Uzbin Parault

Lord Foul II's page

Organized Play Member. 7,169 posts (23,842 including aliases). No reviews. 1 list. 1 wishlist. 47 aliases.


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Shadow Lodge

Ooh nautical gestalt

I could bring in my Magus/Warder (or fighter/warder if no path of war) focused on defending the party, blocking bullets with my sword (starting at level 5)

or perhaps we could get someone to man the cannons with an Alchemist/Fighter Nagaji

Shadow Lodge

Ooh this looks fun. I just need to come up with a character for it
I have a sorcerer character I made for a different wrath game, but I'm not sure what I would gestalt an elven dragon sorcerer (eventually dragon disciple) with using just paizo material... hm. Dragon monk ironically kinda eliminates the need for the dragon claws
I've also tried a different character that's probably a bit more fleshed out. He's a kobold unchained rogue (underground chemist)... given that he grew up in a monastery... maybe I could mix rogue with monk or cleric (blossoming light)

Hmm. I'll have to think on this

Shadow Lodge

I got so used to using mythweaver sheets and I forgot about just making a new profile

Shadow Lodge

24d6 ⇒ (6, 4, 3, 2, 3, 6, 3, 3, 5, 3, 3, 5, 4, 2, 1, 1, 6, 3, 4, 3, 6, 3, 5, 2) = 86
reroll 1s: 2d6 ⇒ (1, 3) = 4
reroll 1s take 2: 1d6 ⇒ 5
Eliminate 3 2s abs 3 3s
Left with 6 4 6 3 5 3 3 5 4 6 3 4 3 6 5 5
After racials, ABP, mythic and level up str 24 dex 16 con 14 int 28 Wis 12 cha 14
That's pretty solid

One question, how does ABP interact with bladebonded and/or magus arcana

For 3rd party stuff I'm just using spheres and path of war

Shadow Lodge

Hey MG, long time no see!
I'm going to throw my hat into the ring, hopefully there's still time.
Just need to decide between a few concepts that I've been wanting to play for a while (LG tiefling Warder (zwihander sentinel)/magus guardian path debuff/reach tank build, N elf dragon disciple/metaforge archmage path natural weapon build, or CN gnoll oracle (feral soul, burned curse, snake mystery)/bloodrager (abyssal)/evangelist champion path grapple build)

Hm. I think I'll make both the gnoll and the tiefling to have both a good and evil submission. I'll start with the tiefling

Shadow Lodge

Interesting, could be perfect for a tiefling Magus/Warder I had in a different campaign where the DM had work issues. Is path of war allowed? If not I could probably retool her as a fighter

Shadow Lodge

Hm. To clarify on the free archetypes,

If your class has both spheres of might and initiator options does that mean you get 3 free archetypes?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1
Vickory West wrote:

Dude, if you are finding it hard to make a homebrew monster, you're seriously going about it the wrong way. If you want some help on making it easier on yourself, I'll gladly help. I meed the practice anyway. since I'll be starting a gm academy stream soon.

Edit:
Actually, it would probably be better for the stream if I had someone I was teaching. If you're interested in going live for absolutely 0 watchers.

oh? Where are you streaming (I know I missed that stream. I want to get future ones)

To answer the question on what's been going on, I've been really enjoying myself in a world of darkness discord server. Nothing will ever truly replace this place, but I'm enjoying myself there

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I wouldn't want to be Dave or Zix or grim

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

If I were to wake up as one of my characters I wouldn't want to be Dave. He'd be able to do everything to the point of being boring outside this specific setting, and even there he's very much a product of being rather early in my writing... career is the wrong word, but close enough.

Arthur would be pretty fun to be.

Out of the several dozen characters he'd be either my third or fourth favorite character to suddenly inhabit the body of.

Lucas would probably be around 5th-6th place there

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

... where do we go from here

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Rocks decay?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

On the other hand, what's to stop this from just being a pure luck challenge. There should be some kinda happy medium.

That being said, either end of the spectrum would at least be something happening.so I'm down for it.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1
Monkeygod wrote:
Lord Foul II wrote:
I feel like not having anything that would apply would make it a little weird. Harder to find creative solutions to what they encounter, but I'm down for anything that would breath life into this game
Unsure what you mean here? Are you not into my suggestion of just a straight d20 roll with no modifiers?

that's about right, though with the caveat that I will accept anything that will help jumpstart this game

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I feel like not having anything that would apply would make it a little weird. Harder to find creative solutions to what they encounter, but I'm down for anything that would breath life into this game

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I would be happy to assemble
Where are we assembling

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Lol

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

sorry for not posting for a while, a cowowrker quit and another one got sick so I've been working 70 hour work weeks the past two weeks
this one is *only* a 45 hour week because the sick coworker got better

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I'm playing an elven Dragon disciple//metaforge
With the weird build rules I've managed to snag sphere casting, psionics and martial maneuvers
Mostly Hanna is a melee brawler with lots of natural weapon attacks
She's trying to learn all the magic she can in the hopes of learning how to become an ascendant being in the hopes that the power, immortality and enlightenment will help her to transform this world into a new green age (also because she's a bit of an adrenaline junky)

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I'm gonna stat out of this discussion
I don't know what's going on and just wanna have a dnd game

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

That's totally fair my dude
Hanna is done, except I never spent money on anything
I figure that's fine. She's a dragon. It could be a hoard somewhere

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

If the lich was a nice guy Hanna would be extra suspicious.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

It's better in gestalt, but that's totally fair
Also you could pull the trick I am and use a "sphere caster archetype" as one of your bonus archetypes

Like sorcerer (shadow bloodline, crossblooded with something else like fey or abyssal plus sphere sorcerer)

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Cool!
I'm pretty much done with Hanna, I'm just fiddling with the bits here and there when I get bored for now, and this is the longest character sheet I've ever made

Hanna:

Mythic HOP Hanna
Level 12 MR3 gestalt
Sorcerer (crossblooded, sphere) 5/dragon disciple 7//aegis 4/soul knife (high psionics, fetal heart, war soul) 4/metaforge 4
Archmage 3/champion 3
Mythic Hop gestalt spelless Ranger 11 (half level plus effective mythic rank, which is boosted by 2 by paragon)
Prestigious: awakened blade 3 ((level-6)/2)
Perception +24, Darkvision, Blindsense 30, sighted 40, scent

Defense
AC 40 10+7 (dex)+7 (armor +3 moderate fortification ghost touch light mind armor)+14 natural) +2 (deflection, ABP)
Touch 19 flat foot 32
Resist electricity 12, resist fire/cold 17
DR 13/- (when below 0 HP DR increases by 10/epic)
Saves
Fort +23 will +20 Reflex +18 (improved evasion and regular stalwart, +4 on mind affecting +2 vs poison)

Offense
Full attack
+30/+30/+30/+30/+28/+30/+30/+30
Claw/claw (2d6+28+1d6shock+3+3)
Bite (2d6+ 1d6shock+28+poison+3+3)
Punch/punch (1d8+21+3+3)
Tail (1d6+21+1bleed+3+poison+3)
Wing/wing (1d8/1d8+21+3+3)
Bab 12
To hit. (12 (BAB)+14 (str)+3 (enchant) +1 (weapon focus)-2 on flurry of fists strike)

Base movement speed 30+10 (speed x2)+10 (speed of thought/telekinetic athleticism)
mythic path powers
7 total, max of 4 per path
Juggernaut, imprinting hand, mighty hurler
Flexible counterspell, spellbane counterstrike, spell seive, coupled arcana

Mythic feats:
1Mythic arcane strike
2Mythic eldritch heritage
3Extra path ability
4 mythic toughness
5 mythic extra mythic power
6 mythic gestalt
7 mythic multiattack
8 spell lore
9 paragon
10 mythic diehard

1 combat reflexes
1 improved natural attack (claws)
1 skill focus (fly)
1 HOP gestalt
2 mental paragon (HOP)
2 Extra blade skill
3 bodyguard
3 VMC: magus arcane pool
4 feral combat training
4 toughness
4 multiattack
4 curmudgeon smash
5 powerful wings
5 psionic meditation
6 prestigious (HOP feat)
6 dragon style
6 stunning fist
6 dragon ferocity
7 VMC feat: magus arcana
7 improved counterspell
8 extra blade skill
8 psionic body
8 Boost construct
8 superior psycrystal (implanted)
9 skill focus
9 eldritch heritage
10 student of the astral suit
10 extra blade skill
10 favored prestige class
10 arcane strike
11 VMC: magus spell-strike
11 extra blade skill
12 extra blade skill
12 dazzling display
12 shatter defense
12 furious focus

Sorcerer
1 eschew materials
2 spell focus (evocation)
3 quicken spell

Elf
Run

Aegis
Master craftsman
Psycristal affinity
Psycrystal containment

Soulknife
Weapon focus (mind blade)
Improved unarmed
Wild talent

Blade talents
0 (free) flurry of fists 1
1 psychokenetic armor
2 improved armor
3 empowered natural weapons
4 absorbing blade
5 full enchantment
6 telekinetic athleticism
7 unlocked talent (astral construct)

Ranger

Favored enemy
1 dragon
2 humanoid (human)
3 animal

Favored terrain
Desert
Mountain
Urban

Style feats
1 aspect of the beast
2 improved natural attack (bite)
3 vital strike

Ranger talent
1 additional favored terain
2 favored attack (double crit range in a favored terrain or against a favored enemy)
3 combat feat (intimidating prowess)
Sneak attack 3d6

Spells known
0 9 message, mage hand, prestidigitation, ghost sound, jolt, detect magic, drench, flare, light
1 shield, unseen servant, alter winds, mythic shocking grasp, long arm, mage armor, magic missile
2 make whole, euphoric cloud, admonishing ray, defensive shock, fiery runes, resist energy
3 4 lightning bolt, vengeful comets, mythic haste, mythic dispel magic, fly,
4 3 dimension door, scrying, insect scouts, fear
5 2 fickle winds, lightning ark, spell Resistance, Id insinuation IV
6 1 cold ice strike, Ego whip IV, Intelect fortress III, Psychic Crush II, Mind thrust VI

Powers known
0 vim, detect psionics, ectoplasmic trinket, missive, vim
1 precognition (offensive), thicken skin, astral construct
2 mythic body adjustment, body purification

Maneuvers known
3 stances+stance of inner eye
Pugilist stance (broken blade level one stance+damage for unarmed/natural)
Stance of the inner eye (1/3rd initiator level (10) as insight bonus to AC, saves, attack, damage CMB, CMD)
Internal dominion of the sleeping goddess (sleeping goddess stance, reroll saves or force opponent to reroll attacks 1/round)

8 readied

10 known
Stopwatch (riven hourglass counter 2, autohypnosis check to 5ft step out of the way of an attack)
Temporal burn (riven hourglass strike +4d6 damage, ignores hardness/dr)
Broken blade riposte (broken blade counter, counter attack +3d6 damage and optional push back 10ft)
Dragon assault (thrashing dragon strike, full attack, each successful attack makes the others do +1d6 damage, stacking with itself
Twofold assault (sleeping goddess strike attack +1d6 damage+combat maneuver)
Traumatic reversal (sleeping goddess counter, take half damage from an attack, force opponent to make will save or take the other half)
Thrashing dragon twist (thrashing dragon strike: claw claw bite against all targets in range)
Overpowering optimism (sleeping goddess boost, swift action regain both psionic focuses and augment one maneuver within the next 3 rounds)
Shatter the hourglass (riven hourglass strike, single normal attack, save vs paralyzed, if success instead slow)

Psychic strike 1d8

Standard soulknife enchantment +3 suppressing, truthful, ghost touch

Customization points 16
Energy blast (free)
Hardened strikes (free)
Brawn (free)
Ranged attack (free)
Dark vision (free)
Improved damage resistance (free)
Speed x2 (free)
Nimble (free)
Evasion (free)
Improved evasion (free)
Diehard (3 points)
Improved dr #2 (2 point)
Stalwart (1 point)
Augmented weapon (2 point)
Stinger (1 point)
Tearing stinger (1 point)
Poison stinger (2 point)
Initiator's soul (2 point)

Natural armor
Abarent 3
Dragon disciple 3
Dragon bloodline 2
Serpentine bloodline 1
Warrior personality implanted psycrystal 3
Total natural armor: 12

Dr 13/- (+dr 10/epic that stacks with this when below 0)

Poisons

Bite—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 saves

Stinger- injury; save Fort DC 27; 1 str damage

Str 38
Con 32
Dex 24
Wis 20
Int 24
Cha 32

Power points
Aegis 25
Soulknife 36
Sleeping goddess 8
Feats 4
Total 73

HP
5d10+7d12+11x12 (con)+5x3 (mythic champion 3)+24 (mythic toughness) +30 (psionic body)

Skills per level

4+7(int)+2(background)+1(FCB)

Autohypnosis
Know (arcane) 12+3+7+22
Know (psionics) 12+3+7=22
Intimidate 12+3+11+14=40
Spellcraft 12+3+7=22
Perception 12+3+5+4=24
Diplomacy 12+3+6+5=26
Fly 6+3+3+6=18
Bluff 6+3+3+5=17
Preform (dance) 12+3+11+4=30 (also counts as acrobatics)
Sense motive 4+3+4+2=13
Slight of hand 4+3+6=16
Stealth 4+3+6=13
Survival 5+3+4=12
Disable device 4+3+6=13
Know (martial) 3+3+6=12

Craft (sculpture) 5+3+7+2+1=18
Know (history) 7+3+7=17
Handle animal 5+3+11=19
Appraise 7+3+7=17

Traits
Personalized trick (truthful)
Contest of blades
Impervious
Power of suggestion
Agile dancer

Automatic bonus progression effective lvl 14
Armor +3
Resistance +5
Weapon atunement +3
Deflection +2
Mental prowess +4/+2 (+4 cha, +2 int)
Physical prowess +4/+2 (str/con)
Natural armor bonus +2

Chopping down the Christmas tree level 12
Ability boosts +8 str +8 cha +2 all others

Knacks/gifts
4 ghost warrior
8 energy atunement
12 hero's resilience

Sphere powers
Spell points 35
0 focus sphere (nature, air)
0 enhancement sphere
0 nature (water)
1 create element
2 Animate object
3 Physical enhancement
4 Mental enhancement
5 Bestow life
6 telekinesis sphere
7 telekinetic finesse
8 Deep enhancement
9 destroy element
10 fog mastery
11 Air mastery
12 telekinetic tools

Casting
The sphere sorcerer may combine spheres and talents to create magical effects. The sphere sorcerer is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature
Mystic Heritage (Ex)
If a bloodline ability has a limited number of uses or rounds of use per day, the sphere sorcerer may spend a spell point and meditate as a full-round action to regain one use of that ability. This replaces the Eschew Materials bonus feat.
Spell Points
The sphere sorcerer gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Sorcerous Blood
The sphere sorcerer gains 1 additional spell point per sorcerer level.
This replaces all bloodline spells.
Magic Talents
A sphere sorcerer gains one magic talent every level.
Focus Sphere
Many bloodline arcanas do not function correctly when using the Spheres of Power system. As such, a sphere sorcerer may always choose to replace her bloodline arcana with a focus sphere. The sphere sorcerer gains one sphere of her choice as a bonus magic talent and treats her caster level as being one higher when using that sphere. This does not stack with an incanter’s sphere specialization.

Claws (su) starting at first level you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Psychic Strike (Su) (replaced with bloodline mutation) Blood havoc

Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
This ability replaces the sorcerer’s 1st-level bloodline power or the bloodrager’s 4th-level bloodline power.

Mental Resistance (Ex)
At 3rd level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 9th level, this bonus increases to +4.
Undercasting Prodigy (Sp)
Starting at 9th level, whenever you gain a new level of spells, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 9th level, you would replace mind thrust I, id insinuation I, and ego whip I with mind thrust IV, id insinuation III, and ego whip II, respectively, as spells known.

Transformed Body (Su)
An aberrant learns to modify his own form, rather than covering himself in an ectoplasmic suit. The aberrant gains a +1 natural armor bonus to his AC. At 5th level and every 5 levels thereafter (10th, 15th, and 20th), the natural armor bonus increases by 1.
An aberrant can modify his form in a fashion similar to the aegis’s customization, but his options are more limited. He can choose customizations from the customization list below, as well as new customizations exclusive to the aberrant. Because the aberrant is modifying his own body, he can wear armor as normal.
The aberrant gains Hardened Strikes and Brawn as a free customization. At 2nd level, the aberrant gains Darkvision as a free customization. At 10th level, the aberrant gains Improved Damage Reduction as a free customization.
This ability replaces Astral Suit.
Vim (Ps)
The aberrant gains vim as a psi-like ability usable at will at first level as long as he maintains psionic focus.
This ability replaces Astral Repair.
Intimidate
Beginning at 2nd level, an aberrant gains a +1 bonus to Intimidate checks. At 6th level and every four levels thereafter, this bonus increases by 1.
This ability replaces Craftsman.

The aegis gains the Psicrystal Affinity feat as a bonus feat at 1st level. For the purposes of his psicrystal’s abilities and the feat’s prerequisites, the aegis’s class level counts as his manifester level.
This ability replaces one of the customization points gained at 1st level.
Form Astral Suit
To gain the benefits of some of the additional class features detailed below, the aegis’s psicrystal must be physically touching the aegis when the aegis forms his astral suit, and the psicrystal is consumed by the astral suit while the astral suit is active. When the psicrystal is consumed in this fashion, it still grants all the normal benefits for being within 5 ft. of the aegis (Alertness, etc), but the aegis does not gain any of the psicrystal’s special abilities (natural armor, hardness, etc.) The aegis may still form his astral suit normally, but he loses those abilities detailed below that rely upon the psicrystal being consumed by the astral suit. In addition, the aegis gains the ranged attack customization as a bonus customization.
Missive (Ps)
While the aegis’s astral suit is active and his psicrystal is consumed by it, he gains the ability to use missive as a psi-like ability with a manifester level equal to his class level.
This ability replaces astral repair.
Psicrystal Containment
The aegis gains the Psicrystal Containment feat as a bonus feat at 3rd level. For the purposes of the feat’s prerequisites, the aegis’s class level counts as his manifester level.
This ability replaces invigorating suit.
Energy Blast
Starting at 4th level, the aegis gains the energy blast customization when his psicrystal is consumed by the astral suit.
This ability replaces one of the customization points normally gained at 4th level.

Astral Suit: At each level, treat the metaforge as if he had gained a level of aegis for the purposes of damage reduction and customization points. The metaforge does not gain any other benefits from an increased level (bonus customizations, daily uses of reconfigure, power points, etc.). This does, however, allow the metaforge to qualify for customizations dependant on his aegis level, such as the Reach customization.
Mind Blade: At each level, treat the metaforge as if he had gained a level of soulknife for the purposes of Enhanced Mind Blade. The metaforge does not gain any other benefits from an increased level (blade skills, etc.).
Crystallized Mind Blade (Su)
A metaforge is able to combine the ectoplasm he uses to form his astral suit and the psionic energy he uses to shape his mind blade into a crystallized form of his mind blade. Creating a crystallized mind blade works the same as forming a mind blade, and the weapon functions in all ways mechanically as the metaforge’s mind blade, except as follows. The weapon’s hardness and hit points are increased by 1 for each level the metaforge has. In addition as a swift action, the weapon can be charged with 1 power point, increasing its enhancement bonus by 1 for one round. At 5th level, the weapon can instead be charged with 2 power points, increasing its enhancement bonus by 2 for one round. At 9th level, the weapon can instead be charged with 3 power points, increasing its enhancement bonus by 3 for one round.
Transfer Enhancement (Su)
Starting at 2nd level, a metaforge can spend one minute in concentration to reduce his mind blade’s enhancement bonus or weapon special abilities by 1 (or a +1 equivalent ability) and gain an armor special ability of equal value added to the astral suit. This transfer lasts until the metaforge spends another minute to either revert his mind blade to its full power or to alter the armor special ability granted to his astral suit.
A metaforge may only have one such transfer in effect at any given time and may not reduce his mind blade to a +0 enhancement bonus. Every two levels thereafter, the enhancement bonus that the metaforge can transfer is increased by 1, to a maximum of +5 at 10th level.
Dual Summon (Su)
Upon achieving 3rd level, the metaforge has learned to bring about his weapon and armor at the same time. While maintaining his psionic focus, the metaforge can form both mind blade and astral suit at the same time. The action needed to do this is whichever action takes the longer between the two abilities. For example, for a soulknife with the Quick Draw feat and using Astral Juggernaut form, using this ability requires a full-round action, as that is how long it takes to form an astral suit in Astral Juggernaut form. For Astral Skin form, it would instead take a swift action.
The metaforge may alternatively expend his psionic focus to summon both his mind blade and his astral suit. The action needed to do this is whichever action takes the shorter between the two abilities.

Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.
Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.

Snakeskin (Ex): At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Escape Artist checks. At 13th level and 17th level, these bonuses increase by +1.

Astral Repair (Ps)
An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Form Astral Suit (Su)
Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his astral suit.
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn.
(Editor’s Note: Full details on how astral suits work can be found here: Astral Suits)
Craftsman
Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
Damage Reduction
Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
Invigorating Suit (Su)
An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Reconfigure
Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.
Augment Suit (Su)
An aegis learns how to infuse his astral suit with his psionic power, augmenting the capacity of his suit. Beginning at 4th level, the aegis may spend up to one power point per four class levels to customize his Astral Suit, gaining one temporary customization point for each power point spent.
This ability, activated as a standard action, lasts for a number of rounds equal to the aegis’ Intelligence modifier.
Activating this ability again, while already in use, immediately causes the previous duration to end.
An aegis may end the duration as a free action at any time.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Huh. Sphere sorcerer isn't nearly as crazy as I thought it would be, it doesn't have any synergy with what she's already doing.
It does however contribute to the basically infinite stamina of Hanna
These build rules are insane.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I'm realizing that dragon drinker doesn't do what I thought it did so I'm replacing it, and I think I'll replace it with the Sphere Sorcerer so I can add a third type of magic to my character XD (psionics, Sacramento spells and now spheres, not counting martial maneuvers)
If that's too crazy (and I have no idea where the line is here) I can instead go for eldritch scrapper.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

There's already a way to remove one of the companions, and that's the companion bond

companion bond pfsrd wrote:

. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.[/spoiler]

If I can't combine the two animals into one animal, I'll go for that
I'm good either way

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Can I have my viper familiar and my snake animal companion be the same animal? Applying the intelligence and familiar specials to the larger animal?
If not I'm just gonna take the companion bond, I don't wanna have to keep up with two pets.

Either way, I've finally made all the decisions regarding the character build, though I still need to organize and calculate things, and apply the replacement for magic items. automatic bonus progression I believe it was called.

Also I don't mind there being another dragon-y character. It should be fun to compare/contrast

loads of writings that need to be cleaned up:

Mythic Hanna
Level 12 MR3 gestalt
Sorcerer 5/dragon disciple 7//aegis 4/soul knife (high psionics, deadly fist , war soul) 4/metaforge 4
Archmage 3/champion 3
Mythic Hop gestalt spelless Ranger 11 (half level plus effective mythic rank, which is boosted by 2 by paragon)
Prestigious: awakened blade 3 ((level-6)/2)

AC 34 10+6 (dex)+6 (armor +2 light fortification light mind armor)+12 (natural)
Touch 16 flat foot 28
Resist electricity 10, resist fire 15 resist cold 15
Saves
Fort +14 Reflex. +12 Will +12 (+evasion and stalwart

Full attack
Claw/claw primary (2d8+20+2+1d6shock+3+3)
Bite primary (2d6+1d6shock+20+poison+3+3+2)
Tail secondary (1d6+15+1bleed+3+poison+3+2)
Wing/wing (1d8/1d8+15+3+3+2)
Bab 12
To hit. +25 for primary, +20 for secondary (12 (BAB)+10 (str)+3 (enchant))

Base movement speed 30+10 (speed x2)+10 (speed of thought/telekinetic athleticism)
mythic path powers
7 total, max of 4 per path
Juggernaut, imprinting hand, fleet warrior, mighty hurler
Flexible counterspell, spellbane counterstrike, spell seive

Mythic feats:
1Mythic arcane strike
2Mythic eldritch heritage
3Extra path ability
4 mythic toughness
5 mythic improved counterspell
6 mythic gestalt
7 mythic aspect of the beast
8 spell lore
9 paragon
10 mythic diehard

Regular feats
24 bonus
6 regular
3 sorcerer,
specific feats for aegis ranger and soulknife

1 combat reflexes
2 improved natural attack (claws)
3 boost construct
4 extra blade skill
5 mental paragon
6 arcane strike
7 bodyguard
8 extra blade skill
9 feral combat training
10 toughness
11 fetal combat style
12 curmudgeon smash
13 powerful wings
14 prestigious (HOP feat)
15 psionic meditation
16 dragon style
17 stunning fist
18 dragon ferocity
19 extra blade skill
20 extra blade skill
21 extra blade skill
22 psionic body
23 HOP feat: gestalt
24 superior psycrystal (implanted)

1 skill focus
2 eldritch heritage
3 student of the astral suit
4 improved counterspell
5 favored prestige class
6 prestige spellcaster

Sorcerer
1 eschew materials
2 spell focus (evocation)
3 quicken spell

Elf
Run, skill focus (fly)

Aegis
Master craftsman
Psycristal affinity
Psycrystal containment

Soulknife
Power attack
Improved unarmed
Psionic talent

Blade talents
0 (free) flurry of fists 1
1 psychokenetic armor
2 improved armor
3 empowered natural weapons
4 absorbing blade
5 full enchantment
6 telekinetic athleticism
7 expanded knowledge (astral construct)

Ranger

Favored enemy
1 dragon
2 humanoid (human)
3 animal

Favored terrain
Desert
Mountain
Urban

Style feats
1 aspect of the beast
2 improved natural attack (bite)
3 vital strike

Ranger talent
1 additional favored terain
2 favored attack (double crit range in a favored terrain or against a favored enemy)
3 combat feat (intimidating prowess)
Sneak attack 3d6

Spells known
0 9
1 5 shield, unseen servant, alter winds, shocking grasp, long arm, mage armor,
2 5 make whole, euphoric cloud, admonishing ray, defensive shock, fiery runes, resist energy
3 4 lightning bolt, vengeful comets, mythic haste, dispel magic, fly
4 3 dimension door, summon monster IV, insect scouts, fear
5 2 fickle winds, lightning ark, spell Resistance
6 1 cold ice strike

Powers known
0 vim, detect psionics, ectoplasmic trinket, missive, vim
1 precognition (offensive), thicken skin, astral construct
2 body adjustment, body purification

Maneuvers known
2 stances+stance of inner eye
Pugilist stance (broken blade level one stance+damage for unarmed/natural)
Stance of the inner eye (1/3rd initiator level (10) as insight bonus to AC, saves, attack, damage CMB, CMD)
Internal dominion of the sleeping goddess (sleeping goddess stance, reroll saves or force opponent to reroll attacks 1/round)

5 readied

7 known
Stopwatch (riven hourglass counter 2, autohypnosis check to 5ft step out of the way of an attack)
Temporal burn (riven hourglass strike +4d6 damage, ignores hardness/dr)
Broken blade riposte (broken blade counter, counter attack +3d6 damage and optional push back 10ft)
Dragon assault (thrashing dragon strike, full attack, each successful attack makes the others do +1d6 damage, stacking with itself
Twofold assault (sleeping goddess strike attack +1d6 damage+combat maneuver)
Traumatic reversal (sleeping goddess counter, take half damage from an attack, force opponent to make will save or take the other half)
Thrashing dragon twist (thrashing dragon strike: claw claw bite against all targets in range)

Psychic strike 1d8

Standard soulknife enchantment +3 frost or +3 suppressing

Customization points 16
Energy blast (free)
Hardened strikes (free)
Brawn (free)
Ranged attack (free)
Dark vision (free)
Improved damage resistance (free)
Speed x2 (free)
Nimble (free)
Evasion (free)
Improved evasion (free)
Diehard (3 points)
Improved dr #2 (2 point)
Harness power stone (1 point)
Stalwart (1 point)
Power stone repository (1 point)
Augmented weapon (2 point)
Energy resistance (fire&cold 1 point each)
Stinger (1 point)
Tearing stinger (1 point)
Poison stinger (2 point)

Dr 4/- (+dr 10/epic that stacks with this when below 0)

Poisons

Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 saves

Stinger- injury; save Fort DC 21; 1 str damage

Str 30
Con 22
Dex 22
Wis 18
Int 20
Cha 20

Power points
Aegis 19
Soulknife 31
Sleeping goddess 6
Total 56

HP
5d10+7d12+6x12 (con)+5x3 (mythic champion 3)+24 (mythic toughness) +30 (psionic body)

Skills per level

4+5(int)+2(background)+1(FCB)

Autohypnosis
Know (arcane) 12
Know (psionics) 12
Intimidate 12
Spellcraft 12
Perception 12
Diplomacy 12
Fly 6 ranks
Bluff 6 ranks
Acrobatics 8 ranks
Sense motive 4 ranks
Slight of hand 4 ranks
Stealth 4 ranks
Survival 4 ranks

Craft (sculpture) 5 ranks
Know (history) 7 ranks
Handle animal 5 ranks
Appraise 7 ranks

Traits
Personalized trick (truthful)
Contest of blades

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1
Nickadeamous wrote:

Essentially a shape shifter/enchanter. My first draft build would be a kitsune oracle with the warsighted archetype and the dark tapestry mystery. Spells would be leaning towards enchantment, healing and buffs. She would have heavy ties to either space, the moon, the stars, something along those lines. Whatever would make the most sense in the setting. I'm still looking at other classes that would complement the build.

Having said that I'm also open to suggestions. If there is a specific role needed, I'm happy to focus on filling any areas of concern. I can always fit the background to align with the concept.

for the other side of the build, you could try a shifter which is pretty potent in gestalt due to having several unique abilities. The usual weakness of shifter is that it doesn't get enough feats, which is.... very much not a problem here

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I would be fine having Hanna achieve whichever advanced being form she first finds the method to turn herself into, so long as she can still punch stuff in the face in whichever form she ends up in.
I'm also totally fine having her fail
The goal is the important part. Hanna wants to be immortal and she wants to never again feel helpless or hopeless.
Right now she feels like that means she has to change into something bigger, better and stronger than herself.
But cool I will make sure to pick air/lightning for the bloodline

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Hey, I was told to check out here if I was interested in dark suns
I'm bringing in Hanna, an elf of the sky singers clan, who, after an encounter with an elemental drake in her childhood decided she wanted to become a dragon so badly that her psionic power started getting diverted into making it happen
She's already pretty close to being a dragon in humanoid form at this point, and can briefly transform herself, but she still quests for the methods to turn oneself into an ascendant being properly.

(Sorcerer (crossblooded psychic dragon/dragon drinker)5/dragon disciple 7//aegis (aberabt/crystal warrior) 4/soul knife (high psionics, war soul, feral heart) 4/metaforge 4)
Mythic archmage 3/champion 3
No templates, I converted them all to gestalt levels so I could get more feats and so I can be a better spellcaster

Shadow Lodge

It's good when you can have so many abilities form together cohesively
Hanna's theme is someone raised by a dragon using magic to empower their body

Shadow Lodge

I think I'm gonna have fun with my sorcerer 5 (dragon drinker, psychic crossblooded)/dragon disciple 12//aegis (crystal warrior, ectoplasmic artisan, abarent) 4/soul knife (high psionics, war soul, feral heart) 4/metaforge 4
Archmage 3/either trickster or champion 3

I do know that between mythic eldritch heritage, crossblooded and regular sorcerer I do have three bloodlines so that's fun. Dragon as the first bloodline, psychic for the second but the third stumps me. Could go serpent for more natural armor, poison on the bite, and a tiny snek friend or I could go shapeshifter first more energy resistance, fire on the claws and more strength

As is I have full BAB, great natural attacks 5th level spells (12th caster level) 2nd level psionic powers (8th manifester level), a handful of martial maneuvers (I think those are allowed? If not that's fine), and some really nice magical tricks

Actually wait with prestige spellcaster I can get 6th level spells, nice. It's fun to actually be able to afford that feat
Yeah with all these feats and everything allowed, there's basically almost no template worth it's CR in gestalt levels.... except I suppose some +0 templates like terror creature or magic blooded, but I don't need them even though I could explain the terror creature part as either the dragon fear or exposure to the grey/black

In I am going to be taking the extra blade talent feat just so many times

(This is the third version of this post, first two got deleted by a refresh and we're way more rambl-y)

Shadow Lodge

Dαedαlus wrote:
Hanna wrote:
Monkeygod wrote:
Kaouse wrote:

Anything is allowed? Wow.

Could I play a double Aegis gestalt? Only with each side of the gestalt having different archetypes. Specifically:

Aegis (Ascendant) 12 || Aegis (Host of Heroes + Mekanikos) 12

This might have been missed, and it's possible it's not covered in Seb's first post(I didn't read most of the rules, as they are more or less the same as the Dark Sun and Rise games, plus I wrote a lot of them myself), but

Each class can have two gestalt archetypes, in addition to the base class features.

What this means is, you keep all of normal class features and then *add* the ones from each archetype.

For example, Hamza has the Brutal Slayer and Vigilante archetypes for the Stalker. He has the class features of all three, base class and both archetypes.

Wait so I could go crossblooded sorcerer, snag both bloodlines with no penalties to spells known or will save?

I’d say that’s undershooting yourself. I managed to cobble together an unholy combination that granted me the level 20 abilities of three classes, other than spell casting, before I gave up on the complexity.

I'm not asking about crossblooded because I think it's the most powerful archetype (if those two penalties were removed) I'm asking about crossblooded because I'm already considering a dragon disciple for the fun I could have with an elf that turns into a dragon

That being said, that does sound interesting and I'm curious how you manage

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Agreed. Our chronically ill dm especially

Shadow Lodge

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Since my PCs are a little stronger than base due to some house rules, I like to make my monsters stronger too when they're important and more numerous when they aren't important.

So for the centaurs I replaced their monster HD with ranger levels, and as a result they have a passable stealth score, slightly higher health and 1st level ranger spells.
Even so, one of them failed and nearly died in the result of it weren't for the party healer hanging back and helping the centaur out (he was loosing and knew he couldn't personally win any sort of race with the others, but he could probably at least finish with the ability to fly under his belt)
I decided this centaur would be the one that they found in vordakai's lair so they made a friend

Shadow Lodge

1 person marked this as a favorite.

This sounds fun and most of the advice the dude is so far getting is what he should have already done, which is not exactly the dude is looking for
I'd have him report back to Irovetti what he's seen, take a week or a month off before coming back, perhaps under a new guise. Though now that he's had one brush with death, make him more cautious, favor hit and run, sabotage, and spy work, stuff that lets him have a better chance of getting away and survive
But now Irovetti has a chance to know more about how the party operates

Shadow Lodge

I would definitely play a dragon disciple/aegis or soulknife if the dragons weren't the explicitly super evil option in this setting

Shadow Lodge

Ooh I'm quite a fan of dark sun
Is the whole 2e dark sun ascendant being thing something you can quest for?
Back in the old days you'd have to basically take 20 levels in wizard and psion (or cleric and psion or Druid and psion) in something resembling modern gestalt, which could be interesting to try to make work in pathfinder with its different design philosophy, or I could try to jimmy with something like argeis or psywarriror//Druid or whatever

Shadow Lodge

Aw damn, wish I had realized this was gestalt earlier, this would be right up my alley and I had builds ready for just such a game.
(kitsune vigilante (warlock)/fighter (weapon master) or Nagaji fighter (venom blade)/ rogue (underground chemist), either way evangelist on my low BaB side)
Regardless, Have fun all

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Yaaay

Shadow Lodge

Ok, Strength: 9 Dexterity:22 Constitution: 12 Intelligence: 22 Wisdom: 14 Charisma: 14 after racials and level advancements and whatnot.

Any idea when it transitions from interest check to proper recruitment? It's got 7 pages. One would assume interest has been found

Shadow Lodge

So we have a while to wait then.
Still, might as well build the character.

Shadow Lodge

Is this still recruiting? If so I have a fun idea with an elven Mageknight//Magus (Kensai) as a swordsman wanting to learn all that there is to learn in the world. He's a wanderer traveling the world in search of purpose. His name is Cale'Anon

(Level 20 build would be something like Mageknight 20//magus 9/evangelist 6/great mind 5. Would have limited psionic casting, very limited divine magic, moderate arcane casting (18 effective magus levels) and some fun sphere casting power and skill with a sword) party role would be incredibly mobile melee striker and mage slayer)

Shadow Lodge

Ooh I could even play up the vigilantee identity as like a split personality sort of thing
LN shy librarian to power hungry CN warlock depending on which "identity" they're in
And they have sort of hazy memories of what they did in their other personality.... could even go realistic likeness Kitsune and have the two forms have like entirely different bodies.

Shadow Lodge

Interesting. Dotting
Is the party still level 1?

This might finally be a good game to play my Black Mage character (Vigilantee (warlock)//fighter))
They're a power hungry mage that made a deal with an unknown higher power for arcane might

Shadow Lodge

Hm I'm thinking about a human, changeling or tiefling by the name of Gabriel Nox
Arcane trickster or swashbuckler rogue, or maybe bard (whispers or blade) maybe multiclass later
There are a few options for getting the mechanics of what I want, but I know how I want to play her
Does it matter that I don't know anything about the Mystara setting?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I ate entirely too much food

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I personally loved old school ravenloft, so much potential in the demiplane of dread and desire
Heck, possibly sentient dimiplanes in general were great, though most of my adventuring was in erberon and Tirol

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

thank you much! missed that bit

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