Overlord Re-make... This is our story! (Inactive)

Game Master BloodWolven

You asked for it and I have developed the map!


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With the Racial Hit Dice the cave troll should be able to take 5 levels of two classes. I need to go double check all the other players to make sure we have the same formulas.

The Green Warden is... wow... Yes you could drop 1 HD to gain the template but then you would have to drop gestalt.

Cave Troll: 4d8 HD, 5 levels/gestalt
Sublime (2) Half dragon (2) +7 levels in one class
Cerebric fungus 4d8 HD, 5 levels/gestalt
Half Janni (2) Half Celestial (2) 7 levels Aeormancer

Dom and Kerwynn will have a total of 6 HD and the two templates.
Cave Troll and Cerebric fungus start with 4 HD and gain 2 levels of gestalt: totaling 6 HD.

I am just spitballing here and trying to make things leveled.

We could also do:
Dom and Kerwynn will have a total of 7 HD and the two templates.
Cave Troll and Cerebric fungus start with 4 HD and gain 3 levels of gestalt: totaling 7 HD.

Truly everyone should have the same HD. You are sacrificing a template so you can gestalt. What do you guys think? Am I over thinking it?

The goal was to have level 5 gestalt characters with a template.
Which developed into the option of a level 5 character with two templates.
Somehow you thought 4 Racial HD and 5 levels of gestalt is somewhere near the original intent?


To be fair, we did ask for clarification and the answer was a little on the vague side.

After a few things started going up, I built to that.

But let's move on with what we have. I'm thinking 2 racial HD, Green Warden, and 5 class levels. 7hd, roughly CR 8.

revised hit points (I'm not sure what mix of classes I'm going to do)
4d6 ⇒ (2, 4, 5, 5) = 16
6d8 ⇒ (4, 3, 8, 1, 8, 6) = 30

Grand Lodge

I don't think my previous messages were very clear.

I thought we were aiming for 5 HD, not seven and so I thought the 4 racial levels and then just 1st level in a single class or gestalt. So the overall would be effectively 5 HD when added together based on the original post. I did not intend the character to be effectively 9 HD. Sorry if that was unclear. I will aim for 7 HD then and should have it posted this morning.


Hmm,

I am progressively getting confused.

What is the total CR equivalent we are building towards?

For Mrs. HR Lady,
Total of 7 hit dice means Succubus with no hero levels, Alu with one hero level or I guess thiefling with Half Succubus template (+2CR) and 5 hero levels.

Sovereign Court

I think it best if we can decide on whether we shall build by HD or not as different monster/templates/classes will give different HD.

you might end up with a 4 racial HD + 2 Template HD + One Gestalt class 1 HD.
This example will make it a 7 HD char.

I think that's what everybody else is confused about.

How monstrous are we gonna be? The one is this particular isekai anime we are referring too....
all of them are monstrous NPCs.

I'll pause creation until we get to some common ground cause I had this strange idea of a magical antipaladin undead humanoid gestalt. Who's only grievance is because he failed to scare someone and died to the fearless one.

Has a soft spot for pets.


Based on what characters we've seen, here's what I suggest for the rules

7 hit dice. You can have two of the following: (monster hd, template (1-2 cr), gestalt levels)

If that is the case, then you could go with:

* A normal race, two templates, 7 levels of a single class
* Monster with X HD, no templates, (7-x) levels of gestalt
* Monster with X HD, one template, (7-x) levels a single class

It would technically allow the following options, but those might be questionable:

* A normal race, one template, 7 levels of gestalt
* Monster with 7 HD, one template, no class

We're not really going by CR. There's no official mod for gestalt, and monster CR can be higher or lower than HD. It's a mess. It'll end up between 7 and 11 by the calculations, but that doesn't take synergies into consideration.

I think we might want to compare AC, saves, spell DC's and attacks. If any of us are too off the average, it'll make challenging the party tough.

------
Okay, I decided to go with 2 racial HD, no template and 5 gestalt levels. While the template is really cool, the flexibility is better in the long run. What put this over the edge is that I can prepare the condition removal spells like remove blindness or remove curse when needed.


With the suggested limits above: here's Bob.

stats:

ϪӝѬʓʢϞԬ₺ᴥᵹ₾ (Bob)
Cerebric fungus vitalist 5/shaman 5/gestalt 5 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 3 52, Ultimate Psionics 69)
N Medium plant
Init +6; Senses darkvision 60 ft., low-light vision; Perception +27
Aura unsettling appearance (60 ft., DC 18)
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 22 (+5 armor, +1 deflection, +5 Dex, +6 natural)
hp 81 (7d8+40); fast healing 2
Fort +12, Ref +10, Will +14
Defensive Abilities otherworldly mind; Immune plant traits; Resist cold 5
Weaknesses vulnerability to sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 touch attack +11 (16 damage) or
. . bite +11 (1d6+4), 2 other melee natural attacks +8 (1d4+1)
Space 5 ft.; Reach 15 ft.
Special Attacks channel positive energy 8/day (DC 19, 3d6), hexes (healing[APG], murksight), pull (5 ft.), star-shriek
Spell-Like Abilities (CL 4th; concentration +11)
. . Constant—detect thoughts (DC 19)
. . At will—touch of madness
. . 3/day—calm emotions (DC 19), touch of idiocy
Shaman Spells Prepared (CL 5th; concentration +15)
. . 3rd—dispel magic (2), stone shape; meld into stone[S] or neutralize poison[S]
. . 2nd—burdened thoughts (2, DC 22), greensight[UW], necrostasis (2, DC 22); lesser restoration[S] or stone call[S,APG]
. . 1st—ears of the city, entangle (DC 21), hydraulic push[APG], pass without trace, stone shield[ARG], touch of blindness (DC 21); detect undead[S] or magic stone[S]
. . 0 (at will)—bleed (DC 20), detect magic, mending, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Stone
Vitalist Powers Known (power points 50, ML 7th; concentration +14)
. . 3rd—hostile empathic transfer (DC 23)
. . 2nd—cleanse body, specified energy adaptation
. . 1st—collapse (DC 21), entangling ectoplasm, sense link
. . 0 (at will)—disruptive touch (DC 20), fatigue (DC 20), sense poison
--------------------
Statistics
--------------------
Str 16, Dex 22, Con 20, Int 20, Wis 31, Cha 24
Base Atk +4; CMB +10; CMD 24 (32 vs. trip)
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Enlarged Collective, Expanded Knowledge, Multiattack, Power Attack, Selective Channeling
Traits deft dodger, psionic knack
Skills Autohypnosis +18, Bluff +17, Diplomacy +17, Handle Animal +13, Heal +16, Knowledge (dungeoneering) +11, Knowledge (local) +11, Knowledge (nature) +15, Knowledge (planes) +9, Knowledge (psionics) +9, Knowledge (religion) +9, Perception +27, Perform (percussion instruments) +14, Profession (gardener) +20, Sense Motive +22, Stealth +13
Languages Aklo, Common, Sylvan, Undercommon, Vegepygmy; telepathy 100 ft.
SQ active energy type, collective, collective healing, finesse weapon attack attribute, health sense, request aid, soulthief's touch, spirit animal (petrifern named Sprout), spirit of many, steal health, telepathy, touch of acid, transfer wounds, vitalist method (soulthief method)
Combat Gear sunsoil; Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], touch attack, +1 bodywrap of mighty strikes[UE], belt of incredible dexterity +2, eyes of the eagle, protean cloak +2, ring of protection +1, saltspray ring (freshspray), familiar satchel[UE], 55 gp
--------------------
Special Abilities
--------------------
Active Energy Type (Sonic) Lets you set your psionic active energy type.
Agile Maneuvers Use DEX instead of STR for CMB
Collective (10 members, 600 Feet) (Su) You have a collective of up to 10 individuals within 600 feet
Collective Healing (Su) Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can tr
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Expanded Knowledge (Vitalist, Entangling Ectoplasm) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Familiar Bonus: +1 natural armor bonus to AC You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Healing (2d8+5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Health Sense Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Murksight (Su) See through natural fog, mist, murky water, and rain without penalty and ignore concealment from these effects.
Otherworldly Mind (DC 20) (Ex) Contact mind/read thoughts deal 1d6 nonlethal & confuse 1d6 rds (Will neg).
Plant Traits Plants have many immunities.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pull (5 feet) (Ex) You can pull targets closer to you.
Request Aid (Su) Starting at 5th level, members of a vitalist's collective are able to request aid from the vitalist
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 3d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Soulthief Method A soulthief vitalist develops techniques that focus on harnessing the energy of enemies, siphoning it off and using it to heal himself and his allies.
Soulthief's Touch A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to th
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (petrifern named Sprout)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit of Many (Su) A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor.
Star-Shriek (1/day, DC 16) (Ex) Non cerebric fungi in 30 ft are nauseated 1d4 rds (Will neg).
Steal Health (Su) At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Telepathy (Su) All willing members of his collective can communicate with each other telepathically, even if they do not share a common language.
Touch of Acid (10/day) (Su) As a standard action, melee touch deals acid damage.
Touch of Madness (At will) (Sp) Touch attack to daze living foe for 1 rd/CL (Will neg).
Transfer Wounds (2d6, 13/day) (Su)
Unsettling Appearance (60 feet, DC 18) (Su) Creatures in aura take -2 to attack (Will neg).
Vulnerability to Sonic You are vulnerable (+50% damage) to Sonic damage.

Sovereign Court

You might have to define what's a normal race....

Or did you meant races for meant for normal PCs such as Assiamr, Ifirt.

My idea was going to be an undead centaur lol.
Undead knight who's already mounted.

I think Bob may have exceeded the 7 HD limit.
Cerebric Fungus racial HD is 4d8.
adding in the gestalt 5 would be 9HD?

Grand Lodge

Racial HD: 3d8 ⇒ (1, 6, 4) = 11

Class HD: 3d12 ⇒ (12, 1, 8) = 21


nightdeath wrote:

You might have to define what's a normal race....

Or did you meant races for meant for normal PCs such as Assiamr, Ifirt.

I meant normal PC races.

nightdeath wrote:

My idea was going to be an undead centaur lol.
Undead knight who's already mounted.

I think Bob may have exceeded the 7 HD limit.
Cerebric Fungus racial HD is 4d8.
adding in the gestalt 5 would be 9HD?

I reduced the racial HD from 4 to 2. I suspect that we'll need some of the 3rd level condition removal spells, so I need 5 class levels.

Sovereign Court

Meaning you reduced only the HD and not the saves, bab or other abilities?

Just checking first before I start on mine.


Philo Pharynx wrote:

Based on what characters we've seen, here's what I suggest for the rules

7 hit dice. You can have two of the following: (monster hd, template (1-2 cr), gestalt levels)

If that is the case, then you could go with:

* A normal race, two templates, 7 levels of a single class
* Monster with X HD, no templates, (7-x) levels of gestalt
* Monster with X HD, one template, (7-x) levels a single class

It would technically allow the following options, but those might be questionable:

* A normal race, one template, 7 levels of gestalt
* Monster with 7 HD, one template, no class

We're not really going by CR. There's no official mod for gestalt, and monster CR can be higher or lower than HD. It's a mess. It'll end up between 7 and 11 by the calculations, but that doesn't take synergies into consideration.

I think we might want to compare AC, saves, spell DC's and attacks. If any of us are too off the average, it'll make challenging the party tough.

I think Philo made it clear and if no complaints with it that is what we will do. I was struggling with how to word it. Thank you Philo and everyone for working with me.

Yes normal PC races, so 12 race points at the most. Most of them are 10 Race points.

Nightdeath, if you reduce the racial HD it also lowers the given BAB and saves and skills. You also may lose other things as well like given Natural armor, less spells and such.

Centaurs have 29 RP so that is equivalent to a template and a base race. Add the undead template... which template were you going to use? Then 7 levels of a single class.
(I think this is your best option.)

Or go with the 4 HD build. Add the undead template... Then add 3 levels of a single class.

---
I know clear as mud, but that happens when we throw in so many factors. Just be open and let's see what works! :D


Philo:
If you reduce racial HD it affects nearly everything about that race, these are my proposal suggestions.

So here is my suggested adjustments for celebric fungus with only 2 HD:
-2 Natural armor
-1 fast healing
-1 Fort Save
-1 Ref Save
-1 Will save

Spell-Like Abilities (CL 4th; concentration +6)

Constant—detect thoughts (DC 14)
At will—touch of madness (DC 14)
3/day—calm emotions (DC 14), touch of idiocy (DC 14)

Turns to:
Spell-Like Abilities (CL 2th; concentration +4)

Constant—detect thoughts (DC 14)
At will—touch of madness (DC 14)
1/day—calm emotions (DC 14), touch of idiocy (DC 14)

Feats Improved Initiative, Multiattack
Gain only one of these.
Skills Bluff +6, Diplomacy +6, Perception +12, Stealth +7

Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for plants: Perception and Stealth.
So redo these completely, I leave it in your capable hands.


GM Wolf wrote:

** spoiler omitted **

Some of these are automatic through hero lab. But I've fixed the others.

stats:

??????????? (Bob)
Cerebric fungus vitalist 5/shaman 5/gestalt 5 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 3 52, Ultimate Psionics 69)
N Medium plant
Init +6; Senses darkvision 60 ft., low-light vision; Perception +27 (+25 when further than 10 feet from a fallen ally)
Aura unsettling appearance (60 ft., DC 18)
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 19 (+5 armor, +1 deflection, +5 Dex, +3 natural)
hp 81 (7d8+40); fast healing 1
Fort +12, Ref +10, Will +14
Defensive Abilities otherworldly mind; Immune plant traits; Resist cold 5
Weaknesses vulnerability to sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 touch attack +11 (16 damage) or
. . bite +11 (1d6+4), 2 other melee natural attacks +8 (1d4+1)
Space 5 ft.; Reach 15 ft.
Special Attacks channel positive energy 8/day (DC 19, 3d6), hexes (healing[APG], murksight), pull (5 ft.), star-shriek
Spell-Like Abilities (CL 2nd; concentration +9)
. . Constant—detect thoughts (DC 19)
. . At will—touch of madness (DC1 9)
. . 1/day calm emotions (DC 19), touch of idiocy
Shaman Spells Prepared (CL 7th; concentration +17)
. . 3rd—dispel magic (2), stone shape; meld into stone[S] or neutralize poison[S]
. . 2nd—burdened thoughts (2, DC 22), greensight[UW], necrostasis (2, DC 22); lesser restoration[S] or stone call[S,APG]
. . 1st—ears of the city, entangle (DC 21), hydraulic push[APG], pass without trace, stone shield[ARG], touch of blindness (DC 21); detect undead[S] or magic stone[S]
. . 0 (at will)—bleed (DC 20), detect magic, mending, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Stone
Vitalist Powers Known (power points 50, ML 7th; concentration +14)
. . 3rd—hostile empathic transfer (DC 23)
. . 2nd—cleanse body, specified energy adaptation
. . 1st—collapse (DC 21), entangling ectoplasm, sense link
. . 0 (at will)—disruptive touch (DC 20), fatigue (DC 20), sense poison
--------------------
Statistics
--------------------
Str 16, Dex 22, Con 20, Int 20, Wis 31, Cha 24
Base Atk +4; CMB +10; CMD 24 (32 vs. trip)
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Enlarged Collective, Expanded Knowledge, Multiattack, Power Attack, Selective Channeling
Traits deft dodger, magical knack, psionic knack
Skills Acrobatics +6 (+4 when further than 10 feet from a fallen ally), Appraise +5 (+3 when further than 10 feet from a fallen ally), Autohypnosis +18 (+16 when further than 10 feet from a fallen ally), Bluff +17 (+15 when further than 10 feet from a fallen ally), Climb +3 (+1 when further than 10 feet from a fallen ally), Diplomacy +17 (+15 when further than 10 feet from a fallen ally), Disguise +7 (+5 when further than 10 feet from a fallen ally), Escape Artist +6 (+4 when further than 10 feet from a fallen ally), Fly +6 (+4 when further than 10 feet from a fallen ally), Handle Animal +15 (+13 when further than 10 feet from a fallen ally), Heal +16 (+14 when further than 10 feet from a fallen ally), Intimidate +7 (+5 when further than 10 feet from a fallen ally), Knowledge (dungeoneering) +7 (+5 when further than 10 feet from a fallen ally), Knowledge (nature) +15 (+13 when further than 10 feet from a fallen ally), Knowledge (planes) +10 (+8 when further than 10 feet from a fallen ally), Knowledge (psionics) +10 (+8 when further than 10 feet from a fallen ally), Knowledge (religion) +10 (+8 when further than 10 feet from a fallen ally), Perception +27 (+25 when further than 10 feet from a fallen ally), Perform (percussion instruments) +13 (+11 when further than 10 feet from a fallen ally), Profession (gardener) +20 (+18 when further than 10 feet from a fallen ally), Ride +6 (+4 when further than 10 feet from a fallen ally), Sense Motive +22 (+20 when further than 10 feet from a fallen ally), Stealth +16 (+14 when further than 10 feet from a fallen ally), Survival +10 (+8 when further than 10 feet from a fallen ally), Swim +3 (+1 when further than 10 feet from a fallen ally)
Languages Aklo, Common, Sylvan, Undercommon, Vegepygmy; telepathy 100 ft.
SQ active energy type, collective, collective healing, finesse weapon attack attribute, health sense, overprotective, request aid, soulthief's touch, spirit animal (petrifern named Sprout), spirit of many, steal health, telepathy, touch of acid, transfer wounds, vitalist method (soulthief method)
Combat Gear sunsoil; Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], touch attack, +1 bodywrap of mighty strikes[UE], belt of incredible dexterity +2, eyes of the eagle, protean cloak +2, ring of protection +1, saltspray ring (freshspray), familiar satchel[UE], 55 gp
--------------------
Special Abilities
--------------------
Active Energy Type (Sonic) Lets you set your psionic active energy type.
Agile Maneuvers Use DEX instead of STR for CMB
Calm Emotions (1/day) (Sp)
Collective (10 members, 600 Feet) (Su) You have a collective of up to 10 individuals within 600 feet
Collective Healing (Su) Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can tr
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Expanded Knowledge (Vitalist, Entangling Ectoplasm) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Familiar Bonus: +1 natural armor bonus to AC You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Healing (2d8+5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Health Sense Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standar
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Murksight (Su) See through natural fog, mist, murky water, and rain without penalty and ignore concealment from these effects.
Otherworldly Mind (DC 20) (Ex) Contact mind/read thoughts deal 1d6 nonlethal & confuse 1d6 rds (Will neg).
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Plant Traits Plants have many immunities.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pull (5 feet) (Ex) You can pull targets closer to you.
Request Aid (Su) Starting at 5th level, members of a vitalist's collective are able to request aid from the vitalist, should he not realize such aid is needed. As a standard action, any member of the collective can request healing from the vitalist. The vitalist can
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 3d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Soulthief Method A soulthief vitalist develops techniques that focus on harnessing the energy of enemies, siphoning it off and using it to heal himself and his allies.

Soulthief Power: A soulthief vitalist adds collapse to his list of powers know
Soulthief's Touch A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to th
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (petrifern named Sprout)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit of Many (Su) A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whe
Star-Shriek (1/day, DC 16) (Ex) Non cerebric fungi in 30 ft are nauseated 1d4 rds (Will neg).
Steal Health (Su) At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level +
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Telepathy (Su) When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vita
Touch of Acid (10/day) (Su) As a standard action, melee touch deals acid damage.
Touch of Idiocy (1/day) (Sp)
Touch of Madness (At will) (Sp) Touch attack to daze living foe for 1 rd/CL (Will neg).
Transfer Wounds (2d6, 13/day) (Su) All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage.

The vitalist suffers the same number of points
Unsettling Appearance (60 feet, DC 18) (Su) Creatures in aura take -2 to attack (Will neg).
Vulnerability to Sonic You are vulnerable (+50% damage) to Sonic damage.


Mightypions submission here:

Settling on the HR Lady.

Normal Demon Spawn Thiefling
Half Succubus Template
7 Gestalt hero levels.

This character would do what I want it to do, buff the party and have some interesting combat options on top of that.

Ranged combat: Hits vs Touch AC, with Firearm damage and CHA to damage (but limited resource on that).

Melee: Rifle has a Bayonet, can probably figure out a cheap way to make it count as light (just add agile I guess, wont add dex to damage on the rangd attacks of course, but makes it a melee option and I wont have to enchant 2 different items). Bayonet attacks should still count as firearm attacks if I use grit, so they hit okish hard. Also have 2 claws and a bite from template.

EITR I think so I pick up Weapon Finesse and Agile Maneuvers for free, which makes her a capable grappler by just investing one feat (improved grapple).

Its an Urban Skald, So most likely Spirit totem for My CHA negative energy blasts on everyone, as well as +2 morale to dex, and other goodies.

She starts at 31 AC being completely naked with no gear or spells up, but has access to shield, mage armor and will clock in a 40ish AC after buffs and gear.

Party building: Ideally you are not immune to morale boni.
Urban Skald does not interfere with anything spellcasting wise.

Skills: Huge skill list, depending on party needs I can probably get 16 int if needed. Is full leveled Skald.

Spell list: Will be mostly supportive, quite flexible due to Spell kenning.


I see Mighty Pion/Lady Ekatrina found another option which works.
A normal race, one template, and 7 levels of gestalt.

So far we have:
Lady Ekatrina, HR succubi.

Dominique Silverstone (Changing last name I think since I was a silver dragon then thought a red dragon was more apt, ideas?) Scaled fist/Tyrant antipaladin half dragon sublime human.

Bob, Cerebric fungus vitalist 5/shaman 5/gestalt 5.

Absent Demon Lord...Domayoku

Centaurs undead template... which template were you going to use? Then 7 levels of a single class.

Kerwynn Half-Celestial Half-Janni Human Aeromancer 7

Dark Archive

Kazko (Jean here) is set. He is set up to be a tanky character who can deal with traps.

I plan to do the full write up. So far the only thing added in is the ring. The rest will still need to be added in.


I do think we need to check numbers and set benchmark ranges.

I have a 24 AC, and if the HR lady has 40, that means any monster that challenges her will never miss me. Anything that I can deal with, she'll pretty much ignore.

Same thing if there are differences with saves or attacks.

I know one way this happens is when characters work to get lots of things connected to one stat and crank it to the roof.

The only time this works is when there are obviously first tier and second tier bad guys. (obvious as in explicitly labelled) Bad guys ignore people out of their tier and the characters need to do this too. I've only played this on a superhero game where there's a bit of genre convention for it. I'm not sure if it would work for a D&D-esque game.

experimenting: 2d10 ⇒ (9, 1) = 10
reroll: 1d10 ⇒ 7

Sovereign Court

I was thinking Graveknight template in order to meet the limits. Doesn't give any extra HD.

Centaur will break it so it's out.

Revised my char.
Elf Graveguard template gestalt AntiPaladin/Magus (Armored Battle Mage).

Literally a very cheap version of a lich but based on his armor.
Living steel Elven armor.

And I'm.........the.........wait for it................

Chef.


Since I was below the curve on AC, I've brought it up some by adding a couple of levels of monk. I still think we need to monitor it and the other stats, though.

Bob with some Monk:

ϪӝѬʓʢϞԬ₺ᴥᵹ₾ (Bob)
Cerebric fungus unchained monk (perfect scholar) 2/vitalist 3/shaman 5/gestalt 5 (Pathfinder Campaign Setting: Inner Sea Intrigue 44, Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 3 52, Pathfinder Unchained 14, Ultimate Psionics 69)
LN Medium plant
Init +6; Senses darkvision 60 ft., low-light vision; Perception +27 (+25 when further than 10 feet from a fallen ally)
Aura unsettling appearance (60 ft., DC 18)
--------------------
Defense
--------------------
AC 31, touch 28, flat-footed 24 (+1 deflection, +6 Dex, +1 dodge, +3 natural, +10 Wis)
hp 91 (7 HD; 2d8+5d10+40); fast healing 1
Fort +15, Ref +13, Will +15
Defensive Abilities evasion, otherworldly mind; Immune plant traits; Resist cold 5
Weaknesses vulnerability to sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee steal health +11 touch (14 damage) or
. . unarmed strike +11/+11 (1d6+4) or
. . bite +9 (1d6+2)
Space 5 ft.; Reach 15 ft. (5 ft with bite)
Special Attacks channel positive energy 8/day (DC 19, 3d6), flurry of blows (unchained), hexes (healing[APG], murksight), pull (5 ft.), star-shriek, stunning fist (3/day, DC 23)
Spell-Like Abilities (CL 2nd; concentration +11)
. . Constant—detect thoughts (DC 19)
. . At will—touch of madness (DC 19)
. . 1/day calm emotions (DC 19), touch of idiocy
Shaman Spells Prepared (CL 7th; concentration +17)
. . 3rd—dispel magic (2), stone shape; meld into stone[S] or neutralize poison[S]
. . 2nd—burdened thoughts (2, DC 22), greensight[UW], necrostasis (2, DC 22); lesser restoration[S] or stone call[S,APG]
. . 1st—ears of the city, entangle (DC 21), hydraulic push[APG], pass without trace, stone shield[ARG], touch of blindness (DC 21); detect undead[S] or magic stone[S]
. . 0 (at will)—bleed (DC 20), detect magic, mending, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Stone
Vitalist Powers Known (power points 26, ML 5th; concentration +12)
. . 2nd—cleanse body
. . 1st—collapse (DC 21), entangling ectoplasm, sense link, suppress compulsion
. . 0 (at will)—disruptive touch (DC 20), fatigue (DC 20), sense poison
--------------------
Statistics
--------------------
Str 16, Dex 22, Con 20, Int 20, Wis 31, Cha 24
Base Atk +4; CMB +10 (+12 grapple); CMD 35 (37 vs. grapple, 43 vs. trip)
Feats Agile Maneuvers, Alertness, Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Enlarged Collective, Expanded Knowledge, Multiattack, Power Attack, Selective Channeling, Stunning Fist, Unarmed Combatant
Traits deft dodger, magical knack, psionic knack
Skills Acrobatics +6 (+4 when further than 10 feet from a fallen ally), Appraise +5 (+3 when further than 10 feet from a fallen ally), Autohypnosis +16 (+14 when further than 10 feet from a fallen ally), Bluff +17 (+15 when further than 10 feet from a fallen ally), Climb +3 (+1 when further than 10 feet from a fallen ally), Diplomacy +17 (+15 when further than 10 feet from a fallen ally), Disguise +7 (+5 when further than 10 feet from a fallen ally), Escape Artist +6 (+4 when further than 10 feet from a fallen ally), Fly +6 (+4 when further than 10 feet from a fallen ally), Handle Animal +15 (+13 when further than 10 feet from a fallen ally), Heal +16 (+14 when further than 10 feet from a fallen ally), Intimidate +7 (+5 when further than 10 feet from a fallen ally), Knowledge (arcana) +10 (+8 when further than 10 feet from a fallen ally), Knowledge (dungeoneering) +10 (+8 when further than 10 feet from a fallen ally), Knowledge (nature) +15 (+13 when further than 10 feet from a fallen ally), Knowledge (planes) +10 (+8 when further than 10 feet from a fallen ally), Knowledge (psionics) +10 (+8 when further than 10 feet from a fallen ally), Knowledge (religion) +10 (+8 when further than 10 feet from a fallen ally), Perception +27 (+25 when further than 10 feet from a fallen ally), Perform (percussion instruments) +13 (+11 when further than 10 feet from a fallen ally), Profession (gardener) +20 (+18 when further than 10 feet from a fallen ally), Ride +6 (+4 when further than 10 feet from a fallen ally), Sense Motive +22 (+20 when further than 10 feet from a fallen ally), Stealth +16 (+14 when further than 10 feet from a fallen ally), Survival +10 (+8 when further than 10 feet from a fallen ally), Swim +3 (+1 when further than 10 feet from a fallen ally)
Languages Aklo, Common, Sylvan, Undercommon, Vegepygmy; telepathy 100 ft.
SQ active energy type, collective, collective healing, finesse weapon attack attribute, health sense, overprotective, soulthief's touch, spirit animal (petrifern named Sprout), spirit of many, steal health, telepathy, touch of acid, transfer wounds, vitalist method (soulthief method)
Combat Gear sunsoil; Other Gear touch attack, amulet of mighty fists +1, belt of incredible dexterity +2, cloak of quick reflexes +1/+2[MA], eyes of the eagle, ring of protection +1, saltspray ring, familiar satchel[UE], 1,425 gp
--------------------
Special Abilities
--------------------
Active Energy Type (Sonic) Lets you set your psionic active energy type.
Agile Maneuvers Use DEX instead of STR for CMB
Calm Emotions (1/day) (Sp)
Collective (10 members, 520 Feet) (Su) You have a collective of up to 10 individuals within 520 feet
Collective Healing (Su) Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can tr
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Knowledge (Vitalist, Entangling Ectoplasm) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Familiar Bonus: +1 natural armor bonus to AC You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Healing (2d8+5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Health Sense Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standar
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Murksight (Su) See through natural fog, mist, murky water, and rain without penalty and ignore concealment from these effects.
Otherworldly Mind (DC 20) (Ex) Contact mind/read thoughts deal 1d6 nonlethal & confuse 1d6 rds (Will neg).
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Plant Traits Plants have many immunities.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pull (5 feet) (Ex) You can pull targets closer to you.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 3d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Soulthief Method A soulthief vitalist develops techniques that focus on harnessing the energy of enemies, siphoning it off and using it to heal himself and his allies.

Soulthief Power: A soulthief vitalist adds collapse to his list of powers know
Soulthief's Touch A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to th
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (petrifern named Sprout)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit of Many (Su) A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whe
Star-Shriek (1/day, DC 16) (Ex) Non cerebric fungi in 30 ft are nauseated 1d4 rds (Will neg).
Steal Health (Su) At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level +
Stunning Fist (3/day, DC 23) You can stun an opponent with an unarmed attack.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Telepathy (Su) When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vita
Touch of Acid (10/day) (Su) As a standard action, melee touch deals acid damage.
Touch of Idiocy (1/day) (Sp)
Touch of Madness (At will) (Sp) Touch attack to daze living foe for 1 rd/CL (Will neg).
Transfer Wounds (1d6, 13/day) (Su) All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage.

The vitalist suffers the same number of points
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Unsettling Appearance (60 feet, DC 18) (Su) Creatures in aura take -2 to attack (Will neg).
Vulnerability to Sonic You are vulnerable (+50% damage) to Sonic damage.

Dark Archive

The HR lady has an AC of 31. I am not sure she can get much higher. Kazko has a 30, but can buff it to be in the mid-30s at least. So far it looks like we all hanging around 30 normally though.

I will say that Bob does not seem like he wants to be the front line. If your a primary spellcaster whose AC is less then those in the front its pretty common.


Still here, guys. Just had to work today on my day off, so Domayoku's completion is delayed.


Ok boys pop into discussion and reintroduce yourselves to the fellow guildies.


Kazko wrote:
The HR lady has an AC of 31. I am not sure she can get much higher. Kazko has a 30, but can buff it to be in the mid-30s at least. So far it looks like we all hanging around 30 normally though.
Lady Ekaterina wrote:
She starts at 31 AC being completely naked with no gear or spells up, but has access to shield, mage armor and will clock in a 40ish AC after buffs and gear.
Kazko wrote:
I will say that Bob does not seem like he wants to be the front line. If your a primary spellcaster whose AC is less then those in the front its pretty common.

True, but a difference of 16 is bit much. Looking around, we have a couple of people where the highest will save is more than 20 over the lowest. When that happens, you either auto-fail against one person or auto-succeed against another. By listing these out, we can check where the issues are before people finalize their characters.


I am thinking of dropping antipaladin which would drop all of my saves by 13. Go strictly with scaled fist.

AC 37, touch 29, flat-footed 29 (+4 mage armor, +4 shield, +7 Dex, +1 Dodge, +12 Cha)

Fort +25, 3, +3, +7, +12
Ref +22, 3, +0, +7, +12
Will +30, 3, +3, +12, +12


Well we could always use the standard rules of gestalt, you only get two classes. You can't dip into different classes other than prestige classes.


GM Wolf wrote:
Well we could always use the standard rules of gestalt, you only get two classes. You can't dip into different classes other than prestige classes.

I've never heard of that before. It wasn't part of the original. And doing this would send me back to the issue of having a much lower AC than the rest of the group.

Dark Archive

Paladins/AntiPaladins often have massively higher saves then other characters and better ACs. Especially if they have an insane charisma. And Bob was only 6 below HR, not 16 on AC. The Highest AC at this point is Silverstone, although if I buff I can get to 38 for a short time.

I am not personally a huge fan of Anti-Paladins, but you should play what will be fun as much as possible and Pathfinder is only so balanced to begin with.

Not to mention the basis for this one throws a lot of that balance out the window.

I will say that Silverstone having the highest AC and insanely good saves does make him super hard to hurt. But Silverstone will probably be less good at other things as well. There are challenges that will still hurt him. Not everyone needs to fit in a range in all of the categories. Now if every challenge is always built to just challenge the toughest character then we might be in trouble. But that is very unlikely to occur if the GM is gauging the group well.

I am not sure we need to be worrying heavily about this until it actually starts damaging the fun in the game.


The Aerial Half-Celestial Arcanist is possibly even cooler than being a Bralani; a little more humanocentric, but he's VERY outsider-ish.

Wow - might almost be time to resurrect Jacen ...
What did we say was the build limit? 7HD? 9?

Sovereign Court

1 person marked this as a favorite.
Jacen Benedictt wrote:

The Aerial Half-Celestial Arcanist is possibly even cooler than being a Bralani; a little more humanocentric, but he's VERY outsider-ish.

Wow - might almost be time to resurrect Jacen ...
What did we say was the build limit? 7HD? 9?

We're using the below provided by one of the players.

Philo Pharynx wrote:

Based on what characters we've seen, here's what I suggest for the rules

7 hit dice. You can have two of the following: (monster hd, template (1-2 cr), gestalt levels)

If that is the case, then you could go with:

* A normal race, two templates, 7 levels of a single class
* Monster with X HD, no templates, (7-x) levels of gestalt
* Monster with X HD, one template, (7-x) levels a single class

It would technically allow the following options, but those might be questionable:

* A normal race, one template, 7 levels of gestalt
* Monster with 7 HD, one template, no class

We're not really going by CR. There's no official mod for gestalt, and monster CR can be higher or lower than HD. It's a mess. It'll end up between 7 and 11 by the calculations, but that doesn't take synergies into consideration.

I think we might want to compare AC, saves, spell DC's and attacks. If any of us are too off the average, it'll make challenging the party tough.

Sovereign Court

6d10 ⇒ (9, 10, 10, 5, 6, 7) = 47


Philo Pharynx wrote:
GM Wolf wrote:
Well we could always use the standard rules of gestalt, you only get two classes. You can't dip into different classes other than prestige classes.
I've never heard of that before. It wasn't part of the original. And doing this would send me back to the issue of having a much lower AC than the rest of the group.

It was merely a thought, don't worry about it.


For reference: Base stats (including a +4 CHA headband) after I did not double dip for oracle:

Fort: 8
Ref:9
Will:6 or 16 (vs charm and compulsion, it does imho make sense for a half Succubus to be highly resistant to her own game so to speak)

AC: 10 (base) +1 (Nat armor from template) + 10 (CHA to AC from scaled fist) + 4 (Dex) +1(dodge) = 26
Flat footed=21
Touch=25

Facotring in equipment (she cannot wear armor), I think its reasonable to add 2-3 to most values.

What I am a bit more worried about is her offensive output:

Full attack, just buffed by +Dex Rage and a +2 dex belt is:
d20+7 (BAB) +6 (Dex) + 1 (enchantment) - 2 (two weapon fighting) -2 (rapid shot) -2 (deadly aim) +1 (point blank range)=d20+9/d20+4 on the secondary.
For a fairly sizeable
d8 (base) + 10 (cha to damage) + 4 (deadly aim) + 1 (enchancement) + some type of elemantal D6 +1 (point blank range)=average of 23 per hit damage. As she does have 6 attacks, and hits vs touch, expected damage per round would be about 5.5 hits or roughly 120ish damage per round.
If she does not use Grit, its still 65ish damage, nothing too shabby.

She rapid shots dual wielding revolvers, meaning her full attack is:

full attack vs touch AC at close range:

Full attacking with rapid shot, deadly aim, two weapon fighting at close range main hand attack 1: 1d20 + 7 + 6 + 1 - 2 - 2 - 2 ⇒ (20) + 7 + 6 + 1 - 2 - 2 - 2 = 28
damage: 1d8 + 10 + 4 + 1 + 1d6 + 1 ⇒ (4) + 10 + 4 + 1 + (4) + 1 = 24

Full attacking with rapid shot, deadly aim, two weapon fighting at close range main hand rapid shot attack 2: 1d20 + 7 + 6 + 1 - 2 - 2 - 2 ⇒ (15) + 7 + 6 + 1 - 2 - 2 - 2 = 23
damage: 1d8 + 10 + 4 + 1 + 1d6 ⇒ (5) + 10 + 4 + 1 + (1) = 21

Full attacking with rapid shot, deadly aim, two weapon fighting at close range main hand secondary attack 3: 1d20 + 7 + 6 + 1 - 2 - 2 - 2 - 5 ⇒ (1) + 7 + 6 + 1 - 2 - 2 - 2 - 5 = 4
damage: 1d8 + 10 + 4 + 1 + 1d6 ⇒ (3) + 10 + 4 + 1 + (2) = 20

Full attacking with rapid shot, deadly aim, two weapon fighting at close range off hand attack 1: 1d20 + 7 + 6 + 1 - 2 - 2 - 2 ⇒ (19) + 7 + 6 + 1 - 2 - 2 - 2 = 27
damage: 1d8 + 10 + 4 + 1 + 1d6 ⇒ (8) + 10 + 4 + 1 + (3) = 26

Full attacking with rapid shot, deadly aim, two weapon fighting at close range off hand rapid shot attack 2: 1d20 + 7 + 6 + 1 - 2 - 2 - 2 ⇒ (19) + 7 + 6 + 1 - 2 - 2 - 2 = 27
damage: 1d8 + 10 + 4 + 1 + 1d6 ⇒ (8) + 10 + 4 + 1 + (3) = 26

Full attacking with rapid shot, deadly aim, two weapon fighting at off hand attack 2: 1d20 + 7 + 6 + 1 - 2 - 2 - 2 - 5 ⇒ (17) + 7 + 6 + 1 - 2 - 2 - 2 - 5 = 20
damage: 1d8 + 10 + 4 + 1 + 1d6 ⇒ (7) + 10 + 4 + 1 + (2) = 24

These dice are projected to increase in the following way:
--Level 8 (Urban Skald 8 gives an extra +2 Dex, ability increase for 1 more cha, next tier of deadly aim) +1 to hit, +3 damage, expected damage per turn increases to 135ish
--Level 9 (Urban Skald 9 gives an extra feat, likely supersition via extra rage power feat, and an extra rage power, likely witch hunter, for an extra +3 damage per shot vs anything that can use magic, expected damage per turn increases to 150ish.

I am shooting money (15 per shot, each full round costs me 100 gold basically) and using Grit on these, but these are serious numbers. I do not have Clustered shots yet so DR will work really well(will pick this up at level 9, if I dont go for superstition, or at level 10 via mysterious stranger 8 bonus combat feat).

Also: HP dice:
HP dice: 6d10 ⇒ (10, 9, 2, 8, 7, 9) = 45


I must confess that my DCs also concern me.
Half Succubus gets charm monster 3 times per day, unless I am wrong the DC for that is 23 (10 + spell level + Casting modifier, in my case charisma).

Even lowly command spells are DC21.


Lady Ekaterina wrote:
What I am a bit more worried about is her offensive output:

Uh I haven't even looked into my combat yet, though it looks like HR lady will be putting out the most damage by far!


I can pretty easily nerf it by not going dual wielding pistols, which will reduce things by 40% or so.
Dual wielding Pistols is strong because I apply my CHA to damage on each shot essentially.


Lady Ekaterina wrote:

I must confess that my DCs also concern me.

Half Succubus gets charm monster 3 times per day, unless I am wrong the DC for that is 23 (10 + spell level + Casting modifier, in my case charisma).

Even lowly command spells are DC21.

My DC's are in the 19-22 range. Of course, this is off two different stats. They are only a little less than yours, so it shouldn't be a problem. Let's see what other people have.

As for damage dealt, I'm normally doing a flat 14 on a +11 touch attack. This is untyped supernatural damage, so bypasses DR, SR and energy resistance.

I think your attacks are probably on the high side.


How is it untyped supernatural damage?!


GM Wolf wrote:
How is it untyped supernatural damage?!

Because it comes from a supernatural ability and there is no damage type listed. Steal Health. Paizo has explicitly stated that magical damage without a type does not trigger DR. FAQ

It is limited in that it has to come from creatures with a constitution score - i.e. living beings. I'm going to suck against undead and suck even harder against constructs.

The idea is that I'm siphoning their life force directly and redirecting it. Stoneskin isn't going to stop that.


I'm not familiar with the source series, but on a quick look it seems interesting. Perhaps I'll go see if I have it available on any of my streaming services and watch an episode or two to see if it would be something I'd be into.


Rigor Rictus wrote:

I'm not familiar with the source series, but on a quick look it seems interesting. Perhaps I'll go see if I have it available on any of my streaming services and watch an episode or two to see if it would be something I'd be into.

Season 1 is on Hulu. I believe the rest are on whatever they call the unholy amalgamation of funimation and crunchyroll ends up as.


Philo Pharynx wrote:
GM Wolf wrote:
How is it untyped supernatural damage?!

Because it comes from a supernatural ability and there is no damage type listed. Steal Health. Paizo has explicitly stated that magical damage without a type does not trigger DR. FAQ

It is limited in that it has to come from creatures with a constitution score - i.e. living beings. I'm going to suck against undead and suck even harder against constructs.

The idea is that I'm siphoning their life force directly and redirecting it. Stoneskin isn't going to stop that.

Oh okay! Right right! True true. It's just a bit weird compared to all the other attacks.


No problem. I'm more than happy to share the stuff about my character and answer your concerns.


Found the first few episodes, and so far I'm hooked. Curious to know if he finds anyone else from the game...

Let's see what I can do.

5d6 ⇒ (1, 5, 3, 6, 1) = 16 = 15
5d6 ⇒ (5, 2, 6, 2, 4) = 19 = 17
5d6 ⇒ (6, 6, 1, 6, 6) = 25 = 24
5d6 ⇒ (6, 4, 4, 5, 2) = 21 = 19
5d6 ⇒ (5, 3, 6, 3, 1) = 18 = 17
5d6 ⇒ (6, 2, 5, 3, 5) = 21 = 19

Maybe something that builds around a single stat, since I have such a good one, but then, my 'dump' stat would be a 15, so a little MAD shouldn't hurt too much.


Thanks Philo!!!

Yeah anyone that is into anime a bit and then introduce them to Overlord gets hooked easily.

Rigor, you are more than welcome to make any character. If possible have at least a concept for him in the next two hours or you will not be starting with the rest of the group.


Anyone interested in an Overlord type game?!

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