Shadow_Fox's God Squad - Gestalt WotR

Game Master Shadow_Fox


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Ayaal wrote:
Hey, Jereru. So, 'officially' you have to use the standard Monk for Zen Archer. However, if you have HeroLab, the PF community there has created an unofficial version of ZAM that works with the Unchained Monk. If you don't have HeroLab, I'd be happy to post the conversion for you, if Shadow Fox is OK with any/all of that.

Thank you!

Though without a Shadow_Fox' official answer, I guess that's out of the question. I'll have to think of something.

Then I want to say, it's becoming more and more unavoidable that I step in some of your toes, guys. Twice already the concepts I was working around were already done and posted as a finished character and I had to start from scratch (I guess because I don't do HeroLab). So there comes a time when you realise no matter what you come with, someone will think the same and do it in a pair of hours instead of a pair of days (plus the deadline is coming very near!). Please, bear with me.


@Shadow_fox Sarenrae, I'm surprised hero lab's template doesn't include that.

Silver Crusade

Jereru wrote:
Ayaal wrote:
Hey, Jereru. So, 'officially' you have to use the standard Monk for Zen Archer. However, if you have HeroLab, the PF community there has created an unofficial version of ZAM that works with the Unchained Monk. If you don't have HeroLab, I'd be happy to post the conversion for you, if Shadow Fox is OK with any/all of that.

Thank you!

Though without a Shadow_Fox' official answer, I guess that's out of the question. I'll have to think of something.

Then I want to say, it's becoming more and more unavoidable that I step in some of your toes, guys. Twice already the concepts I was working around were already done and posted as a finished character and I had to start from scratch (I guess because I don't do HeroLab). So there comes a time when you realise no matter what you come with, someone will think the same and do it in a pair of hours instead of a pair of days (plus the deadline is coming very near!). Please, bear with me.

These kids should stay off our lawns! Pencil, paper, and eraser forever!!!


I'm looking at a Shooting Star Fighter/Warpriest with hungry eyes. However the skill points would be ridiculously low. Maybe I could fix that with some Advance Weapon Training options in the future...


MordredofFairys submission here - the afore-mentioned Paladin(Hospitaler, Tempered Champion)/Oracle(Spirit Guide) of Battle.

So, mechanically should be mostly done.
Background and Descriptions are still missing at the time of posting(I do usually have an idea during concept phase, but still do the background last to fit in or reference certain build choices where possible) - also still have to look for reference pictures :D

Anyway, wanted to move beyond just dotting in.


@Jeru If you mean Desna's shooting star, that's charisma based suggesting you want a charisma caster for the second half of the gestalt. Oracle of lore would fix the skill point issues and provide sidestep secret for cha to ac, bard would work too.

If you want to keep fighter/warpriest then the champion of the faith archetype might be useful for smite which is charisma based. You could also burn a feat (fighters have loads) for Cunning which adds 1 skill point per level.


This is Elliot's submission: Ranger/Phantom Blade

He's got Trapfinding and is therefore in the Skills category. Of course, he is good in melee with his Bastard Sword.

Shedinn is not a leader, but he feels he needs to be.


Here is my submission: Alessandro, greatsword-wielding slayer of fiends (Angelkin Paladin/Ranger). He has the proper oaths to fit into the Worldwound setting as well as the demonslayer archetype. I really liked the image I found online so I tried to match the paizo image. He has great pluses to hit, even at 1st level, which will only get better as he levels, and inflicts great damage even without power attack (prefers accuracy over damage). I will work on the background and other details.


Well, have fun y’all. This recruitment just hit at exactly the wrong time for me. I work long nights and sleep most of the day (and don’t have time to build) on the back half of the week, and this Sunday I’m leaving on vacation and won’t have my computer, so I won’t be able to submit anything. Unless I take tonight off, but I probably won’t do that.


Silas Hawkwinter wrote:

@Jeru If you mean Desna's shooting star, that's charisma based suggesting you want a charisma caster for the second half of the gestalt. Oracle of lore would fix the skill point issues and provide sidestep secret for cha to ac, bard would work too.

If you want to keep fighter/warpriest then the champion of the faith archetype might be useful for smite which is charisma based. You could also burn a feat (fighters have loads) for Cunning which adds 1 skill point per level.

Yeah, I know. But throwing weapons require thousands of feats to be viable, so I'll need all I can gather. I'll have to live with Wisdom casting and rely only on buff spells and the like.

As I said, if I want to offer something which is not already on the table, I'll have to rely on many second class choices - most of the first class ones are already there. But hey, all help is welcome! I'll have a look at the Champion of Faith :)


Wow, I'm busy for one day and miss a ton of posts! I'm working on a paladin/bard but have another busy day today and probably won't get it posted until Sunday night. Also, I can't get this idea for samurai (warrior poet)/bard (geisha) out of my mind, so there's still a chance I might switch.

@Shadow_fox- what are your feelings on the Empyreal Lord Arshea? I think worshiping them would make for a fairly unique paladin, but it would add a somewhat overt sexuality to the game (especially if I took their obedience sometime down the road). Obviously, any gritty details would take place off camera (in accordance with rules of the forums), but are you comfortable with a character for whom sexuality is not a vice but a religious observance? If not, it's no big deal, there are plenty of other deities to choose from (including a few others that could, potentially, be fairly unique as well), Arshea just seemed like one I should ask about before building anything.


Ok, it seems I missed some questions, so apologies, but there have been tons of posts. If I missed someone, please let me know.

Jereru - Zen archer and unchained monk are not official.
Mordred of Fairy - No drawbacks for extra trait. The Campaign Traits will have additional benefits later in the game but not related to mythic abilities.
Giant Halfling - I'd prefer not to deal with that issue in this game, if possible.


Giant Halfling wrote:
Also, I can't get this idea for samurai (warrior poet)/bard (geisha) out of my mind, so there's still a chance I might switch.

I love this combination


Background has been updated in profile. Gave the character some failure in his past to humble him and create some internal conflict for rping purposes. Also tied him to Irabeth, whom he views as his heroine (literally since she saved his life). Finally, made his skin metallic green - not for the Hulk effect - but because Planetars have emerald skin and wanted to point out his distant celestial heritage.


GM Shadow Fox, you're set for some work, huh! Many awesome characters. Please let me know if you have any questions or concerns about Evelyn, happy to address them. Cheerios!


Giant Halfling wrote:
Also, I can't get this idea for samurai (warrior poet)/bard (geisha) out of my mind, so there's still a chance I might switch.

This is a really nice combination!

I did something similar once, gestalt Warrior Poet / Time Mystery Oracle and Shelyn worshipper (of course). Her ethos regarding beauty was based in the principles of mono no aware and wabi-sabi. For her deific obedience she practiced Kintsugi.


Updated list (definitely have my work cut out for me, Lapyd!):

Stormraven: Ayaal LG Plumekith Cleric (Crusader) / uMonk ~ Shelyn
Turin: Mailhain NG Emberkin Cleric (Herald Caller) / Wizard (Conjurer) ~ Iomedae
Lapyd: Evelyn NG Emberkin Bard (chronicler of worlds, flame dancer) / Investigator (empiricist) ~ Magdh
Philo: Ellaria NG Musetouched Bard (dawnflower dervish, faith singer) / Swashbuckler ~ Sarenrae
Rdknight: Bengi CG Plumekith Archer Ranger (Transporter/Tanglebriar Demonslayer) / Warpriest ~ Desna
Jackson: Matada CG Plumekith Ranger (Divine Tracker) / Hunter (Forester) ~ Desna
Witch: Valeneria CG Musetouched Oracle (battle mystery) / Swashbuckler (azatariel) ~ ?
FangDragon: Shanya NG Emberkin Magus (Kensai) / Evoker (Admixture) ~ Sarenrae
Malinor: Malinor LG Plumekith Inquisitor (Sanctified Slayer) / Monk (Zen Archer) ~ Erastil
Michael_H: Stephan LG paladin / swashbuckler (inspired blade) ~ Iomedae
Mightypion: Askold CG Angelkin Brawler (Mutagenic Mauler) / Skald (Boaster) ~ Kurgess
Andostre: Carwel LG Lawbringer Fighter / Inquisitor ~Iomedae
MordredofFairy : Janus LG Musetouched Paladin (Hospitaler, Tempered Champion) / Oracle (Spirit Guide) of Battle
Ellioti: Shedinn LG Angelkin Ranger (Trapper, Divine Tracker) / Spiritualist (Phantom Blade)
Lucendar: Alessandro LG Angelkin Paladin (Oaths: fiends & crusade) / Ranger (Demonslayer) ~ Iomedae


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Jereru wrote:
...it's becoming more and more unavoidable that I step on some of your toes, guys.

With 16-ish candidates right now, a few more folks likely to make pitches, and every character being gestalt... Most everyone is going to overlap with one or more other character concepts. You'll go crazy if you worry about that. My approach is to build the character I'd love to play and that can serve a useful role on the team - and just hope my character appeals to the GM and/or that my build better 'fits' the team than other similar builds when the GM makes his/her selections.

So, basically, build then pray. :D


Well, back from the business trip, now, and looking at the thread again, I'm like: "Uhhh . . .."

My Sarkovian Barbarian/Shifter looks like something not DIRECTLY duplicative (other than the simple melee grunt perspective - like 7 of the builds seem to be reinforcing melee across the two classes).

No Rogues, either, though, so those 3 ideas could still be in play. (Bard/Investigator is pretty close to Bard/Rogue, so, maybe skip that one.
Leaves Fighter/Rogue and Rogue/Swashbuckler.)

Lot of Swashbucklers.

Maybe the Fighter/Rogue is my other potential choice, and I should forget the rest for now.

----

Oh, and Shadow Dragon? Sleight of Hand is usable as a performance skill (juggling), so ALL pick-pocket checks are effectively a performance pick-pocket. Just sayin'.


Barbarian/Shifter sounds quite interesting. The shifter class got a poor reception but I reckon gestalt will redeem it. I was considering melee Druid+Monk but couldn't find a suitable picture.


I made a higher-level Druid/Shifter gestalt. Thematically, it wasn't very imaginative (but in a sense that just made the theme stronger), but the chassis of the two classes were pretty complimentary for a gestalt build.


Wow, that is a lot of characters, and more to come for sure. I wish everyone the best of luck.

I suspect you're better off aiming for a really strong backstory than a unique build at this point, if you're trying to stand out.


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Valeneria Einlein wrote:
I suspect you're better off aiming for a really strong backstory than a unique build at this point, if you're trying to stand out.

+1


Aye, and it will be very interesting to see which school of Gestalt GM prefers.
There's quite a couple builds doing e.g. double Martial, really reinforcing the one thing they can do well.
But also a good number that make sure to cover 2 different angles with their gestalting.

It's likely that either of the approaches will seem preferable and win out. A mix may make balance...delicate, for a couple of reasons. Will be curious to see how it turns out.

@GM: Thanks for the answer. Guess that means I'll have to spent that one we have on Savant, then. :)


Hmmmm . . ..

Is losing Danger Sense instead of Trap Sense for an archetype just a commonly accepted rule, or official?

I was looking at Unchained Barbarian (Invulnerable Rager), and it runs into the archetype replaces Tap Sense, which the unchained barbarian already replaces with Danger Sense (which has the full Trap Sense benefit, plus).

Gonna work on the background story for a bit, I guess. Will plan on building the purely vanilla character (Fighter/Unchained Rogue) until/unless I get clearance. And if I'm far enough into it, I might just stay there.


hustonj wrote:

Hmmmm . . ..

Is losing Danger Sense instead of Trap Sense for an archetype just a commonly accepted rule, or official?

This is official AFAIK.


hustonj wrote:

Hmmmm . . ..

Is losing Danger Sense instead of Trap Sense for an archetype just a commonly accepted rule, or official?

I was looking at Unchained Barbarian (Invulnerable Rager), and it runs into the archetype replaces Tap Sense, which the unchained barbarian already replaces with Danger Sense (which has the full Trap Sense benefit, plus).

Gonna work on the background story for a bit, I guess. Will plan on building the purely vanilla character (Fighter/Unchained Rogue) until/unless I get clearance. And if I'm far enough into it, I might just stay there.

I will rule it as official. Proceed.


Shadow_Fox wrote:
Giant Halfling - I'd prefer not to deal with that issue in this game, if possible.

That’s totally fine, that’s why I asked. I have a couple other ideas for gods that are interesting too (if I stick with the paladin/bard, it seems like a few people enjoyed the samurai/geisha so maybe I’ll switch).


Okay, been working the concept (by hand, no character software on this end!) around interacting with my wife. I really do like the idea, here, but there are quite a few melee builds provided, so I know that weakens my chances. <shrug>

I present Trok!

Description: Trok wishes that he looked like all the other Sarkorians. A big, Kellid human, dressed for mobility and ready to bash the demons back through the gate, wherever it might be. But he doesn't.

He's humanoid, but covered in a short, soft fur. His face is feline, complete with a fore-shortened muzzle and eyes that clearly belong to an animal, not a human. His boots are shaped for normal feet, and his hands, while furred, otherwise look normal. He's wearing a suit of bone-studded leather armor and has the packs and pouches you expect someone to use while traveling. He even has a bow and an earth breaker ready to pull for use.

Workable image

Background:
As the Sarkorian clans were forced out of the Worldwound, some of the clans simply collapsed as their surviving members fled. Other clans were destroyed, attempting to maintain their place in the world, or failing to flee quickly enough. A few began gathering in an attempt to retake their ancestral home, to prove that they are not the insects the demons were treating them as.

Some of these who gathered near Gundrun combined into a new clan, one they called Ildfugl-Quah (The Phoenix Clan) after the legendary bird which rises from the ashes to live again, stronger and more powerful than it was when struck down. The Ildfugl-Quah depends heavily on the more normal citizens of Gundrun for support, as the vast majority of the clan is dedicated to training and attempting to retake their homelands.

Dannog and Veshka grew up training at the same Troke, though for different skill sets. Dannog was a traditional Kellid Barbarian and Veshka a Green-Faith Druid. They went into the Worldwound as part of the same Ildfugl-Quah expedition. After some Troke exploring and learning, they encountered a pack of yaenits. A pair of solid bites took Veshka's lower left leg clean off. This particular expedition ended as quickly as they could return to Gundrun.

Veshka began assisting the farmers and herders as only a Druid can, before learning something of leatherworking and then also directly assisting the clan's efforts by creating armor and goods for the groups heading into the Worldwound. During this Troke Dannog and Veshka paired off, and Veshka gave birth to Trok.

Trok attracted attention immediately. His cat-like eyes and face marked him as something other. As he got older, and the fine down over his skin, not uncommon for newborns, grew into a soft fur, it became that much harder to get the other children to treat him as one of their own. The clan seers identified him as a positive force, a sign of good for the future of the clan. As he grew, it was obvious that the other children simply saw him as different. He tended to spend more time with his mother, and his father when home, and so his early training focused more on the things that they knew, the skills that they used.

As Trok began his 9th Autumn, his father's returning expedition shared that Dannog had fallen. Veshka and Trok both accepted the news calmly, because such deaths are far more normal within the Ildfugl-Quah than happy returns. If anything, the news simply better focused Trok on his own training, in an effort to increase his own survivability.

The clan leaders couldn't deny the way the young man was developing, though, and expanded his training to include other experts who had survived the Worldwound, but not tamed it. As he developed, he worked closely with Nagur (young mother and barbarian), Kokek (young barbarian who lost his eyes), Granum (old male druid), and Bala (old female ranger). Not the first to fail at learning all the secrets of the druids while still grasping a more primal connection than others, his talent towards shifting was precedented, but truly rare. His peers continued to ostracize him, of course. Every success he had during training was another reason for them to hate him, and every failure was more proof that he didn't belong. And another opportunity for Trok to learn to harness his anger.

Through it all, Veshka worked hard to keep him focused on the truth that the others were simply afraid of him. That the clan goal of restoring the Worldwound to a natural state, to moving back into the territory and living within that nature was why the Ildfugl-Quah exists, not to have everyone else like you. She taught him that this sort of hardship is what teaches the strongest patience and gentleness and ensured that he understood defending himself was one thing, but abusing others would never be tolerated, regardless of how they treated him.

The original calls of the seers that Trok is a positive force for the clan's future helped Veshka ensure he received the best goods the Quah could provide before he left on his first expedition. The refusal of his peers to accept him as one of their own meant that he had to seek out these "crusaders" to find an expedition worth joining, to find an opportunity to earn the praise the seers had been providing him since birth.


Combat:
Init +2 (Dex+2)
Move 40'

Melee+4, Ranged+3, CMB+4 (BAB+1, Str+3, Dex+2)

Standard Attacks
Shifter Claw +5 for 1d4+3 @ x2, P or S
(Melee, Weapon Focus)
Earth Breaker +4 for 2d6+4 @ x3, B
(Melee, two-handed)
Longbow +3 for 1d8 over 100' @ x3, P (20 arrows)
(Ranged)

Full Attacks
Shifter Claw +5/+5 for 1d4+3 each @ x2, P or S
(Melee, Weapon Focus)

Minor Aspect (Tiger): +1 Ranged
Rage: +2 melee attack/damage

AC 15, T 12, F 13, CMD 16 (Armor+3, Dex+2, BAB+1, Str+3)

Minor Aspect (Tiger): +1 AC/T/CMD
Rage: -2 AC

HP 14 (12 + 1xCon+2)

Rage: +2 HP

Fort +4 (Base+2, Con+2)
Ref +4 (Base+2, Dex+2)
Will +2 (Base+0, Wis+2)

Minor Aspect (Tiger): +1 Ref
Rage: +2 Will


Gestalat specific Selections/Features:
** Barbarian **
Rage: 6 Rounds/Day
+2 melee attacks
+2 melee/thrown damage
+2 Will saves
+2 HP/HD
-2 AC

** Shifter **
Aspects: Minor: 4 minutes/day; Major: 0 hours/day
1) Tiger
Minor: +2 Enhancement to Dex
Major: Beast Shape II into Dire Tiger


Skills & Languages:
Class+4 + Int+1 + FavoredClass+1 + Background+2 = 6 Trained Adventuring Skills and 2 Background Skills/Gestalt Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[Notes]
+ 6-Acrobatics (Dex) 2+1+3+ACP
+ 1 Appraise (Int) 1+0+0
- 1 Bluff (Cha) -1+0+0
+ 7-Climb (Str) 3+1+3+ACP
+ 1 Craft (Any) (Int) 1+0+0
- 1 Diplomacy (Cha) -1+0+0
- 1 Disguise (Cha) -1+0+0
+ 2-Escape Artist (Dex) 2+0+0+ACP
+ 2-Fly (Dex) 2+0+0+ACP
- 1 Intimidate (Cha) -1+0+0
+ 2 Knowledge (History) (Int) 1+1+0 [Background]
+ 4 Linguistics (nt) 1+1+0+2 True Speaker [Background]
+ 6 Perception (Wis) 2+1+3
- 1 Perform (Any) (Cha) -1+0+0
+ 2-Ride (Dex) 2+0+0+ACP
+ 4 Sense Motive (Wis) 2+0+0+2 True Speaker
+ 6-Stealth (Dex) 2+1+3+ACP
+ 6 Survival (Wis) 2+1+3
+ 7-Swim (Str) 3+1+3+ACP
+ 0 Wild Empathy (Cha & Level) -1+1

AC Penalty: -0
Minor Aspect (Tiger): +1 dex-based skills

Languages Known: Taldane (Common), Celestial, Sylvan; Druidic; Abyssal, Hallit


Feats & Traits:
** Feats **
1 Weapon Focus (Shifter Claws)
3 (Power Attack?)
5 (Shifter's Rush)
7 (Improved Natural Weapons?)
9 (Powerful Shape?)
11
13
15
17
19

** Traits **
Campaign: Stolen Fury: +2 trait on CMB vs Demons
Region (Worldwound): Demon-Proof Mind: +2 trait vs mind affecting effects of evil outsiders


Gear:
300 GP budget
175.0.0 MW Studded Leather (20#, +3/+5/-0/15%/30')
x75.0.0 Longbow (3#, 1d8/x3/100'/P)
xx1.0.0 Arrows, 20 (3#)
x40.0.0 Earth Breaker (14#, 2d6/x3/B)
xx9.0.0 Barbarian's Kit (26#, backpack, belt pouch, blanket, flint & steel, iron pot, rope, soap, torches (10), trail rations (5 days), waterskin)
-xx.0.5 Sell back torches (-10#)

299.0.5 spent for 56# - 9 SP & 5 CP on hand

Light <= 76# (By armor)
Medium <= 153# (+3/-3/20'/x4)
Heavy <= 230# (+1/-6/20'/x3)


Gestalt Unchained Barbarian (Invulnerable Rager)/Shifter:
Alignment: Neutral Good (combined class and campaign restrictions)
Hit Die: d12.
Starting Wealth: 300 GP (campaign specified)
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Fast movement, rage, shifter aspect, shifter claws, wild empathy
2nd +2 +3 +3 +0 Defensive instinct, invulnerability 1/-, rage power, track
3rd +3 +3 +3 +1 Extreme endurance, shifter claws increase, woodland stride
4th +4 +4 +4 +1 Defensive instinct +1, invulnerability 2/-, rage power, wild shape
5th +5 +4 +4 +1 Second aspect, trackless step
6th +6/+1 +5 +5 +2 Extreme endurance 1, Invulnerability 3/-, rage power, shifter's fury
7th +7/+2 +5 +5 +2 Shifter claws increase
8th +8/+3 +6 +6 +2 Defensive instinct +2, invulnerability 4/-, Rage power
9th +9/+4 +6 +6 +3 Chimeric aspect, extreme endurance 2
10th +10/+5 +7 +7 +3 Invulnerability 5/-, rage power, third aspect
11th +11/+6/+1 +7 +7 +3 Greater rage, shifter claws increase
12th +12/+7/+2 +8 +8 +4 Defensive instinct +3, extreme endurance 3, Invulnerability 6/-, rage power
13th +13/+8/+3 +8 +8 +4 Shifter claws increase
14th +14/+9/+4 +9 +9 +4 Greater chimeric aspect, indomitable will, Invulnerability 7/-, rage power
15th +15/+10/+5 +9 +9 +5 Extreme endurance 4, fourth aspect
16th +16/+11/+6/+1 +10 +10 +5 Defensive instinct +4, invulnerability 8/-, rage power
17th +17/+12/+7/+2 +10 +10 +5 Shifter claws increase, tireless rage
18th +18/+13/+8/+3 +11 +11 +6 A thousand faces, extreme endurance 5 Invulnerability 9/-, rage power, timeless body
19th +19/+14/+9/+4 +11 +11 +6 Shifter claws increase
20th +20/+15/+10/+5 +12 +12 +6 Defensive instinct +5, final aspect, invulnerability 10/-, Mighty rage, rage power
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.
Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.
A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.
Bonus Languages: A shifter's bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.
A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn't take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.
Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Shifter Aspect (Su): At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect's minor form for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter's turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level. Aspects are detailed in their own section starting on page 28.
Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.
The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.
Track (Ex): At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.
Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces danger sense.
Woodland Stride (Ex): At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.
[b]Wild Shape (Su)
: At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn't provoke attacks of opportunity. Often a particular aspect's major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.
A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.
A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,' each hour of wild shape counts as a use.
A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.
Trackless Step (Ex): At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.
Shifter's Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don't benefit from shifter's claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.
Chimeric Aspect (Su): At 9th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect.
Greater Rage (Ex): At 11th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.
Greater Chimeric Aspect (Su): At 14th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose up to three aspects and assume the minor form of each aspect.
Indomitable Will (Ex): At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers, including the morale bonus on Will saves she gains during her rage.
Tireless Rage (Ex): At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn’t gain any temporary hit points from her rage.
A Thousand Faces (Su): At 18th level, a shifter gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 18th level, a shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the shifter still dies of old age when her time is up.
Final Aspect (Su): At 20th level, a shifter gains access to a fifth aspect, and when she uses shifter's aspect, she can assume the minor forms of all her aspects and the shifter can use her major and minor forms at will.
Mighty Rage (Ex): At 20th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Aasimar (Archon-Blooded/Lawbringer):
+2 Consitution, +2 Wisdom: Lawbringers are hardy and insightful.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Spell-Like Ability: Lawbringers gain continual flame as a spell-like ability.
Exalted Resistance: An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Attributes:
20 Point Buy
Points Race Level Gear Current
10 16 +0 16 +0 16 +0 S 16 +3
x5 14 +0 14 +0 14 +0 D 14 +2
x2 12 +2 14 +0 14 +0 C 14 +2
x2 12 +0 12 +0 12 +0 I 12 +1
x2 12 +2 14 +0 14 +0 W 14 +2
-1 x9 +0 x9 +0 x9 +0 H x9 -1

I am Central Time Zone.

And Trok is a follower of the Green Faith


Hi! Corwynt here for an application. Some background is already there and crunch is incoming (Corwynt is gonna be a Slayer/USummoner).


Interesting! I post in EDT. Some questions:
1. When are you looking to close recruitment?
2. What are posting frequency expectations?
3. How will you be handling maps?

Liberty's Edge

dot

Would need to remake this alias of course. Pondering.


Andostre wrote:

My submission is below. This is actually the second character I rolled up, because after I finished my first (a ranger/inquisitor with an archery focus), I felt like the sort of character I was going for was already well-represented in other submissions. So I looked at what had been submitted, and I also noticed that there weren't that many paladins or other heavy-armor types. Instead of creating a paladin, however, I went paladin-adjacent and built a fighter/inquisitor.

** spoiler omitted **...

I forgot to mention that I'm in the Central time zone.


CET here. Am I the only European in this recruitment?


Wow, I feel like I saw this thread only a short time ago, and then it really blew up!

Alright, here is my submission for Elise Emeria, a Phoenix Sorcerer / Psychokineticist! The basic inspiration for the character is pretty obviously Jean Grey / Phoenix from the Marvel universe, with some changes to make her fit in the Golarion universe. I imagine that will be either immediately disqualifying or intriguing--I hope it'll be the latter.

Pyschokineticist appropriately grants Psychic Sensitivity, while Aether focus gives Elise telekinetic powers. Phoenix Sorcerer gives her access to arcane magic, including fire that can become healing magic instead (recognizing that blasting with fire is often not so hot when facing demons). Most importantly, Phoenix bloodline gets wings at level 9! Given the flashy vibe of this game, I thought a flying angel wreathed in flames could be a good fit!

Pacific time zone here.


Shedinn Delmirev wrote:
CET here. Am I the only European in this recruitment?

CET here as well.


@Shadow_Fox, how do you feel about a 2nd submission?

I just noticed that I always wanted to play a Ghost Rider Cavalier and with Gestalt rules it could be very viable. I could even recycle some of my backstory that I submitted for my first character. It would be your choice if any one of the two fit in the game you have envisioned.


Nope, I am where good booze is, which means Europe, as well!


Europe? It's complicated, unfortunately. GMT time zone here.


Ouachitonian wrote:
Well, have fun y’all. This recruitment just hit at exactly the wrong time for me. I work long nights and sleep most of the day (and don’t have time to build) on the back half of the week, and this Sunday I’m leaving on vacation and won’t have my computer, so I won’t be able to submit anything. Unless I take tonight off, but I probably won’t do that.

Well, I decided to take half a shift off. So here's my last-minute offering: Sir Rædwald, the Paladin of Apsu/Draconic Sorcerer. Don't you want a golden-scaled, dragon headed paladin in shining (fake) armor ripping demons apart with his claws? Of course you do. Oh, and he's a full arcane caster to boot! (That's why the armor's fake. Stupid ASF.) Ok, full caster for now; I definitely intend to go Dragon Disciple on the Sorcerer side, which means that at Level 20 he'll cast as a 17th level sorcerer and only ever get up to 8th level spells. But he'll be an absolute monster in melee! By level 15, when he's got +7 to natural armor, +4 Strength, +2 Con, etc, I probably won't even notice that he can't wear armor. Until then I'll be casting Mage Armor a lot. Picture inspiration, background, etc, are in the alias.


Most of Corwynt's crunch is done, barring a trait and maybe some extra equipment. If he's picked, I'll make an alias for the Eidolon

The idea is to flank thanks to Eidolon and thus deliver his sneak attack, while using Charisma for attack and damage and as his casting ability. Two levels of Paladin would have been the cherry on top, but unfortunately Divine Fighting Technique requires that you have the same alignment as your deity.

In any case, and even though 1st level is not the most optimal one, I'm happy with the results.

Full image


Some more answers to questions:

Caster4life: Tuesday at 6pm EST. Minimum Posting 1/day is acceptable (weekends can vary). For maps, I normally use image sharing apps, unless someone has a better method. I am not too tech savvy however. :)

Ellioti: Will accept only one submission per person, as we are near 20 applicants already. However, you can make your ghost rider and replace your current submission if you wish.


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Ok thanks, GM! I'll see if I finish up my application by then.

Regarding maps:

I find google slides very friendly for this since you can allow PCs to move their own tokens, draw shapes for spell area of effects, etc. A slightly more technical solution with more powerful features would be the free version of roll20. One nice feature there is Fog of War, which lets the GM hide parts of the map until players discover it.

If either of those sound good to you, I'm happy to give some tips or examples of how I use these. If I end up playing in this game, I'd be happy to go a step further and help with set up/implementation/etc.


caster4life wrote:

Ok thanks, GM! I'll see if I finish up my application by then.

** spoiler omitted **

I've tried free version of roll20 in the past, but many players, including myself sometimes, post from their phones and have issues accessing the site. I have not tried Google Slides. I would appreciate any input/tips you have.


I've used Google drawings (not the same as slides but those work too) for years without problems. With the right sharing settings anyone can see the drawings even without a Google account.

Edit: Editing the map on a mobile device works fine from the slides app on Android, I tried just now and was able to move my token in one game I'm in.


I'm on phone, too, mostly. Google slides works better than drawing on the phone.


Yeah Google Slides is decent on the phone. Here are my tips for using Google Slides to host maps:

Obnoxiously long tips:

1. Go to Google Slides

2. Click on the plus sign to make a new presentation

3. Paste the image of the map you want onto the slide. Adjust it to get the size you want.

4. Whenever there's a new map, just create a new first slide and paste the image there. That way, anyone can browse through the old maps easily to copy and paste a certain token, remember the party's battles, etc.

5. Click "share" and make sure its set to "Anyone with the link" and "Editor". That way, players will be able to create their own tokens, move themselves on the map, etc. I've never had a problem with an unauthorized person trashing my map, probably because it's a very boring target.

6. Pro tip if you want to be extra cool: Put the map onto a slide and size it the way you want. Then save the whole slide, with the map, as an image. Then set that image to be the background of the slide. This way, nobody has to worry about accidentally dragging the map's image when they meant to drag just one token.

Lmk if I can explain more on any of those! And like I said, I'd be willing to help get things set up for any game I was playing in.

Haha. And just noticed where I missed the part where you said when recruitment ended before I asked. :P


I’m in CST, btw.


caster4life wrote:

Yeah Google Slides is decent on the phone. Here are my tips for using Google Slides to host maps:

** spoiler omitted **

Haha. And just noticed where I missed the part where you said when recruitment ended before I asked. :P

Thank you sir!


2 people marked this as a favorite.

I always forget how much I hate hunting for character images online. I’ve probably made characters for 4 recruitments like this in the past and 3 of them I spent hours hunting for an image I was happy with then just bowed out in frustration. I’m currently a good 3 hours into my image search and have completely scrapped the samurai/geisha idea because I couldn’t find an image I liked, and now I’m giving up on the paladin/bard I had in mind too. I’m going to eat dinner and then decide whether to bow out entirely or just search random images until I find one I like and then build a character around it instead of the other way around.

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