
DeviousDevious |

My character, Gash is more or less done. Got a little slowed down by the holiday, and need to stat out his summoned shadow, but that's about it.
He's a Fighter (Unbreakable) 15 | Wizard (Universalist, Arcane Crafter) 15 | Ranger (Wilderness Medic) 5/Shadowdancer 10.
He's built to take a punch (evasion and stalwart help nicely, too), buff himself to effectiveness (hooray wizards), and if all else fails, he's not really reliant on any magic, so he can drop an AMF on himself and fight whatever bad dude we're facing on his own terms.

Dazenth, the Earth's Fury. |

Is Gash only the other crafter here other than Fagila? If he is not at his gold limit, I might drop her crafting feats for extended stare.
Nope. Not only is Dazenth able to make Constructs, but he's made a 30 HD Homunculus that is able to craft pretty much anything at a very low cost.
That being said, I am very close to my gold limit for wondrous items and Constructs, so I doubt I'll be able to help in that regard.

Billybrainpan |

I think im pretty much done, haven't picked spells. I can use this guy or the wyrm knight depending on what people want.
Male Half-Elf Summoner (synthesist) 15 | Unchained Monk (scaled fist) 15 | Bard (arcane duelist) 11/ Paladin 3 / oracle 1
LG Humanoid (human, elf)
Init +2 Senses Perception +25, low-light vision
----------------
DEFENSE
----------------
AC 40 (10 + 5 deflection + 10 charisma + 14 dodge + 1 insight)
T 40
FF 16
hp 198
Fort +27
Ref +23
Will +31
improved evasion
immune: fear, sleep, sickened, disease
+2 vs. paralysis, enchantment
----------------
OFFENSE
----------------
Spd 80ft
Melee
unarmed strike +22/+17/+12
2d10+8 19-20/x2
bludgeoning
flurry of blows +22/+22/+22/+17/+12
2d10+8+style strike 19-20/x2
bludgeoning
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 16
Dex 8
Con 16
Int 10
Wis 20
Cha 31
Base Atk +15/+10/+5
CMB +18
CMD 27
Feats
Bonus
stunning fist
arcane strike
combat casting
disruptive
spellbreaker
dodge
dragon style
dragon ferocity
improved grapple
improved critical (natural weapons)
Levels 8
weapon focus (natural weapons)
feral combat training
discordant voice
extra evolution
combat style master
archon style
archon diversion
archon justice
Traits
reactionary
heavy hitter
Skills
acrobatics +17
perception +25
intimidate +24
perform (Oratory) +28
spellcraft +18
use magic device +24
Languages Tongue of the Sun and Moon
Equipment 500 gp
ring of protection +5
cloak of resistance +5
amulet of mighty fists +3 undead bane
monk’s robe
headband of alluring charisma +6
belt of giant’s strength +6
nacreous gray sphere ioun stone
dusty rose prism ioun stone
cracked dusty rose prism ioun stone
----------------
SPECIAL ABILITIES
----------------
Half-Elf
elven immunities
dual minded
keen senses
low-light vision
elf blood
multi-disciplined
Oracle (Lore)
lore mystery
sidestep secret
curse - plagued
Enlightened Paladin
aura of good
detect evil
smite evil 1/day
aura of courage
divine grace
lay on hands 10/day
divine health
Arcane Duelist
bardic performance 13/day
rallying cry
bladethirst
distraction
fascinate
inspire courage
inspire competence
dirge of doom
inspire greatness
arcane bond (gauntlet)
arcane armor
Synthesist
fused eidolon
fused link
summon monster VIII 12/day
shielded meld
maker’s jump
greater shielded meld
aspect
Scaled Fist
draconic might
draconic mettle
unarmed strike
stunning fist 15/day
flurry of blows
evasion
fast movement
ac bonus
ki pool 16/16
4th draconic fury (acid) 1
6th sudden speed 1
8th abundant step 2
10th empty body
12th draconic breath (acid) 3
14th wholeness of body
ki strike
purity of body
style strike 2/round
flying kick
defensive spin
foot stomp
leg sweep
improved evasion
tongue of the sun and moon
----------------
SPELL CASTING
----------------
Oracle
CL 2 DCs = 20 + Spell Level
Spells Known:
0th - 4
1st - 2
Spells Per Day
1st - 6
Bard
CL 12 DCs = 20 + Spell Level
Spells Known:
0th - 6
1st - 6
2nd - 5
3rd - 4
4th - 3
Spells Per Day
1st - 8
2nd - 7
3rd - 6
4th - 5
Summoner
CL 15 DCs = 20 + Spell Level
Spells Known:
0th - 6
1st - 6
2nd - 6
3rd - 5
4th - 4
5th - 4
Spells Per Day
1st - 8
2nd - 8
3rd - 7
4th - 6
5th - 5
LG Huge Outsider
Init +6 Senses Perception +25, low-light vision, darkvision 60 ft.
----------------
DEFENSE
----------------
AC 63 (10 + 5 deflection + 4 shield + 19 natural armor + 10 charisma + 14 dodge + 1 insight - 2 size)
T 38
FF 38
hp 248 + 204 temporary
Fort +35
Ref +31
Will +35
DR 5/chaotic
SR 26
improved evasion
immune: fear, sleep, sickened, disease
+2 vs. paralysis, enchantment
----------------
OFFENSE
----------------
Spd 90ft
Melee
unarmed strike +31/+26/+21
6d8+23 19-20/x2
bludgeoning
flurry of blows +31/+31/+31/+26/+21
6d8+23+style strike 19-20/x2
bludgeoning
bite +31/+26/+21
3d6+16+grab 19-20/x2
piercing
Space 15 ft.; Reach 10 ft.
----------------
STATISTICS
----------------
Str 36
Dex 16
Con 24
Int 10
Wis 20
Cha 31
Base Atk +15/+10/+5
CMB +33
CMD 46
Skills
acrobatics +21
perception +25
intimidate +24
perform (Oratory) +28
spellcraft +18
use magic device +24
----------------
EVOLUTIONS
----------------
bite free
legs x2 free
arms 2
pounce 1
grab (bite) 2
Huge 4
spell resistance 4
improved damage (bite) 1
improved natural armor 1
DR 5/chaotic 3

Trinam |

I've been distracted by Ultra Moon and the .hack//remake, so I'll just throw the concept down here.
Diviner Wizard 11/Unchained Rogue 3/Oracle 1 to get the following:
Fatigue Immunity (lame), +ridiculous to initiative from Div Wizard + +4 int familiar, with the long term daily buffs, Finesse Rogue to add dex to damage with natural weapons and also get evasion.
Fighter (Archer) 15 to get really freaking good with a bow and be able to sunder from 30 feet away.
Urban Barbarian 15 to add dex to rage and spell sunder through said bow on a full attack from 30 feet away.
Add a quick runner shirt to move prior to mass sundering, and it's basically designed to chew through any prebuffs the boss would have before abusing clustered shots to more or less ignore DR and deal massive levels of damage, alongside unexpected strike and knockback to force the boss to stay away should he try and close in. With rage cycling.

HedwickTheWorldly |

As salty as I was earlier, I was considering making a new thing in lieu of the Paladin/Bard guy.
Specifically, a Kensai Magus/Wizard of some variety/Unbreakable Fighter. The Kensai gets to add Int to the number of AoOs they get. If you combine that with Combat Reflexes, you could easily be at 15-16/round. Then you add Pin Down, Bodyguard, Opportune Parry and Riposte (from Flamboyant Arcana), Benevolent Armor, and Gloves of Arcane Striking, and you can make an AoO to:
Add ~11 to an ally's AC if the enemy attacks them
Parry and Riposte if an enemy attacks him
Prevent movement without a save if the enemy moves
Also tempted to pick up Disruptive/Spellbreaker to add to the AoO insanity.

Fury of the Tempest |

That actually sounds like an incredibly fun and powerful build. Especially if instead of Wizard, or along with Wizard, you dip a class with Tactician - Perhaps a Order of the Dragon Honour Guard Cavalier for increased Aid Another and Bodyguard for Free, or perhaps the Holy Tactician Paladin Archetype in order to permanently share the feat, as well as getting Weal’s Champion in order to grant us 1/2 of your Charisma to attack against a foe - in order to get Harrying Partners, which makes the AC increase last for an entire round, instead of vs 1 attack.
Add on Disruptive and Spellbreaker as well, and you really would have a very powerful build. You'll just need to get a reach weapon that can threaten adjacent and then bulk up your size to cover as much space as possible. Or just pick up Combat Patrol.

HedwickTheWorldly |

That actually sounds like an incredibly fun and powerful build. Especially if instead of Wizard, or along with Wizard, you dip a class with Tactican (Such as Order of the Dragon Cavalier), and grab Harrying Partners, you can make the AC bonus from Bodyguard last the entire round, instead of just until the end of the turn.
Add on Disruptive and Spellbreaker as well, and you really would have a very powerful build. You'll just need to get a reach weapon that can threaten adjacent and then bulk up your size to cover as much space as possible. Or just pick up Combat Patrol.
Holy hell, Combat Patrol is SO good with Pin Down. I'm probably going to whip this up, like, right now.
I don't particularly like Tactician over Unbreakable, since I love the sweet Stalwart/Heroic Defiance bonuses. I also want to specifically do Wizard for 8th-level spells, otherwise there are a bunch of dumb Arcanist things, etc. that are quite good. But being able to drop Irresistible Dance via spellstrike, plus some of the other perks of higher-level Wizard buffing, seems too good to pass on.
EDIT: Order of the Dragon Honor Guard Cavalier looks super fun - I wonder if it gives enough to take it over Fighter - two full-BAB classes seems like a waste, so I wouldn't drop Wizard. I'm gonna run the math right now.

Fury of the Tempest |

Hmmmm, fair enough, the Unbreakable Fighter is a very solid tank for sure, and I can see why you wouldn't want to drop it. And being able to Spell Strike your wizard spells via the Spell Blending Arcane (I think that's its name anyway) is definitely a powerful boon.
However from the looks of the build so far, once you have the Kensai's Superior Reflexes at level 11, the remaining 4 levels don't seem to be giving you that much else to add to the build. 2 Magus Arcana and Greater Spell Combat, the latter of which really isn't that powerful, that the Magus Arcane can be... debatable at that level. Heck if you want a level 12 Magus Arcana, just go to 12 levels. That still gives you 3 free levels for my two suggestions in my edited post. Order of the Dragon Honour Guard Cavalier, or Holy Tactician Paladin

HedwickTheWorldly |

Why the Karmic Monk over different monk archetypes, or even just the monk without any archetype at all?
Well, originally it was to get a flat thing instead of a Stunning Fist with trash-bag Save DCs. Buuuuut I also remembered I have to wear Benevolent Armor, which makes the monk a non-starter. So instead, I'm taking Unchained Rogue 3, and Cavalier 2. In total:
Cavalier 2/Fighter 13 | Magus 12/UnRogue 3 | Wizard 15
I'll end up with:
Challenge 1/day
Endurance
Diehard
Heroic Recovery
Heroic Defiance
Evasion and Stalwart
Armor Training 2
Dex to damage
2d6 Sneak Attack
3 Magus Arcana
8 Fighter Bonus Feats (6 from Fighter, 2 from Magus)
3 Wizard Feats/Discoveries

HedwickTheWorldly |

Once more to the drawing board! Cavalier's Tactician ability isn't great. It's limited to like, 3 rounds. So instead, Holy Tactician Paladin! But what to do with that Charisma that I'm pumping now?! Why not Swashbuckle?
Full layout is Kensai 12/Holy Tactician 3 | Wizard 15 | Unbreakable Fighter 14/Inspired Blade 1 (could be 13/2, not sure if Charmed Life is worth it since my saves will likely be bananas anyway).

Fury of the Tempest |

Personally, I built my character from the Kineticist and just grabbed classes I felt do a good job with it. Was toying with the idea of doing a rogue build of sorts, but felt like I had been too many of them recently and wanted to try something new. Add on the fact that the Kineticist got extra damage for higher Con, and that's when I decided to go for my Barbarian TWFing build, with the Alchemist added on for the Sneak Attack and buffs. Only to grab Craft Construct and make myself a crafting homoculi for massive discounts.
Honestly, if anyone has any suggestions for how to improve Dazenth I'll be more than happy to hear them. I do like several aspects of his character, such as the Construct Crafting and the Simulacrum's, as well as the massive abusive of both Fate's Favoured and the Courageous weapon enchantment, but I could be barking up the wrong tree when it comes ot make a solid character.

Fury of the Tempest |

Huh. Seems.... kind of odd, considering you gain none of the benefits from Rage during a Moment of Clarity, so it doesn’t actually boost the Blast at all. Am I still missing something?
Yeah, check the Mad Magic feat. When using Moment of Clarity it lets me keep the benefits of the rage. Costs two rage powers and a feat to get access to, but I'm pretty sure the benefits are well, well worth it.
At least imo. Could not be worth it at all and there's a much better way to boost Kinetic Blast damage when Dual wielding it with a normal sword.

Ancient Dragon Master |
1 person marked this as a favorite. |

A question - what are your thoughts on templates? Are they allowed at all? If so, how do they modify level?
Any template you want must be specifically approved individually.
Sounds reasonable to me, one week from now should be long enough for everyone to finish their characters.
How many people are you going to accept?
6 people.

HedwickTheWorldly |

HedwickTheWorldly wrote:A question - what are your thoughts on templates? Are they allowed at all? If so, how do they modify level?Any template you want must be specifically approved individually.
Fury of the Tempest wrote:6 people.Sounds reasonable to me, one week from now should be long enough for everyone to finish their characters.
How many people are you going to accept?
Well, what about:
Alter EgoYoung
Mythic Creature
Advanced
Entropic
Fiendish
Giant
Resolute
Celestial
Obviously not all of them at once, but would any be permitted, and if so, under what circumstances?

Ancient Dragon Master |

Ancient Dragon Master wrote:HedwickTheWorldly wrote:A question - what are your thoughts on templates? Are they allowed at all? If so, how do they modify level?Any template you want must be specifically approved individually.
Fury of the Tempest wrote:6 people.Sounds reasonable to me, one week from now should be long enough for everyone to finish their characters.
How many people are you going to accept?
Well, what about:
Alter Ego
Young
Mythic Creature
Advanced
Entropic
Fiendish
Giant
Resolute
CelestialObviously not all of them at once, but would any be permitted, and if so, under what circumstances?
Mythic is banned. For the others I would like to see at least a rough outline of what you want to do with it.

Here4daFreeSwag |

I am really sorry guys. My campaigns page wasn't showing new posts on the thread and I completely forgot that I had set a due date on submissions.
No worries; sometimes, you gotta go and refresh on your page for the Paizo messageboards every once in a while. ;)
That being said, I've decided to drop the Beguiler request and settled on a Triaxian with 15 levels in the Vampire Hunter base class (no archetypes were ever given for this class so it will remain without any archetypes) and 15 levels of Ranger with the Lycanthrope Hunter/Fortune Finder/Infiltrator archetypes; those are set in stone, more or less.
For the third gestalt class, I was considering 9 levels in Spiritualist with the Spirit Fuse/Shadow Caller archetypes plus 6 levels in some prestige class or prestige classes (Horizon Walker, possibly others). Unfortunately, the Shadow Caller archetype gives a shade instead of a phantom- which might tread a bit thematically upon any prospective Shadowdancer's Shadow companion schtick; also, going to 10th level in the Spiritualist class might well interfere with the general light levels around the party as well.
In terms of feats, four of them will go towards the Countenanced Carbuncle feat tree. The generalized concept for that would be that the Triaxian plays the Superego role, the Carbuncle plays the ego role, and the Spiritualist's shade (if utilized) becomes the id role.
Possibly might add in some things from the Technology Guide, if it is allowed for (minor things, really, such as the food paste tubes, maybe an armor, no plans for taking any of the weaponry though)- possible backstory for that might be something along the lines of a Triaxian from an alternate reality where summer is the season (not winter) and that friendly contact was made with the "speakers from the divine" (the pre-crashed Androffan vessel, the Divinty). Through some shenanigans, which may or may not involve an attempt by the Divinty to "slingshot" around the sun, our hapless triaxian gets stuck into another reality- the campaign's reality...
As an alternative, are there any present 3rd party classes that might be okay by you, Ancient Dragon Master? ;)

Here4daFreeSwag |

Countenanced Carbuncle feat tree? Lycanthrope Hunter archetype?
I can't find anything like that at all on the d20srd, can you link them?
Heh, funny thing about dat... unfortunately, the base Vampire Hunter class, the Lycanthrope Hunter and the Spirit Fuse archetypes never got reprinted into any other Paizo material, plus the source material "World of Vampire Hunter D" never got put into any ogc/ogl/community-use sites to the best of my knowledge. The Countenanced Carbuncle feats did get kind of tweaked into the Possessed Hand feats in the Haunted Heroes Handbook player companion, but even then there were some slight minor differences between the two feat trees.
I'll try to paraphrase some of the things for the Lycanthrope Hunter and the Spirit Fuse archetypes:
For the Lycanthrope Hunter, it trades out the favored enemy class feature for only getting the favored enemy class bonus with animals and anything with the shapechanger subtype solely. This bonus follows the usual progression of increasing with levels. The Lycanthrope Hunter also trades out the swift tracker class feature for the ability, at 8th level, to force any polymorphed or shapechanged creature into its' original form (if any) upon a confirmed crit and failing a Will save (DC 10 + level + Cha modifier). The Lycanthrope Hunter also gets a free ability that doesn't trade out anything to have any of his weapons (manufactured or natural), at 15th level, be considered made out of two special materials of his choosing, plus magic, for overcoming DR via a swift action for the duration equal to his level in minutes (divvied up in 1 min. increments).
For the Spirit Fuse, it trades out bonded manifestation and greater spiritual interference for getting the ability to allow the phantom to go beyond the etheric tether ranges by spending a hit point each round to maintain it without concentration/action. At 12th level, the conscious Phantom, if at least 50' away from the Spiritualist but within 30' of any allies, it gives those allies a +2 shield bonus to AC, +2 circumstance bonus to Saves (+4 for any mind affecting saves instead).
It also trades out Detect Undead for allowing the Phantom to make everyone within 10' of it suffer its' slam damage as a mass force-based attack with a will save for half damage, causing the Spiritualist to take damage equal to the Phantom's level (9) and a round of daze. This ability is usable each day equal to the number of the modifier to the Phantom's charisma.
Dual bond is also replaced at 17th level for a spirit ray, a 50' ranged attack that doesn't provoke- doing 1d6/Spiritualist levels plus Phantom's charisma modifier, Will save versus half, plus 1.5 times in extra damage to any incorporeal undead/phantoms. Needless to say, it doesn't come into play for this game for obvious reasons.
As for the things a 15th level Vampire Hunter class gets...
A. The Ranger's class features of Track, Swift Tracker, and Quarry (gets improved quarry at 19th level).
B. Four levels of Spontaneous Spellcasting from the Inquisitor's spell list starting at 4th level from a limited number of spells known.
C. 2 Vampiric Focuses that are similar to Vigilante talents.
D. 6 Technique feats (or combat feats)
E. At will Detect Undead, treating any piercing weapon or pitons (or any similar sharp tool) as a stake for the purposes of killing vampires, plus any overland travel for the Vampire Hunter and his party plus mounts could be potentially increased via saving throws (not likely to come up in combat).
F. An ability to track vampires that fly or are in gaseous form, able present any holy symbol to keep a vampire at bay (if it fails its' Will save) from 15' away plus five times the Vampire Hunter's Cha mod. (more if using a holy symbol of a personally worshiped deity), and can prevent a creature from returning as a vampire or vampire spawn by spending 10 minutes of dousing a body with holy water (some caveats apply).

trawets71 |

Here is my character Nathan Bonfire. It's not finished quite yet but the basics are there. He is supposed to be a channel focused primary with archery as a secondary. I've a few feats to pick and need to get the gear finished. If anyone has any suggestions feel free to put them out there.

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Except for a few potential tweaks, my character Mallik Gringall and his companion Snap-fang are done. If any one has advice for them, it would be appreciated.

Ancient Dragon Master |
1 person marked this as a favorite. |

Could the following players please report here
Billybrainpan — Either one of his characters
inirlan — Ahriman Thunderfist
Fury of the Tempest — Dazenth, the Earths Fury.
trawets71 — Nathan Bonfire
Yas392— Fagila
DeviousDevious — Gash Sapphire
Thank you to all who participated.