Gestalt Strange Aeons

Game Master bigrig107

Gestalt Strange Aeons! Spooky!


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Yes, I know someone else started a Strange Aeons thread earlier this morning, but I imagine the audience will be slightly different for mine so.

Welcome to the Sanitarium! Is what you would've heard had you had any sense to you.

I'm looking for a party of four tragically brave adventurers to take on the horrors of the Elder Gods in the Strange Aeons adventure path!

Character Creation basics:
Level: Gestalt 1
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: any, but I don't want a CE party wrecker character. If you're evil at all, have a good explanation for it.
Classes: any Paizo, minus Antipaladin.
Races: any and all Paizo are accepted, as the Gods aren't picky.
Traits: two normal, and one Campaign, which must be from the Strange Aeons Player'as Guide.
Wealth: maximum for your highest of the two classes.

Anything I missed, lemme know.

Background:
This adventure path is unique in assuming that you don't know your full backstory and are missing quite a bit of memories when it starts. I will be enforcing this in order to work that amnesiac aspect of the path, so while I do expect some sort of working background for your characters (such as what you were doing before transported to the asylum), I want to hear about your character's particular quirks and maladies much much more.

I don't want normal Joe, the local bread salesman. I want twisted characters with real problematic background events they barely remember, all the better to take advantage of for my horrific machinations.

Warning:
I plan on emphasizing the horror aspect of the Strange Aeons path, as I have been watching Stranger Things and have plenty of inspiration for such a horror atmosphere.
If these sort of horrific and grotesque topics aren't for you, then I'd recommend avoiding this particular recruitment.

As such, the campaign will focus on body horror, gore, and other classic horror tropes such as the real threat of death.
I do not want to kill the party every five minutes, but I want there to be a feeling of actual endangerment, so I will adjust encounters as I see fit to match the party's power level. You have been warned!

I plan on keeping the recruitment open for two weeks, so it'll close on Friday July 19th at 12:00 pm Central.


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

Dotting for interest.


I'm interested


Interesting.


I'm thinking a Nagaji Fighter with the Gloomblade and Venomblade Archetypes and getting Eldritch Heritage for the Naga bloodline.

As for the background maybe he was a snake who was transformed by a powerful drow Sorcerer who enslaved him, but he managed to pickup some tricks at shadow Conjuration to help him escape and that's why he can create shadow weapons.


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Hunh. Thinking an Elven Aldori Defender(Swordlord)/Spell Dancer. Reflex will be bad, but will have some spell capability and the Will saves this AP should require.

Gonna have to spend some time crunching the mechanics on that combo.

Meanwhile, off to spend time teaching Tiger Cubs about archery!


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Society Subscriber

Dotting


I'll dot with this character. Love stranger things. Want to be some sort of witch or oracle with an outer/old gods influence. Possibly occult, stars or insanity patron of witch.


Dot. This seems interesting.


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Would it...would it be weird if I applied?

...
...
...

It'd be weird, wouldn't it?


Nope. I don’t think it would be weird at all.

Dotting. I’ll see what I come up with.


It wouldn't be weird at all, actually, GM Chapel. As long as you keep your GM knowledge of the adventure separate from your characters', I wouldn't have a problem with it at all.

A note: several of you have proposed single class character ideas. and I'd like to remind you that this is a gestalt campaign, where you take two classes and smash them together for maximum flavor (hopefully).

Here's the basic rules on that. if you're unfamiliar.
Gestalt rules.

Scarab Sages

I'm interested for sure. Maybe a Wizard/Alchemist.


I’m definitely thinking my application would be Alchemist on one side. All the fun of self-mutating discoveries seems like it would fit right in. On the other...this would be a great place for an Aberrant Aegis, but you wanted us to stick to Paizo, right? Probably something combat focused, however I go. Strong possibility of going into the Master Chymist prestige class, to add a split personality to the body horror. It’s too bad that locks me out of the Metamorph archetype.


Yeah, I actually would like everyone to stick to Paizo material.

I’m sure there is a class to represent your idea in Paizo’s stuff, and I’d prefer to have the available power level around the same as Paizo provides.

Sorry to all you 3rd party stuff lovers!


The GM in Yellow wrote:

It wouldn't be weird at all, actually, GM Chapel. As long as you keep your GM knowledge of the adventure separate from your characters', I wouldn't have a problem with it at all.

A note: several of you have proposed single class character ideas. and I'd like to remind you that this is a gestalt campaign, where you take two classes and smash them together for maximum flavor (hopefully).

Here's the basic rules on that. if you're unfamiliar.
Gestalt rules.

I understand now and thinking of a human void Kineticist/Ghost Rider Cavalier


Dotting. I've never done gestalt, but I think I can work something out.


Because I'm indecisive and always like coming up with a niche unique within an application pool, I made a spreadsheet containing all the interested people so far, and what sorts of characters they might be submitting.

So, here it is:
Link


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Oh, well thank you!

I was gonna work on something like that tonight, but I’m glad to have someone do it for me!


Can Aasimar/Tiflings roll on the variant charts? If so, do Tieflings need the Fiendish Heritage feat?


I’m fine with both tieflings and aasimars rolling on the table, as long as you do it here.

No, tieflings don’t need the feat to roll on it.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

It's been awhile sense I've played gestalt- I hope it's not in poor taste for me to apply to two of the same AP's at once, as I feel my other submission on GM chapel's side would happily enjoy a gritty and macabre party to struggle against the great old ones.

Hope to have an updated submission on this side soon, once I've combed through my Dwarf and re-adjusted the few differences between campaigns.


I might submit a Void Kineticist / Shadow Caller Spiritualist

GM could I take a drawback trait Umbral Unmasking?. I don't really want to get any mechanically advantage from it (like an extra trait) - instead its just a really flavorful trait that combines well flavorwise with the Shadow Caller Spiritualist


I'm thinking about submitting an alchemist(vivisectionist)/barbarian. Trying to wrap my head around gestalt character creation as I've come to rely a bit too much on PCGen, but the overall concept is something like a very composed and prim female dr. moreau who experiments in altering the flesh of other beings and her own, which lead to her being much stronger than she looks (and having episodes of terryfyingly cold anger). Not necessarily evil/cruel, but definitely willing to ignore moral hurdles for the greater good and love of science.


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

As I'm sure some others are doing, I will be tweaking my submission to the other campaign to fit this one. If either GM has an objection, let me know.

That means I will be submitting a Dwarf Investigator; probably Magus for the other half of the Gestalt but I haven't decided yet. I may try to incorporate a full BAB or even full caster class.


I had an idea, but I want to check first: what do you think of Paladins in this AP? The "Driven by Guilt" Campaign Trait seems perfect for one (I'm looking at the Players' Guide now, if you can't tell), but given the Lovecraftian Horror theming, it seems like this one might involve some very morally grey decisions that would make things hard for a paladin. And immunity to fear might be a bit *too* powerful.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Alright: With the blessing of Gestault rules, Agrym Sandslag is now an Arakineticist//Geminate Invoker!

Agrym Sandslag:
LN Dwarf Arakineticist//Geminate invoker 1
Init+3; Senses Darkvision 60ft; Perception+6
----------
Defense
----------
AC 15, touch 11, Flat-Footed 13; (+3 Armor, +1 Dex, +1 Shield)
hp 20 (12[Class]+4[Con]+3[Toughness]+1[FCB]) [0 Burn]
Fort+6, Ref+3, Will+2
+2 vs Poison, Spells and Spell-Like Abilities [Hardy]
+2 vs mind-effecting effects [Deathtouched]
----------
Offense
----------
Speed 30 ft
Melee Heavy Pick +1 (1d6-1)
Ranged Negative Blast +1 vs.Touch (1d6+2)
Kineticist Wild Talents Known
Infusions-Energize Weapon
Utility-Basic Chaokinesis
Barbarian Trance 8/day, +4 Con; +2 Reflex and Will, Gain Diehard
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Statistics
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Str 9 Dex 12 Con 18 Int 15 Wis 14 Cha 8
Base Atk +1; CMB+0; CMD 11 (+4 vs Bullrush/Trip, when on solid ground)
Feats Toughness
Traits Twitchy, Deathtouched, Pragmatic activator
Adventure Skills Knowledge (Arcana, Planes) +3, Knowledge (Religion) +6 [+8 to identify undead], Perception +6, Stealth +5, Survival +4, UMD +6
Dwarven Racial Traits: Greed, Stability, Hardy, Slag Child, Barrow Scholar
Languages Common, Dwarven, Terran, Goblin
SQ: Burn (1 point/round, Max 7), Fast movement, gather power, Trance (8 rounds/day)
Combat gear Heavy Pick
Other Gear Leather Armor, Armored Kilt, Buckler, String [50 ft], 136 GP, 9 SP, 9 CP
Carry Capacity 30+15[Basic Chaokinesis]: 45 lb light. Total Gear weight: 41.5 lb

Background:
Although he hails from the Five King's mountains, his lineage is a new addition to the population, as his great-grandpappy was a Pahmet Dwarf native to the foreign nation of Osiron. Growing up, young Agrym had no fabled heritage, no familial tree to respect, and none of the clout passed between generation to generation of the native Dwarfs. According to his father, Great grandpappy Algrytut used to guard the ancient tombs of the pharaohs- Though fled to the Five Mountains for reasons unknown.
However, where his friends begin growing their first beards, and becoming adults when the young Agryms body began to decay, and his bedroom- His only place of respite- began to crumble apart. Dwarven Clergy became horrified to learn Agrym was dying- morphing and twisting to become a Dwarven Mortic known as a Relictner. His Great Grandpappy Algrytut had likely survived a Mummies curse- But was exiled and banished from the land. Agrym was jailed- His life would fade in a month, before the Priests of Torag would mercifully end his new, undead existence as a Relictner. After all, to let a Relictner wander the Five mountains would shame all of Dwarven kind.

His few friends offered their condolences, a few priests tried to lift the mummies curse- But all failed to help the young Dwarf in any meaningful way. Filled with distress, Agrym used his growing powers of decay to break free and escape, fleeing far from his former home.

Far away from civilization, Agrym was prepared to die until he met a old hermit, a Rivethun Shaman living the life of solitude. The Shaman, practiced in mysterious magyks and rituals, took the Curse-riddled Dwarf in, and taught him how to live. His hereditary curse from a vengeful mummy would no longer be a life-threatening affliction, but a powerful tool to wield: And with that, Agrym returned home, confident his newfound health and vigor would relief his family and friends- And perhaps offer the priesthood of Torag new insight on how to cure Dwarven Mortics from their sorry state...

But... Waking up in an asylum, Agrym cannot recall what happened next- Hell, the amnesiac dwarf can barely remember his great-grandpappy's name: All else is illusive, indistinct and hazy.

Naturally, given the start of Strange Aeons, Agrym doesn't remember this, aside the occasional nightmare, a dark, haunting voice in the back of his head, and the occasional surge of energy when witnessing a tragedy- and a constant threat of turning into a mortic if he doesn't follow the Rivethun rituals he isn't quite sure he remembers correctly... I feel like this has good, gritty horror potential.

(Mortic mutations strictly limited to fluff and gm discretion. No mechanical way exist to turn into a Mortic, and it's not something I am interested in pursuing. He has to fight against his corruption after all ^-^)

As an aside, between kineticist burn and the odd Con-Focused Barbarian Rage, I foresee many bouts of Sudden Barbarian Death syndrome If I'm not careful- Or if the dice fall poorly.


I, for one, have no issue with people applying the same character to both Strange Aeon games, as my gestalt rules means the character would play out differently in both anyway.

@viviana: Umbral Unmasking sounds perfectly fine to me. As long as you don’t take an extra trait because of it, feel free to take the drawback and roleplay it whenever it becomes appropriate.

@ouachitonian: I’m fine with Paladins being in this campaign, you just have to know and understand that there will certainly be issues which do require a certain amount of leeway, and that may be a problem. I hadn’t thought about the immunity to fear problem, but the most common houserule I’ve seen is to just remove the immunity to fear part. If that’s not acceptable, there are certain archetypes that replace it completely. I have a feeling that immunity to fear would ruin too much in all honesty, and am not really comfortable in letting them keep it.


Seems like a Grey Paladin solves that problem nicely, since they’re more morally flexible and lose immunity to fear. I’m definitely going to strongly consider that route. Especially since my original idea would likely turn out extremely similar to the concept panegyric posted above (in class/archetype, if not personality)


Well, I decided to do something other than a Swordlord because I wanted to make different applications!

I have finished working through the mechanics on an elven unchained rogue/Magus (Spell Dancer), I think. Lot to work through with that combination. He's got the Perception/Disable Device/Trapfinding combo AND half of the recommend knowledge skills from the player's guide, to go with sneak attack dice and magus abilities. I think he can be a solid contributor.

I want to take the time and do the creative writing bits before I submit him, though.

I have already updated Dαedαlus' provided spreadsheet.


Ouachitonian wrote:
Seems like a Grey Paladin solves that problem nicely, since they’re more morally flexible and lose immunity to fear. I’m definitely going to strongly consider that route. Especially since my original idea would likely turn out extremely similar to the concept panegyric posted above (in class/archetype, if not personality)

I agree, this solution seems particularly good at solving the paladin’s issues.


1d100 ⇒ 25

Acid Resistance 5 for a Tiefling? Yes please.


Okay I've settled on an Ifrit woman who is a Eldritch Scrapper Sorcerer Phoenix Bloodline/Sword-Devil ranger. I should have a finished a character sheet tomorrow.


Awful lot of kineticist going on in the builds... Ahem, dotting with a unchained barbarian/rogue as my concept. I'll get him together soon.


Note that as we are doing gestalt, class overlap is more likely than in normal games.

As long as you aren’t like exactly the same element with the same talents, I’m sure having two kineticists won’t be a problem.

The two of you may even be related!


The GM in Yellow wrote:

I, for one, have no issue with people applying the same character to both Strange Aeon games, as my gestalt rules means the character would play out differently in both anyway.

@viviana: Umbral Unmasking sounds perfectly fine to me. As long as you don’t take an extra trait because of it, feel free to take the drawback and roleplay it whenever it becomes appropriate.

@ouachitonian: I’m fine with Paladins being in this campaign, you just have to know and understand that there will certainly be issues which do require a certain amount of leeway, and that may be a problem. I hadn’t thought about the immunity to fear problem, but the most common houserule I’ve seen is to just remove the immunity to fear part. If that’s not acceptable, there are certain archetypes that replace it completely. I have a feeling that immunity to fear would ruin too much in all honesty, and am not really comfortable in letting them keep it.

I'm running a Strange Aeons game here, currently in book 3. We have a paladin and my compromise is some entities are so mindbendingly powerful it overrides the normal fear immunity but these are few and far between. So far it's honestly not been a big deal. A much harder problem is if anyone worshiped a morally inflexible god(ess) like Iomadae.


Dotting. Thinking a Changeling who's issues started when she started hearing the Call. Was thinking elemtentalist shifter for one side and something divine on the other. Maybe warpriest.


This sounds interesting. I've had a gestalt character concept on the back burner that is tortured enough for a good fit for Strange Aeons, I think.

Would you consider a bit of house-ruling on archetype stacking? One half of the character I have in mind is witch levels, and I was wondering if it would break things too badly to hand-wave it so that the seducer and winter witch archetypes would work together, at once smooshing together and broadening the patron requirements - I've got my eye on thorns. (*Visions of frozen roses dance in Qunnessaa's head.* Note: despite the name of that archetype, I really don't want to make it weird. In more senses than one, I imagine this character as frigid.) If that's too much to ask, I'll bite the bullet and choose one archetype.

Thinking of an elven witch (*something something icy flowers, somehow*) / cavalier (sister-in-arms), whose luck evidently did not improve after (maybe?) being forcibly inducted into the Gray Maidens in the last desperate days of the original order. Something like that, anyway. I'll work on fleshing her out in the next little while.


DM Fang Dragon wrote:
The GM in Yellow wrote:

I, for one, have no issue with people applying the same character to both Strange Aeon games, as my gestalt rules means the character would play out differently in both anyway.

@viviana: Umbral Unmasking sounds perfectly fine to me. As long as you don’t take an extra trait because of it, feel free to take the drawback and roleplay it whenever it becomes appropriate.

@ouachitonian: I’m fine with Paladins being in this campaign, you just have to know and understand that there will certainly be issues which do require a certain amount of leeway, and that may be a problem. I hadn’t thought about the immunity to fear problem, but the most common houserule I’ve seen is to just remove the immunity to fear part. If that’s not acceptable, there are certain archetypes that replace it completely. I have a feeling that immunity to fear would ruin too much in all honesty, and am not really comfortable in letting them keep it.

I'm running a Strange Aeons game here, currently in book 3. We have a paladin and my compromise is some entities are so mindbendingly powerful it overrides the normal fear immunity but these are few and far between. So far it's honestly not been a big deal. A much harder problem is if anyone worshiped a morally inflexible god(ess) like Iomadae.

Well luckily, the one Paladin player has decided to take an archetype that solves both of those issues (the Grey Paladin), so I don’t have to worry about that for now.

If it comes to it, I’ll take a look at it and see what I want to do.


Qunnessaa wrote:

This sounds interesting. I've had a gestalt character concept on the back burner that is tortured enough for a good fit for Strange Aeons, I think.

Would you consider a bit of house-ruling on archetype stacking? One half of the character I have in mind is witch levels, and I was wondering if it would break things too badly to hand-wave it so that the seducer and winter witch archetypes would work together, at once smooshing together and broadening the patron requirements - I've got my eye on thorns. (*Visions of frozen roses dance in Qunnessaa's head.* Note: despite the name of that archetype, I really don't want to make it weird. In more senses than one, I imagine this character as frigid.) If that's too much to ask, I'll bite the bullet and choose one archetype.

Thinking of an elven witch (*something something icy flowers, somehow*) / cavalier (sister-in-arms), whose luck evidently did not improve after (maybe?) being forcibly inducted into the Gray Maidens in the last desperate days of the original order. Something like that, anyway. I'll work on fleshing her out in the next little while.

I think it is more than fair for the two archetypes to stack, and won’t have a problem with allowing it.

However, your chosen patron must be on both lists. This seems like a fair compromise.
This leaves deception, enchantment, or trickery as your three options. Surely you can figure out which one works for your concept.


I'm working on something... Just not sure of the classes. I know I want something psychic. Right now I'm looking at occultist, witch, or spiritualist. I really want something thematic. Let me add a roll here in case I decide to do tiefling or aasimar.

variant: 1d100 ⇒ 80


Ooh, I’ve never done a gestalt before but it’s something I’ve wanted to try for a little while. I made a character for strange aeons once a couple years ago but didn’t get in, I’ll have to think about whether I want to adjust that character or come up with something new. In any case:

Color me interested in some good ol’ Lovecraftian Horror!


GM, I'm considering a Shifter for half of my gestalt. Would you be alright with using the rules from Wilderness Origins for alternate natural attacks for Shifters?


TerminalArtiste wrote:
GM, I'm considering a Shifter for half of my gestalt. Would you be alright with using the rules from Wilderness Origins for alternate natural attacks for Shifters?

I am unsure as to what rules you reference, mind giving me a brief explanation of what they are?


Are we using Background Skills / Automatic Bonus Progression?


Aha! I knew I had forgotten something important.

Yes, we are using Background Skills. Just be sure to label which ones are your background skills.

No, we are not using Automatic Bonus Progression. While this system is amazing at what it does, I much prefer the “buy what gear you can find” aspect of the system for the adventure feel I’m going for.


And my submission. I can treat it as a first draft, if supported.

Dondlundus Wer

Description:
The young elf before you seems unwilling to make eye contact. He's not being submissive, looking down, but he just doesn't seem to respect your non-elf-self enough to let you look directly into his ice blue eyes. The fine strands of his barely yellow-tinged hair seem to almost not have enough weight to lie down, moving in the least breeze, or bouncing as he moves around. It almost seems to have a life all to itself.

His leather gear, strudy clothing, and smaller blades suggest he is a young adventurer, or maybe a lower-ranking soldier who has wandered away form his unit.


Background Sketch:

A young native of Kyonin, Dondlundus has grown up surrounded by tradition, beauty, and a need to recover what has been lost. Like most who have not centered their lives around the divine, he recognizes and honors the entire elven pantheon, though the path of his life has connected him more to three of them than the others.

Yuelral, as the eleven diety of knowledge and magic, has been a major fixture in his study of the path of the Spell Dancer. Her influence dominated early in his life, and has come to control much of how he thinks, of how he approaches both knowledge and problems.

Calistria, as the god of lust and revenge, figured heavily in his late puberty, as she has for so many other normal, healthy teens. In Kyonin, of course, these teens are given a variety of external targets they are taught deserrve to have revenge taken on them, to be forced to return that which they took from the eldest elven cities.

As his training was finishing, Dondlundus found himself thrust into Ketephys' realm, as he went to join forces fighting against Treerazer, attempting to reclaim the land and histroy he has corrupted. This was not, of course, a randome choice. Cos, Dondlundus' father, had died fighting against Treerazer's forces, as so many elves have. Joining this effort seemed a perfect way to grow his knowledge, grow his power, and achieve revenge all at the same time and in the same place.

Nothing is ever that simple. Dondlundus never made it to the front lines of that war. He vanished.


Personality:
Dondlundus is driven to learn all that he can, and to recover all that he can from those who have taken what they should not have. This can make him easy to mainpulate, if information is carefully selected and presented, though his intellect provides some protection aginst this.

He is truly NOT unfriendly, for an elf, but he doesn't decide someone is a friend with the speed of the younger races. Ally or potential ally? If appropriate. Friend? Not so much. This reinforces the aloof elf stereotype, but it also helps him avaoid attachments to individuals that he mght need to recover something from later.

He does put the greater good ahead of his own good, but he also puts the greater elven good ahead of the greater good.


Combat:

Init +5 (Dex+3, Warrior of Old+2)
Speed 20'; 30' w/o pack

Spell Dance: +10' move

Melee+1, Finesse/Ranged+3, CMB+1/+3 (BAB+0, Str+1, Dex+3)

Standard Attack Options
Elven Thornblade +3 for 1d6+1 @ 18+/P or S/+2 to confirm critical threats
(Finesse+3, Str+1)
Kukri +3 for 1d4+1 @ 18+/S
(Finesse+3, Str+1)

Sneak Attack: +1d6 damage to flanked or denied Dex
Spellstrike: -2 to melee attack to cast 1 action spell; may further penalize attack as bonus to defensive casting roll

AC
AC 16 T13 F13 CMD14 (Armor+3, Dex+3, Str+1, BAB+0)

Spell Dance: +2 AC vs AoOs from movement

HP 10 (8+1xCon+1+1xFavored Class+1)

Fort+3 (Base+2, Con+1)
Ref+5 (Base+2 Dex+3)
Will+3 (Base+2, Wis+1)

Elven immunities: immune to magic sleep; +2 racial vs enchantments

Magic:
Cantrips: infinite/day DC13
Level 1: 2/day DC14

Arcane Pool: 4

Concentration +5 (Level 1, Int +3, Methodical Mind+1)

Caster Level +1(+2 vs Spell Resistance) (Level 1, Elven Magic+2)


Magus Magic:

Spells Prepared
Cantrips DC13
1 Acid Splash
2 Detect Magic
3 Read Magic

Level 1 DC14
1 Magic Missile
2 Magic Weapon

Arcane Pool: 4
1 pt to activate Spell Dance for 1 minute

Spellbook Contents
Cantrips
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Disrupt Undead
Flare
Ghost Sound
Grasp
Light
Mage Hand
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Spark

Level 1
Chill Touch
Keep Watch
Magic Missile
Magic Weapon
Ray of Enfeeblement
Shocking Grasp


Feats & Traits:
**Feats**
R Weapon Finesse
1 Skill Focus (Perception)

**Traits**
Campaign: Methodical Mind: +1 trait on Knowledge (Arcana, Dungeoneering, Planes) and Concentration checks
Race: Warrior of Old: +2 trait to initiative
Social: Clever Wordplay: Use Int modifier instead of Cha modifier for Diplomacy checks


Skills:
8+Int +3=11 Adventruing Skills and 2 Background Skills per Gestalt Level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]
+ 7-Acrobatics 3+1+3+AC
+ 3 Appraise 3+0+0
+ 1-Climb 1+0+0+AC
+ 3 Craft (Any) 3+0+0
+ 7 Diplomacy 3+1+3
- 1 Disguise -1+0+0
+ 7~Disable Device 3+1+3+AC(+MW Tools+2)(+Trapfinding+1)
+ 3-Escape Artist 3+0+0+AC
+ 3-Fly 3+0+0+AC
+ 1 Heal 1+0+0
- 1 Intimidate -1+0+0
+ 8 Knowledge (Arcana) 3+1+3+Methodical Mind+1
+ 8 Knowledge (Dungeoneering) 3+1+3+Methodical Mind+1
+ 4 Knowledge (History) (Background) 3+1+0
+ 7 Knowledge (Local) 3+1+3
+ 4 Knowledge (Nobility) (Background) 3+1+0
+ 8 Knowledge (Planes) 3+1+3+Methodical Mind+1
+10+Perception 1+1+3+Keen Senses+2+Skill Focus+3(+Trapfinding+1) - Lowlight
+ 3 Perform (Any) 3+0+0
+ 3-Ride 3+0+0+AC
+ 5 Sense Motive 1+1+3
+ 7 Spellcraft 3+1+3(+Elven Magic+2 to ID items)
+ 7-Stealth 3+1+3+AC
+ 1 Survival 1+0+0
+ 1-Swim 1+0+0+AC

Methodical Mind: Treat research into Knowedge (Arcana) as if I have the Skill Focus feat for that skill

AC -3 (-1 w/o pack)

Languages: Elven, Taldane; Celestial, Draconic, Sylvan


Gear:
240 Budget
x20.0.0 Studded Leather Armor (+3/+5/-1/15%/30'/20#)
x60.0.0 Elven Thornblade (1d6/18+/4#/P or S/Finesse/+2 to confirm crits)
xx8.0.0 Kukri (1d4/18+/2#/S/Finesse)
x22.0.0 Kit, Magus 31# (2.5 w/o pack) (a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin)
100.0.0 MW thieves' tools 2#
x10.0.0 Small Steel Mirror .5#
xxFREE Spellbook 3#
xxFREE Explorer's Outfit 8# (sturdy boots, leather breeches, a belt, a shirt, a jacket, gloves, a cloak, and a wide-brimmed hat)

220 GP spent for 76.5# (45# w/o pack) with 20 GP on hand

Light <= 50# (by armor)
Medium <= 100# (+3/-3/20'/x4)
Heavy <= 150# (+1/-6/20'/x3)


Gestalt Unchained Rogue/Magus (Spell Dancer):

Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: The Gestalt's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (planes)(Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.
Gestalt Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +2 +2 Arcane pool, cantrips, finesse training, sneak attack +1d6, spell combat, spell dance, spells, trapfinding
2nd +1 +3 +3 +3 Evasion, rogue talent, spellstrike
3rd +2 +3 +3 +3 Danger sense +1, finesse training, magus arcana, sneak attack +2d6
4th +3 +4 +4 +4 Debilitating injury, rogue talent, spell recall, uncanny dodge
5th +3 +4 +4 +4 Arcane movement, rogue's edge, sneak attack +3d6
6th +4 +5 +5 +5 Danger sense +2, magus arcana, rogue talent
7th +5 +5 +5 +5 Dance of avoidance, knowledge pool, Sneak attack +4d6
8th +6/+1 +6 +6 +6 Improved spell combat, improved uncanny dodge, rogue talent
9th +6/+1 +6 +6 +6 Danger sense +3, magus arcana, sneak attack +5d6
10th +7/+2 +7 +7 +7 Advanced talents, fighter training, rogue talent, rogue's edge
11th +8/+3 +7 +7 +7 Bonus feat, finesse training, improved spell recall, sneak attack +6d6
12th +9/+4 +8 +8 +8 Danger sense +4, magus arcana, rogue talent
13th +9/+4 +8 +8 +8 Greater dance of avoidance, sneak attack +7d6
14th +10/+5 +9 +9 +9 Greater spell combat, rogue talent
15th +11/+6/+1 +9 +9 +9 Danger sense +5, magus arcana, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +10 +10 +10 Counterstrike, rogue talent
17th +12/+7/+2 +10 +10 +10 Bonus feat, sneak attack +9d6
18th +13/+8/+3 +11 +11 +11 Danger sense +6, magus arcana, rogue talent
19th +14/+9/+4 +11 +11 +11 Finesse training, greater spell access, sneak attack +10d6
20th +15/+10/+5 +12 +12 +12 Master strike, rogue talent, rogue's edge, true magus
Weapon and Armor Proficiencies: The Gestalt is proficient with all simple and martial weapons, plus the hand crossbow. They are proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spell Dance (Su): At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement.
At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.
This ability replaces the magus’s ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.
Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Spells Per Day
Lvl 0 1st 2nd 3rd 4th 5th 6th
1 3 1 - - - - -
2 4 2 - - - - -
3 4 3 - - - - -
4 4 3 1 - - - -
5 4 4 2 - - - -
6 5 4 3 - - - -
7 5 4 3 1 - - -
8 5 4 4 2 - - -
9 5 5 4 3 - - -
10 5 5 4 3 1 - -
11 5 5 4 4 2 - -
12 5 5 5 4 3 - -
13 5 5 5 4 3 1 -
14 5 5 5 4 4 2 -
15 5 5 5 5 4 3 -
16 5 5 5 5 4 3 1
17 5 5 5 5 4 4 2
18 5 5 5 5 5 4 3
19 5 5 5 5 5 5 4
20 5 5 5 5 5 5 5

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Arcane Movement (Su): At 5th level, whenever a spell dancer casts a magus spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell’s level until the beginning of his next turn. This ability replaces the bonus feat a magus receives at 5th level.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Dance of Avoidance (Su): At 7th level, while wearing light armor or no armor, a spell dancer gains a +2 insight bonus to Armor Class. This ability replaces the medium armor class feature.
Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
Improved Spell Combat (Ex): At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose an advanced talents in place of a rogue talent.
Fighter Training (Ex): Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Bonus Feats: At 11th level, and every six levels thereafter, a blade dancer gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
Improved Spell Recall (Su): At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.
Greater Dance of Avoidance (Su): At 13th level, while wearing light armor or no armor, a spell dancer’s insight bonus to Armor Class increases to +4. This ability replaces the heavy armor class feature.
Greater Spell Combat (Ex): At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
Counterstrike (Ex): At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.
Greater Spell Access (Su): At 19th level, the magus gains access to an expanded spell list. He learns and places 14 spells from the wizard's spell list into his spellbook as magus spells of their wizard level. He gains two of each of the following wizard spells not on the magus spell list: 0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.
Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
True Magus (Su): At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.


Elf:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Attributes:
20 Point Buy
Base Race Level Gear Final
x3 13 +0 13 +0 13 +0 S 13 +1
x5 14 +2 16+0 16 +0 D 16 +3
x5 14 -2 12 +0 12+0 C 12 +1
x7 15 +2 17 +0 17 +0 I 17 +3
x2 12 +0 12 +0 12 +0 W 12 +1
-2 x8 +0 x8 +0 x8 +0 H x8 -1

Edit While I was working on finalizing things on the character, I forgot to check for updates. I saw the Background Skills note as soon as I posted, so I was able to provide a quick potential correction for that. The additional knowledge skills seem VERY thematic for the character, but I will still want to consider maybe putting those somewhere else . . ..


Here is my submission. Miren is an Arcanist (School Savant: Void) / Alchemist (Mindchemist).

I'm still working on some details like gear, and I might switch a trait or make some other minor change, but she's essentially complete. I'll still need to do another edit for mistakes and well.

I think I've gotten everything right with the campaign guidelines, but if something isn't right let me know. I'm happy to make changes as needed.


1 person marked this as a favorite.

This is my submission here.

It was kinda hard making a 'blind' backstory so if there's anything you want more detail on, sing out and I'll update it. Likewise if I have too much, let me know and I'll reduce it. Whats there is probably her last memories before whatever it is happened.


If i can figure it out i will be making this character into an Oracle(dark tapestry)/Witch(stars patron).

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