
Raquel Cailean |

Want to make sure I'm doing the demi-gestalt right.
I'm building a cleric with the demi-gestalt class of bard. I chose to boost my skills. So normally it would be 4 + Int. Boosting it gives me an additional 3 skill points/level, correct?
Then I get 3 boon feats (levels 1, 2, and 4). I would use them to buy bardic performance for inspire courage +1, fascinate, and inspire competence +2. Is that correct?

Grumbaki |

Race: Dwarf
Traits: Emphatic Diplomat, Secret Knowledge (+2 K nobility and class skill)
Noble Military Background
+2 Dex (Background) +2 Con (Race) -2 Int (Background) +2 Wis (Race) -2 Cha (Race)
Str (13) Dex (18) Con (18) Int (8) Wis (18) Cha (8)
Class 1: Earth Kineticist
Class 2: Earth Elementalist Shifter (Combat Enhanced: 1d10 HD, full BaB, Medium Armor Proficiency)
HP Rolls: 10 + 3d5 + 15 + 16 ⇒ 10 + (4, 5, 1) + 15 + 16 = 51
Skills:
Diplomacy: Stoic Negotiator, Emphatic Diplomat = +13 (Because nobles can talk)
Perception: +11
Intimidate: +6
Background Skills: Athletics and K Nobility
Sage Familiar: Nobility, Dungeoneering, Nature and Religion +5, rest +1
Feats:
Campaign: Weapon Finesse, Power Attack, Deadly Aim
Lvl 1: Furious Focus, Shifter Aspect Water
Lvl 2: Defensive Instinct
Lvl 3: Weapon Focus
Lvl 4: Elemental Strike
Infusions:
Lvl 1: Kinetic Blade
Lvl 3: Extended Range
Utility:
Lvl 2: Earth Walk
Lvl 4: Elemental Whispers (Sage Familiar +2 Will Saves)
———-
Background to come. But I think that this is a very flavorful combination. The character will be a switch hitter. Full BaB physical blast should do plenty of damage. And if the enemy gets into close combat she can make a stone weapon and swing it with extra acid damage.
Melee: +4 (BaB) + 4 (Dex) + 1 (WF) + 1 (Overflow) = +10
Damage: 2d6+2 (Base) + 5 (Con) + 2 (Overflow) + 4 (Power Attack) + 2d6 (Acid) +1 (FCB) = 4d6+14
Ranged: +4 (BaB) + 4 (Dex) + 1 (WF) + 1 (Overflow) - 2 (Deadly Aim) = +8
Damage: 2d6+2 (Base) + 5 (Con) + 2 (Overflow) + 4 (Deadly Aim) +1 (FCB) = 2d6+14
And with defenses…before doing full shopping:
AC: 10 (base) + 7 (+1 Dragonhide Breastplate) +3 (+1 Heavy Shield) + 3 (Dex) + 3 (Defensive Instinct) = AC26
DR 3/adamantine
So in essence? She’ll be a tank/DPS who can also engage at range and close combat. Opted against precise shot for now, under the theory that she can go into melee when the time comes.
——
Basic Background: From a warrior clan of noble blood. Sadly, all titles and land were in what is now Belkzen. With little more than ancestral armor to their name, it is the dream of all to earn enough coin to raise and army and take back what was lost! Given the ramshackle tavern she finds herself in, one can guess on how well such a quest is going.

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Grats to the tavern adventure :) I'm having some ideas for an ER resident at this tavern or a fireworks provider alchemist, who is also a surgeon to sew explosion accidents back on.
After viewing the document on the demi gestalt, I'm wondering about what boosting your base casting class does in detail. If im a 6th level caster going to 9th, do i get faster progression of my 6th level spells? Is my spell repertoir expended by the second class' list? And what happens if I'd reach 7th level spell access on a 6th level caster? Does my spell list then simply add those of the full caster at high level?
All of the above?

Simeon |

Got an inquisitor of the Pale Horse planned, demi-gestalt with slayer.
Here are my HP rolls.
3d5 + 15 ⇒ (2, 4, 5) + 15 = 26

Varvara Ulyanova Vladimirovna |

Hello, I am Mightypions submission.
I have no idea if I understood the character rules correctly, as I am uncertain how many Boon feats I have to spend for a) Oracle spell casting b)Mysteries c) revelations or d) curses. If I dont spend a boon feat for a curse, does this mean I am curse free?
Thematically, I kind of want to run with possessed because its a permanent source of banter and thus fun.

pad300 |
1 person marked this as a favorite. |
Oh, I found the rules, I just don't know how to use them. For example
1) Primary Class= Fighter
2) Secondary Class = Wizard
at this point my fighter a strong will save and a bunch more class skills
3) Advancement
Ok, now I'm lost. Select an area (Combat/Spellcasting/Skills). Is that a single selection for the entire character progression or do you choose at every level? (The more I look at it, the more I think it's choose once for your career). As a wizard isn't adding much in combat or skill department, did I just add full wizard spellcasting? I think it's supposed to be adding 4 level casting (presumably with a wizards spell list... But what if I'm a cleric subclassing wizard? I think I work off the except column for caster level, and my spells/day progression is my current level + the bonus in the spell progression column... But do I get access to the wizard spell list? Never mind the interactions between say Shaman (Unsworn) and Arcanist (Occultist)...
4) Feat
Extra feats at 1, 2, 4, 6, etc. That I understand, but using them to purchase abilities from the subclass? With my fighter/wizard example above do I spend a single feat to purchase Arcane School?

Mus |

Ooh, this looks absolutely delightful!
Here's my concept: you know that scrawny, disheveled custodian who's always in the background at crucial plot moments, sweeping up the glass from the last time someone smashed through the window? Well, turns out he's psychically bound to this place and will defend it with his life, drawing divine power from the spirit of the tavern itself and summoning that spirit to fight alongside him.
I'm planning on making him as a human soulbound summoner with a kami eidolon, going with laborer for his background and holy tactician paladin for his subclass. I'm particularly excited to try out the site-bound oracle curse, this seems like perfect opportunity to use it on a PC. I'll work on getting him statted up!

Jereru |
3 people marked this as a favorite. |

Let's see if I got it with a random example:
Step 1 - Primary Class
I choose to be a Cleric, so I'm a Cleric (with 4 skills/level).
Step 2 - Secondary Class
I choose Bard for secondary class, so I add a bunch of additional class skills. I don't get to turn my Ref Save into a good save, since my primary class already had 2 good saves.
Step 3 - Advance
Alright, so at this point I have:
-Average base attack tier
-Strong caster tier
-Average skills tier
I get to boost one of them, but the description says it "should correlate to an aspect of your subclass", so I guess it would be ok to pick caster tier of your subclass is Wizard but not if it's Fighter. In this case, it's Bard, so I guess all of them would be ok. That means I can:
-Boost Base Attack and I would turn my hd into a d10, my BA into good and gain proficiency in all martial weapons, medium armor and shields; or
-Boost Caster and I would get Spell Mastery and Flexible Preparation; or
-Boost Skills and I would get +3 skills/level
Step 4 - Feats
At this point I'd get feats every even level that I could use as normal, or to buy class features.
The buying class features needs a bit of explanation. I guess you can't buy Spellcasting, since this belongs to Step 3. How about Sneak Attack? I bet that would use all your even level feats, or you could choose whether to buy it or not every time. As stated by someone above, buying Bardic Performance would probably require several feats, and I'm not sure if you but the full progression with every performance of you have to invest a great every time a performance improves.
But I guess we can try what happens and the GM will tell us.

Bharaz Silverhelm |

Koldukar. When the Great Sky Citadel had stood proudly as the jewel of dwarven civilization, none thought that it would ever fall. Back in those halcyon days, Clan Silverhelm was but one of many noble houses. The dwarves were known back then for their "blessing of stone." The power to shape stone was one which had ever brought them acclaim, for nearly every noble-born of the house could boast kinetic powers. In the days of peace and prosperity, the Silverhelms were known for their abilities to dig tunnels and mineshafts without ever touching a pick. This was not to last, however. The Clan, like most of Koldukar, faced near extinction following the Battle of Nine Stones, when the city was overrun and the population put to the sword. Since then, the Silverhelms have been a Clan in exile, it's far-flung members ever dreaming of the day when they might retake what is theirs. All that is left of this once-noble house are what few artifacts could be saved.
Bharaz is one such member of the broken clan. Like most dwarves of age, he is a mercenary. Where once the gifts of their bloodline were used to bring gold and gems out of the earth, now the clan uses the same gifts to bring death to their enemies. From a young age it is taught to them that it is their duty to earn enough gold so that one day an army might be raised to retake their lost home.
In theory, anyways. Bharaz knows what his duty is, and he certainly pays lip service to it. But he knows the reality of the situation. The longbeards grumble, as they always do, but Koldukar is no more. Now is Urgir. And the dwarven people? He knew that keeping what they already had was a challenge enough. How could they ever hope to retake the sky citadel in this lifetime? And even if they did, how would they repopulate it? No. It was a goal that would take many more centuries. Which meant that he was under no illusion that he was a mercenary with a good story. Nothing more, nothing less.
In his life he had taken many a job. He had fought orcs, giants, trolls, humans...he had also dug wells and repaired structurally unsound buildings. He was blessed with the power to shape stone, and he made good use of it. It was enough to make a living.
As of now, Bharaz has found himself in the Broken Boradsword tavern. He had just finished a job acting as a bodyguard for a merchant and was busy spending his coin on alcohol as fast as he could. Now, the beer was not good by any measure and if one got the beer and water confused it would be understandable. But he wasn't there for the drink. He was there to find the next job. Because the Broken Broadsword has a reputation as being a place where heroes could be found. And while heroes were extremely rare, mercenaries like himself were far more common. So what better way was there to find the next paying job than to sit still, laughing, carousing and drinking to his heart's content? Well, it seemed like a good plan!
Bharaz lives up to his name, to be sure. He is a dwarf of meticulous dress. Should one see him, then they will find a dwarf who wears a breasplate made out of dragonhide, complete with a dragonbone helm etched in silver (a relic from before the fall of his ancestral home), with a solid darkwood shield upon his back and the finest of clothes beneath (courtesy of enchanted wristbands). Likewise, his beard is always combed and braided, and should you talk to him he will speak with the utmost courtesy. The image of a noble, in every shape of the word!
Which makes it all the more disappointing that the true dwarf is anything but. Underneath the trained and practiced façade beats the heart of a jaded mercenary. His home is the road and all of the trappings of wealth come about due to illusions and inherited relics. He works for gold, because otherwise he won't eat. But this is not to say that he is bitter. Bharaz is content with his life and his station, for he knows how worse off it could be. So long as he has good company, good food and strong drink, he will be content.
Crunch might still be fiddled with (still on the fence between weapon master fighter and elementalist shifter), but the core of it is down, as is the backstory.

Simeon |
1 person marked this as a favorite. |

Presenting Mykas, former daemon cultist, resurrected warrior, and inquisitor of the Pale Horse!
Mykas
Human inquisitor of the Pale Horse 4 (Pathfinder RPG Advanced Player's Guide 38)
N Medium humanoid (human)
Init +5; Senses Perception +10
Background: Bounty hunter
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Defense
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AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex)
hp 48 (4d10+12)
Fort +7, Ref +5, Will +8
+4 insight bonus on saves against death effects and effects that would cause you to become fatigued
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 trident +10 (1d8+14) (+11, 1d8+15 w/ studied target)
Ranged longbow +6 (1d8) (+7, 1d8+1 w/ studied target)
Special Attacks judgment 2/day
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
. . At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—cure moderate wounds, see invisibility
. . 1st (4/day)—bless, cure light wounds, protection from evil, shield of faith
. . 0 (at will)—bleed (DC 13), detect magic, disrupt undead, guidance, light, stabilize
. . Domain Conversion inquisition[UM]
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Statistics
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Str 20, Dex 14, Con 14, Int 13, Wis 16, Cha 8
Base Atk +4; CMB +7; CMD 22
Feats Arisen, Deific Obedience, Furious Focus[APG], Precise Strike[APG]
Traits deft dodger, oathbound
Skills Acrobatics -1 (-5 to jump), Athletics +7, Bluff +8, Diplomacy +10, Intimidate +12, Knowledge (arcana) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +10, Sense Motive +12, Stealth +6, Survival +10
Languages Common, Daemonic
SQ finesse weapon attack attribute, monster lore +3, solo tactics, stern gaze +2, track +2
Other Gear +1 breastplate, +1 trident, cloak of resistance +1, ring of protection +1, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), iron holy symbol of The Pale Horse[UE], manacles, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 153 gp
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Special Abilities
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Arisen (1/day) Activate to gain 4 temp Hp for 10 min. Die at -18 hp.
Charm of Wisdom Use wisdom instead of charisma for bluff, diplomacy, intimidate
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
---Perform hard labor for at least 1 hour while focusing on your shortcomings and how to overcome them. Gain a +4 insight bonus on saves against death effects and effects that would cause you to become fatigued.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Inquisitor Domain (Conversion Inquisition)
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Teamwork Feat (Precise Strike) Can swap teamwork feat as a standard action 3/day
Track +2 Add the listed bonus to Survival checks made to track.
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Demi-Gestalt (Slayer)
--------------------
Combat advance to good
3 boon feats:
Studied Combat: +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it
Sneak attack: 1d6
Slayer Talents:
Blood Reader: know exact HP of living studied target
Mykas was born to a family of poor tenant farmers in the River Kingdom of Pitax. His parents departed for better things soon after he was born, leaving him and his brother in the care of his kindly but aged grandparents. His upbringing was monotonous, he and his family suffering under the harsh laws of King Irovetti. Death was a part of life, whether from nigh-impossible grain tithes or the King’s brutal enforcers. He came of age in a hard land, with a nihilistic approach to life from years of harsh, bitter struggle.
When his brother was killed by enforcers, his grandmother died from the shock, with his grandfather following soon after. Within a month, Mykas was left all alone in the world, nobody to turn to. That was until he encountered the Ferrymen. They seemed, at first, a collection of ferry drivers and chaplains, travelling the Kingdoms and giving funeral services to the deceased. There was more to them than met the eye. While a scant few of the Ferrymen were benign, the group was inundated through and through with cultists of Charon, the Horseman of Death. The funerary rites on the newly deceased condemned their souls to Abaddon and the grim powers that reside there.
But death and nihilism were second nature to Mykas, and he fit in with the cult. He was strong and determined, and though he could rarely properly administer the blasphemous rites, he could aid in the rituals and protect the priests of Charon. He lived on the edges of the cult, with the highest servants of the First Horseman likely never knowing he existed. He had found a place and a cause, but still felt discontented.
The Ferrymen massed their forces, and on a moonless night in winter they fell upon an isolated village, a vast sacrifice to their dark master.
Mykas was filled with blasphemous fervor, the battle hymns and Daggermark-made drugs sending him into a frenzy. He would fight for his master and win glory.
He was the first to die. A pig farmer ran him through with a pitchfork, simply a scared man defending his family. His death was inglorious. His body was forgotten in the muck and refuse of a pigsty. In his final moment, he felt regret. Regret for all that led him to that moment. Regret for all he could not make of his grim and hopeless life.
Mykas awoke in a dark and empty moor, coarse grasses interspersed by stands of small trees and crisscrossed by cold, brackish streams. He was dead, wasn’t he? He wondered if this was truly the fate that awaited him in Charon’s domain.
On the horizon, he saw a light. A white horse galloped towards him and as it drew closer he saw the being in all its radiance. It was a horse, unmistakably, but one unlike any he had seen. It was headless, but a horse skull floated above its neck, and above that a burning crown. It filled him with dread and wonder and for the first time, hope.
The Pale Horse spoke to him, told him that just as the Horse had once been a daemonic tyrant, a mighty servant of Charon, he had repented and turned to the service of Pharasma. Mykas could too. Mykas had died totally committed to thankless service, miserable and alone. He was all that the Pale Horse desired in a servant, so he was given a choice. He could resign himself to oblivion, let the Horsemen devour his soul. Or he could live again, make something of his life, in return for a lifetime of penance and service to the Pale Horse.
Mykas accepted. He awoke once more, now in a pigsty in a burned out village with a pitchfork in his gut. Wrenching the weapon from himself he staggered to his feet, and as his wounds magically began to knit closed, he felt renewed. Now, he served a better purpose. He would hunt down those who flaunted death’s justice, those who made a mockery of the great balance.
Mykas wandered the River Kingdoms after his rebirth, taking bounties, fighting the enemies of the faith, and offering a chance at repentance to those who would accept service. He held a special hatred for agents of the Ferrymen, though he extended the same offer the Pale Horse did every time. If they refused, he gave them no mercy. He kept that pitchfork, having it reforged into a combat worthy weapon, a trident in the image of his lord’s sacred weapon. His faith is strong, stronger than it was when his service began, for he has come to realize that he can offer the same redemption that the Pale Horse offered him.
Of late, he’s found himself at the Broken Broadsword, waiting for whatever might come his way, or if nothing exciting happens, make converts of some of the desperate souls that spend their time there.
Mykas is, at least on first impressions, a hard and dour man. His upbringing made him weary of the world, with a grim outlook on most things. His redemption changed that in many ways. He cares more deeply, feels more strongly, and fights harder when the time calls. Mykas’ life before had been nothing but the pain of servitude. Now, serving the Pale Horse, he can revel in it’s rewards. He is quite skilled in social situations, not from charisma or force of personality, but a keen insight into what must be said and saying it directly. He generally rejects the teachings of evil and chaos, but likewise does little to espouse the doctrines of good and law. Simply, he wants all things to be in balance, for the world to run in a way that allows all to live to their best and fullest. Let others tout their petty morals. Mykas has his duty to his master, and little matters beyond it.
Beyond his moral convictions, Mykas has a deep longing for closeness to others. He lost all the family he had to circumstances utterly beyond his control, and while he would be hard pressed to admit it, he wants to find others to share the burdens that he carries.
Mykas is of fairly average height with a powerfully muscled build, roughly 5’ 9” and 165 pounds. Keen, dark eyes look out from a strong brow, and his brown hair is cut short. He wears a breastplate along with dark clothes cut to resemble the vestments of a Pharasmin inquisitor, though with the holy symbol of the Pale Horse in the place of Pharasma’s spiral. He rarely uses the longbow slung over his back, preferring the trident that strongly resembles a pitchfork he is never seen without.
Mykas fits right into the archetype of the mysterious lone wolf with the troubled past, but distinguishes himself from many of the pitfalls of that trope by a genuine desire to live his life well and make up for everything that he couldn't have in his previous life. I imagine him growing out of that lone wolf role, though, coming to realize that others are the key to making the world into a place where none need to fear servitude to a cruel and careless master.

Boram the Burglar |
This is RH's quintessential halfling unchained rogue, Boram the Burglar.
He's been in a few games that died, but has never actually gotten to fourth level. He's still very 'vanilla' and I need to add name-places to his backstory and items to his inventory.
I will still need to make a few adjustments once the questions I asked earlier are answered, but feel free to check out his crunch and fluff.

Almonihah |

So, for the very odd thing I'm hoping to do with the demi-gestalt...
...could I choose a different sub-class and advancement for each of the Prowler at World's End's four different spirits?
For Ktinos I really want him to feel *different* depending on which spirit is more in control on a given day, beyond what just the ordinary spirit abilities do. I think having different choices for the demi-gestalt for each of them would get this across pretty well.

Varvara Ulyanova Vladimirovna |

I generally think that high Int low Wis characters can be hilarious to roleplay, although I may switch things around a bit if irrepressible isnt a thing, lest I get dominated and TPK the party.
Narratively, Varvara talks reasonably well, fights hard , parties even harder and definitly likes to sing/be merry/get drunk.
That she already is possessed should make hostile possession attempts harder, which is good considering her low Wisdom.
She is not very mysterious, pretty outgoing, great at trashtalking foes (an entire live of mental insult matches with a Devil in your head will do that for you).
Mechanically, she does extreme DPS in mellee, particulary because she has lead blades from metal oracle, an Orc butchering axe, and Abyssal bloodrage, as such she can already double increase her weapon, she can also provide area defense.
Once she hits level 5, both her metal armor revelation and her Steelblood armor training will kick in, making her quite agile and fast even in full plate.
She has clearly definied weaknesses in terms of her will saves.

SmooshieBanana |

Here is my submission, Lilianne Nightshade. She is a barkeep at the tavern who is constantly pressured by the owner to get out and adventure. She uniquely was born as a different race and cursed to be who she is now. Who knows if she will one day change back, endangering her friends and foe alike!

Robert Henry |
2 people marked this as a favorite. |

Do you people just have characters lying around already that you submit instantly or something?...
Yes, well sort of, I've had Boram in several games that died. So I had his fluff done, and his crunch at first level. All I had to do was bump him to fourth. Because of questions about Demi-Gestalt He's not entirely finished, but once the GM answers them I'll finish him up.
So thought since I'm here, I may as well start a list.
Dots
Brainiac
rdknight
trawets71
Ideas
Raquel Cailean: cleric of Cayden Cailean
Locmore: something with dwarves
Almonihah: Ktinos the Beast Vessel, a Prowler at World's End Bloodrager
Hack Anslash: Reynolt "Rain" Silvervein, a Dwarf Bard
TheWaskally: caydenite cleric
rdknight: Oracle with the Cyclopean Seer archetype
Trevor86: alchemist
pad300: Fighter/Wizard
Mus: human soulbound summoner
Jereru: Cleric/Bard
Posted character
Grumbaki: Bharaz Silverhelm Male Dwarf Earth Kineticist/DG Weapon Master Fighter
Mightypion: Varvara Ulyanova Vladimirovna female human Abyssal Bloodrager/DG Oracle
Simeon: Mykas Human inquisitor of the Pale Horse /DG Slater
Robert Henry: Boram the Burglar unchained rogue/DG?
SmooshieBanana: Lilianne Nightshade Female Half-Elf Blood Conduit, Crossblooded (Medusa-Salamander), Primalist Bloodrager/DG Alchemist
If I’ve missed anyone, or gotten information wrong, please let me know and I will adjust when I post the list again
Oblivion's Scion if you have a preferred list method please let me know. If you've posted this I've missed it. How long do you think you will leave recruitment open?

pad300 |
2 people marked this as a favorite. |
Robert Henry, I'm not actually considering a fighter wizard, I was just making an example...
I have a lot of questions about how the Demi- Gestalt system, which I would prefer answers for before developing a concept:
1) Do you have access to your secondary class's spell list?
2) Does your secondary class have any impact on your casting mechanics?
If I'm leaning towards anything, it's probably a shaman (unsworn) / X
where X could be a lot of things, depending on the above...

Varvara Ulyanova Vladimirovna |

Do you people just have characters lying around already that you submit instantly or something? Holy crap you lot work fast.
My char is not finished or self audited either.
Character idea I can get done in 15 minutes if I get an inspiration. In the case of Varvara, it was just considering "martial class with CHA casting + Oracle", then I looked at oracle curses, then I saw posssesed, I saw mystery of metal, while incidently listening to a song called "blessed and posssesed", and then I had a mental image of a Power Metal frontwoman with her prim, proper and evil devil-aunt living in her head and chuckled pretty intensively. I am a metal head IRL so yeah.
The idea of constant bickering with her "guest" was also fun, so I included it in the character sheet and actually had good fun writing that down.
Mechanically, I play plenty of Bloodragers/Barbs/other rage classes (I find them mechanically more interesting then straight fighters or Paladins, just personal preference) in PnP, so setting one up takes me very limited time.
If I was setting up a Kineticist/rouge/cleric I would take far more time.
It is often OK to leave skill, item and spell selection out for now and just get the basic crunch done (note to self, remember to ask the GM about that). The reason for this is that, in most cases, skills, items and spells are downstream from chosen character classes/attributes/traits/feats, so changing your skills/spells/items will typically not change your classes/attributes/traits/feats, while a change in classes/attributes/traits/feats will often result in second order changes in items/skills/spells.
If I am PnPing online(foundry, discord, roll20), session 0 or session minus one is often a cooperative thing with other players, we typically have classes, races, attributes selected, and then cooperate to cover each other with spells, skills and items.
Oh, there are some mythical character sheets that have an "export to play by post" function, but I have yet to find them.

SmooshieBanana |

Do you people just have characters lying around already that you submit instantly or something? Holy crap you lot work fast.
It can sometimes seem like that. As stated here, some people have premade characters they've used for other campaigns that they just have to adjust, which takes maybe a few minutes to do; especially if you use an application like herolab. Then there are people like me who saw the character creation rules, and while I didn't create a character, I did take some time to conceptualize what type of classes I could use to give me the desired effects to bring the character out. I also considered what type of person she'd be. Then when making the character, it didn't take long.

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So given the number of Oracles popping up, and that my idea is extremely location contingent, I've switched gears.
Depending on whether my understanding of the character creation information is correct or not, I'm going with a Swashbuckler/DG Witch.
If my understanding is wrong, I'll be going Witch/DG Alchemist.
Either way probably an Elf.
Obviously I'm not one of those players who can just cough up a mostly completed character submission in an hour or two. :)

Jereru |

So how would you people think I should go if I wanted to pick Bardic Performance from my secondary class?
Probably spend one feat for picking the base Bardic Performance, then spend another feat for each performance I want?
And then, would I be able to pick from a secondary class's archetype?
Also, is there a way to access your secondary class's spell list?

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It looks like all DG class abilities are selected more or less a la carte. If you scroll down a little further to Boon Feats Notes on the spreadsheet, it seems to say accessing the spell list is 1 boon feat for three levels of spells. So a full caster would use 3 boon feats to get all the way to 9th level spells.
Where it gets weird is with other class features. For example with Witch: Does a familiar cost a boon feat? Do cantrips? I assume hexes do. So if you consider that a witch can't cast any spells without a familiar, it takes at least 3 boon feats are needed in order to function as a 1st level witch. At level 4 you'd have all those things. If cantrips also require a boon feat, and a literal reading of it suggests that could be true, you wouldn't have a fully functional 1st level witch even at 4th level.
Since we're starting at level 4 it isn't all that bad I guess, but it does make me wonder if I'm really understanding the demi-gestalt rules correctly.

Oblivion's Scion |
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Imagine the joy and excitement I went to bed with Thursday night, having a PbP determined by vote with 40 people participating in the processs... only to awaken to the first few posts basically trashing the process and the game that won. It honestly put me on a pretty down mood for yesterday, and I had to take some time just to consider my next step. But I came back this morning to reread them (and the 40+ other posts), and noticed a comparison of this campaign to being "vanilla"... and I laughed!
In 21st century America, we take vanilla for granted, and associate it with being simple. Yet vanilla is still one of the most expensive spices across the world. It is the unique unripened fruit of a genus of orchid from Central America, something much prized by the ancient Mayas and their successors. When the Spanish conquered the Aztecs empire in 1519, they brought both vanilla and chocolate back to the Old World, setting the flavor palettes of Europe ablaze. Out of it's natural element, the wild growing orchid was finicky and it failed to produce fruit in gardens across Europe. 300 years later, French businessmen took the plant halfway around the world to an island east of Madagascar, where a 12-year-old slave discovered a way to hand pollinate the plant to cause it to produce the fruit. Of course, that was only half the battle - the fruit would need to be grown, carefully tended to, harvested while still under ripe, allowed to cure in the sun and sweat at night for several months, dried, all before it could even be processed, most often into a paste or extract... Well, you can see the labor intensive nature of this.
It reminds me a lot of being a GM. Done well, a GM hopes to present a game much like vanilla ice cream: well liked by many, with a nuanced, dynamic flavor, that runs smooth and seems effortless, and that with bits of extra flare can become almost anything. Rarely the players think about all that goes into such a creation. If you think vanilla ice cream is bland, I challenge you to make some ice cream from scratch and don't add the vanilla (or any other flavoring agent), and see how it tastes.
Anywho, onto some commentary...
Locmore/Storm Dragon/Robert Henry - initially I really like the idea of Varisia for this game - It is supposed to be a quintessential frontier, with relatively small city states, lots of different environments, ruins of a forgotten empire, and all manner of mystery. But it is also been the setting for a fistful of adventure paths at this point, stealing much of that mystery away. Brevoy, the River Kingdoms, and Ioboria present many of the same options, but with far less in stone. In the end, the setting used will be a decision collectively made by those players selected for the game and myself.
Almonihah - sounds like an interesting thematic adjustment to the Prowler at World's End. As for your "weird things" with demi-gestalt, post them here so that I can consider them. The system grants a good deal of freedom and significant power increase already, so I trust your ideas will be a responsible exploration.
Hack Anslash I agree with your Bard vs Skald issue, its something I had always bemoaned about the hybrid class.
Robert Henry - For your subclass, you can select another class (with any legal archetypes), or up to two archetypes for your primary class (outside of any already applied to your primary class in the first step) that you can purchase abilities from with your boon feats. Background skills do not grant a +1 if it is already a class skill for you (like a trait), but rather allows you to spend Background Skill ranks on those two skills (that are otherwise 'adventuring skills').
Raqeul Cailean - you pretty much on target (for both skills and abilities). So you now have 7+int skills points and access to the various additional options listed. And for your boon feats, your first one is both "Bardic Music/Inspire Courage", and then an additional feat for "Fascinate" and "Inspire Competence" (see the notes at the bottom of the Demi Gestalt spreadsheet). This leaves you with one Boon Feat left.
ON DEMI-GESTALT okay, I started trying to answer everyone's questions separately, but perhaps putting them together into a cohesive thought might be best.
I have been blessed to game with the same evolving group for over 20 years. As a whole we enjoy creating thematic characters, committing to a concept and then working the mechanics around that. Pathfinder did a good job setting up from third edition in making single-class characters strong, but that makes multiclass options often longer behind. The hybrid classes did a decent job to address this, or may have, if your combo was one of those that received a treatment. The variant multiclass system was another attempt, and for some it is good, but it's benefits vary wildly (barbarian gets rage @ 3rd, rogue sneak attack @ 7th, and paladin smite @ 11th). And of course, costs half your feats; feats being a resource Monte Cook (one of 3rd edition's creators) identified as severely lacking (his alternate rules recommended 1/lvl) after he left WotC and created Malhavoc Press.
The idea behind the Demi Gestalt system is an attempt to find the sweet spot between Variant Multiclass and Gestalt; more impact then the former without the unbridled fury of the latter. My home group has been playing with it a bit, and enjoying it, but they are also not trying to break/game it - I would ask you all to do the same.
Spellcasting you can only get a spellcasting progression from your primary class, not from your subclass (you cannot purchase it with your boon feats). You can improve your spellcasting by spending your Advance (Step 3) on it. So if you start as a Bloodrager and have selected Oracle as your subclass, you could spend your Advance on Spellcasting. This would take you from a Limited Caster (4 level progression) to a Moderate Caster (6 level progression). You would still be a Bloodrager, but instead use the 6-level chart (like the bard). Higher level spells would need to be established, and any spells whose levels would be broken by the change would be corrected. I have also added some specific Boon Feat costs to add on features to your spellcasting at the bottom of the demi-gestalt spreadsheet.
Restrictions/Codes/Curses any limitation that your subclass has applies to you as per normal. So paladins have oaths, oracles have curses, etc.
Occult Classes I did not include these as options in the recruitment as I am unfamiliar with them. With so many pieces already in motion, I would ask that you leave them off the plate. Thank you.
I have to get to work now, but will post more later!

Robert Henry |
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First of all, your explanation on 'Vanilla' and it's comparison to being a good GM was brilliant. As someone who both makes ice cream and bakes, your completely correct on your assessment. And is there anything better than frozen vanilla custard?
Anyway, back to the previously scheduled RPG questions
Robert Henry - For your subclass, you can select another class (with any legal archetypes), or up to two archetypes for your primary class (outside of any already applied to your primary class in the first step) that you can purchase abilities from with your boon feats. Background skills do not grant a +1 if it is already a class skill for you (like a trait), but rather allows you to spend Background Skill ranks on those two skills (that are otherwise 'adventuring skills').
Thanks for the explanation. So Boram would be a 'Vanilla' :) unchained rogue and would select two archetypes to draw from to purchase boon feats. I assume the selected 'boon feat' then does not replace the class feature as it would if it was a standard archetype.
Would Boram also be able to add + 2 to a saving throw and add a Combat advance?

Locmore |
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I just had a look at the boon feat notes, that's a lot more generous than I'd have assumed at first.
Are the levels in the "access subclass spell level" spell levels or class levels? Like if I was a wizard that wanted druid spells, would I pay 7 feats(20/3=~7) or 3 (9/3)?
That's actually a really cool concept, I think I might run a cleric of nethys that has magus or wizard spells or something.
Edit: Let me just look up on whether Nethys has a strict stance on heresy or if I'm going to have to use oracle for what I'm after.

Bharaz Silverhelm |

Alright. Mulled it over. And I'm going with:
Main Class: Gloomblade Fighter
Secondary Class: Elementalist Shifter
Exceptional Warrior
Boon Feats:
Lvl 1: Elemental Aspect (Earth)
Lvl 2: Elemental Strike (Acid)
Lvl 4: Defensive Instinct
----
My idea for the character when using kineticist was a dwarf who created stone weapons on the fly. He can do that now. And I don't think he can use major form yet without another boon feat. So when he hits that he'll learn how to turn into an earth elemental.
Now, for my question....
https://www.d20pfsrd.com/classes/base-classes/shifter/archetypes/elementali st-shifter-shifter-archetype/
Am I correct in that it is 1 Boon Feat to buy Minor Form, and a second Boon Feat to buy Major Form?

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Ok... That's a couple more ideas on the trash pile.
I'm now looking at a Druid, possibly staying single class with the Halcyon Druid Archetype and Adding Nature Fang and another. Advancing Combat for Full BAB and d10 HD. That would give me wiggle room with feats to make an archer if I used Elf or Half-Elf.
Or, I could do something very similar by taking Ranger with the Transporter archetype. It looks really cool.

Almonihah |

sounds like an interesting thematic adjustment to the Prowler at World's End. As for your "weird things" with demi-gestalt, post them here so that I can consider them. The system grants a good deal of freedom and significant power increase already, so I trust your ideas will be a responsible exploration.
You probably didn't have time to see it, but here's what I'd posted earlier about what I was thinking:
So, for the very odd thing I'm hoping to do with the demi-gestalt......could I choose a different sub-class and advancement for each of the Prowler at World's End's four different spirits?
For Ktinos I really want him to feel *different* depending on which spirit is more in control on a given day, beyond what just the ordinary spirit abilities do. I think having different choices for the demi-gestalt for each of them would get this across pretty well.

pad300 |
Ok, I'm trying to decide if I've done this right... So here's the mechanical core of a shaman demigestalt with a summoner.
CG Male 1/2 Orc
Class: Shaman 4 (Unsworn)
Demi Gestalt : Summoner (Unchained) (?Soulbound?)
Advance: Spellcasting; casts as if 5th level
Background: Guide (+2 Wis -2 Str, Perception, Survival)
Init +2 = +2 (Dex)
Speed 30 ft
Darkvision 60 ft
Defense
AC : *** = 10+*** (dex) + *** (armor)+1 Natural Armor (familiar)
HP: 38 = 8+ [3d4 + 12 ⇒ (3, 2, 2) + 12 = 19] +4*2 Con+3 FCB
Fort +6 = +4 Gestalt 4+2(Con)
Ref +3 = +1 Shaman 1+2(Dex)
Will +8= +4 Shaman 1+4(Wis)
CMD : 15 =10 +3 (bab) + 2 (dex)
Offense
BAB : +3
Melee: +3 Longspear (1d8), +3 Spiked Gauntlet (1d4)
Ranged: +5 Light Crossbow (1d8)
CMB : +3 = +3 (Bab)
Spells Prepared CL 5,
L0 (DC 14, 4) :
L1 (DC 15, 3+1):
L2 (DC 16, 2+1):
L3 (DC 17, 1+1):
Current Hexes (2):
Stats
Str 11 = 13 (3 pts) -2 background
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 18 = 15 (7 pts) +2 Background+1 lvl 4
Cha 16 = 14 (5 pts) +2 Racial
Feats : Flagbearer (1st), Alertness (Spirit Animal), Healing Hands (3ed),
Boon Feats: Access Subclass Spell List, Lower (1st), Eidolon (2nd), Accursed Hex (4th)
Traits
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (4, +10 = 4 rank +3 trained +3 cha),
Spellcraft (4, +9=4 rank +3 trained +2 int),
Use Magic Device (4, +10 = 4 rank +3 trained +3 cha),
K Nature (4, +9 = 4 rank +3 trained +2 int),
K Planes (4, +9 = 4 rank +3 trained +2 int)
K Arcana (4, +9 = 4 rank +3 trained +2 int)
Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (4, +13 = 4 rank +3 trained +4 wis+2 Alertness)
Survival (1,+8= 1 rank +3 trained +4 wis)
Handle Animal, (2,+8= 2 rank +3 trained +3 cha)
Linguistics (1,+6= 1 rank +3 trained +2 int)
Languages : Common, Orc Draconic, Abyssal, 1 from Linguistics
Has a decision been made about where the Broken Broadsword is? It makes writing background easier (at least for me), if I know where the game start point is...

trawets71 |
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HP: 3d6 + 18 ⇒ (5, 2, 4) + 18 = 29
Here is my submission Warren Connery He is a two-bladed sword wielding fighter. His subclasses are the archetypes dragonheir scion and two weapon wielder. He has been out rescuing princesses and is just sick of them chasing after him all the time. He hangs out at the Broken Broadsword as no self respecting princess would ever go in there. I hope I built him correctly to your rules.

AdamWarnock |
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Okay, Let me see if I have this right.
Step 1: Picking Magus(Bladebound).
Step 2: Picking Ranger.
Step 3: Picking the combat advance. Character's BAB goes to full progression, hit die goes from d8 to d10, and character is now proficient with medium armor (Already got the other stuff from being a magus).
Step 4: I get three Boon Feats and two feats from levels at level 4. I spend 1 boon feat to get Favored enemy (Humanoid(Giant)) at level 1.
This means I have a Magus that has Favored Enemy (Humanoid(Giant)), 4+INT skill points, a d10 hit die, both Magus and Ranger class skills, proficiency in simple weapons, martial weapons, light armor, heavy armor, and shields, and up to 4 feats (assuming I don't use a boon feat to get another Ranger trait)
Does that sound right?

Locmore |
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@Adamwarnock, heavy armor/shield + tower shields lives in Exceptional base attack, not Good base attack. Good Base Attack is Medium Armor + All martial weapons + shields, but not tower shields. You got it right in the step-by-step but not in the text after it. On the upside, you get to cast spells in medium armor from level 1 due to picking the combat advance.
Otherwise yeah it looks right to me at least.

Bharaz Silverhelm |

Due to my main class fighter, I’ve got a lot of feats. But no spells and low utility. So I thought…what is a big resource investment that casters hate wasting spell slots on? Healing. So, Bharaz is being made into a party healer.
(1) Took Healer’s Hands Conduit (You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).) Also took skill focus heal, battlefield surgeon, healer’s satchel and gloves of healing!
(2) Heal skill is +21. Got it high enough to take 10 on.
4 (ranks) + 3 (class skill) + 4 (wis) + 3 (skill focus) + 5 (gloves) + 1 (surgeon tools) + 2 (healer’s satchel) = 21
This means that currently, he can take 10 to heal 16HP as a full round action. Can do this lvl/day and up to 2 times on a PC. It’s not bad.
Heals HD (4) + ranks of K Planes (4) + 2x wis (8) = 16
(3) Lvl 5 signature skill heal feat (skill unlock). So next level as a full round action he can heal 23HP. And it will keep scaling up.
Heals 2x HD (10) + ranks of K Planes (5) + 2x Wis (8) = 23
——-
So yeah. A lot of resources has gone into this. But it’s a one-time investment that has a lot of return and it frees other PCs up to use their spells on more fun options. And given that Bharaz has higher than HD BaB, fighter bonus feats and offense/defense from his secondary, it’s an investment worth making
Also as a final note I realized that it was possible to hit AC30 at lvl4…and it seemed to be more fun and balanced to do this than to just be an unhittable block.
As is, no magic armor. No magic shield. No cloak, ring, etc. But a comfortable AC24, with +11 hit and 5d6+13 damage. So good enough, I think.