Overlord 2, the Other Guild

Game Master BloodWolven

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so i have an idea so far, based on creating a bloodthirster/skarbrand from WHF

Race : minotaur
Template : Half-Balor
Single Class : Barbarian

dual wield medium greataxes (effortless lace)

STATS

5d6 ⇒ (1, 4, 5, 5, 6) = 21 20
5d6 ⇒ (6, 4, 2, 3, 2) = 17 15
5d6 ⇒ (6, 3, 1, 2, 5) = 17 16
5d6 ⇒ (1, 3, 4, 6, 1) = 15 14
5d6 ⇒ (4, 3, 4, 1, 2) = 14 13
5d6 ⇒ (3, 1, 1, 3, 1) = 9 8 (Who needs charisma?)

HP: 5d12 ⇒ (8, 8, 4, 6, 6) = 32

Skarbrand Test Build for Review:

Skarbrand
Male half-balor minotaur unchained barbarian (armored hulk) 5 (Pathfinder Campaign Setting: Demons Revisited 54, Pathfinder RPG Bestiary 206, Pathfinder RPG Ultimate Combat 28, Pathfinder Unchained 8)
NE Large outsider (monstrous humanoid, native)
Init +4; Senses darkvision 60 ft.; Perception +22
--------------------
Defense
--------------------
AC 30, touch 12, flat-footed 27 (+9 armor, +3 Dex, +9 natural, -1 size)
hp 184 (11 HD; 6d10+5d12+114)
Fort +20, Ref +12 (+1 bonus vs. trample attacks), Will +13
DR 5/good, 5/magic; Immune fire, poison; Resist acid 10, cold 10, electricity 10; SR 22
--------------------
Offense
--------------------
Speed 45 ft. (35 ft. in armor), fly 80 ft. (good)
Melee (M) +1 adamantine greataxe +15/+10/+5 (1d12+21/×3 plus 1d6 fire) or
. . (M) +1 adamantine greataxe +15 (1d12+15/×3 plus 1d6 fire) or
. . bite +13 (1d8+8 plus 1d6 fire), 2 claws +13 (1d6+8 plus 1d6 fire), gore +13 (1d6+8 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (22 rounds/day), powerful charge (gore, 2d6+16), rage powers (accurate stance +2, lesser beast totem[APG]), smite good
Spell-Like Abilities (CL 6th; concentration +6)
. . 3/day—darkness, poison (DC 14), scorching ray
. . 1/day—blasphemy (DC 16), telekinesis (DC 15), unholy blight (DC 14)
--------------------
Statistics
--------------------
Str 32, Dex 19, Con 31, Int 14, Wis 18, Cha 10
Base Atk +11; CMB +21 (+23 bull rush); CMD 37 (39 vs. bull rush, 38 vs. overrun)
Feats Double Slice, Great Fortitude, Improved Bull Rush, Intimidating Prowess, Power Attack, Two-weapon Fighting
Traits fiend blood, weathered emissary
Skills Acrobatics +7, Climb +14, Craft (weapons) +8, Fly +9, Intimidate +25, Knowledge (nature) +10, Knowledge (planes) +16, Linguistics +11, Perception +22, Stealth +9, Survival +23, Swim +14; Racial Modifiers +4 Perception, +4 Survival
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal
SQ indomitable stance, natural cunning, resilience of steel
Other Gear +2 tatami-do armor[UC], +1 adamantine greataxe, +1 adamantine greataxe, cape of free will +2/+3[MA], effortless lace, ring of sustenance, 80 gp
--------------------
Special Abilities
--------------------
Accurate Stance +2 (Ex) Gain a +2 bonus to melee and thrown weapon att.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fly (80 feet, Good) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore, 2d6+16) (Ex) Your charge attacks deal additional damage.
Rage (Unchained, 22 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Resilience of Steel +1 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls.
Smite Good (1/day) (Su) +0 to hit, +11 to damage, +0 deflection bonus to AC when used.
Spell Resistance (22) You have Spell Resistance.


I am not a big follower of anime, so was not familiar with Overlord - but I just did a quick Google and the idea of players being sucked into their characters sounds pretty cool, so I thought I would try to put together an idea. We shall see...

rolls:

5d6 ⇒ (6, 6, 5, 5, 1) = 23 - 22
5d6 ⇒ (2, 4, 3, 3, 6) = 18 - 16
5d6 ⇒ (3, 5, 1, 1, 5) = 15 - 14
5d6 ⇒ (4, 6, 5, 6, 4) = 25 - 21
5d6 ⇒ (6, 4, 1, 4, 1) = 16 - 15
5d6 ⇒ (1, 5, 5, 6, 3) = 20 - 18

+6, +5, +4, +3, +2, +2

Yea, I think that is workable. Now for a suitably fitting idea.

@GM Wolf Should I be creating the back persona of the person who got pulled into the game and an in game character, or just an in-game character, and I am the personality of who was sucked in?

@Seth86 Love the tormented bloodthirster barbarian of KHORNE! Blood for the Blood God!


Thanks

I am debating to change to invulnerable Rager perhaps


I read the synopsis on the first page. Sounds like a very fun game. I have not watched the anime before (but it is now on my list of shows I plan to check out). I did like the few episodes of Sword Art Online I watched (which is still on my long list of shows to watch/finish).

5d6: 5d6 ⇒ (1, 6, 4, 5, 5) = 21 drop the 1 = 20
5d6: 5d6 ⇒ (5, 6, 3, 5, 4) = 23 drop the 3 = 20
5d6: 5d6 ⇒ (2, 3, 5, 5, 2) = 17 drop a 2 = 15
5d6: 5d6 ⇒ (2, 6, 2, 5, 6) = 21 drop a 2 = 19
5d6: 5d6 ⇒ (3, 5, 3, 5, 6) = 22 drop a 3 = 19
5d6: 5d6 ⇒ (3, 6, 5, 3, 4) = 21 drop a 3 = 18

Is this template allowed?

Will be giving some thought to what sort of race/class/template combo build to make. edited: seeds have already started to sprout, as is evident from the above template I asked about.

Can we build our own races using the ARG race builder rules?

Can we add additional race point abilities to an existing race (treating the increased race points as a template)?

What is the minimum number of sentences you want in a paragraph for backstory (and backstory rewards)? 5 sentences? 10 sentences? more?

How do no tax feats work? Do you we just need to meet the non-feat requirements? For example if someone had a +11 BAB could they take Improved Vital Strike without already having Vital Strike? If somone had a +6 BAB could they take one of the Greater combat manuever feats without having the related Improved combat maneuver feat? Or would Greater combat feats ignore all feat requirements except for the relevant Improved combat maneuver feat?

Seeds are growing....

You ruled the 35 race point drider uses up 2 levels.

Would the 36 race point gargoyle also use up 2 levels?

If yes, could that be considered a 2 CR template?

If yes, and you approve the half-medusa template (+2 CR template)....

That would make my character....

option 2...

a 7th level character with two templates (each of +2 CR or lower)...

Correct?

My character, whoever they are, was a huge fan of a Disney animated series that first came onto the tv screens of old 144 years ago....


Wow. My rolls sucked. So many 1s... :P


I have not rolled hit points yet, Seth... :P

This one time...(not at band camp)...at my gaming table, I made up a generous hit point generation home-brewed method for my players...roll your class hit die. You have the option to roll the next lowest class hit die if you want, but you must keep the new roll, and you can repeat rerolls, all the way down to the d4. "Here, I will demonstrate with Scamp" (my GMPC forest troll barbarian)...and I kept rolling low so rolled the next lower class hit die...all the way down to the d4 for 1 hit point (before Con mod) for the barbarian. In one of the most high-stakes fights they had...all the PCs were down. It all came down to Scamps's final roll if it was going to be a TPK or not..and I rolled that die in the middle of the table for all to see...

I changed my build up some...

using option A (gestalt level 7 character with one template of CR 2 or less)

Using Savage Species monster classes to make a gestalt harpy/medusa with the elemental-infused template (earth element) to represent the gargoyle nature of the the character. She's still a teenager...and still needs three more levels before she finishes growing up.

I will be making a backstory of at least 24 paragrpahs so she has a 'Bronx'. Will be coming up with the backstory when I am not so tired. Have two weekly games this weekend, so probably will not have time to type up a proper back story until Monday/Tuesday.


While I wait for a game recap, I'll do some rolling.

Stat: 5d6 ⇒ (2, 2, 3, 3, 5) = 15
Stat: 5d6 ⇒ (6, 1, 4, 2, 5) = 18
Stat: 5d6 ⇒ (5, 4, 1, 6, 5) = 21
Stat: 5d6 ⇒ (6, 6, 5, 1, 2) = 20
Stat: 5d6 ⇒ (3, 6, 3, 3, 5) = 20
Stat: 5d6 ⇒ (5, 5, 2, 3, 3) = 18

13, 17, 20, 19, 17, 16. Not bad at all!


Hit Dice Rolls

1st level (max): 1d8 harpy/1d8 medusa = 8
2nd level (1d8 harpy/1d8 medusa) hit die roll: 1d8 ⇒ 6
3rd level (1d8 harpy/ - medusa) hit die roll: 1d8 ⇒ 1
4th level (1d8 harpy/1d8 medusa) hit die roll: 1d8 ⇒ 3
5th level (1d8 harpy/ - medusa) hit die roll: 1d8 ⇒ 3
6th level (- harpy/1d8 medusa) hit die roll: 1d8 ⇒ 5
7th level (1d8 harpy/- medusa) hit die roll: 1d8 ⇒ 8

Total hit dice rolls (before Con adjustment): 34

Seth, it is max hit points for 1st level. 6 was the 5th hit die you rolled (that you did not need to roll)...so you have 6 more hp!! :P


GM_Drake wrote:

Hit Dice Rolls

1st level (max): 1d8 harpy/1d8 medusa = 8
2nd level (1d8 harpy/1d8 medusa) [dice=hit die roll]1d8
3rd level (1d8 harpy/ - medusa) [dice=hit die roll]1d8
4th level (1d8 harpy/1d8 medusa) [dice=hit die roll]1d8
5th level (1d8 harpy/ - medusa) [dice=hit die roll]1d8
6th level (- harpy/1d8 medusa) [dice=hit die roll]1d8
7th level (1d8 harpy/- medusa) [dice=hit die roll]1d8

Total hit dice rolls (before Con adjustment): 34

Seth, it is max hit points for 1st level. 6 was the 5th hit die you rolled (that you did not need to roll)...so you have 6 more hp!! :P

i maxed out one of the racial HD


minotaur racial hit dice...oops...I should have went to sleep...hours ago...


I decided to rather go invulnerable rager (sounded more fitting for Skarbrand-esque)

Skarbrand 2.0:

Skarbrand
Male half-balor minotaur unchained barbarian (invulnerable rager) 7 (Pathfinder Campaign Setting: Demons Revisited 54, Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Bestiary 206, Pathfinder Unchained 8)
NE Large outsider (monstrous humanoid, native)
Init +4; Senses darkvision 60 ft.; Perception +24
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 25 (+7 armor, +4 Dex, +9 natural, -1 size)
hp 222 (13 HD; 6d10+7d12+136)
Fort +21, Ref +13, Will +14
DR 10/good, 10/magic, 3/—, 6/lethal; Immune fire, poison; Resist acid 10, cold 10, electricity 10, extreme endurance; SR 24
--------------------
Offense
--------------------
Speed 40 ft., fly 80 ft. (good)
Melee (M) +1 adamantine greataxe +21/+16/+11 (1d12+12/×3 plus 1d6 fire) or
. . (M) +1 adamantine greataxe +21/+16 (1d12+12/×3 plus 1d6 fire) or
. . bite +18 (1d8+5 plus 1d6 fire), 2 claws +18 (1d6+5 plus 1d6 fire), gore +18 (1d6+5 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (26 rounds/day), powerful charge (gore, 2d6+16), rage powers (accurate stance +2, beast totem[APG], lesser beast totem[APG]), smite good
Spell-Like Abilities (CL 6th; concentration +6)
. . 3/day—darkness, poison (DC 14), scorching ray, unholy aura
. . 1/day—blasphemy (DC 16), greater teleport, telekinesis (DC 15), unholy blight (DC 14)
--------------------
Statistics
--------------------
Str 32, Dex 19, Con 31, Int 14, Wis 18, Cha 10
Base Atk +13; CMB +25 (+27 bull rush); CMD 39 (41 vs. bull rush)
Feats Double Slice, Great Fortitude, Improved Bull Rush, Improved Two-weapon Fighting, Power Attack, Two-weapon Fighting, Weapon Focus (greataxe)
Traits fiend blood, weathered emissary
Skills Acrobatics +10 (+14 to jump), Climb +17, Craft (weapons) +14, Fly +13, Intimidate +16, Knowledge (nature) +10, Knowledge (planes) +19, Linguistics +13, Perception +24, Stealth +14, Survival +25, Swim +17; Racial Modifiers +4 Perception, +4 Survival
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Infernal
SQ fast movement, natural cunning
Other Gear +1 mithral lamellar (steel) armor[UC], +1 adamantine greataxe, +1 adamantine greataxe, cape of free will +2/+3[MA], effortless lace, ring of sustenance, masterwork weaponsmithing tools, 875 gp
--------------------
Special Abilities
--------------------
Accurate Stance +2 (Ex) Gain a +2 bonus to melee and thrown weapon att.
Beast Totem +2 (Su) +2 to Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Extreme Endurance (Cold) (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
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fly (80 feet, Good) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore, 2d6+16) (Ex) Your charge attacks deal additional damage.
Rage (Unchained, 26 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Smite Good (1/day) (Su) +0 to hit, +13 to damage, +0 deflection bonus to AC when used.
Spell Resistance (24) You have Spell Resistance.


My character now has a name...


The beginning of her backstory...:

Excited that her parents finally agreed she could play the game, she rushed to her room to create her avatar for the game. She hit play on her movie viewing screen, the starting credits of Disney's "Gargoyles" starting to play, "It's going to be like I am a real-life gargoyle! I wonder which of the gargoyles to shape my avatar to look like?" She ponders the question as the game's welcome page appears on her gaming screen. "Elisa when she was turned into a gargoyle!" Excited, to the point she is probably going to have to have a tinkle break soon, she navigates to the character creation screen, <"Choose your race. They are listed in alphabetical order for your convenience.">

"Hmm. Angels, nah." She continues to scroll through the options, "Bargest? What is that?" She selects 'barghest', "That's ugly. No thank you!" She continues to scroll through the list, knowing nothing is going to make her change her mind about making her avatar a gargoyle. She has practically been begging her parents for the past year to get her the game so she could make a gargoyle avatar so can feel like she's gliding like her 'best friends'. <"Basilisk"> She pauses to watch the first scene of her favorite show set in medieval Scotland, then continues her search. <"Centaur, Chimera.>" That option makes her pause as she reads the mini description aloud, "Choose three creatures of myth to render the starting point for what your chimera avatar could look like. For example you could play a cyclops/dragon/manticore chimera."

"Sookie, dinner's ready!" her mother calls up from downstairs.

Not wanting to risk her parents taking the game from her by her proving their point that she gets too wrapped up in her screens, Like I don't know they met each other in the game before they had me. She heads down stairs, hoping that gargoyle is one of the options for the chimera avatar option...


Hello, I am a player. I can attempt to answer a question or two.

@Tara: The rolls are for the in-game character. That said, we have been playing/interacting with the player of the in-game character as a separate-ish character.

We've been running it that CR = level


@Seth (and others who might have made similar character creation mistakes), Skarbrand was not created within the character creation parameters. No character should have 13 HD or a +13 BAB when the highest BAB a 7th level character can have is +7 and the most HD should be 7 HD.

I have included some quotes from from page 1 of recruitment, which does show how you can make (close) to the character concept you came up with.

GM Wolf wrote:

Your character can do one of the 5 options below:

7th level Gestalt character with one template CR 2 or below.
7th level character with two templates both CR 2 or below.
Monstrous race with 4 HD, and 3rd level gestalt character.
Monstrous race with 2 HD, and 5th level gestalt character.
Or a mixup of the options above.

GM Wolf wrote:

Yes you could easily be a minotaur. It has 6 racial HD, unless you find a variant with less, then you pick:

gestalt level 1
or 1 level in a class and a CR +1 template

A saytr has 8 HD so that won't work.

GM Wolf wrote:
Veegees wrote:

Would there be a way for us to be a 2HD monster but still get 7 levels in 1 class?

I want a way to play a pseudodragon sorcerer or arcanist but I don't want my spellcasting to fall behind. Maybe I get 4 levels in a singular class and 3 gestalt levels? Or something like that? What are your thoughts/ideas?

Easiest response is

Monstrous race with 2 HD, and 5th level gestalt character.
Veegees wrote:

I don't think you understood my question.

The way you've set it up anyone who takes any monstrous HD will fall behind in terms of spellcasting compared to people who took templates. I'm wondering if we can remedy this so that people who want to play casters don't feel forced into taking the template options?

GM Wolf wrote:

Oh I see what you were proposing:

7 levels of one class, then 5 levels in another with the 2 HD

Yeah that would work.

Based on the GM's answer to Veegees' question, I would suggest the following for how to get close to the character you want using the character creation rules.

Make a gestalt character :

one side of gestalt has the 6 minotaur levels but not the barbarian class levels (6 of 7 levels used) with one non-barbarian class level.

other side of gestalt has the barbarian levels. (which means you could have 7 levels in barbarian instead of 5)

So with the above as the starting base, the character options for your minotaur with at least 5 levels of barbarian would be:

Option 1: 7th level Gestalt character with one template CR 2 or below.

So Skarbrand could be a level 7 gestalt (6 HD minotaur with 1 class level/7th level barbarian) with a single template with CR ajustment of +2 or less.

If the GM would allow us to take monster hit dice of two different races for a gestalt character (with one race on either side of the gestalt) I could not make my chimera character that way using Pathfinder's medusa (8HD). The harpy has 7 HD in both 3.5 and PF1e, and the 3.5 medusa has 6 HD. Both the harpy and medusa have some signifiant racial abilities (resulting in a +3 level adjustment for harpies and a +4 level adjustment for medusas in 3.5). The only way I could create my chimera concept was from using the monster class levels from Savage Species.

Well, I could ask, since GM is using racial hit dice of monster PCs as flat class levels, if can use either side of the gestalt for two different monster races and ask if I could use the 3.5 6 HD medusa instead of the PF 8 HD medusa...but not going to request that...and sticking to the monster classes from Savage Species (and going to incorporate how her harpy and medusa powers developed in her character back story).


For players that are unfamiliar with how to make gestalt characters.

You use the best total BAB of whichever side of the gestalt has the better one.

You repeat the same comparison for total base Fort saves, total base Ref saves and total base Will saves.

At each level you use the better hit die, and gain skill ranks determined by whichever side of the gestalt grants at that level.

The full rules for creating gestalt characters are in the D&D 3.5 book, Unearthed Arcana.


i was hoping to do the race/class gestalt but sub the 1 lower HD with the demon template


@Seth

If you are referring to the half-fiend template...

The minotaur has 6 racial hit dice, which would make the half-fiend template a +2 CR when adjusting a 6 HD minotaur...

So with option 1....

Level 7 gestalt character with one template of CR 2 or lower....

First half of gestalt: 6 levels for minotaur hit dice and 1 level in a class.

Second half of gestalt: 7 levels in barbarian

Single template of +2 CR or less: half-fiend template

The half-fiend template (which is a +2 CR when used to modify the 6 HD minotaur race), so you get the half-fiend template without needing to use the remaining gestalt level on the minotaur side of the gestalt. This also means you could not put it on the minotaur side of the gestalt, even if the GM allowed us to add a template to one side (or both sides) of the gestalt levels.

If we asked the GM if we could add a template to one side of the gestalt (or a different template to either side of the gestalt) - as templates (usually) adjust the creatures' racial traits (and not class abilities), my educated guess is that would be a no-go (because that would let players make gestalt with 5 race/class levels on either side of the gestalt with a +2 CR template on either side, which would result in a level 7 gestalt character with two templates of +2 CR or lower (which is one more than is allowed with option 1).

So choose one level of a (non-barbarian) class to fill out the remaining one level for the minotaur side of the gestalt levels. :)

The half-fiend template would give Skarbrand the following:

Alignment: Any evil.

Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

Skills: A half-fiend with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.

So your minotaur hit dice (4 + Int mod skill ranks per HD) become outsider hit dice (6 + Int mod skill ranks per outsider hit die instead of a minotaur's (monstrous humanoid) 4 (plus Int mod) skill ranks per hit die.

As the barbarian gives 4 (plus Int mod) skill ranks per class level, Skarbrand will have the better outsider skill ranks/hit die for 1st to 6th character level. Depending on which class you take for the 7th level gestalt side of the minotuar, you will have 4 (plus Int mod) for 7th level from your barbarian gestalt side OR from the minotaur side if the class you use has 6 (plus Int mod) or 8 (plus Int mod) skill ranks per level.

This means for the first six character levels Skarbrand gains 6 (plus Int mod) for each of those six levels. At 7th character level Skarbrand will gain 4 (plus Int mod) skill ranks unless the class you chose for the minotaur side of the gestalt grants more than 4 (plus Int mod) skill ranks per level (in which case you gain that number of skiil ranks for 7th character level).

Armor Class: Natural armor improves by +1.

Defenses/Qualities: Gains darkvision 60 feet; immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature's CR + 11 (maximum 35).

Skarbrand gainss DR 5/magic from the half-fiend template, which will not increase as his minotaur racial hit dice are already maxed out at 6 hit dice.

Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature's land speed (good).

Minotaur's base speed is 30 feet, so Skarbrand gains a fly speed of 60 feet with good maneuverability.

Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302).

Skarbrand is a (large) minotaur, so his claw damage die is 1d6. Natural claw attacks in PF1E are primary natural attacks that deal 1d6 bludgeoning and slashing damage (B+S, not B or S).

Skarbrand's bite attack is a primary natural attack that deals 1d8 bludgeoning, slashing and piercing damage (B+P+S, not B or P or S).

Because Skarbrand's natural gore attack is no longer his only natural attack, he no longer adds 1 1/2 times his Str bonus to the damage with his gore attack. As gore attacks are primary natural attacks, he adds his full Str bonus to damage with the gore.

Special Attacks: A half-fiend gains the following.

Smite Good (Su): Once per day as a swift action the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend's racial 6 Hit Dice, except affecting a good target. The smite persists until the target is dead or the half-fiend rests.

Skarbrand's Smite Good ability is capped out as a 6th level paladiin.

Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).

Skarbrand's CL would not increase higher than 6th (because the caster level for the spell-like abilities gained from the template are based on his minotaur's racial hit dice. Skarbrand would not gain the higher hit dice template abilities, as they are limited by his racial hit dice (which is also why the template has a +2 CR adjustment for minotaurs and not a +3 CR adjustment (which would have made the half-feind an ineligble option for Skarbrand.

Skarbrand gains the following spell-like abilities IF his Int and/or Wis score is 8 or higher.:

Darkness (3/day)
Descrate (1/day)
Unholy Blight (1/day)


I had not scrolled down farther after the half-fiend template write-up was finished.

So half-demon (balor) template....

A half-demon’s statistics are generated as if they were half-fiends, save for some modifications dependent on the type of its demonic parentage. The majority of half-demons are chaotic evil. Each of the following chapters presents adjustments to the half-fiend template when generating a specific half-demon; you can use these 10 examples to generate new half-demon templates for demons not detailed in this book. If an element of the half-fiend template is not mentioned in a particular half-demon sidebar, that element is not adjusted.

Almost all half-demons are half-humanoids. It’s exceptionally rare for a non-humanoid (such as Skarbrand) to gain this template—most such situations result in a typical half-fiend. While tieflings—humanoids with a smattering of fiendish blood—may trace their lineage back to such a union, true half-demons are far rarer and more powerful than their watered-down descendants.

Half-Balor

A half-balor is a hulking, muscular figure that generally stands a foot or two taller than the base creature’s normal height. Half-balors possess great horns, hoofed feet, horned scales, and massive wings, and as their anger flares or as they attack, bursts of fire pulse from their frames to blast their foes. Half-balors typically rise to positions of power—they are often generals, rulers, or archvillains of the highest magnitude.

CR: A half-balor’s CR is 1 higher than a half-fiend of its Hit Dice would normally be.

Ah, I see why you mentioned using the remaining minotaur side gestalt level to cover the +1 CR higher cost of the half-balor instead of the generic half-fiend template. As the minotaur side of your gestalt is your racial hit dice and racial traits, but you do not have enough levels on that side to incorporate the +3 CR of the half-balor template (nor the +2 CR of the half-fiend template.)

Natural Armor: Improves by 3. Instead of the half-fiend adjustment.

Defensive Abilities: A half balor is immune to fire, and adds good to the qualities needed to bypass its damage reduction.

Melee: A half-balor deals +1d6 fire damage with every attack.

Alternate Spell-Like Abilities: Replace desecrate with scorching ray 3/day. Replace contagion with telekinesis. Replace unhallow with greater teleport. Replace horrid wilting with fire storm. Skarbrand does not gain the cross-throughed spell-like abilities.

Abilities:A half-balor gains Str +6, Dex +4, Con +6,, Int +4, Wis +4, and Cha +4. Instead of the half-fiend ajustments.

* *

@GM Wolf

With character build option 1 (level 7 gestalt character with one template of +2 CR or less).

Can the maximum gestalt levels (on both sides of the gestalt levels) be reduced by x to accomodate a template that has a CR adjustment higher than +2.

For example, could Seth create Skarbrand using the following method.

Free template (half-fiend, which is +2 CR for a 6 HD minotaur).

It costs an additional +1 CR to make the half-fiend template into a half-demon (belor) template. To account for that, could Seth drop the 7 levels of gestalt on both sides down to 6 levels each?

Would you allow Seth to only need to drop the minotaur side of the gestalt by 1 to accomodate the half-fiend template becoming a half-demon (belor) template, while still having full 7 gestalt levels on his barbarian class levels side of the gestalt?


hit dice rolls post:

GM_Drake wrote:

Hit Dice Rolls

1st level (max): 1d8 harpy/1d8 medusa = 8
2nd level (1d8 harpy/1d8 medusa) [dice=hit die roll]1d8 ==> 6
3rd level (1d8 harpy/ - medusa) [dice=hit die roll]1d8 ==> 1
4th level (1d8 harpy/1d8 medusa) [dice=hit die roll]1d8 ==> 3
5th level (1d8 harpy/ - medusa) [dice=hit die roll]1d8 ==> 3
6th level (- harpy/1d8 medusa) [dice=hit die roll]1d8 ==> 5
7th level (1d8 harpy/- medusa) [dice=hit die roll]1d8 ==> 8

Total hit dice rolls (before Con adjustment): 34

Seth, it is max hit points for 1st level. 6 was the 5th hit die you rolled (that you did not need to roll)...so you have 6 more hp!! :P

I did not take into consideration that she only gets to roll another hit die if the hit die gained at a level makes her total hit dice higher.

gestalt level 1: max hit points (8 hp)
gestalt level 2: both harpy and medusa gain their 2nd HD: (6 hp)
gestalt level 3: harpy gains third HD,: (1 hp)
gestalt level 4: harpy gains fourth HD, medusa gains third HD: (3 hp)
gestalt level 5: harpy gains fifth HD); (3 hp)
gestalt level 6: medusa gains fourth HD); (no HD roll as she already has 5 HD)
gestalt level 7: harpy gains sixth HD); (5 hp).

Which means she did not gain the last d8 roll, which was the only one that the RNG rolled max hp. Oh, well.

So her total hit points (before Con adjustments and favored class adjustments) is 26.


Hmmmm, DM said they are reopening this, but hasn't posted since then.

I'll not a vague interest, likely a Gestalt, but aside from that... I'll leave my options open.


Seth86 wrote:

so i have an idea so far, based on creating a bloodthirster/skarbrand from WHF

Race : minotaur
Template : Half-Balor
Single Class : Barbarian

dual wield medium greataxes (effortless lace)

STATS

5d6 20
5d6 15
5d6 16
5d6 14
5d6 13
5d6 8 (Who needs charisma?)

[dice=HP] 5d12

** spoiler omitted **...

Catching back up.

You should only be 9 HD. So you will need to pull back q few levels of barbarian.

These things may have already been answered by the other awesome players. I am answering them as I read through them.


Tara Ravenheart wrote:

@GM Wolf Should I be creating the back persona of the person who got pulled into the game and an in game character, or just an in-game character, and I am the personality of who was sucked in?

Both. Your new persona can have quirks that tie into your race, Class, and alignment.

So most created the player and then the character.


GM Wolf wrote:
Seth86 wrote:

so i have an idea so far, based on creating a bloodthirster/skarbrand from WHF

Race : minotaur
Template : Half-Balor
Single Class : Barbarian

dual wield medium greataxes (effortless lace)

STATS

5d6 20
5d6 15
5d6 16
5d6 14
5d6 13
5d6 8 (Who needs charisma?)

[dice=HP] 5d12

** spoiler omitted **...

Catching back up.

You should only be 9 HD. So you will need to pull back q few levels of barbarian.

These things may have already been answered by the other awesome players. I am answering them as I read through them.

So if I do as suggested, creature as 1 side of gestalt, would that work?


Oh so you are using the racial HD as your gestalt half. Yeah I think that works, not very effective since you won't increase it.

Let me look over the build rules again. I will get back to you soon.

Quote:


7th level Gestalt character with one template CR 2 or below.
7th level character with two templates both CR 2 or below.
Monstrous race with 4 HD, and 3rd level gestalt character.
Monstrous race with 2 HD, and 5th level gestalt character.
Or a mixup of the options above.

So your monstrous race is... 6d10

So then you add 1 level gestalt character.


GM_Drake wrote:

I read the synopsis on the first page. Sounds like a very fun game. I have not watched the anime before (but it is now on my list of shows I plan to check out). I did like the few episodes of Sword Art Online I watched (which is still on my long list of shows to watch/finish).

Is this template allowed?

Will be giving some thought to what sort of race/class/template combo build to make. edited: seeds have already started to sprout, as is evident from the above template I asked about.

Can we build our own races using the ARG race builder rules?

Can we add additional race point abilities to an existing race (treating the increased race points as a template)?

What is the minimum number of sentences you want in a paragraph for backstory (and backstory rewards)? 5 sentences? 10 sentences? more?

How do no tax feats work? Do you we just need to meet the non-feat requirements? For example if someone had a +11 BAB could they take Improved Vital Strike without already having Vital Strike? If somone had a +6 BAB could they take one of the Greater combat manuever feats without having the related Improved combat maneuver feat? Or would Greater combat feats ignore all feat requirements except for the relevant Improved combat maneuver feat?

Seeds are growing....

You ruled the 35 race point drider uses up 2 levels.

Would the 36 race point gargoyle also use up 2 levels?

If yes, could that be considered a 2 CR template?

If yes, and you approve the half-medusa template (+2 CR template)....

That would make my character....

option 2...

a 7th level character with two templates (each of +2 CR or lower)...

Correct?

My character, whoever they are, was a huge fan of a Disney animated series that...

Half Medusa template is allowed. So

a 7th level character with two templates (each of +2 CR or lower).

No race building but if you want you could add one more racial ability to the race you choose.

Minimum is 5 sentences in a paragraph.
------
No tax feats uses the elephant in the room rules. A pdf of it is on my character description. Basically it cuts out feats and combines some.

Take Dodge and Mobility comes with it.
There is powerful maneuvers which combines imp. Grapple, imp. Bull rush, imp. Trip and others that use your CMB.

Agile maneuvers. Does the same thing as above but use your dex instead of your strength.

Weapon finesse is a weapon quality not a feat.

Power attack, combat expertise, deadly aim are all combat options no longer feats.

I am not sure about the Vital strike progression but I believe... don't quote me... you take Vital strike and when you get to BAB of +11 it adds the next version without needing to use another feat.

------


GM_Drake wrote:


@GM Wolf

With character build option 1 (level 7 gestalt character with one template of +2 CR or less).

Can the maximum gestalt levels (on both sides of the gestalt levels) be reduced by x to accomodate a template that has a CR adjustment higher than +2.

For example, could Seth create Skarbrand using the following method.

Free template (half-fiend, which is +2 CR for a 6 HD minotaur).

It costs an additional +1 CR to make the half-fiend template into a half-demon (belor) template. To account for that, could Seth drop the 7 levels of gestalt on both sides down to 6 levels each?

Would you allow Seth to only need to drop the minotaur side of the gestalt by 1 to accomodate the half-fiend template becoming a half-demon (belor) template, while still having full 7 gestalt levels on his barbarian class levels side of the gestalt?

Yes you could have a 6th level gestalt with a +3 CR template. I don't think it would unbalance.

I would not allow the 2nd option.

I like your gestalt savage species growing of your harpy/Medusa. I can't wait to see how it comes out. I sense a Demona vibe!


SodiumTelluride wrote:

While I wait for a game recap, I'll do some rolling.

[Dice=Stat]5d6
[Dice=Stat]5d6
[Dice=Stat]5d6
[Dice=Stat]5d6
[Dice=Stat]5d6
[Dice=Stat]5d6

13, 17, 20, 19, 17, 16. Not bad at all!

Game recap? There is no game recap. You pop in as a stasis character and have to catch up like Ink.


I feel like I have answered all the questions, if I missed yours please ask it again. Please ask all your questions!


Okay. Changing up a bit

Pure azlanti human
Half balor (+3) template

6 gestalt

Black Blade magus/steel bound fighter

Questions:

1. I'm wondering if he can be on track to become a full balor (book of fiends 3 I think)

2. Half-balor description says up to 2ft taller than base creature, does that mean I can be a large creature if the base creature can be 6ft+? As that would mean the half-balor is 8ft+?


Howdy,

Would the taninim race/draconic exemplar class from In the Company of Dragons be allowed?


I'm interested, have to see about a concept, won't really have time to build a character for a couple days though.

Also is it 1 bonus per 3 sentence paragraphs or 1 bonus per 3 paragraphs it's late and I'm not reading properly lol


So with only the +3 template,

Will I still get 7 gestalt?

And is it possible for me to reroll the 8 I got?


Pathfinder monster PCs have more character class levels than 3.5/Savage Species monsters since Pathfinder does not add level adjustments to the CRs of monster PCs.

Using Pathfinder monsters instead of 3.5 Savage Species monster class levels, here is her build.

Her current Hero Forge mini, which is not finished yet.

Build

Harpy side of gestalt: all 7 of harpy's 7 HD

Gargoyle side of gestalt: all 5 HD of gargoyle's 5 HD, 2 levels of bloodrager with the medusa bloodline

+2 CR template: half-medusa

Gestalted gargoyle/harpy (before adjusting for half-medusa template):

Medium monstrous humanoid

Darkvision 60 feet

Speed 40 feet, Fly 80 feet (average)

DR 10/magic

Captivating Song (300 foot range, Will DC = 10 plus half harpy's racial hit dice (+3) plus harpy's Cha modifier

+2 racial modifier to Stealth (+6 in stony environs)

Freeze (ex) Can take 20 on Stealth checks to hide in plain sight as a stone statue.

Primary natural attacks: 2 claws (1d6), bite (1d4), gore (1d4), 2 talons (1d6)

+4 natural armor (the gargoyle's +4 is better than the harpy's +2)

Racial Ability Score Adjustments: 

+4 Str (gargoyle's)
+4 Dex (both have +4)
+6 Con (gargoyle's)
-4 Int (both have -4)
+2 Wis (harpy's)
+2 Cha (combined gargoyle's -4 and harpy's +6)

Languages: Common (both), Terran (gargoyle)

half-medusa template:

CREATING A HALF-MEDUSA

“Half-medusa” is a template that can be added to any humanoid or monstrous humanoid (hereafter referred to as the base creature). It uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: As base creature +2.

Size and Type: If the base creature is humanoid, its type changes to monstrous humanoid. Change racial hit dice to d10s. If the half-medusa has any class levels, it gains hit points from those normally.

Armor Class: A half-medusa’s natural armor bonus improves by 1.

Melee: The half-medusa retains all the attacks of the base creature and also gains a secondary bite attack that deals 1d4 damage and delivers the poison detailed below.

Special Attacks: A half-medusa gains the following.

Half-Medusa Poison (Ex): Type poison (injury); Save Fortitude DC (10+1/2 hit dice+Con mod); Frequency 1/ round for 6 rounds; Effect 1d2 temporary Strength damage; Cure 1 save.

Stunning Gaze (Su): Stun for 1d4 rounds, 30 foot range. Fortitude save DC (10+1/2 hit dice+Cha mod).

Abilities: Increase from the base creature as follows: Dexterity +2, Charisma +2.

Feats: A half-medusa gains Weapon Finesse as a bonus feat.

With half-medusa applied to gestalt gargoyle/harpy:

Medium monstrous humanoidDarkvision 60 feet

Speed 40 feet, Fly 80 feet (average)

DR 10/magic

Captivating Song (300 foot range, Will DC = 10 plus half harpy's racial hit dice (+3) plus harpy's Cha modifier

Stunning Gaze (Su): Stun for 1d4 rounds, 30 foot range. Fortitude save DC (10+1/2 hit dice+Cha mod)

+2 racial modifier to Stealth (+6 in stony environs)

Freeze (ex) Can take 20 on Stealth checks to hide in plain sight as a stone statue.

Primary natural attacks: 2 claws (1d6), bite (1d4), gore (1d4), 2 talons (1d6)

Secondary natural attacks: (snake hair) bite (1d4 plus poison)

Poison (injury); Save Fortitude DC (10+1/2 hit dice+Con mod); Frequency 1/ round for 6 rounds; Effect 1d2 temporary Strength damage; Cure 1 save.

+5 natural armor

Racial Ability Score Adjustments: +4 Str, +6 Dex, +6 Con, -4 Int, +2 Wis, +4 Cha

Bonus Feat: Weapon FinesseLanguages: Common (both), Terran (gargoyle)

Question: Since weapon finesse is no longer a feat with no tax feats, can the bonus feat, weapon finesse, from the half-medusa template be used to select a single one-handed weapon (or the quarterstaff) that becomes a finesse weapon for the user?  This is from the improved weapon finesse class feature of the dai'dore class for the 3.5 OGL Wheel of Time rpg (gaining weapon finesse as a bonus feat and being able to select one of those weapons).  If yes, her weapon will be a morning star instead of a light mace.

Ability scores:

Ability scores rolled (see post farther up) were: 20, 20, 19, 19, 18, 15.

Str 15 +4 racial adjustment = 19 (+4)
Dex 20 +4 racial adjustment +2 template adjustment = 26 (+8)
Con 20 + 6 racial adjustment = 26 (+8)
Int 19 -4 racial adjustment = 15 (+2)
Wis 18 +2 racial adjustment = 20 (+5)
Cha 19 + 2 racial adjustment +2 template adjustment = 23 +2 background bonus = 25 (+7)

Traits:

Basic (social): Amiable Blunder

Basic (magic) Magical Talent (mending

background bonus trait) Highlander

Feats:

1st HD: Flyby Attack

3rd HD: Wingover

5th HD: Master Craftsman 

7th HD: Skill Focus (Craft [weapons])

background bonus feat: Narrowed Gaze (Savage Species, page 37)

background bonus item creation feat: Craft Magic Arms & Armor

Skills:

Gestalt Gargoyle/Bloodrager side: 7 HD x (4+2) = 42 skill ranks
Gestalt Harpy side: 7 HD x (4+2) = 42 skill ranks
Gestalt skill ranks: 42

Acrobatics +18 (7 ranks, +3 class skill, +8 Dex)

Craft (weapons) +17 (7 ranks, +3 class skill, +2 Int, + 2 master craftsman, +3 skill focus)

Diplomacy +17 (7 ranks, +7 Cha, +3 familiar)

Fly +18 (7 ranks, +3 class skill, +8 Dex)

Handle Animal +11 (1 rank, +3 class skill, +7 Cha)

Linguistics +3 (1 rank, +2 Int)

Perception +15 (7 ranks, +3 class skill, +5 Wis)

Perform +8 (1 rank, +7 Cha)

Ride +14 (3 ranks, +3 class skill, +8 Dex)

Stealth +15 (+20 stony hills/mountains) (1 rank, +3 class, +8 Dex, +1 trait (+2 trait in hills/mountains), +2 racial (+6 racial in stony environs)

Languages:

Automatic Languages: Common (English? Japanese?), Terran

Int Bonus (+2): Greek, Japanese (or English)

1 rank of Linguistics: Scottish Gaelic

Alignment:

Chaotic Good

Background Story Bonuses:

3 paragraphs (extra trait): regional (highlander)

6 paragraphs (extra feat): Narrowed Gaze (Savage Species, page 37)

9 paragraphs (extra +2 to an ability score): +2 Cha

12 paragraphs (gain a mount CR 3 or below): pegasus

15 paragraphs (gain a crafting feat): Craft Magic Arms and Armor

18 paragraphs (gain a wish): "I wish for my gaze to have the power to petrify living creatures only when I want it to do so, so I never accidentally petrify anyone, including myself."

21 paragraphs (gain a magical ring no more than 8,000 gp): Ring of Forcefangs

24 paragraphs (gain a familiar or animal companion): thrush familiar (can speak Scottish Gaelic)

27 paragraphs (gain a super power): "Power of Gargoyles": At-will uses of stone to flesh and statue and while a creature (including herself) is in statue form, they gain the benefits of the regenerate spell every round.

This gives her the power of Disney's gargoyles with the following differences: She can choose whether or not to turn to statue form during the day (or parts of the day) as well as being able to do so at nighttime (or parts of the night), the regeneration of the statue form can regenerate lost body parts; she can grant the benefit to other creatures; in addtion to benefitting from the power herself, she can stone to flesh petrified creatures from a distance via a de-petrifying gaze (with greater range than her other gaze abilities.

30 paragraphs (gain a class feature of level 5 or lower from another class): Kineticist's Wild Talent (Flesh of Stone)

Gear (incomplete):

+1 merciful living steel morningstar (A light mace instead if not allowed to use the half-medusa's free weapon finesse feat to choose one specific one-handed weapon or quarterstaff that is treated as having the finesse trait for the character, similar to the Improved Weapon Finesse class feature of the Dai'dore class from Wheel of Time rpg.)
Value: 8,808 gold (crafting cost: 4,404 gold (crafting savings subtotal: 4,404 gold)

glove of storing (10,000 gold) (where her morningstar (or light mace) is stored)

(background bonus ring) Ring of Forcefangs

Gold spent thus far: 14,404 gold.
Gold still left to spend: 5,596 gold
Crafting Discount still available: 596 gold

Question: For the background story bonus, gain another class feature of 5th level or lower; are we treated as if we have 5 class levels in that class or do we treat our character level as the class level for the class feature chosen?

Bloodrager Archetype & Class Features:

Bloodrager Archetype: Primalist

Bloodline (medusa)1st level bloodline power: Gaze

Bloodrage

Fast Movement

Uncanny Dodge

Class that will be on the Harpy side of the gestalt:

Fighter with the Eldritch Guardian and Martial Master archetypes

More Backstory coming this week.


Degnax 1e wrote:
Also is it 1 bonus per 3 sentence paragraphs or 1 bonus per 3 paragraphs it's late and I'm not reading properly lol

Each 3 paragraphs grants a bonus (gained in order stated in character creation). Minimum of 5 sentences per paragraph.


Test take 3

Skarbrand 3.0:

Half Balor 2
Half-balor human (pureblooded Azlanti) fighter (steelbound fighter) 7/magus (bladebound) 7/gestalt 7 (Pathfinder Campaign Setting: Demons Revisited 54, Pathfinder Player Companion: Haunted Heroes Handbook 22, Pathfinder RPG Ultimate Magic 9, 47)
NE Medium outsider (humanoid, human, native)
Init +5; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 28, touch 15, flat-footed 23 (+8 armor, +5 Dex, +4 natural, +1 shield)
hp 102 (7d10+56)
Fort +15, Ref +10, Will +11 (+2 vs. fear)
DR 5/good, 5/magic; Immune fire, poison; Resist acid 10, cold 10, electricity 10; SR 35
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Melee black blade +15/+10 (1d8+15/×3 plus 1d6 fire) or
. . steelbound weapon +16/+11 (1d8+18/×3 plus 1d6 fire) or
. . bite +9 (1d6+6 plus 1d6 fire), 2 claws +9 (1d4+6 plus 1d6 fire)
Special Attacks arcane pool (+2, 9 points), magus arcana (disruptive[UC]), smite good, spell combat, spell recall, spellstrike
Spell-Like Abilities (CL 7th; concentration +11)
. . 3/day—darkness, poison (DC 18), scorching ray, unholy aura
. . 1/day—blasphemy (DC 20), destruction (DC 22), fire storm (DC 21), greater teleport, summon monster IX (fiends only), telekinesis (DC 19), unholy blight (DC 18)
Magus (Bladebound) Spells Prepared (CL 7th; concentration +13)
--------------------
Statistics
--------------------
Str 29, Dex 20, Con 26, Int 22, Wis 19, Cha 18
Base Atk +7; CMB +14; CMD 31
Feats Advanced Armor Training, Disruptive, Double Slice, Improved Two-weapon Fighting, Power Attack, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Skills Climb +13, Craft (armor) +18, Fly +19, Intimidate +14, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (planes) +16, Perception +15, Sense Motive +8, Spellcraft +16, Survival +14, Swim +13, Use Magic Device +12
Languages Abyssal, Azlanti, Celestial, Common, Daemonic, Elven, Infernal, Undercommon
SQ armor training 2, black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, knowledge pool, medium armor, steelbound awakening, steelbound weapon
Other Gear +2 mithral agile breastplate[APG], cloak of quick reflexes +2/+3[MA], effortless lace, ring of sustenance, masterwork armorsmithing tools
--------------------
Special Abilities
--------------------
Arcane Pool +2 (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive +4 DC to cast defensively for those you threaten.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fly (60 feet, Good) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Master Armorer (Ex) Treated as having Craft Magic Arms and Armor and Master Craftsman feats for making magic armor.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +4 to hit, +7 to damage, +4 deflection bonus to AC when used.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spell Resistance (35) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Steelbound Awakening (Su) When not carrying chosen weapon, take -2 Wis and lose all fighter abilities.
Steelbound Weapon (Battleaxe) (Ex) When not carrying chosen weapon, take -2 Wis and lose all fighter abilities.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.


Herolab maxed both his spells and SR

So ignore all the extra spells and his SR should be 18

And I'm also thinking of giving both weapons bane (human) instead of the extra enhancements


Sumukhi 'Khi' Stone's Equipment:

(free) weaponsmith artisan's outfit

(free) (backstory bonus) Ring of Forcefangs

(10,000 gold) Glove of Storing
(Where she stores her morningstar.)

(4,250 gold) +1 light fortification living steel bracers of armor
(She plans to take the Craft Wondrous Item feat so she can increase the power of the fortification armor special ability of her bracers.)

(250 gold) Traveler's Any-Tool
(This magic item allows her to more easily carry masterwork Craft (weaponsmithing) tools, which she keeps in hammer shape as the default shape, which is secured to her belt.)

(309 gold) masterwork living steel throwing light steel shield
(Counts as an exotic weapon when thrown.)
(She plans to make her shield a magic weapon that has the returning weapon special ability.)

(4,654 gold) +1 merciful living steel morning star with versatile design (thrown weapons) weapon modification (9,308 gold, minus 4,654 gold for personally crafted savings)
(While the versatile design weapon modification does not give the morning star a thrown range, it will come in effect when she chooses combat feats and selects the thrown weapons weapons group.)
(She plans to add the throwing and returning weapon special abilities to her morning star.)
(Personally-crafted budget: 5,000 gold - 4,654 gold = 346 gold left)

(151 gold) masterwork cold iron chakram (302 gold, minus 151 gold for personally crafted savings)
(She plans to add the returning weapon special ability to her cold iron chakram.)
(Personally-crafted budget: 346 gold - 151 gold = 195 gold left)

(196 gold) masterwork silver chakram (391 gold, minus 195 gold for personally crafted savings)
(She plans to add the returning weapon special ability to her silver chakram.)
(Personally-crafted budget: 195 gold - 195 gold = 0 gold left)

Total cost of above items: 19,810 gold

Updated HF mini


A copy and paste of potential relevant variant rules I just posted on another thread, which could be relevant to this campaign.

Different methods to handling gestalting two monsters, using gargoyle/harpy as example.

true gestalt method:

Using gargoyle as the base creature, what gestalting with harpy adds would be:

Fly 80 feet (average) instead of Fly 60 feet (average)
Captivating Song
2 extra natural attacks: 2 talons (1d6 damage die)
no change to natural armor bonus
+2 Wisdom, instead of +0 Wisdom
+2 Charisma, instead of -4 Cha (the worst penalty, -4, combined with best bonus, +6)
7d10 racial hit dice instead of 5d10 racial hit dice

Both gargoyles and harpies are CR 4 monsters.

Without gestalting, two monsters of the same CR are the XP equivalent of a monster 2 CR higher. CR 4 to CR 6.

Since it is only one creature (which only has one set of actions, one pool of hit points, etc.), a monster gestalted with another monster of the same CR would have a +1 CR adjustment.

So a gestalted (CR-wise) gargoyle/harpy would be a CR 5 monster.

Using the above as a guideline, you also have a quick way to calculate what the CR of a gestalted monster is: 1 higher than the highest CR of the two monsters combined.

To have the CR adjustment be (potentially) higher than +1 CR of the monster with the higher CR, you could use the highest CR +1 or use the racial hit dice of the race with the most racial hit dice to determine the CR of of the gestalted monster (either with or without a +1 CR).

Gargoyle (CR 4 with 5 racial hit dice)
Harpy (CR 4 with 7 racial hit dice)

CR of gestalted gargoyle/harpy would be the higher of the first approach (CR 4 + 1 = CR 5) or using the highest HD of the two creatures (7 HD) it would be a CR 7 (or CR 8) monster.

averaging instead of gestalting method:

Another option is to take the average of numerical statistics of the two creatures, rounded down.

Using the average numerical statistics approach, a gargoyle/harpy would have the following statistics:

CR 4
medium monstrous humanoid
darkvision 60 feet
+3 natural armor
6 racial hit dice
Speed: 30 feet, Fly 70 feet (average)
+3 Str (so +2 Str)
+4 Dex
+3 Con (so +2 Con)
-4 Int
+1 Wis (so +0 Wis)
+2 Cha

+1 racial bonus on Stealth checks (+3 in stony environs)
DR 5/magic
Freeze (can take 10 on Stealth checks to hide in plain sight as a stone statue)
Captivating Song (150 feet range)

Languages: Common
Might add Terran to bonus language list, instead of automatically starting with it.

reduce natural attack damage dice by 1 step for natural attacks that both monsters do not have; otherwise take the average damage die, rounded down.

2 claws (1d4), bite (1d3), gore (1d3), 2 talons (1d4)

uses better weapon and armor proficiencies of both monsters

proficient in all simple weapons, light armor, shields


I will also come up with builds using Savage Species (3.5) as well as a build using the OGL Dreamscarred Press Monster Classes, which made monster classes using the PF Bestiary instead of the 3.5 versions of the monster races.

Unlike Savage Species, which you could not take any class levels until you finished gaining all the monster class levels, Dreamscarred Press's Monster Classes let you alternate between taking monster class levels and class levels (and does not require you to complete the monster levels) - which might fit my character concept of Sumukhi better.


Seth86 wrote:

Okay. Changing up a bit

Pure azlanti human
Half balor (+3) template

6 gestalt

Black Blade magus/steel bound fighter

Questions:

1. I'm wondering if he can be on track to become a full balor (book of fiends 3 I think)

2. Half-balor description says up to 2ft taller than base creature, does that mean I can be a large creature if the base creature can be 6ft+? As that would mean the half-balor is 8ft+?

1. I dont have that book but if there is a progression... let us know what it is and sure.

2. No. Only if it states you change size... it just sounds like fluff.


Slyness wrote:

Howdy,

Would the taninim race/draconic exemplar class from In the Company of Dragons be allowed?

I need links, otherwise no.


Degnax 1e wrote:

I'm interested, have to see about a concept, won't really have time to build a character for a couple days though.

Also is it 1 bonus per 3 sentence paragraphs or 1 bonus per 3 paragraphs it's late and I'm not reading properly lol

Get it done when you can.

1 bonus for every three paragraphs that are 5 sentences long at least. You can write more if you want.


Seth86 wrote:

So with only the +3 template,

Will I still get 7 gestalt?

And is it possible for me to reroll the 8 I got?

With the +3CR template you get 6 gestalt levels.

Yeah reroll the 8.


Sumukhi "Khi" Mera Stone wrote:

Pathfinder monster PCs have more character class levels than 3.5/Savage Species monsters since Pathfinder does not add level adjustments to the CRs of monster PCs.

Using Pathfinder monsters instead of 3.5 Savage Species monster class levels, here is her build.

Her current Hero Forge mini, which is not finished yet.

Question: Since weapon finesse is no longer a feat with no tax feats, can the bonus feat, weapon finesse, from the half-medusa template be used to select a single one-handed weapon (or the quarterstaff) that becomes a finesse weapon for the user? This is from the improved weapon finesse class feature of the dai'dore class for the 3.5 OGL Wheel of Time rpg (gaining weapon finesse as a bonus feat and being able to select one of those weapons). If yes, her weapon will be a morning star instead of a light mace.

You normally take a different feat.

All one handed light weapons are finesse.
But if you would prefer to adjust it as you proposed I am good with that!

Quote:
Question: For the background story bonus, gain another class feature of 5th level or lower; are we treated as if we have 5 class levels in that class or do we treat our character level as the class level for the class feature chosen?

This bonus would allow you to pick a class feature from bloodrager. As you have 2 levels in bloodrager an.

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