Time Bandits

Game Master Monkeygod


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Following through on my corrupted angel/undead combat type.

Abyssal Bloodrager, Fire/Void Kineticist, and Outer Rifts Oracle. Mostly focused on damage in combat, though will have quite a bit of in combat and out of combat utility.

Very angry, very selfish, very destructive. Likes killing evil things the most.


Belltrap wrote:
@JankInTheTank As someone also looking at playing a gunslinger myself I think the Spell Cartridges feat from Heroes of Golarion might be of interest to you.

unfortunately this one doesn't jive well with inquisitor. I already have a bunch of swift/imemdiate actions, would rarely have one to spare to use arcane strike.


@Monkeygod Another Q that I think has been missed:
Given that you've offered a FCB for each gestalt class, for the (many) odd/custom races we're making, should we just pick and choose from any race?

Likewise, what about race-based traits and feats? Are they on or off limits for custom (and unusual) races?

Thanks!

BTW, I'm still having fun building up a Shaitan-like large earthgliding Striker...but also now playing with the idea of a Zealot (Void Prophet) | Skald | (TBD), who rocks out singing about The Void.


gyrfalcon wrote:

@Monkeygod Another Q that I think has been missed:

Given that you've offered a FCB for each gestalt class, for the (many) odd/custom races we're making, should we just pick and choose from any race?

Likewise, what about race-based traits and feats? Are they on or off limits for custom (and unusual) races?

Thanks!

BTW, I'm still having fun building up a Shaitan-like large earthgliding Striker...but also now playing with the idea of a Zealot (Void Prophet) | Skald | (TBD), who rocks out singing about The Void.

The Rockstar


Mmm, I'll be building a Fear/Intimidate Monster!


As you might have guessed when I said Fire Giant, mine will be a bit pyromaniacal. Thinking Pyrokineticist/Barbarian/something. Those classes don’t traditionally sync well, but I wasn’t going to try; at range, he’d be blasting fire all over the yard, then if folks close it’s raging power attack with a greatsword time. A switch hitter build. Probably less caste and more hack-your-face-off than most of the other submissions.


will there be issues regarding size? such as being large or huge constantly? my character is going to likely have a construct that he rides inside of. a mechanized suit.


I wrote up a bit of backstory--thinking a Maftet Rogue/Striker/Incanter:

Nephre was always a precocious child. She showed great curiosity and a disdain for authority from a young age… a dangerous combination when your tribe lives in ancient ruins with forbidden areas full of still-active magic and traps. For the most part her family and tribe were able to corral her before she got anywhere dangerous… but once they did not.

How exactly she slipped away and past all of her tribe no one knew, but they discovered Nephre was missing soon enough. Panicked searching revealed only their worst fears--a pair of small footprints leading into the most forbidden part of the ruins they lived in, the large central temple with its weathered lioness statues. The elders were summoned and a debate began about whether or not to risk a rescue attempt or to give her up as almost certainly already killed.

They were still arguing when the young child ambled back out of the temple, looking none the worse for wear save for a small red mark on her forehead. She smiled at their disbelief… and there was something changed, something cruel about that smile.

Nephre was different from that day on. She’d always been wild, but now she was uncontrollable, refusing to participate in some of the maftets’ sacred ceremonies, abandoning scimitar practice to fight with her fists and her feet, and disrespecting the elders. Instead she roamed around, exploring forbidden places and punching anyone and anything that made her angry.

She almost didn’t receive her tattoos when she came of age, but managed to put on a convincing enough show of feeling sorry that the elders relented. Her repentance was proven insincere when the very next night she again entered the forbidden temple.

The elders were waiting when she emerged, again changed--her tattoos now included a large, complex set of red-ochre markings all over her face, as well as similarly-colored patterns on her hands, elbows, and even, somehow, on her furred legs and feet. Before the elders could speak Nephre coldly told them they didn’t need to banish her, she was already leaving and they’d never see her again.

She spent the next few years traveling, mostly exploring ancient ruins and dungeons, taking their treasures, and kicking anything that got in her way in the face. This course eventually led her to the planes and Hyraeatean. It didn’t take her long for her attitude and disrespect for authority to get her in trouble… particularly when she was caught trying to break into most closely-guarded vaults of the Church of Coin. A lesser attempt at robbery might have earned her a smaller punishment, but after such an audacious crime (and after she volunteered for it) her punishment was set to service in the Suicide Squad.

Oddly enough, she seems quite happy with this arrangement.


Ouachitonian wrote:
As you might have guessed when I said Fire Giant, mine will be a bit pyromaniacal. Thinking Pyrokineticist/Barbarian/something. Those classes don’t traditionally sync well, but I wasn’t going to try; at range, he’d be blasting fire all over the yard, then if folks close it’s raging power attack with a greatsword time. A switch hitter build. Probably less caste and more hack-your-face-off than most of the other submissions.

Hmm, your Fire Giant seems a little bit to close to what I had started to think about, so I’ll likely change elements and a few details here and there.

Don’t want too many raging fire monsters running around in one party!


Or...do we?

Brb making another character sheet.


bigrig107 wrote:
Ouachitonian wrote:
As you might have guessed when I said Fire Giant, mine will be a bit pyromaniacal. Thinking Pyrokineticist/Barbarian/something. Those classes don’t traditionally sync well, but I wasn’t going to try; at range, he’d be blasting fire all over the yard, then if folks close it’s raging power attack with a greatsword time. A switch hitter build. Probably less caste and more hack-your-face-off than most of the other submissions.

Hmm, your Fire Giant seems a little bit to close to what I had started to think about, so I’ll likely change elements and a few details here and there.

Don’t want too many raging fire monsters running around in one party!

You could go Frost Giant, then we could have the Super Smash Brothers, Fire & Ice style.


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Let's try to get some answers:

1) The two non humanoid races from Co7S aren't allowed. Don't ask me why, but I really want to keep the party humanoid. I realize it probably makes no sense, but it's just this image I have in my head.

That said, for 1 RP, you can give them a human form.

2) As much I thematically love Trinity Knight, it's too complicated for tristalt. Sorry!

3) Regarding format, I personally prefer something close to the officially bestiary style(check my aliases for examples) however, as long as everything is easily accessible, highlighted and organized, format whatever way makes you comfortable.

One small request: Please use bold for each specific stat line. Ie, feats, skills, saves, etc. It makes it much easier for me to find what I am looking for.

4) Minor artifacts can be variations of something currently in existence, or a brand new creation.

Check out Ellioti's artifact for a rather perfect example.

5) FCB for custom races, just use whatever fits from an existing race, or heck, come up with your own suggestion.

6) Campaign traits can be chosen, deity specific ones I would need to just double check to make sure they made sense for your PC, but chances are they will be acceptable.

7) No limit on what race traits may be chosen. Go nuts(but with restraint, lol)

8) Innocent Blood is fine. Just please don't actually play a psychotic, blood thirsty monster murderhobo.

9) Keep power level *around* 10 on the bench press sheet. A little under or over is probably fine, but shouldn't be more than 2 *maybe* 3 levels off.

10) VMC is fine, as it doesn't add all that much. Just double check with me on the specific VMC.

11) Martial traditions are fine, I know nothing about the system, but I assume they aren't OP/game breaking.

12) I believe Omenwalk should be fine. However, I would also suggest maybe taking Flickering Step

13) I checked with the author of Co7S and the races are all around 9-12 RP or so.

To make things simple, let's just assume they are all 11 RP, and go from there.

14) All your class skills are considered class skills, but you use your base for skill points. Don't forget my various boosts to skills!

15) Elemental Immunity can be taken, regardless of type/subtype. There's plenty of non elemental outsiders with elemental immunity, so it's pretty stupid in my opinion to restrict it that way.

Please note, unless you're purposely making something that will have a fire or cold subtype(like a fire giant), you do not automatically gain vulnerability to an opposing element.

Also, the above removal of specific prerequisites based on race/type is applicable to most race traits. Again, check with me, but I'm probably going to be okay with most race traits being taken regardless of if they are supposed to be limited to a certain race or type.

16) Wealth is increased to 85,000. This is in addition to Automatic Bonus Progression.

17) Again, don't worry about racial restrictions on traits/feats, assuming you meet other prerequisites. Same as before, double check with me, just in case.

18) Size could come into play, as some of the missions might restrict you if you're too big(ie, dungeons). Either have a way to shrink or worst case, I won't take big PCs on that specific mission.

Finally, one last important note on the custom races:

Please feel free to message me or ask here about unique/odd abilities not normally available.

I don't have a problem assigning an ad hoc race point to something, if that will help you build your perfect race.

I've already done this with Bigrig and his angel, so feel free to hit me up!

Scarab Sages

Pathfinder Starfinder Society Subscriber
Almonihah wrote:

I wrote up a bit of backstory--thinking a Maftet Rogue/Striker/Incanter:

Nephre was...

Though the backstory wasn't very long, as a general practice, it is preferable to put that kind of thing in a spoiler. I makes skimming through for relevant information easier.


Tenro wrote:

I was thinking that a good compromise between race builder and monster races would be to allow people to choose either:

1. race build as we have been discussing or pick an existing base race and pump it up to 41 (would have to work with DM for abilities without listed costs for ad-hoc values)

2. pick a monstrous race, use the appropriate ability score generation for them (not point buy). allow either up to 5 free CR (do not get those HD, reduce skill/hp/save/feat values as appropriate) and any remaining subtracts from all 3 classes (still get skill/hp/save/feats from spillover as if they were levels); or NO free CR but the CR only subtracts from 1 class. (still capping HD if you want, though they arent that much in power mostly i dont think) this keeps people from being something CR 14 with gestalt levels on the side, but allows less-powerful beings to be fully tristalt, and the middle road of being a middle-power monster but less tristalt levels all around.

this would allow folks to not have to focus on making their special item special in some way other than just trying to get monster abilities from it that they couldn't otherwise get.

MG what did you think of this idea?


Saashaa wrote:
Almonihah wrote:

I wrote up a bit of backstory--thinking a Maftet Rogue/Striker/Incanter:

Nephre was...

Though the backstory wasn't very long, as a general practice, it is preferable to put that kind of thing in a spoiler. I makes skimming through for relevant information easier.

Ah, sorry, I was in a rush.

Edit: I think I've decided on my Maftet race:

Maftet Rebel:

This maftet has rejected the traditions of her people, eschewing study of the scimitar and altering her magical tattoos for greater power in battle.

Type: Monstrous Humanoid (3 RP)--gives darkvision
Size: Medium
Speed: 40’ land (1 RP) 60’ fly (Average) (10 RP)
Flexible stats (2 RP) +2 Str +2 Dex
Standard languages
Desert Runner (2 RP)
Natural Armor (2 RP)
Sneaky (5 RP)
Spell-Like abilities: Magic Weapon, Cat’s Grace, Protection from Evil (4 RP)
Advanced Con(4 RP)
Static Bonus Feat (Combat Reflexes) (2 RP)
Greater Defensive Training (4 RP)
At-Will Spell-Like ability: Divine Favor (2 RP)
Total(3+1+10+2+2+2+5+4+4+2+4+2=41)


Alllrighty! Got a mythweavers sheet all up and ready, now just gotta work on that ten-minute backstory. I'd love to get a sense for what others are making first though, so I can see what sorts of niches I need to fill. As is, I can do tanking, a touch of skill monkey that really only comes online at level 12, and some good support. I may go full alchemist instead of mutation warrior if it looks like we're really lacking for casters.


going infiltrator theme. skill monkey plus focused magical support (mostly for me so someone else wanting to buff by all means have at it). ranged damage primarily.


Douglas is going for the sweet sweet Improved Improvization plus Evangelist route.

+8 to all skills he has no ranks in. I'm actually glad I made him with a relatively low int score.

That aside, he's also geared towards tons of staying power and sustain. He won't hit extremely hard or super often, but he's got good AC, solid DR, and can heal himself a not insignificant chunk without losing ground in a fight. He's very much meant to jump straight in front of whoever has a clear line to the squishies and just stay there.


my plan is to be able to get into and out of anywhere. prepare as much as possible. cautious advance. hit from the longest distance possible for as hard as possible, make them wonder where the hell it came from. itll take me a few levels to get there since i couldnt suck it up and fit in a full BAB class.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Alright here's most of a build
( ) = when rage/mutagen/enlarged

70% crunch:
Dr. Craven and Bash
medium (huge) Augmented Human [human, augmented]
(Base) Barbarian (invulnerable rager) 10 | Vigilante (Brute) 10 | Alchemist (rage chemist) 7 / Master Chymist 3
NE (CE)
Init +0; Senses ; Perception +13

DEFENSE
AC 10
HP 220 (250)
Fort +15 (+18) ((+4 vs spells and sla's)); Ref +9 (+7) ((+4 vs spells and sla's)); Will +9 (+11) ((+2 vs spells and sla's))
DR 5/-

OFFENSE
Speed 50ft; Climb 30ft;
Melee +19 Claw (2d8+20, x3, grab); B,S;
Melee +17/+17/+12/+12 unarmed strike (3d6+20, x2); B;
constrict (1d6+14)

Extracts Prepared

STATISTICS
Str 22, Dex 14, Con 18, Int 22, Wis 11, Cha 12
(Str 34, Dex 10, Con 24, Int 20, Wis 11, Cha 12)
Base Atk +10;
CMB +27 [+31 grapple]
CMD 35 [+39 grapple]

Feats
Prodigous TWF, Raging Vitality, Iron Will, Throw Anything, Toughness, Skill Focus (UMD), Powerful Maneuvers, Shrapnel Strike, Improved Grapple, Bear's Balance, Improved Iron Will, Improved Unarmed Strike, Snatch, Greater Grapple, Greater TWF, Clerity of Pain, Skill Focus (Acrobatics), Exorcising Mutilation, Extra Rage Power, Die Hard

Skills
Acrobatics* +13=6+3+1+3
Appraise +11=1+3+7
Climb +25=1+3+12+9
Craft Alchemy +27=10+3+7+7
Disable Device +6=1+3+2
Heal* +17=10+3+4
Intimidate +26=10+3+1+12
Knowledges* +16=5+7+4
Linguistics +20=10+3+7
Perception +13=10+3
Spellcraft +24=10+3+7+4
Survival +13=10+3
Swim +16=1+3+12
UMD* +17=10+ 3+1+3

Languages

Traits
[Combat]Vandal, [Magic]Unstable Mutagen, [Race]Bred for War

SQ
Double Time, L Beast Totem, Living Shield, Preserve Organs, Social Grace, Beast Totem, Heavy Punches, Preserve Organs, Ancestral Enlightenment, Superstitous, Total Destruction, Preserve Organs, Quick Change, Witch Hunter, Scale Surroundings, Mutate 2/day, Burly, Skill Familiarity, Body Bludgeon, G Beast Totem, Animal Patron (wolverine)

Race:
Augmented Human Racial Traits (41 RP)
Ability Scores: +4 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha
Type: Humanoid (augmented, human)
Medium: Augmented humans are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Augmented humans have a base speed of 40 feet.
Bonus Feats: Augmented humans select one extra feat at 1st level.
Focused Study: Augmented humans are extra skillful. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Superior Defenses: Augmented Humans are extraordinarily resilient and possess enhanced defensive reflexes. They gain a +2 dodge bonus to AC, and a +2 racial bonus on all saving throws.
Tough: Augmented humans receive Toughness as a bonus feat.
Languages: Augmented humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


anyone got knowledge on hand of what ways to speed up reloading firearms? looking mostly for magical items. thinking of using a cannon that normally takes 3 standard actions to reload


Voice of Awesomeness wrote:
16) Wealth is increased to 85,000. This is in addition to Automatic Bonus Progression.

Since ABP removes all static enhancement bonuses, we can never have more than a +2 bonus for armor and weapon. Because that's what ABP gives at that level - independent of wealth. BUT, how does this interact with artifacts? They usually have a slightly higher enhancement bonus than typical for their level.

Here my race, if you have any comments:

Duergar Noble:

Ability Score Modifiers: Advanced: +2 Str, +2 Dex, +2 Con, +4 Wis, -2 Cha
Type: Duergar are humanoids with the dwarf subtype.
Size: Duergar are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Slow and Steady– Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran. See the Linguistics skill page for more information about these languages.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.
Relentless: Duergar gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Enlarge Person Spell-Like Ability (2 RP): A duergar noble can use enlarge person at will, using its character level as its caster level and affecting itself only.
Invisibility Spell-Like Ability (4 RP): A duergar can use invisibility at will, using its character level as its caster level and affecting itself only.
Superior Darkvision: Duergar have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Sensitivity: Duergar are dazzled in areas of bright light.
Immortal (1 RP): Duergar noble do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a Duergar noble as normal. copied from the Shabti race
Defensive Training, Lesser (1 RP): +4 AC vs. Dwarves
Advanced Constitution
Advanced Charisma
Advanced Strength
Stone Shape Spell-Like Ability (6 RP): A Duergar noble can use stone shape at will
Static Bonus Feat (2 RP): All Duergar nobles recieve Giant Steps as a bonus feat
Static Bonus Feat (2 RP): All Duergar nobles recieve Lingering Invisibiity as a bonus feat
Cave Dweller (1 RP): Drow Noble gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.


Does a Vizier count as a full caster for the limit of one full casting class? And if we take two veilweaving classes, does the essence stack?


Two more questions from me... 1) how does ABP interact with class features like a black blade magus, where you get an auto scaling weapon or armor that can’t normally be enhanced? Bummer for me, full stacking, use ABP for gold enhancements, something else?
2) Spear dancing style gives your polearm the double property, treating the butt end as a light mace. Does the butt end still count as the original weapon for enhancement bonuses, fighter weapon training, etc?


I just realized slash forgot that we all had access to stronger races, now I'm not sure if I want to try and amp up my guy the way Saashaa did, or be happy as is. I can certainly say he won't lose out in class features, but he's still gonna suffer from having mediocre stats for a while.

This said, I wouldn't begin to know where or how to start slapping on more s~$* to make a "Noble Human" race.


River of Sticks wrote:

Two more questions from me... 1) how does ABP interact with class features like a black blade magus, where you get an auto scaling weapon or armor that can’t normally be enhanced? Bummer for me, full stacking, use ABP for gold enhancements, something else?

2) Spear dancing style gives your polearm the double property, treating the butt end as a light mace. Does the butt end still count as the original weapon for enhancement bonuses, fighter weapon training, etc?

Never mind on these... I changed up what exactly I want to do. Going to build out a two bladed sword legendary fighter / harbinger / troubadour. Still planning a light armor martial striker who uses his smarts against the enemy with some scouting ability. Will be able to give some area buffs in combat. Going to go with a judow from Co7S with enhanced senses/abilities via Race points, and maybe the Great Mind prestige class on one side of the tristalt if that’s alright.


there is a lot that goes into making one of these! this is taking a while to build.

I missed the first time around that we were doing automatic progression. adjusted for that now.

still need to do equipment, feats and background. but we're getting there!

found an interesting artifcxat while looking through existing ones. I'm not going to use it as my artifact, but it gave me inspirration for my background.

basically it's a ring that when you die it plants a tree that creates a new copy of you. but at the same time it creates another copy of the same power but opposite alignment somewhere else in the world. my character will be the product fo such a secondary creation gone wrong, creating a shadowy undead evil copy of the original. he decides to hunt down the original and the other evil copies of him/them. ends up being an evil undead that hunts other evil undead.

I built out the classes, stats and spells and I'm really happy with my inquisitor/gunslinger/sorcerer.

character sheet so far, please give feedback if you have time. I don't honestly know how you will be able to verify these complex builds, but if you see anything glaring let me know
http://charactersheet.co.uk/pathfinder/#/sheet/5cd5a2382a126100045f26ae


Two more questions.

1) What templates are allowed for Becoming, True and can it be taken more than once?

2) Is High Aspirant allowed, and can we start with the Rank 2 Membership required for it (without the prestige I would assume, just the Fame to meet the rank requirement)?


I'm thinking of a Ogre Paladin - Rogue - Spirtualist, oddly enough. The loose idea is they're possesed by a Phantom Blade when they killed a Paladin, ending up taking on that mantle. There fighting style would be the Savage Critical and the Spell Attack to end each fight in one massive, merciful blow (Each hit doing vital strike, Sneak Attack and a Destruction Sphere blast).


JonGarrett wrote:

I'm thinking of a Ogre Paladin - Rogue - Spirtualist, oddly enough. The loose idea is they're possesed by a Phantom Blade when they killed a Paladin, ending up taking on that mantle. There fighting style would be the Savage Critical and the Spell Attack to end each fight in one massive, merciful blow (Each hit doing vital strike, Sneak Attack and a Destruction Sphere blast).

Ah, Garg and Moonslicer. :)

Scarab Sages

Pathfinder Starfinder Society Subscriber

GM, aside from the standard missing bits, do you have any questions or prefer a different formatting? Anything that needs correcting or links?


I have some questions about a custom Half-elf of Azlanti descent:

Assuming the FCB starts with the primary class of the tristalt, does multitalented allow the FCB of a second class? Would the feat that allows the FCB of all classes apply to the tristalt?

Humans of Azlanti descent have a +2 to all stats, according to some splat books. Could that be applied to a Half-elf, and if so what sort of cost would it have in the Custom Race builder?


Mr. Rattlebones wrote:


Ah, Garg and Moonslicer. :)

I knew I'd heard of the idea before, but could not remember for the life of me where I'd heard it. Thank you.

Sovereign Court

The Crimson Countess, Backstory:
Jasmine was born in Baldur’s Gate on Faerun. When she was an infant she was stolen by a bagman (fey creature). The bagman was absconding with the child, but was noticed by a gerbie (different fey creature). The gerbie walked up and the bagman was overcome by the gerbie’s aura of friendship. The gerbie returned the child to the nearest humans. Who happened to be priests from the Citadel of Strategic Militancy. There Jasmine was adopted by Lady Kaitlin Tindall Bloodhawk, First Lady Knight of the Red Standard, high priestess of The Red Knight.

Raised at the Citadel of Strategic Militancy, Jasmine began at a very young age learning to think tactically. She grew up playing games of strategy, learning to use arms and armor, and generally about being a soldier. Her personal strengths were in strategies of cooperation and defense. Her only real morale compass instilled was one primarily of Law. The clerics of the Red Knight vary between Good, Neutral, and Evil. Generally Jasmine believed in the strength of order.

As a young adult she set out to learn her own place in the world. Jasmine first took mercenary work and some work as an adventurer, but eventually her travels brought her to the Border Kingdoms. There she saw opportunity to bring order to this fairly chaotic land of changing rulers. Jasmine had little trouble in gathering supporters and warriors to help her with her ambition, due to her personal magnetism and tactical mind.

During her conquests, Jasmine became a much harder and more ambitious person. Once she had a taste of power, she wanted more. She was successful in establishing a small queendom, but she ruled it ruthlessly. Driven to enforcer order, even at the cost of freedoms. She became quite well known as a tyrant, and ever ambitious to expand her holdings.

Shortly before a great battle, she was approached by a glimmerskin. This creature of overpowering life offered her more personal power for the cost of joining with her and experiencing the battle first hand. This extra infusion of positive energy made her feel unbeatable and led to her making some reckless mistakes. Her army was crushed due to her reckless ambition, she over reached. While she was indeed personally laying waste to her enemies, all that she had worked on was lost.

In despair she tried to push out and lash out at the glimmerskin, unable to accept the defeat was her fault. The glimmerskin in response to being forced out and attacked, planeshifted Jasmine.

Jasmine found herself in a magnificent city unlike any she had ever heard of. She found herself alone for the first time in quite a long time. Eventually she found her way to one of the many organizations of the city. The extra infusions of life energy from her time stolen by fey and infused by a being of positive energy, made her particularly attractive to some of the Scarlet Sovereignty. She has found that her skills, beauty and vivacious energy has enabled her to rise quite well as a mortal working with them. Her ambitions now are to continue to gain power and influence, and possibly even immortality.

The Crimson Countess, Statblock:
Jasmine Valerie Bloodhawk, The Crimson Countess
Female Advanced Human Zealot 10 // Cavalier (Courtly Knight, Sister-In-Arms) 10 // Fighter 5/Oracle 1/ Antipaladin (Insinuator) 4
LE Medium humanoid (human)
Auras Aura of Ego (10ft. +2/-2 vs fear)
Init +19; Senses Perception +15
--------------------------------------------------------------------------- ----------------------------------------------------
Defense
--------------------------------------------------------------------------- ----------------------------------------------------
AC
33, touch 23, flat-footed 28 (+9 armor, +5 dex (cha), +5 shield, +2 deflection, +1 natural armor, +1 trait)
hp 220 (10d10+100+1d10+10)
Fort +19, Ref[/b] +15, Will +20, +3 vs compulsion, +4 vs dropping weapons, +5 vs fear
Defensive Abilities Bravery +2, Defiance, Greeds (fatigued), Living Bastion, Maiden’s Loyalty +3, Martyrdom (4hp/point, or 1 ability/2 points), Nature’s Whispers, Selfish Healing 12/day (4d6+18), Stubborn Health, Tempered Body (75% fortification), Unbreakable Fortress, Uncanny Dodge, Unholy Resilience
--------------------------------------------------------------------------- ----------------------------------------------------
Offense
--------------------------------------------------------------------------- ----------------------------------------------------
Speed
30 ft.
Melee Lady (+2 adamantine Longsword) +21/+16 (1d8+11/19-20), or mwk cold iron spiked gauntlet +17/+12 (1d4+6), or mwk silver warhammer +17/+12 (1d8+6/x3)
Ranged cold iron chakram +11 (1d8+6)
Special Attacks Channel Energy (2d6, DC 20), Echoes of Steel, Halfhearted Challenge 4/day (+4 atk, +4 ac, +7dmg), For the King 1/encounter (Sw, +8 atk/dmg 1 round), Lion’s Call (Std +1 atk, +8 vs fear, 10 rnds), Smite Impudence 2/day (4 temp, +8 atk, +2dmg), Strategy 1/encounter (Std, 1 of: +2 ac, +2 atk, move as immediate), Weapon Training (Heavy Blades +3), Zeal +3
Antipaladin Spell-Like Abilities (CL 4th, concentration +15)
At will - detect balance (as detect evil, but detects neutral alignment)
Oracle Spells Known (CL 1st; concentration +12)
1st (5/day) - cure light wounds (DC 19), endure elements, fallback strategy
0 (at will) - detect magic, guidance, purify food and drink, read magic
Zealot Maneuvers Known (IL 10th)
5th - shackles of the condemned (DC 23), stance of the thunderbrand, strategic blow
4th - grim guard’s laughter, iron lancet charge (DC 22)
3rd - chains of doubt (DC 21), intruder’s end, iron tortoise stance
2nd - enraging strike (DC 20), fear the reaper
1st - ego wounding strike (DC 19), flash of insight, iron pikeman’s attitude, stance of the defending shell
--------------------------------------------------------------------------- ----------------------------------------------------
Statistics
--------------------------------------------------------------------------- ----------------------------------------------------
Str
22, Dex 12, Con 12, Int 20, Wis 14, Cha 26
Base Atk +10; CMB +16; CMD 40 (45 vs grapple or trip, 47 vs disarm or sunder)
Feats Bodyguard, Combat Reflexes, Cornugon Smash, Cut From The Air, Defensive Expertise (PoW), Diehard, Extra Conviction (x3) (PoW), Fey Foundling, Improved Initiative, Martial Power (PoW), My Master’s Vitality (Co7S), Noble Scion (War), Persistent Focus (living bastion), Persuasive, Planar Infusion (positive energy), Psionic Meditation, Shield Focus, Shield Specialization (heavy), Signature Skill (Intimidate), Skill Focus (Diplomacy), Skill Focus (Intimidate), Smash From the Air, Toughness
Skills Autohypnosis +15 (10 ranks), Bluff +29 (10 ranks), Climb +12 (1 rank), Diplomacy +40 (10 ranks), Disguise +15 (1 rank), Handle Animal +15 (1 rank), Intimidate +38 (10 ranks), Knowledge (arcana) +7 (2 ranks), Knowledge (dungeoneering) +9 (1 rank), Knowledge (engineering) +18 (10 ranks), Knowledge (geography) +7 (2 ranks), Knowledge (history) +18 (10 ranks), Knowledge (local) +9 (1 rank), Knowledge (martial) +9 (1 rank), Knowledge (nature) +9 (1 rank), Knowledge (nobility) +15 (1 ranks) (+20 Scarlet Sovereignty), Knowledge (planes) +9 (1 rank), Knowledge (psionics) +9 (1 rank), Knowledge (religion) +9 (1 rank), Perception +15 (10 ranks), Perform (dance) +21 (10 ranks), Perform (oratory) +23 (10 ranks), Profession (soldier) +15 (10 ranks), Ride +5 (1 rank), Sense Motive +19 (10 ranks), Spellcraft +9 (1 rank), Stealth +5 (1 rank), Survival +8 (1 rank) (+13 to provide for allies), Swim +10 (1 rank), Use Magic Device +21 (10 ranks)
Traits Agile Dancer, Defender of the Society, Extremely Fashionable, Unorthodox Method (trade Solar Wind for Iron Tortoise)
Languages Common, Draconic, Dwarven, Elven, Infernal, Undercommon
SQ Armor Training (2), Burning Contemplation, Collective, Commitment, Compartmentalized Aid, Convictions (Improved Path of Dedication, Impulsive Reactions, Path of Dedication, Tempered Body [3]), Imperious Attitude, Invocation, Maiden’s Order (Order of the Fanged Crown), Mission (Protection), Mystery (Nature), Oracle’s Curse (Powerless Prophecy), Order Abilities (aid allies +4), Power Points (70/day), Revelation (Nature’s Whispers), Social Presence +3, Telepathy, Unshakable Will
Combat Gear acid (4), air crystals, alchemical grease, alchemist’s fire (4), elixir of the thundering voice (5), gravely tonic (5), holy water (2), scroll of dimension door (3), scroll of fly (3), scroll of glitterdust (3), scroll of inspired recovery (CL 10), scroll of see invisibility (3), smelling salts, spiritbane spike, wand of comprehend languages (50), wand of cure light wounds (50), wand of infernal healing (50), wand of lesser restoration (50) wand of protection from chaos (50), unholy water (2); Other Gear mithral fullplate, mithral heavy shield (attuned +2), Lady (adamantine longsword w/ heightened to level 9, CL 20 continual flame, attuned +2), mwk cold iron spiked gauntlet, mwk silver warhammer, cold iron chakrams (4), bracers of the merciful knight, champion’s banner, circlet of persuasion, gloves of dueling, handy haversack, sash of the delicate moving war champion (as a corset of delicate moves and a sash of the war champion), traveler’s anytool, armor truss, board game (chess set, 100gp), book of war prayers, Calistria’s kindness (90), chalk (10), chalkboard, charcoal (4 sticks), chronicler’s kit, cleric’s kit, climber’s kit, compass, efficient tent, explorer’s outfit, gear maintenance kit, grooming kit, heritage book, holy symbol (gold), holy text (Liber Tactica), imperial conquest set, jewelry (various, 500gp), journal (3), map maker’s kit, mirror, noble’s outfit (3), pathfinder’s kit, perfume (exotic, 10), pocket watch, pomander (noble’s), scrivener's kit, shaving kit, signet ring, survival kit (mwk), tome of epics, 1,280gp
Favored Class Bonuses Zealot 1PP/Level, Cavalier 1HP/level, Fighter +1CMD vs grapple and trip/level
Automatic Bonus Progression armor/shield attunement +2, deflection +2, mental prowess +2 (Charisma), Physical Prowess +2 (Strength), resistance +3, toughening +1, weapon attunement +2

Advanced Human 41pt race:

Standard Racial Traits
Ability Score Racial Traits: Advanced humans gain +4 Str, +2 Dex, +4 Int, +2 Wis, and +4 Cha.
Type: Advanced humans are humanoids with the human subtype.
Size: Advanced humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Advanced humans have a base speed of 40 feet.
Languages: Advanced humans begin play speaking Common. Noble humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Advanced humans select one extra feat at 1st level.
Focused Study: At 1st, 8th, and 16th level, an advanced human gains Skill Focus in a skill of her choice as a bonus feat.
Silver Tongued: Advanced humans have a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
Bonus Feat Advanced humans receive Toughness as a bonus feat.
Skilled: Advanced humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Quick Reactions Advanced humans receive Improved Initiative as a bonus feat.


Are there any limits on stacking sneak attack? For instance, if a character was rogue 10/stalker (vigilante) 10/alchemist (vivisectionist) 10, could they start with 14d6 sneak attack?


@Kigvan - How did you get 220hp? I know we get max hp, and double at first level, so even if you put all three of your FCB bonuses into hp, shouldn't you have 20 (1st) +90 (2nd-10th) +30 (FCB) +10 (Con)= 150? Do you have some ability giving you more hp? I'm not too familiar with spheres...


Belltrap wrote:
Are there any limits on stacking sneak attack? For instance, if a character was rogue 10/stalker (vigilante) 10/alchemist (vivisectionist) 10, could they start with 14d6 sneak attack?

That's not how gestalt works. You every class feature only once.


@Kigvan - I see you have Toughness. So 20 (1st) +90 (2nd-10th) +30 (FCB) +10 (Con) +10 (feat)= 160? I'm not trying to nitpick or anything, I just want to learn more about different character options.


I know a lot of people have questions for me both here in thread, and in PMs, but the site has been hella wonky tonight for me, at least.

Letting you know I'm not ignoring you, just that I've had a lot of difficulty accessing the site, so replies will need to wait till tomorrow and/or Mon.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Yeah, I was having problems as well.


Zephyo wrote:

I have some questions about a custom Half-elf of Azlanti descent:

Assuming the FCB starts with the primary class of the tristalt, does multitalented allow the FCB of a second class? Would the feat that allows the FCB of all classes apply to the tristalt?

Humans of Azlanti descent have a +2 to all stats, according to some splat books. Could that be applied to a Half-elf, and if so what sort of cost would it have in the Custom Race builder?

That's already possible in the race builder:

Start with human (9)
Switch stats from human to flexible (+2), That covers 2/6 stats.
Now take Advanced for the other 4 (4*4=+16)

...so an Azlanti human would be 27 RP. An Azlantified halfelf would be 28 RP.

Sovereign Court

Mr. Rattlebones wrote:
@Kigvan - I see you have Toughness. So 20 (1st) +90 (2nd-10th) +30 (FCB) +10 (Con) +10 (feat)= 160? I'm not trying to nitpick or anything, I just want to learn more about different character options.

The extra is from the feat:

My Masters’ Vigour

By constant exposure to the Sovereignty’s vampiric nobility and knowing or unknowing experimentation upon your body, a potent fraction of their undead physiology has imposed itself upon you, granting vigor not from physical hardiness but from personal magnetism.

Prerequisite: Membership in the Scarlet Sovereignty, Charisma 13, must be a non-undead mortal.

Benefit: Although still mortal, a fraction of your undead masters’ vigor infuses and strengthens you. Rather than utilizing your Constitution bonus to calculate hit points and Fortitude saves, you instead utilize your Charisma bonus. If you later become undead you may exchange this feat for another you qualify for.

http://spheresofpower.wikidot.com/seraph-feats#scarlet-sovereignty-feats

Scarab Sages

Pathfinder Starfinder Society Subscriber

As for 'multitalented', I think that it would be redundant in this game.


@Kigvan - How are you getting a +19 to init? Especially with a 12 dex.


I can't speak for the full build,

But Noble Scion(War) let's you use Cha for Initiative instead of Dex. With a 26, that's +8 right there, and Improved Initiative adds +4 for a +12 to start.


Ah, okay, that's the part I missed. Didn't see that in the feat list.


Saashaa wrote:
As for 'multitalented', I think that it would be redundant in this game.

The only reason I consider it is because my character will be light on rogue talents as an Eldritch Scoundrel, and a few more just to cover utilities wouldn't hurt. Elves get 1/6th an Arcana as a FCB, and humans 1/6th of a Talent, so half-elves could get both. Elves could get a +1 fighter FCB to CMD to resist disarm and sunder attempts, but I don't know if the feat buy-in would be helpful in surviving the GM's challenges.

gryfalcon wrote:

That's already possible in the race builder:

Start with human (9)
Switch stats from human to flexible (+2), That covers 2/6 stats.
Now take Advanced for the other 4 (4*4=+16)

...so an Azlanti human would be 27 RP. An Azlantified halfelf would be 28 RP.

Thank you, that's perfect!


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Dotting


Here is the submission for Mr. Rattlebones.

Hrad Background:

Hrad is a native of the City of Seven Seraphs, born and raised in the Verge of the Orchard District. His ancestors were spies and scouts in the armies of the Flowered Queen, but deserted with the rest of Maelwyn’s forces shortly after the defeat of the Lightbringer Incursion. For generations his doppelganger kin have served as the eyes and ears of the Mithral Throne throughout Hyraeatan, gathering information and striking against enemies. While not fey themselves, their natural ability for shapechanging and trickery lead many fey to treat them like distant cousins.

Hrad’s talents and skill were noticed early in life, and he was groomed and trained to become a special servant of Morningtide’s Requiem. He was tutored by the finest agents available, and sent on solo missions at just 15 years of age. By age 18 he was leading his own cell. By age 21 he was summoned to the Mithral Throne and given tasks directly by Maelwyn himself.

Tragedy struck, however, when his cell was assigned to infiltrate and gather information on the household of a high-ranking member of the Sanguine Sovereignty who had begun investing in real estate in Mithralmarket. One of his agents was forced under magical compulsion to betray his comrades, leading to their slaughter. Only Hrad escaped. Enraged by the death of his kin, he returned to the house and murdered the vampire in his sleep. The Sanguine Sovereignty filed a formal complaint with the Council. While Maelwyn flippantly denied the allegation in public, in private he was furious that one of his servants acted outside of his wishes and endangered the security of Morningtide’s Requiem. Hrad was formally exiled. Maelwyn, however, was not without sympathy, and gifted the doppelganger with an item of power, The Mask of the Mithral Throne, to help Hrad stay safe and seek revenge against the Sanguine Sovereignty.

Hrad is now somewhat lost. While he has contacts within the doppelganger community throughout Hyraeatan, and is still permitted to communicate with agents of the Mithral Throne, he is no longer physically permitted within the Orchard District. With no official capacity, he is currently wandering the City looking for means to support himself.


Artifact: The Mask of the Mithral Throne:

Slot: head; CL 20th; Weight: 2lb; Aura overwhelming enchantment

This featureless white mask bears thin slits for the eyes and mouth, and is a boon to those who serve the Prince of Revel’s interest in spreading mischief.

Wearing the mask prevents targets from having conscious awareness of your presence. You make yourself completely undetectable to the subjects by erasing all awareness of your presence from their minds. The targets can’t see, hear, smell, feel, or taste you, including with extraordinary or supernatural senses such as blindsense, blindsight, scent, or tremorsense. They can’t pinpoint your location by any means, including detect spells.

The targets remain unaware of your actions, provided you don’t make any attacks or cause any obvious or directly threatening changes in the targets’ environment. If you attack any of the target creatures, the effect ends for those targets. If you take an action that creates a sustained and obvious change in the target’s environment—for example, attacking a creature other than a target or moving a sizeable or attended object the target can see—the target immediately receives a saving throw. The effect is renewed for a target when you are no longer within sensory range.

This effect is similar to a hidden presence spell, but does not allow for an initial saving throw and affects every creature within sensory range.

Destruction: The mask can be destroyed by wearing it in a zone of truth while in the presence of Maelwyn, Prince of Revels and lord of the Mithral Throne, as he speaks a secret truth.


Race: Greater Doppelganger:

Greater Doppelganger
Medium Monstrous Humanoid (3 RP)
Speed: 30ft (0 RP)
Ability Scores: +2 Dex, +2 Cha (2 RP)
Language: Standard (0 RP)

Darkvision 60'

Natural Armor +2 (3 RP)
Elemental Immunity: fire (4 RP)
Elemental Immunity: acid (4 RP)
Elemental Immunity: cold (4 RP)
Spell Resistance, Greater: SR 21 (3 RP)

Spell-Like Abilities (CL 10th)
At will: detect thoughts (Will DC 21) (4 RP)
At will: see invisibility (DC --) (4 RP)

Change Shape, Greater (Su) (alter self): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. These creatures do adjust their ability scores, as noted in their descriptions. (6 RP)

Perfect Copy (Su): When a doppelganger uses change shape, it can assume the appearance of specific individuals. (4 RP)

Total: 41

Full stats are in this profile. Please let me know if you have any questions. :)


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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I don't know the cheese like everyone else does, but I think it would be fun to try a Vampire Hunter / (Empyreal) Celestial Sorcerer / (Skulking Hunter) Hunter. The idea is that he was picked from birth to be this Divine hero/savior and he does everything he can to reject it but he's bound to the powers that made him in such a way that he ends up doing what they want. He knows it, and he hates it.

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