Heroes of Iblydos: A Tale of Gods and Men

Game Master Isora of Solaria


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Grand Lodge

i usually just brow beat dissenter's with my presence instead of trying to make them like me, not the best strategy all the time, but for a merchant its perfect.


My character will definitely be a face. Has a charisma of 20 and the trained skills to back it up. Not to mention his dragon has intimidate maxed out, which is pretty terrifying since he took intimidating prowess.


@Breath of Gods, I'm working on backstory now and was wondering if there are obvious home communities for Taurians/Minotaurs. Are they fairly spread out so that I could just create a small tribe on an island in the archipelago? Would they be concentrated in the Maze City of Karnosa? Is there another major capital for them I should consider being from?

Also, do most worship Baphomet at this time (that seems to be what the lore is saying for Golarion?)


I’ll have somewhere around a +7 Diplomacy, but my real strength will be knowledge skills and the like. And be an absolute beast in combat, with spells outside.i can also provide a decent number of boosts to the party as well.


Ktinos isn't exactly a face, but he does have an Intimidate of +22... without shapeshifting into a giant monster.

Dark Archive

Breath of the Gods: have you ever ran a play by post campaign before? What you are proposing is very difficult to run, even in a face to face game.

If you could provide some links to previous games you have ran online, that would be helpful. It would be nice to see review your play style and posting rate.

You are asking people to spend hours to make characters for this campaign. I would hate to see that time go to waste.

Thank you.


Zefig here, I've put together the basic stat block for my entry, the Tiefling magus//rogue/investigator. Mechanically, she's a skillsy sneak who covers the "traditional" rogue role pretty handily. She has a few ways to fairly reliably pull off sneak attacks, can deal some decent burst damage between sneak attack and spell combat, and she can dish out quite a few debuffs (entangled, shaken, staggered, bleeding, sickened, battered, no AoOs, natural armor penalties, plus dirty tricks).

As far as face skills go, she has a +17 in intimidate, bluff, and sense motive, but diplomacy is not her strong suit.

Background:

Menophotine thoroughly enjoys her position amongst the Pharossi. Although she is rarely in the spotlight, Nono has been instrumental in rooting out and destroying several dark cults throughout Aelyosos. Her skill set has also seen her travel throughout Iblydos and beyond when necessary to clandestinely protect Aelyosos and its interests. She excels when working amongst a team of heroic Pharossi, when she can provide guidance to the team and take full advantage of the distractions that they present to their foes. From her fiendish nature and her life before joining the Pharossi, she also contributes a moral flexibility in working towards the greater good that many of the city-state's protectors and leadership lack. Perhaps because of this, she enjoys indulging in the protection and status afforded to her as "one of the good guys."

Nono enjoyed a prosperous childhood in Hoimpeira as the only child of a successful(human)textile merchant family. Hair the color of moonlight marked her as different as a child, but it was nothing more than a curiosity. She excelled in her studies and developed an early talent for blending magical and mundane arts. Overall, her life was happy and easy until adolescence hit her like a Balor. Almost overnight she sprouted large horns, wings, and a long prehensile tail. Her comfortable life changed to one ruled by fear and uncertainty as rumors and hatred started circling the merchant house. This period did not last long, however, as inquisitors and enforcers of Thonis of the Thirty Columns soon knocked down their gates, claiming to have proof that Nono's father had traded with an agent of Mephistopholes to gain his fortune. Menophotine feared that she might be part of that proof and fled the city during the ensuing clash as flames began to engulf the compound. She proved to be too slippery for Thonis's troops and was soon on a boat heading out of the city. What followed were several decades of scrabbling and stealing just to get by.

Nono hasn't been back to her family's home since it was raided. She never saw any proof presented for the claims of Mephistophelean dealings, and in more recent years she has questioned the actual motives for Thonis's strike against her family. Though it's entirely possible that the agents spoke the truth, there may have been political motives behind the strike. Or perhaps Thonis foresaw the destiny of this particular child?

Eventually, Aelyosos became the home of the vagabond Tiefling. She faced far less prejudice in the city than she had experienced elsewhere and blended into the cosmopolitan population well. Furthermore, the shining jewel of Iblydos was plump with riches ripe for the taking. As her skills developed, Nono eventually built back up to a similar standard of living that she had enjoyed as a child. While run-ins with the authorities were an inevitable consequence of her thieving lifestyle, her blend of magic let her constantly evade and confound her pursuers. Eventually, however, her reach exceeded her grasp. Her mark, a physical specimen of a man in simple but expensive finery strolling past the docks, seemingly oblivious to the bustle around him. Nono, completely oblivious to the deference being shown to him by all those around him, had one of his gilded armbands most of the way off before his other hand closed around her wrist. His eyes met hers as she looked up and he greeted her with a warm smile. "Come now, little one, you don't need to do that anymore," he said as she loosened her grasp on her prize. But when he similarly released her, she surprised the man by slipping off the armband anyway and running. She ran straight into a group of guards who had suddenly appeared to protect this person of some importance. She accounted well for herself, fending off the guards with an impressive display of defensive acrobatics and wielding an improvised broom with alacrity to stymie others, and eventually she lost her pursuers yet again.

When she returned to her apartment, the statuesque man was waiting for her with a hafted weapon laying across his lap. "I apologize for not introducing myself earlier, young one, since you clearly don't know who I am. I am Kelksiomedes of Aelyosus, and that," he said, pointing to the armband in her hands, "is yours now. You've earned it. But I suspect you've earned everything else in this apartment in a similar fashion, and that's disappointing to see for one of such skill as you." His kindness drew her in as they conversed, and before he left, the Hero-God offered Menophotine a choice. She could take his gilded armband and leave his city forever, or she could return all of her remaining ill-gotten gains and then join the Pharossi. In addition, he offered a bond of trust: in return for his gilded armband, if she joined the Pharossi, he offered her a weapon to use against those who would threaten his city. The polearm had an ancient, weathered haft and a copper blade shaped like a sliver of the moon, forged from impossibly rare Horacalcum. Left to the city by a hero-god of old, he called the weapon the Hekation Crescent. As Menophotine battled her greed and sense of self-preservation over the choice, she stared into the time-bending metal of the ancient blade. She saw a reflection of herself reaching out to accept the trust of her new-found patron, and she looked up at him and smiled.

I have a bit of flexibility on the feats and can change a few out depending on how the party pans out. I also have a familiar baked into the build that I haven't worked in yet. The possibilities I'm looking at for now are a Shadow Drake, a Nosoi, or a Voidworm.


Nebten wrote:

Breath of the Gods: have you ever ran a play by post campaign before? What you are proposing is very difficult to run, even in a face to face game.

If you could provide some links to previous games you have ran online, that would be helpful. It would be nice to see review your play style and posting rate.

You are asking people to spend hours to make characters for this campaign. I would hate to see that time go to waste.

Thank you.

I second that and most others will agree, too.


@Face: my character will have a cha of ~24, will certainly take diplomacy and intimidate skills and with the honey tongue Paladin spell can reroll any diplomacy rolls for 10 minutes/lvl basis ... So he should be a beast as a face as well as a tanky area defender with lots of buff spells on top of a nasty series of natural attacks.

@GM references: don't feel down at that question but every old rabbit of this site has been in many, many recruitments that died before the first roll or even the end of recruitment because of disappearing GMs, that's why they're asking for something like that.
Plus there is a lot of variety in GM styles out there - not everyone likes every style. E.g. do you intend to handle maps and if so how (platform in use, ...)


If anybody is interested, I had some time yesterday to draw up the crunch for my character. Thaddeus Vallos, Sorcerer/Dragon Disciple/Dragonrider, and his bonded dragon Jevireth, known as the Strong (if you want to flatter him) or the Broken (if you don't).

P.S. Building a level 8 gestalt character out of nothing can be a bit hectic so I certainly don't mind feedback, or even some audits of my sheet. In fact I welcome them! :D


CampinCarl9127 wrote:

If anybody is interested, I had some time yesterday to draw up the crunch for my character. Thaddeus Vallos, Sorcerer/Dragon Disciple/Dragonrider, and his bonded dragon Jevireth, known as the Strong (if you want to flatter him) or the Broken (if you don't).

P.S. Building a level 8 gestalt character out of nothing can be a bit hectic so I certainly don't mind feedback, or even some audits of my sheet. In fact I welcome them! :D

Generally, one cannot split a class on to both sides of the gestalt. Currently, your DD levels are split.


Yes I wasn't sure how to convey the fact that at some levels of DD I was taking levels of dragonrider and at other levels I was taking levels of sorcerer. Is it really not possible to choose when to do that though?

Here is what I thought the progression would look like:

5th level Dragonrider 5/Sorcerer 5
6th level Dragonrider 5/Sorcerer 6/Dragon Disciple 1
7th level Dragonrider 6/Sorcerer 6/Dragon Disciple 2
8th level Dragonrider 7/Sorcerer 6/Dragon Disciple 3

I didn't realize that was something that wasn't supposed to work in gestalt. If so, I can change it no problem. Will slow down sorcerer casting but keeps dragonrider progression full and will save me a feat.

Edit: Perhaps my google-fu is weak or perhaps I don't fully understand the implications of multiclassing and splitting levels within gestalt, but I don't see why you wouldn't be able to split a class on both sides of gestalt. I've only built a couple gestalt characters before so I only have basic familiarity with the rules. Any guidance or explanation on this point would be much appreciated :)


I _THINK_ the point is that if you can't split it between sides, you prevent people from "accidentally" taking two levels of the same thing at the same advancement point.

It is a simple rule that keeps people from having to dig deeper to make sure things are aboveboard.

Just a guess.


Well this comes down to the DM's ruling. Normally prestige classes aren't allowed with gestalt for this very reason. I would think that you don't qualify for the DD prestige on the Dragon Rider side, only the sorcerer side. On your Dragon Rider side you don't get a draconic bloodline so you can't be DD on that side. So you could be Dragon Rider 8//Sorcerer 5/DD 3.


If prestige classes aren't allowed that'd be fine too, I'd just stay pure dragonrider/sorcerer.

You actually don't need a draconic bloodline to qualify for DD.

Dragon Disciple wrote:
Spellcasting Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.

So you can qualify for DD with any spontaneous arcane casting class, including dragonrider.

If it's simpler I'm not opposed to going Dragonrider 8//Sorcerer 5/DD 3 though. I was just wanting to keep full spellcasting progression, but if the GM rules otherwise I'm not opposed to switching it up.


Also Orc hornbow is Exotic but you don't have the feat. Via dragon rider you can't choose an exotic ranged weapon from your normal weapon proficiencies.


I would like to do a Dr. Strange like build with a Paladin/Vigilante (Warlock). But for this I need approval for a 3pp supplement: Legendary Villains: Vigilantes by Legendary Games


Actually I do, but I understand how it can be confusing!

According to the feat tax rules, weapon proficiency is now an umbrella feat that applies to a fighter weapon group.

Feat Tax Rules wrote:

Weapon Proficiency (Combat)

Choose one weapon group listed under the fighter’s Weapon Training class feature. You understand how to use all weapons from that group.
Benefit: You make attack rolls with weapons from the selected group normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: You can gain Weapon Proficiency multiple times. Each time you take the feat, it applies to a new weapon group.
Fighter Weapon Training wrote:
Bows: Composite longbow, composite shortbow, longbow, orc hornbow, and shortbow.

Using those rules, Thaddeus took Weapon Proficiency (bows) which gives him proficiency with all the bows listed above, including the orc hornbow.


rgweigfuhwifudhiwuefhuwhefiuwehf! That is confusing. Sorry. So how does that work for full BAB classes who get all of the martial proficiencies? As a bloodrager do I get access to ALL of the weapons?


No worries at all! I actually went back and forth for a while on how to pick up proficiency with the orc hornbow, and finally decided that between the feat tax rules in effect and the generous character creation rules when it came to feats, I could just flat out afford spending a feat on it.

I appreciate being kept honest, and the legwork you took to check my sheet :)

Of course mentioning the DD prerequisites did make me notice I failed to have the other prerequisites, including the ranks in knowledge (arcana) and draconic as a language. So you did end up helping me catch a mistake!

Shady_Motives wrote:
So how does that work for full BAB classes who get all of the martial proficiencies? As a bloodrager do I get access to ALL of the weapons?

I don't know. Based on what I understand of the feat tax rules, I think you would still have to spend a feat for exotic weapons. But I could be wrong.


For what it matters, that's what I decided for Fauchard as well. That's why I've got Weapon Proficiency (Polearms) as a fighter. No need to think I decided that correctly though (and I'd be happy to have a feat back, would you believe that I feel feat starved with this build?)


Holy smokes Gosor, you're going to one shot things. That's quite a one hit wonder build you have. Perhaps if we're both selected you and Jevireth can have wrestling contests :P


You can take the feat prestigious spellcaster to still get full spellcasting progression. It's meant exactly for this kind of problem. As for mixing and matching sides. Some GM allow it, most don't. Most also don't allow prestige classes or even multiclassing, but this GM does. I'm going to guess that he'll allow mixing and matching sides as well.

Glancing at that dragon sheet have made me realize how behind the raven companion that a Ravenlord gets is. Even with the medium increase you'll only have 24 strength. Having maneuvers doesn't help anything if you can't hit. The large increase gives another +8 strength so I guess by the time you get to Ravenlord 10 it won't be so bad. Though that means no multiclassing...


As far as exotic proficiencies go, I got fauchard for free from Kensai. Would the feat tax turn that into a weapon group proficiency? Or would that just stay as exotic?

@GM- Are the alignment restrictions for improved familiars in place?


@Gonsor: I am mildly interested to how you managed to get both a shield and wield a polearm at the same time- granted, I managed it with a spear (the more I build out my character, the more I feel myself being drawn away from the mechanically sound option and more towards the 'Athenian' side of the build), but that took a couple of Sphere Talents.

@GM References: I, too, wouldn't mind this. Another thing that people would probably like is some sort of indication of posting frequency. I have campaigns I check/update several times per day, and others where it's closer to a week or two. I certainly prefer the former type, but can accept the latter. In any case, I enjoy character creation, which is why I've already done so much work, but wouldn't mind reassurance that it isn't just for the joy of making.


@oyzar - Oh nice, that's a cool feat! If the GM rules against splitting the multiclass I will likely take that.

If multiclassing becomes an issue for animal companion progression you can always take boon companion.


If people are in the mood to give a second set of eyes, I'd appreciate a sanity check on my entry in this alias. This is my first time in a long time building a gestalt character.


CampinCarl9127 wrote:
If multiclassing becomes an issue for animal companion progression you can always take boon companion.

That's with boon companion. The problem is that the size increase (and various other bonuses) are tied to the harbringer advancement.

If there was a mesmerist vmc that gave hypnotic stare at 3 and bold stare at 7 that would solve my problem, but I don't think such a thing exist...

I think that if I want the animal companion to be relevant I need to go full harbringer. The bonuses it grants are probably necessary to make it able to compete :\.


@Daedalus, Shield Brace allows using a spear or polearm two handed with a shield.


Okay . . .. Not building an alias just yet, so, here is the description/short background and crunch I've put together. Again, feedback both desired and welcome!

Sabal

The dark complexion of the barrel-looking man before you is harshly contrasted by the bright orange, long-sleeved, silk shirt that drops almost to his knees. The darker green sash wrapped about his waist matches the loose pants appearing below the shirt before being gathered at his ankles. The curled, pointed toes of his red shoes are almost the only sign of the color they are supposed to display, with the dirt of the road obscuring most of their surface. He has a full beard, cropped to a few inches from his jaw, but it is well-groomed, oiled and slightly waxed, curling up at the outer edges even as his mustache tips curl into circles. The hair on top of his head is hidden behind a bright, multi-colored wrap or turban. Trailing below his shirt, about halfway down his calves, is a deep red cloak, sitting on his shoulders and held in place with a silvery depiction of a tiger, as long as his hand. The tiger is matched by a pair of metallic wrist wraps designed as a line of turtles walking around each arm.

There are no indications of weapons or armor on the man before you.

Background:
Sabal, son of Hafiz and Madhubala, grew up in Iblydos, on a farm outside the City of Tides. Since the family was mostly Vudrani, the expectation in the sub-community was that he would remain part of the caste into which the gods had placed him. His darker skin tone clearly indicated that his soul was too new to being human to be much more. His parents, though, shared the family history with him. Amynta, daughter of Psomeira, married Faisal, a Vudrani atanaprattas who was expected to see more of the world. Obviously, he didn't get that far before he chose to settle down. After the destruction of Liachora, the people needed help rebuilding, creating new lives. After some prayer, Faisal and Amynta decided their best long-term contribution would be to help keep people fed. And so a Vudrani explorer made himself part of a lower caste, to better serve the people around him. Through the intervening generations, the children married mostly Vudrani. They maintain the family history, but do not share it with their neighbors, because while you must know who you are, others must discover it on their own.

In keeping with Vudrani tradition, Sabal was taught the basics of self defense as he grew. As he entered puberty, though, he began expressing a deep spiritual connection with lesser spirits in the cycle during his training. His capabilities jumped dramatically, but his empathy and control while training began faltering, being replaced by a bestial drive to end every fight as quickly as possible. The Vudrani neighbors were all shocked by a member of the farming caste being taken to a martial academy to become padaprajnas. Sabal's new teachers, led by Mimis, weren't ready for the bestial aspect of Sabal's style, so they sent to the temple of Kelksiomedes for guidance. After a priest came out to observe Sabal, he was transferred to another academy run by Kelsiomedes' followers. Here, Vernon taught Sabal how to channel and control his connection to spirits of the animals, how to manifest them more directly, and how to choose when to unleash their fury rather than have it take control whenever someone threatened Sabal. Vernon, alone, taught Sabal how to become the warrior and protector that his connection to lesser spirits could make him.

Sabal has spent a few years trying to implement Vernon's lessons while protecting those around him.


Combat Stats Section (open spoilers for base by form and appropriate situational modifiers):
Human:
Init +4 (Dex+2, Reactionary+2)
Speed 40'

Unarmed +15/+10 for 1d6+6 @ x2, B (Lethal or non-lethal by choice)
Unarmed Vital Strike +15 for 2d6+6 @ x2, B (Lethal or non-lethal by choice)
(BAB+8, Str+6, Weapon Focus: Natural Weapons+1)
Claws +15/+15 for 1d8+6 @ x2, PS (count as Cold-Iron, Magic, Silver)
Claw Vital Strike +15 for 2d8+6 @ x2, PS (count as Cold-Iron, Magic, Silver)
(BAB+8, Str+6, Weapon Focus: Natural Weapons+1)

CMB +14 (+1 Natural Weapon) (+2 Bull Rush, Hamstring, Sunder; +4 Grapple, Overrun)

Risky Strike: -3 Attack for +6 damage
Defensive Stance: -3 Attack for +3 Dodge
Overrun opponents provoke when knocked prone.
May continue grapple as move action.
Allowed to perform iterative attacks with a Natural Weapon, relegating other natural weapons to secondary attacks (-5 to attack roll and 1/2 damage bonus from Strength)
Allowed to shift into Major Form when moving at least 10' or as part of a charge
Major Form: 12 hours/day (1 hour increments)
Minor Form: 11 minutes/day (1 minute increments)
Wild Empathy: +9 vs animals, +5 vs magic beasts
Combat Reflexes: 3 AoOs/Round

HP 112 (8x12 + 8xCon+2)

Extreme Endurance: Resistance Fire: 1

DR 4/-
AC 22, Touch 18, Flat 20, Helpless 14
(Bracers of Armor+4, Dex+2, Defensive Instinct+6)
CMD 32 (+2 vs Bull Rush, Grapple, Hamstring, Overrun, Sunder)
(BAB+8, Str+6, Dex+2, Defensive Instinct+6, Feats)

Defensive Stance: -3 Attack for +3 Dodge

Fort +10 (Base+6, Con+2, Cloak+2)
Ref +10 (Base+6, Dex+2, Cloak+2)
Will +8 (Base+2, Wis+4, Cloak+2)

Extreme Endurance: Endure Elements protection from heat


Owl Major Form:
Init +4 (Dex+2, Reactionary+2)
Speed 20', Fly 60' (Average)
Darkvision to 120'

Talons +16/+16 for 1d8+7 @ x2, PS (count as Cold-Iron, Magic, Silver)
Talon Vital Strike +16 for 2d8+7 @ x2, PS (count as Cold-Iron, Magic, Silver)
(BAB+8, Str+7, Weapon Focus: Natural Weapons+1)

CMB +15 (+1 Natural Weapon) (+2 Bull Rush, Hamstring, Sunder; +4 Grapple, Overrun)

Flyby Attack: Make 1 flying move action, interrupted by Standard Action attack anywhere in the movement.
Risky Strike: -3 Attack for +6 damage
Defensive Stance: -3 Attack for +3 Dodge
Overrun opponents provoke when knocked prone.
May continue grapple as move action.
Allowed to perform iterative attacks with a Natural Weapon, relegating other natural weapons to secondary attacks (-5 to attack roll and 1/2 damage bonus from Strength)
Allowed to shift into Major Form when moving at least 10' or as part of a charge
Major Form: 12 hours/day (1 hour increments)
Minor Form: 11 minutes/day (1 minute increments)
Wild Empathy: +9 vs animals, +5 vs magic beasts
Combat Reflexes: 3 AoOs/Round

HP 112 (8x12 + 8xCon+2)

Extreme Endurance: Resistance Fire: 1

DR 4/-
AC 24, Touch 18, Flat 22, Helpless 16
(Bracers of Armor+4, Dex+2, Defensive Instinct+6, Natural Armor+2)
CMD 33 (+2 vs Bull Rush, Grapple, Hamstring, Overrun, Sunder)
(BAB+8, Str+7, Dex+2, Defensive Instinct+6, Feats)

Defensive Stance: -3 Attack for +3 Dodge

Fort +10 (Base+6, Con+2, Cloak+2)
Ref +10 (Base+6, Dex+2, Cloak+2)
Will +8 (Base+2, Wis+4, Cloak+2)

Extreme Endurance: Endure Elements protection from heat


Tiger Major Form:
Init +3 (Dex+1, Reactionary+2)
Speed 50'

Claws +16/+16 for 2d6+8 @ x2, Grab, BPS (count as Cold-Iron, Magic, Silver)
Bite +16 for 2d6+8 @ x2, Grab, BPS
Claw Vital Strike +16 for 4d6+8 @ x2, BPS (count as Cold-Iron, Magic, Silver)
(BAB+8, Str+8, Weapon Focus: Natural Weapons+1, Size-1)

CMB +17 [Size modifier is +1 instead of -1](+1 Natural Weapon) (+2 Bull Rush, Hamstring, Sunder; +4 Grapple, Overrun)(+4 Grab)

Pounce: May full attack at the end of a charge (Claw/Claw/Bite)
Risky Strike: -3 Attack for +6 damage
Defensive Stance: -3 Attack for +3 Dodge
Overrun opponents provoke when knocked prone.
May continue grapple as move action.
Allowed to perform iterative attacks with a Natural Weapon, relegating other natural weapons to secondary attacks (-5 to attack roll and 1/2 damage bonus from Strength)
Allowed to shift into Major Form when moving at least 10' or as part of a charge
Major Form: 12 hours/day (1 hour increments)
Minor Form: 11 minutes/day (1 minute increments)
Wild Empathy: +9 vs animals, +5 vs magic beasts
Combat Reflexes: 2 AoOs/Round

HP 112 (8x12 + 8xCon+2)

Extreme Endurance: Resistance Fire: 1

DR 4/-
AC 24, Touch 16, Flat 23, Helpless 17
(Bracers of Armor+4, Dex+1, Defensive Instinct+6, Natural Armor+4, Size-1)
CMD 34 (+2 vs Bull Rush, Grapple, Hamstring, Overrun, Sunder)
(BAB+8, Str+8, Dex+1, Defensive Instinct+6, Size+1, Feats)

Defensive Stance: -3 Attack for +3 Dodge

Fort +10 (Base+6, Con+2, Cloak+2)
Ref +9 (Base+6, Dex+1, Cloak+2)
Will +8 (Base+2, Wis+4, Cloak+2)

Extreme Endurance: Endure Elements protection from heat


Rage modifiers:

All natural attacks +4 attack & +4 damage
(Rage+2, Amulet of Mighty Fists (Furious)+2)

Lesser Elemental Blood: Swift action 3/day: for 1 round all attacks do +1d6 acid damage
Ghost Rager: No miss chance & full damage versus incorporeal targets

HP +16 temporary

Elemental Blood: Resist Acid 10

DR +2/-
AC -2

Ghost Rager: +4 morale bonus to Touch AC, may not push Touch past base AC

CMD +2

Will Save +2

May not use any Charisma, Dexterity, or Intelligence based skills except Acrobatics, Fly, Intimidate, and Ride

Rage: 20 rounds/day


Minor Aspect Owl:
+6 Competence on Stealth

Minor Aspect Tiger:
+4 Enhancement on Dexterity

Adds to AC, CMB, CMD, Reflex, Skills


Feats and Traits:
Feats
H Weapon Focus (Natural Weapons)
1 Unarmed Combatant
2 Powerful Maneuvers
3 Combat Reflexes
4 Shifter's Rush
5 Improved Natural Attack (Claws)
6 Vital Strike
7 Greater Overrun
8 Greater Grapple

Traits
Combat: Reactionary: +2 trait bonus on initiative checks
Religion: Child of Nature: +2 trait bonus on Survival checks


Skills and Languages:
Skills: Class+4 + Int+1 + Skilled+1 + FavoredClass+1 + Background+2 = 9/Character level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+11 Acrobatics 2+6+3
+13 Climb 6+4+3
+13 Fly 2+8+3
+12 Handle Animal (Background) 1+8+3
+12 Knowledge (Nature) 1+8+3
+ 9 Linguistics (Background) 1+8+0
+15 Perception 4+8+3
+13+Stealth 2+8+3(+MajorFormOwl+2)(+MajorFormTiger+4)(+MinorFormOwl+6)
+17+Survival 4+8+3+Trait+2(+Track+4)
+15 Swim 6+6+3

Major Form Owl: +1 to all Str-based skills
Major Form Tiger: -1 to all Dex-based skills; +2 to all Str-based skills
Minor Form Tiger: +2 to all Dex-Based skills

Languages known: Aklo, Druidic, Hallit, Iobarion, Kelish, Minatan, Osiriani, Shoanti, Sylvan, Taldane (Common), Tien (Common), Varisian, Vuldrani


Gear:
33,000 budget
16000 Bracers of Armor +4
4000 Belt of Giant Strength +2
4000 Headband of Inspired Wisdom +2
4000 Cloak of Resistance +2
4000 Amulet of Mighty Fists [Furious (+1 equivalent)]

32,000 spent
Mundane gear still to purchase


Gestalt Shifter/Unchained Barbarian (Invulnerable Rager):

+8/+3 +6/+6/+2
Fast Movement +10' base move
Rage for 20 Rounds/Day
Shifter Aspect (Tiger, Owl, minor Aspect for 11 minutes/Day)
Shifter Claws (Swift to sprout, 1d6 current base, count as Cold-Iron, Magic, and Silver)
Wild Empathy (Level+Charisma bonus to alter mood of animals, -4 to affect magical beasts, currently +9)
Rage Power (4)
- Lesser Elemental Blood (Swift for Acid 3/Day while raging; 1 round of melee attacks with +1d6)
- Elemental Blood (Resist Acid 10)
- Ghost Rager (no miss chance and full damage to incorporeal, 3+1 for every 4 levels past 4 morale to touch AC only - maxes at AC, 4 currently)
- Increased Damage Reduction (+2/-)
Invulnerability (DR as (Level/2)/-, 4/- currently)
Defensive Instinct (Wis Modifier +2 to AC, Flat, Touch, CMD - currently +6)
Track (1/2 level to Survival checks for tracking - currently +4)
Extreme Endurance (Heat, Fire Resistance 1 for every 3 levels past 3, 1 currently)
Woodland Stride (move through natural growth at full speed with damage or other impairment)
Wild Shape (12 hours/day)
Trackless Step (can leave no trail and be untrackable)
Shifter's Fury (may make iterative attacks with natural weapon, relegating all other natural weapons to secondary natural weapon status)

Race: Human: Vudrani:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Attributes:

Points Race Level Items
S 5 14 +2 +2 +2 20 +2 22 +6
D 5 14 +0 +0 +0 14 +0 14 +2
C 5 14 +0 +0 +0 14 +0 14 +2
I 3 13 +0 +0 +0 13 +0 13 +1
W 10 16 +0 +0 +0 16 +2 18 +4
H 2 12 +0 +0 +0 12 +0 12 +1


You want quick kills?

Sabal as a pouncing, raging, Risky Attack (power attack) taking Shifter Tiger has +19/+19/+19 for 2d6+21 on all 3 strikes and a chance to initiate grapple with each hit at +26 (if you ignore the Charge +2, which I think you should). And the swift action option of adding 1d6 acid to each hit, too.

Far too powerful for most games. About right for this one, as I understand the target power level.


Ah, right. I remember looking at that. Impressive. I won't have anywhere near the one-attack power you do, but my defensive abilities and group support potential are insane, especially for a fighter (short of being a flat-out bard or similar, I'm not sure it could be better).


hustonj wrote:
Allowed to s+*% into Major Form when moving at least 10' or as part of a charge

Haha, I think you misspelled "shift" when you were copy/pasting.


Slyness wrote:
Haha, I think you misspelled "shift" when you were copy/pasting.

Probably.

Edit: Absolutely. Found it on the desktop save. Time to edit the above . . ..

One of the risks of doing all the work by hand. I just can't convince myself to pay a third party so that I can use material already in hand, ya know?


Slyness wrote:
hustonj wrote:
Allowed to s+*% into Major Form when moving at least 10' or as part of a charge
Haha, I think you misspelled "shift" when you were copy/pasting.

Otherwise, that's a VERY different ability.

"I will purge the humanity from my body, leaving only tiger to remain! Hrrrrgggfh!"


Yeah, Gosor's here to kill monsters and be scary (he'll have some combinations of bane, studied target and sneak attack to add to the offense much of the time as well as some nice self buffs if we aren't surprised by combat.) He'll get better at it when we get to Mythic, but he'll probably make do at the start. He's not so great at other things for the most part, but he's good at his job, and he thinks that eventually he's going after Baphomet (he might be overly optimistic about such things, but I'm not going to be the one to tell him that.)

Grand Lodge

Had a blast making this character, the crunch was super fun and i loved every second of it. mostly my character consist of throwing heavy blades at my enemies like missiles from 100 feet away. Gilgamesh is trying to become a better person because of a epiphany he recently had in his story. but expect him to falter and regress a couple times. he also doesn't like the gods for personal reasons, so if you plan on fighting one, Gil will most definitely help.

Stats:

Gilgamesh N Human/Outsider(native) (Psychic Armory/Warsoul)(Fighter)-8

Int +4 Senses +17 Perception
========================================================================
Defense
========================================================================
AC 26, touch 13, flat-footed 23 (+2 dex, +12 armor, +1 Nat, +1 Deflection)
hp 88 ((8d10+8))
Fort +8, Ref +7 , Will +18 ,
========================================================================
Offense
========================================================================
Speed Ft
Melee +2 Axiomatic Two-handed Mind Blade +17 (2d6+21)
Melee
Melee
Ranged +3 Seeking Light Mind Blade +19 (1d6+20)(3 a round)
Ranged +3 Ghost Touch One-handed Mind Blade +19 (1d8+20) (4 a round)
Ranged +2 Axiomatic Two-handed Mind Blade +19 (2d6+19)(7 a round)
Special Attacks
========================================================================
Statistics
========================================================================
Str 18, Dex 15, Con 12, Int 7, Wis 24, Cha 12
Base Atk +8/+3
CMB +13
CMD 23
Maneuvers
1st - Call the Soul’s Blade(+1 enhancement bonus to mind blade), Horizon Wind Lancet(Give a single ranged attack a +1d6 damage bonus.), Steady Hand(Increase Ranged attack range by 30ft)
2nd – Stopwatch(counter-five foot step), Feel The Wind(environmental effects don't apply for 1 round)
3rd - Ancient’s Fang(+4d6 on thrown weapon), Time Skitter(Haste - 6 rounds)
Stance's Stance of Piercing Rays(2d6 Fire damage on Ranged Attack's), Unbroken Stride(Water Walk, Spider Climb), Riven Hourglass Stance(+4 dodge bonus to your AC and a +4 bonus on Initiative check, immune to the slow spell, and any power, psi- like ability, spell, or spell-like ability that targets only you suffers a 20% miss chance.)
Feats (Point Blank Shot)(Precise Shot)(Wild Talent), Weapon Focus(mindblade), Rapid Shot
Iron Will, Improved Initiative, Endurance, Weapon specialization(mindblade), Diehard, Heroic Recovery, Clustered Shots, Intimidating Prowess, Extra Blade Skill, Greater Weapon Focus(mindblade), Advanced Weapon Training(Armed Bravery)
Skills Acrobatics(Dex) , +15 Autohypnosis(Wis)(5), +11 Climb(Str)(3), Craft(Int), +17 Intimidate(Cha)(8), +5 Handle Animal(Cha)(1), +8 Knowledge(dungeoneering)(Int)(6), Knowledge(engineering)(Int), Knowledge(psionics)(Int), +18 Perception(Wis)(8), Profession(Wis), +4 Ride(Dex)(1), Stealth(Dex), +15 Survival(Wis)(5) +11 Swim(Str)(3).
Background Skills +7 Knowledge(Nobility)(Int)(8), +7 Appraise(Int)(8)
Traits Skilled, Duel Talent, Mixed Blood(Outsider), Cutting Condescension
Languages Common
Combat Gear +1 Mithril Full-plate, Headband of Inspired Wisdom +2, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +1,
Other Gear 1,400 gold, Crystal Ioun +1
========================================================================
Special Abilities

Psychokinetic Combat: The psychic armory gains the benefits of the Point Blank Shot and Precise Shot feats when using her panoply of blades. This class feature counts as those feats for the purposes of requirements and prerequisites. This replaces the bonus feat gained at 1st level.

Form Panoply of Blades: The psychic armory forms a myriad of blades around her body to encircle her loosely, orbiting over and around her in shiftless patterns. These weapons are of all manner of shapes, large and small, and they glimmer in and out existence as used or if ignored for too long. These weapons are the psychic armory’s mind blades, and while cosmetically they can look however they are imagined, they all function the same based on their weapon type. The psychic armory forms a number of weapons equal to 1 + her Wisdom modifier (minimum of 1) of light and one handed mind blades as a move action. At 2nd level, she adds 1 + her Wisdom modifier two-handed mind blades to her panoply of blades. These weapons are quasi-real and may not be used to attack directly in melee. Instead, the psychic armory directs them telekinetically, hurling them with the use of her psychokinetic throw ability. Once thrown or used to attack, the weapon dissipates after coming into contact with a creature or object. The panoply of blades replenishes at the start of the psychic armory’s next turn. These mind blades form around the psychic armory and occupy her space. These weapons threaten adjacent creatures, and the psychic armory may make attacks of opportunity as a ranged attack against targets within 5 feet should an attack be provoked. Ranged attacks made within melee reach of an enemy when using her panoply of blades never provoke attacks of opportunity. The concentration required to manifest the panoply of blades means the psychic armory cannot use other weapons, natural attacks or off-hand attacks while using Psychokinetic Throw but she may use a shield to defend herself. Regardless of the weapon forms a psychic armory has chosen, her panoply of blades does not have a set damage type per weapon type. When shaping her panoply of blades and assigning abilities to it, the psychic armory chooses whether the weapon type (light, one-handed, or two-handed) will deal bludgeoning, piercing, or slashing damage. The psychic armory may change the damage type of an existing weapon group (light, one handed or two handed) in her panoply of blades, or may summon a new panoply of blades with different damage types, as a full-round action. Otherwise, the panoply of blades retains the last damage type configuration chosen every time it is summoned. If the psychic armory chooses to reshape the weapons within her panoply, it requires a full-round action to do so per weapon type she chooses to reshape. She may also re-assign the type of damage dealt as part of reshaping her panoply of blades if she so chooses. A psychic armory can reassign the special ability or abilities she has added to her panoply of blades from her enhanced armory class feature (see below). To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the psychic armory does not require sleep. After that period, the panoply of blades materializes with the new ability or abilities selected by the psychic armory. In all other respects, the panoply of blades functions as a the form mind blade class feature, and subject to anything that would affect a mind blade (except crystal hilts.) When using the psychic strike class feature, the psychic armory may charge a number of weapons from her panoply of blades of her choice. The panoply of blades may take enhancements as if it were both a melee and a ranged weapon. This replaces the shape mind blade and form mind blade class features but counts as these class features for prerequisites or requirements. Psychokinetic Throw: Unlike a normal soulknife, the psychic armory never need touch her blades before psychokinetically hurling them at a target and may make iterative attacks as her base attack bonus allows. As the attack is directed mentally, the psychic armory makes the ranged attack using her Wisdom modifier instead of her Dexterity modifier to determine her ranged attack bonus with her panoply of blades. She adds her Wisdom modifier to damage in place of her Strength. Due to the purely mental nature of how these attacks are made, the psychic armory cannot use Psychokinetic Throw to make off-hand attacks (such as when fighting with two weapons). Feats that modify ranged attacks specifically (such as Deadly Aim and Rapid Shot) function normally for use with the psychic armory’s panoply of blades. The range and damage of this attack depends on what weapon type is used (light weapons have a range increment of 20 feet and one-handed weapons have a range increment of 15 feet). At 2nd level, the psychic armor gains the Two-Handed Throw blade skill for use with this class feature, allowing the psychic armory to use psychokinetic throw ability with two-handed members of her panoply of blades with a range increment of 10 feet. A psychic armory’s panoply of blades has a maximum range of five range increments. This replaces the throw mind blade class feature but counts as throw mind blade for prerequisites or requirements.

Maneuvers: A war soul begins his career with knowledge of three martial maneuvers. The disciplines available to him are Broken Blade, Sleeping Goddess, Solar Wind, Thrashing Dragon, and Veiled Moon. In addition, he can trade one of his available disciplines for the Riven Hourglass, Scarlet Throne, or Tempest Gale discipline. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a war soul is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table: Archetype Maneuver Progression. The war soul must meet a maneuver’s prerequisite to learn it.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the war soul can choose to learn a new maneuver in place of one he already knows. In effect, the war soul loses the old maneuver in exchange for the new one. The war soul need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The war soul can swap only a single maneuver at any given level. A war soul’s primary initiator attribute is Wisdom, and each war soul level is counted as a full initiator level.
This ability replaces the psychic strike class feature and the blade skill at 10th level.

Maneuvers Readied: A war soul can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating over his mind blade for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. War souls do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the war soul initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).
War souls may recover their maneuvers in one of two ways. The war soul may concentrate on his mind blade to recover an expended maneuver from its psychic projection as a standard action and recover one maneuver. Alternatively, he may flood his being with martial knowledge as a full-round action, becoming psionically focused and recovering a number of expended maneuvers equal to his war soul initiation modifier (minimum 2). While recovering maneuvers, the war soul’s mental state makes him react violently to those who would attack him. When attacked, he may make an immediate counter-attack against his attacker at his full base attack bonus; he may only make one counter-attack against a given enemy per round, and he may make no more counter- attacks then his 1 + his Wisdom modifier per round.

Psychokinetic Throw: Unlike a normal soulknife, the psychic armory never need touch her blades before psychokinetically hurling them at a target and may make iterative attacks as her base attack bonus allows. As the attack is directed mentally, the psychic armory makes the ranged attack using her Wisdom modifier instead of her Dexterity modifier to determine her ranged attack bonus with her panoply of blades. She adds her Wisdom modifier to damage in place of her Strength. Due to the purely mental nature of how these attacks are made, the psychic armory cannot use Psychokinetic Throw to make off-hand attacks (such as when fighting with two weapons). Feats that modify ranged attacks specifically (such as Deadly Aim and Rapid Shot) function normally for use with the psychic armory’s panoply of blades. The range and damage of this attack depends on what weapon type is used (light weapons have a range increment of 20 feet and one-handed weapons have a range increment of 15 feet). At 2nd level, the psychic armor gains the Two-Handed Throw blade skill for use with this class feature, allowing the psychic armory to use psychokinetic throw ability with two-handed members of her panoply of blades with a range increment of 10 feet. A psychic armory’s panoply of blades has a maximum range of five range increments. This replaces the throw mind blade class feature but counts as throw mind blade for prerequisites or requirements
Bravery +2 (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armed Bravery (Ex): The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.

Distill Panoply: As a move action, the psychic armory may gather one of her mind blades from the panoply and briefly focus it into a more traditional mind blade (if the psychic armory possesses the Quick Draw feat or the Swift Panoply class feature, she may gather a weapon as a swift action instead if she chooses). The psychic armory may grab a single light, one-handed or two-handed weapon, or a pair of light weapons; this weapon gains the benefits of the enhanced armory class feature and may be used in melee combat (the psychic armory may retain her ability to add her Wisdom modifier to attack and damage rolls, or may use her Strength score if she prefers to). A weapon gathered by this ability may be used with feats or special abilities that may be used with melee weapons of that type. This weapon stays manifest for 1 + the psychic armory’s Wisdom modifier rounds (minimum of 2 rounds). If the character possesses the Mind Daggers blade skill, a pair of mind daggers may be distilled from her panoply for use in melee. If the psychic armory possesses a crystal hilt, she may use her distilled panoply with this item (crystal iouns will continue to lend their bonus to distilled weapons but cannot be combined with other crystalline focus items).
Enhanced Mind Blade: A soulknife’s mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife’s level determines her maximum enhancement bonus(see Table: The Soulknife). The soulknife may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. If the soulknife shapes her mind blade into two items, the enhancement bonus of her mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape her mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus that does not exceed the total allowed by the soulknife’s level, but she must assign at least a +1 and weapon special abilities (if any). This penalty does not apply when using the Mind Shieldblade skill.

Armor Training 3(Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level. Source: PZO9467

Martial Blade Recovery (Su): At 4th level, psionic channels established during manifestation of a mind blade may allow reclamation of bursts of foreign psychic energy caused by the defeat of an opponent. These bursts of energy can be used to invigorate the mind of the war soul and restore his resolve and skill. If the war soul reduces a living opponent (possessing 1/2 HD or more and an Intelligence score of 3 or higher) to 0 hit points or less, as a swift action the character may recover either a single expended maneuver or his psionic focus. The war soul must be using a mind blade to recover maneuvers in this fashion. This class feature replaces the blade skill gained at 4th level.

Increased Range: The psychic armory gains incredible range from his panoply’s attacks. Light weapons increase their range to 100 feet, one-handed weapons increase their range to 60 feet, and twohanded weapons increase their range to 30 feet. If the character possesses the Mind Daggers blade skill, their range increases to 200 feet

Swift Panoply: At 5th level, the psychic armory may conjure her panoply of blades as a swift action. This functions otherwise identically to the quick draw class feature, and counts as quick draw for prerequisites or requirements

Combat Slide: Upon successfully striking an enemy in melee, the soulknife may immediately make a 5-foot step (even if she’s already moved in the round, but not if she’s taken a 5-foot step). In addition, when someone misses the soulknife with a melee attack, she may spend an immediate actionto take a 5-foot step.

Armor Specialization (Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.

Psychic Strike: The soulknife gains the psychic strike class feature. When learned, this skill allows the soulknife to add an additional 1d8 points of damage to an attack with her mind blade, as per the psychic strike class feature. This may be improved by the Powerful Strikes blade skill. The soulknife must not previously possess the psychic strike class feature to select this blade skill. The soulknife must be 4th level to select this blade skill.

Weapon Training (Ex):Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Advanced Weapon Training: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature. 

background:

Gilgamesh loves Aelyosos.

The city is his blood, his life force. Every major action he take's, it's for the glory of Aelyosos.

However, it was not always this way.

Born to Lugalbanda, a merchant prince who had a dalliance with a mysterious warrior woman 18 year's ago, she left soon after he was born. Gilgamesh was gifted with a body that was of the highest grade by mortal standards and wisdom reaching truth. His early life was filled with teaching's of money and trade, his father seeking to groom the child to be the one to take his tannery to other countries and even more profit. But all this taught the Young Gilgamesh was not the things his father wanted. Gilgamesh learned greed, absolutism, oppression, duress, levies, and the utmost decadence from self-interest. His father lamented this change, wishing he was a better teacher. Gilgamesh relished in the power and prestige his position brought, gift's were shoved in his face, and his brutal wisdom was used to cut other's down. He felt that this city was his, and he would be sure that everyone he dealt with would know. His greedy heart truly knew no limits, never did he have enough...anything of value he came across, was taken, gold, jewels, weapon's, everything was added to his ever growing vault of treasure. His “Gate Of Aelyosos”, the pinnacle of his achievement's, the place in which all his worldly treasure's were taken, was also the monument to all his sin's.

The Divine's had to have seen this, for only they could have sent Enkidu to him, and changed his life.

He met Enkidu when he had just turned 16, Gilgamesh had previously slept with his sister, leaving her feeling used and saddened. Incensed by this, Enkidu challenged Gilgamesh to a wild battle on top the water platforms in the ocean. The two wrestled for dominance for 12 straight hour's with neither letting up in the slightest. Enkidu shifted into many forms during their battle, boar's, birds, and bear's. Gilgamesh was forced to use all his strength to match his transforming opponent. He was angered at having found his equal for the first time, insulting Enkidu as a clod of mud. He was forced to draw out his treasures that had been carefully stored away, marking the first use of the Gate of Aelyosos as a weapon, and although it was a reluctant and forced humiliation at first, he eventually began to enjoy it and brought them out without regret.

He eventually emptied the vault, and Enkidu was left with zero energy to continue. Rather than continue, Gilgamesh let himself fall backwards onto his back while bursting with laughter, Enkidu following in suit. He remarked that there would only be one chance to strike for each of them, and without any means of defense, it would leave only two foolish corpses. Enkidu was never able to interpret if that meant it was a tie or if Gilgamesh wanted to make it so that there would only be one corpse. Enkidu asked, "Do you not regret the treasures you have spent?" to which he replied in a bright voice, "Not in the slightest...!"

Gilgamesh and Enkidu would then go on to be very close friends. His presence as the voice of reason slowly fixing and curving the merchant's dark and selfish desire's. But it was not to last forever, for the world is cruel.

Enkidu grew deathly ill, and his death was certain. Gilgamesh did everything in his power to save his friend, emptying his vault. But no amount of money can stop a curse from the gods. Enkidu passed, turning to mud in his friends arms. With the death of Enkidu, two things over took Gilgamesh, a hatred of the gods, and a sudden fear of his own mortality. Up until that point, Gilgamesh had lived by his own standards, collecting riches, bedding women, fighting with his friend, and purging the earth of banes. Enkidu returning to dust, meeting death, greatly changed his views. Death had never inspired grief or fear in him until that moment, and it had never once even been in his mind though he knew that it awaited all. Seeing the one who held equal power to him perish before his eyes let him register the true reality of death for the first time. It is through all of this, that Gilgamesh learns the true worth of his treasure's...that up until this point, he has wasted his life accruing these ultimately worthless things...he would give them all away to have his friend back.

This change settled in his heart, forcing a change in him. He then made a choice, with the time he has left, whether that be 2 days or 200 year's. He will find the things that truly matter in this world, Family is unavailable as his father has died years ago, his last friend has died....all he has left is his city.

So he will make sure this place will remember his actions for all of time...and the place where that would begin is the Pharossi.


Would the following VMC for Mesmerist be ok? There is no published alternative for a mesmerist that I can find.

Mesmerist VMC
A character who chooses mesmerist as his secondary class gains the following secondary class features.
Hypnotic Stare (Su): At 3rd level, he gains the hypnotic stare class feature, treating his effective mesmerist level as his character level -2.
Bold Stare (Su): At 7th level, he gains a bold stare.
Mesmerist Trick (Su): At 11th level, he gains a mesmerist trick. He can implant a number of these tricks equal to 1/4 his class level. For the purpose of using mesmerist tricks, he uses his character level as his effective mesmerist level.
Additional Bold Stare (Su): At 15th level, he gains an additional bold stare.
Additional Mesmerist Trick (Su): At 19th level, he gains an additional mesmerist trick.


A question for DM Breath of the Gods, what, if any, city-states border Aelyosos in your version of Iblydos? I was planning on having my character come from a neighboring city-state.


@Breath of Gods, one more question as I look at my backstory. I'm looking at being a sailor as a significant part of my backstory after leaving my tribe. If I were to VMC to Cavalier (which I assume is just in addition to the Gestalt, trading away the feats at 3rd and 7th for now,) could I use the Order of the Sea from Flaming Crab games? It seems like it would be a good fit for the setting, especially if I shift some skill points over to Sailor as a Profession and swim.


It's probably worth noting that the VMC Cavalier wouldn't get the 15th level order ability granting the leadership feat, so that wouldn't be an issue in this case.

Grand Lodge

Requesting Malefex


Yas392 wrote:
Requesting Malefex

That class has... a ridiculous capstone. Not necessarily OP (though still powerful). Just... absurd. And amazing.


Yas392 wrote:
Requesting Malefex

Wow.... Gestalt that thing with an archer (tuned bowstring) Evangalist Cleric and I'm not sure there needs to be a party anymore...

Grand Lodge

Dαedαlus wrote:
Yas392 wrote:
Requesting Malefex
That class has... a ridiculous capstone. Not necessarily OP (though still powerful). Just... absurd. And amazing.

If the game gets to that level.


OK, I've finished a backstory (making some assumptions,) and I think that bar some minor tinkering I'm done with character creation. If anyone sees anything that doesn't look like it should work the way I think it would, let me know, and if I've made the wrong assumptions about backstory I'm happy to modify that to fit the setting.

I think that Gosor would work as a hero in what I think is going to be a story about heroes. If we set to see at some point (and I'd imagine that's not too unlikely,) he'll do even better. If I'm sad about anything it's that harpoons are exotic weapons other than polearms, and I just don't have the feats to use them as my ranged attack for when I'm forced to take make them.


The work on my godling (mighty)/paladin continues. In my player submissions, I strive for as much transparency as possible, especially since this gestalt contains 3rd-party material. So I link web pages to unique class features and feat descriptions as much as I can so my work can be properly critiqued, leaving the DM with as little questions as possible.
I don't like to overpromise, but there was talk of potential 'faces' of the party earlier in the posts. My character, Aenias, has a current +21 Diplomacy score before a dice is rolled, +22 if he's using his Charming trait on a suitable npc.


TheWaskally, you can aid me :) My Vigilante/Paladin has a +30 Diplomacy with the option of always taking 10 and shifting attitude by three instead of the usual two steps.

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