, do they stack even if they normally don't, or can I choose not to take the overlapping skill/feat? Or in the case of weapon focus, can I take it for the primary then a secondary without messing pre-reqs?

Anderlorn |

From Kensai
Canny Defense (Ex)
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Weapon Focus (Ex)
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Perfect Strike (Ex)
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
This ability replaces spell recall.
From Monk Weapon Adept
Way of the Weapon Master (Ex)
At 2nd level, a weapon adept gains Weapon Focus as a bonus feat with one of his monk weapons. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.
I do not want my chosen weapon getting messed up by two weapon focuses. May I suggest Greater Weapon focus even though pre-reqs are not made and I can not take about weapon focus for that same weapon.

Anderlorn |

Oh. Thought that would be a question that a non-GM could answer.
I would like to point out that the Monk's Weapon Focus must be a monk weapon.
So, if the one you're choosing for Kensai isn't a monk weapon, it can't be selected through the Monk WF.
That is correct and my choice is temple sword

BigP4nda |
Question, will those bonus spells per day be able to be split between classes?
And apply to alchemist extracts?
Good question! Yes, you may split the spell levels among both of your classes, and you may use it for spells or extracts.
Three questions for BigP4nda: Links for D20 Srd Info found in first post on this thread.
1. How many spirits do I know?
a. Pact Magic is Scarce - 1 spirit to start out with and have to find other spirit seals and rituals in order to get more.
b. Pact Magic is Rare - 4 Spirits to start out with, 1 more every levelup, and can find spirit seals and rituals to get more.
c. Pact Magic is Prominent - Knows all spirits I can use at each new spirit level.
2. Can I use spirits from Pact Magic unbound Vol. 2 and just give you the info on what they do/binding info when I pick them? (Vol. 2 is not on D20 srd while Vol. 1 is)
3. Can I use these two traits from Vol. 2:
Spoiler:Spirit Combat: You can harness the spirit’s power with brutal efficiency. You gain a +1 trait bonus on damage rolls with the granted abilities of spirits that you are currently bound to.
Son/Daughter of the Occult: Your conception was touched by occult power. You gain a +5 trait bonus on Knowledge checks made to fulfill Knowledge Tasks.
1. b
2. Yes that's fine.3. Sure, but change son/daughter of the occult to a +2 bonus. +5 on all knowledge checks is a bit much for just a trait.
@HighOnHolyWater I understand there is a bit of an unbalance with the bonuses' values. I was thinking of it being SR/level, but an extra 6 skill ranks every level is quite a bit, but I know some people like skills like I do and anybody who wants to be a skill monkey would definitely choose this option. I am actually very surprised nobody has chosen any of the saves. It basically allows for the freedom of not focusing on making all of your saves good when choosing your gestalt class.

BigP4nda |
Rats, no Psionics! However dotting interest.
** spoiler omitted **
Classes quickly off the cuff;
Kensai Magus/Monk
Gunslinger/Monk (relabeled as Commando) - which reminds me, what is the status of firearms?Would this be an acceptable bloodline and it has been modified for a none-psionic game? It was taken out of the Dreamscarred Ultimate Psionics Handbook.
** spoiler omitted **...
Advanced guns are prominent, you can easily find ammo. You may use revolvers and double-barrel shotguns and the like.
That bloodline is acceptable.