Pathfinder and D20 Modern work great together. You can also use Pathfinder/Starfinder but there will be some changes. As for the language barrier, a PC doesn't necessarily have to have Aklo or something like that, they can have the Tongues spell and/or advance translator gadgets. I think Divine Spells wouldn't work so well because once someone uses the Star Gate, they will or maybe teleported outside their deity's influence. So you may want to allow Psionics and/or Spheres of Power and/or the Occult for Divine alternatives. Psionics being more mental oriented and Spheres of Power of being a more raw tap into the Arcane/Magic Dimension. I know Psionics and Spheres of Power has healing ability since Divine Influence maybe gone. I haven't played the occult to know enough about it. Personally, I rather play Psionics which I have been a fan of since early DnD, or recently, a fan of Spheres of Power.
@Anyone, I see speculations for Hist Trees in Skyrim but no real absolute answers so are there Hist Trees in Skyrim or are the Argonians in Skyrim detached from the Hist? Also, I see inconsistencies in that Argonians need to drink the sap from the Hist Tree. And then others, where baby Argonians receive Hist Sap Properties from their mother or eggs. I don't mind making new things up but I hate to be excluded because I did.
Thank you Tenro the Scholar of Tamriel! ... lol .. :-)
EDIT: I am going for 500 years old and 11 years starting unless the mature age is older than an year for Argonians. This gives him 10 years to bring current his skills and abilities to their current status. Just like martial arts, real training and perfection doesn't begin until one reaches black belt level.
The Kobold Klan wrote:
Todd is not at the top of my list of great game producers of all time, he could learn a lot from CD Projeckt Red as well as others for that matter ... LOL (The Witcher series and Cyberpunk 2077). Bethesda, along with Todd, does things well in some categories but not all and definitely not role playing. All I have to say is he better not screw up FO5 or I am throwing in the towel for Bethesda made games or unless they fire him. I know some people idolize the man but I surely don't.
/Todd rant off
Other than that, Dotting interest ... LOL
I really don't see any point in tristalt when you have the HOPF and rogue etc. creature templates to get other class abilities. Within a certain measure, having dozens of extra abilities doesn't really matter since there's only so much you can do within the present action economy -- as far as I can see.
I can't either since your home brew rules are unlike other games I have been in or at least at the starting level ... LOL ...
How about Mythic Tri-stalting, limit at 16, the characters will not get the good stuff that goes with the class at 20th? Or dual mythic but one mythic path will be dual path to make it tri-mythic?
Class 1 = Fighter, Class 2 = Mage, Class 3 = Rogue
Mythic Champion, Dual Path Archmage/Trickster
As Almonihah (Mestin) was stating about the lack of full blown Spell Caster submissions, I finally found an animal I can use for an Awakened Animal.
I will instead go with this submission unless something changes. There are some characters that Velox can build a rapport with when those are chosen.
I have some really cool things in store for this build.
Unchained Monk does, in fact, have many official Paizo archetypes!
Thank you but not the archetypes I am looking for. Why didn't they implement some of the original? Granted 3rd Party did but we can't use 3rd party.
Here is my updated submission ... Ayre Fenmaris
Primary: The sky will be full with arrows and the first one could be a devastating hit depending on the target immunities. With Scout, the target no longer has to be feinted or surprised at 8th level. Range Sneak Damage extended to 90+ feet.
I tried to do a Ranger/URogue/Arcanist/Arcane Trickster build and while some things increased, range effectiveness believe or not slightly decreased and my main concentration was range. With Fighter, it was slightly better than the ranger (excluding favored enemies) but still not as good as the Zen Archer.
Secondary: Skill monkey/tracking assistant and can hold his own depending on the task. Has the potential to catch up over time.
I am not going to go for Constructed Pugilist Brawler and Limb Extender does not do range, it does reach.
Limb Extender: As a standard action, the constructed pugilist can activate an extender, giving her limb the reach weapon special feature. Returning the limb to its normal length is a standard action.
You could also go for a rodent like a squirrel or a rat or even the american porcupine or a musteloid like raccoon or a weasel.
All too small for me. I wanted to use a cheetah but since the awakening doesn't give them hands, I dropped the idea.
Amrynn Fenmaris - Monk (Zen Archer) / Rogue (Scout, Sniper) Build:
Elf monk (zen archer) 1/rogue (scout, sniper) 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 115, 134, 134)
LN Medium humanoid (elf)
Init +6; Senses darkvision 60 ft.; Perception +7
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 Wis)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +4
Immune blindness, dazzled
Weaknesses light sensitivity
Speed 30 ft.
Melee rapier +4 (1d6+3/18-20) or
. . unarmed strike +4 (1d6+3)
. . composite longbow flurry of blows +3/+3 (1d8/×3) or
. . composite longbow +4 (1d8/×3)
Special Attacks flurry of blows, perfect strike 0/day, sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +1)
. . At will—light
Str 16, Dex 18, Con 12, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +4 (+6 grapple); CMD 19 (21 vs. grapple)
Feats Additional Traits, Agile Maneuvers, Perfect Strike[APG], Precise Shot, Run, Unarmed Combatant
Traits frontier-forged (any frontier area), orphaned, resilient, unbreakable survivor
Skills Acrobatics +4 (+8 to jump with a running start), Climb +7, Diplomacy +4, Disable Device +10, Escape Artist +8, Perception +7, Profession (soldier) +6, Sleight of Hand +8, Stealth +8, Survival +7 (+8 to get along in the wild), Swim +7, Use Magic Device +4
Languages Common, Draconic, Elven
SQ finesse weapon attack attribute, lightbringer[APG]
Combat Gear caltrops; Other Gear composite longbow, rapier, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], mirror, piton (10), pot, soap, waterskin, 2 gp, 6 sp
Agile Maneuvers Use DEX instead of STR for CMB
Darkvision (60 feet) You can see in the dark (black and white only).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Perfect Strike (2d20) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
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Primary role - eventually the sky will be filled with lots of arrows and at long range with Accuracy from Rogue Sniper.
Secondary role - assist with a more trap finding build or a second skill monkey to cover a larger area.
Working on fluff.
I actually ended up configuring the stats correctly, but I added the break down so you can more easily review it and the rest of the character. I am currently migrating the other information to the format you want. Then I will finish up my fluff.