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RPG Superstar Season 9 Top 32

Because of the silliness, I have decided to go with a halfling ninja/monk that likes to taunt and annoy the opponents by calling them childish names and such. I am deciding whether to drop 5 levels of ninja or monk for halfling opportunist, just because of the explotative maneuver and the silly things you could do with it. If I don't go opportunist, I may think about the custom race stuff.

Dark Archive

So in my attempt to make a doomsday-esq character, i was unable to figure out how to make bone spikes but i did end up with a fantastically durable little bastard.

Skypuncher the Undying:

Skypuncher the Undying
”Let someone else go first”
Male Thinggy Barbarian (Invulnerable Rager) 20 Monk (Martial Artist) 20
N Medium Humanoid (human, incorporeal)
Init +9; Senses Perception +32
--------------------
Defense
--------------------
AC 52, touch 43, flat-footed 41 (+8 armor, +10 Dex, +9 deflection, +1 dodge)
hp ??? (20d12+180)
Fort +20, Ref +22, Will +21; +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities evasion, improved evasion, incorporeal, indomitable will, unnatural; DR 10/—, 20/lethal; Immune critical hits, death effects, energy drain, exhaustion, fatigue, precision damage, stunning; Resist fire 5, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 100 ft., flight (70 feet, perfect)
Melee Unarmed strike +30/+25/+20/+15 (2d10+10+2d6 (& 1d6 to wielder)/19-20/x2)
Special Attacks flurry of blows +28/+28/+23/+23/+18/+18/+13, quivering palm (6/day) (dc 30), rage (50 rounds/day), Fighting Defensively -1
--------------------
Statistics
--------------------
Str —, Dex 30, Con 24, Int 8, Wis 28, Cha 28
Base Atk +20; CMB +30; CMD 74
Feats Combat Reflexes (11 AoO/round), Crane Riposte, Crane Style, Crane Wing, Deflect Arrows, Diehard, Dodge, Endurance, Extra Rage Power, Extra Rage Power, Extra Rage Power, Extra Rage Power, Fast Healer +3, Improved Critical (Unarmed strike), Improved Stalwart, Improved Unarmed Strike, Medusa's Wrath, Spring Attack, Stalwart, Stunning Fist (26/day) (DC 40), Weapon Finesse
Skills Acrobatics +32 (+60 jump, +52 to jump), Fly +17, Intimidate +32, Perception +32, Swim +9 (+13 to resist nonlethal damage from exhaustion)
Languages Common, Girtablilu
SQ ac bonus +14, exploit weakness +29, fast movement (+60'), fast movement +10, furyborn, greater defensive roll (3/day), high jump, maneuver training, pain points, physical resistance 5, rage powers (animal fury, come and get me, dragon totem +3 [black dragon [acid]], dragon totem resilience [acid 6], dragon totem wings, guarded life, guarded life, greater, increase damage reduction, increase damage reduction, increase damage reduction, intimidating glare, spell sunder, superstition +7, witch hunter [+6]), see in darkness, stunning fist (stun, fatigue, sicken, stagger, bli, unarmed strike (2d10)
Other Gear Bag of holding I (5 @ 540 lbs), Belt of physical might (Dex & Con +6), Bracers of armor +8, Furious, Furyborn, Vicious Amulet of mighty fists, Headband of mental prowess (Wis & Cha +6), Ioun stone (clear spindle), Ioun stone (iridescent spindle), Manual of bodily health +5, Manual of quickness of action +4, Monk's robe, Muleback cords, Ring of freedom of movement, Tome of leadership and influence +4, Tome of understanding +4, 26000 GP
--------------------
Special Abilities
--------------------
AC Bonus +14 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Animal Fury (Ex) Gain a d4 bite attack while raging
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Damage Reduction (20/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Deflect Arrows Deflect an incoming arrow once per round.
Diehard You are stable and can choose how to act when at negative Hp.
Dragon Totem +3 (Black Dragon [Acid]) (Su) While raging, +3 bonus on Perception checks and +3 save vs. fear, paralysis, and sleep effects.
Dragon Totem Resilience (Acid 6) (Su) While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem - acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her cu
Dragon Totem Wings (Su) When a barbarian selects this rage power, the Fly (Dex) skill becomes a class skill for her. While raging and wearing medium or lighter armor, the barbarian can spend a standard action to manifest a pair of spiritual dragon wings that grant her a fly
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Exploit Weakness +29 (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the mar
Extreme Endurance (Fire) (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 Healer +3 Add your CON mod to all HP gains due to healing.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flight (70 feet, Perfect) You can fly!
Flurry of Blows +18/+18/+13/+13/+8/+8/+3 (Ex) Make Flurry of Blows attack as a full rd action.
Furyborn Increase enhancement bonus by +1 every time you damage opponent (max of +5)
Greater Defensive Roll (3/day) (Ex) At 13th level, a martial artist may use the defensive roll advanced rogue talent (Core Rulebook 69) once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level). This ability replaces diamond soul.
Guarded Life (40 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
High Jump (+200 (Ex) +20 to Acrobatics checks made to jump.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Stalwart Double DR gained from Stalwart
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Incorporeal (Ex) You aren't quite here.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Physical Resistance 5 (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum redu
Quivering Palm (6/day) (DC 30) (Su) Begin vibrations you can trigger with a thought to kill subject later.
Rage (50 rounds/day) (Ex) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stalwart Forgo dodge AC bonus for equivalent DR
Stunning Fist (26/day) (DC 40) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen, Paralyze) (Ex)
Superstition +7 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Unarmed Strike (2d10) The Monk does lethal damage with his unarmed strikes.
Unnatural (Ex) -4 to CHA skills vs animals, +2 Dodge AC against animals. Animal starting attitude one step worse.
Witch Hunter (+6) (Ex) Bonus to damage spellcasters while raging.
Short Temper (Flaw) Whenever you suffer damage, you become enraged. Whilst enraged, you take a -2 penalty to Armor Class and cannot make Intelligence, Wisdom or Charisma-based skill checks. You will stay in this enraged state for 1d4 rounds or until the thing that caused them damage is defeated.

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i've never made a custom race before so please let me know if i did something wrong with this thinggy.

Thinggy:

standard ability score (0)
Humanoid (0)
Human Subtype (0)
Incorporeal subtype (0)
Fast Healing (6)
Flight (4)
Improved Flightx4 (8)
See in Darkness (4)
Static Bonus Feat (2)
Unnatural (1)


Meant to post this last night, since I wrote all of this at about 3 AM, but I forgot to put it up. Also, backstory written at 3 AM means it might not be the most solid thing in the world, but it gives an idea of where I'm looking to go.

Name: Faerdorcha "Freddy" Maercair, self-proclaimed 'Prince of the Universe' and 'The Fairy Feller'
Flavour Text: "It's a kind of magic, darling."
Alignment: Neutral Good
Race: Human
Class: Bard 20 - Draconic Bloodline Sorceror 10/Dragon Disciple 10
Ability Scores: (Without items, since nothing there is final yet)
Str - 18 (14 + 4 class bonus)
Dex - 14
Con - 16 (13 + 1 at 4 + 2 class bonus)
Int - 16 (14 + 2 class bonus)
Wis - 12
Cha - 22 (16 + 2 racial bonus + 1 at 8, 12, 16, and 20)
Identifying characteristics: Short brown hair, brown eyes, fairly prominent nose. His most distinctive features are the presence of scales and draconic features in his face and across his body, the manifestation of his draconic heritage. The pair of gold, leathery wings sticking out of his back most of the time don't exactly help him blend in, though. Thanks to his Hat of Disguise this can all be tossed away on a whim, but he typically feels most comfortable in his own skin. Appears to be a human male--aside from the draconic bits--in his early 30s.
Crunch:Spell selection is hell, as is most shopping, but I have some of it done. His feats and when he takes them below the cut. Took the Binge Drinker flaw, and traded the traits for a feat. Eldritch Heritage (Arcane) gives me a familiar that hasn't been statted out yet, or even really decided species-wise.

Feats:
Human Bonus feat: Arcane Strike
Traits Feat: Skill Focus (Knowledge (Arcana))
Flaw bonus feat: Sorcerous Bloodstrike
1: Prodigy (Sing, Keyboards)
3: Eldritch Heritage (Arcane)
5: Spell Focus (Enchantment)
7: Lingering Performance
9: Spell Song
11: Discordant Voice
13: Dodge
15: Elemental Focus (Fire)
17: Greater Eldritch Heritage (New Arcana)
19: Improved Eldritch Heritage (Enchantment)

Eschew Materials at Sorceror level 1
Bloodline feat at DD 2: Toughness
Bloodline feat at DD 5: Power Attack
Bloodline feat at DD 8: Improved Initiative
Bloodline feat at Sorc 7: Great Fortitude

'
As a bard, skills are going to be their own insane endeavour, because of how many points and skills--as in all of them--I have to work with.

At any rate, I'll work on a more fleshed out character sheet later today.

Equipment: Again, kind of an incomplete shell, but thus far I've figured out magic items.

Stuff:
Ring of Sustenance - 2,500
Ring of Protection +5 - 50,000
Trap Stealker's Rod - 13,500
+5 Rallying Bracers of Invulnerability (Bracers of Armor) - 69,000
Fairy Feller (+5 Keen Icy Burst Cold Iron Rapier ) - 162,040
Robe of Infinite Twine - 1,000
Boots of Speed - 12,000
Greater Hat of Disguise - 12,000
Cloak of Resistance +5 - 25,000
Gloves of Arcane Striking - 5,000
Darksight Goggles - 20,000
Robe of the Resplendent Thespian - 75,00
Belt of Physical Perfection +6 - 144,000
Amulet of Mighty Fists +4 - 64.000
Bag of Holding Type IV - 10,000
Additional Assets: 224,960

Favorite weapon, aside from his claws, would be Fairy Feller, his +5 Keen Icy Burst Cold Iron Rapier. For favorite spells, Dance of a Hundred/Thousand Cuts, Dirge of the Victorious Knights, and most of all, Deadly Finale. Just because he likes ending his songs with a bang.
Backstory:
Spoiler:
Born to rather humble and bland beginnings, Faerdorcha felt that there was some greatness to him that he just had to find. Or maybe there wasn't, but it sure beat the dull life his parents seemed to have planned for him of shoveling crap in the stables. His parents were dull folks who claimed to never have done anything more interesting than tend to horses.

Fascinated by books, he started to read, only to find the secrets of his parents as legendary adventurers who'd settled down and led a quiet, hidden life for the sake of their child. Refusing steadfastly to acknowledge their reasoning, he demanded to be taught everything they knew, so that he too could go out and make a name for himself. He took to their training well, showing an innate magical talent befitting the son of a sorceress and a bard. He developped his ego and singing talent simultaneously, until he was finally cocksure enough to wander out in the world and make a name for himself as a singer/adventurer/swordsman/mage. A lofty goal, but one he firmly believed he could accomplish.

He hardly let the feats of strength come to him. He worked toward every last spell he wanted to cast, and unlike many bards for hire had no problem taking up a sword. Each successive victory ought to have humbled him, as he realized the work involved in adventuring even with such low scale, but instead he grew prouder, more sure of himself and his abilities. Where many bards maintain a grand, hammy persona for the sake of their art, Freddy's was a genuine facet of his personality. He carried himself with airs of grandeur and aristocracy, deeming himself the greatest bard in Golarion. Soon, he was no longer singing the grand adventures of warriors long since passed, but instead his own praises.


Hey torch, go with the pally. I have decided magus monk with a level of cleric to flurry a bastard sword.


If you look in my alias there is a full name with Oom's title.


Ok place holder for

Sir Henrique Goga Jaques Ponceiville De Fernando Von Fontleroy Le Puissant, The Magnificent Bastard, Defender Of The Realm, Protector Of Her Majesties Royal Pedicurist, Commander Supreme Of Her Majesties Royal 17th Infantry Battalion "The Screaming Flesh Wall", Victor Of Ten Thousand Battles, and looser of one due to a small mishap involving a small child and a giant mechanized golem, Worthy Companion Of The Mercenary Group "Companions Of Worth", Last Champion Of The Second Punitive War Of Irate Lawyers, Decorated With The Seventh Star Of Valor, The Platinum Dragon Of Heroism, Three Purple Knee Wounds, The Meritorious Double Cross, And Thirty-sixth Son of The Late Lord Connor Mcelroy Hernando De Fernando Von Fontleroy Le Puissant.

It will probably take me the better part of a day to go through the books and build this guy before building a backstory.


Ok, pally/sorc it is, I'll try to get the basics done sometime tomorrow.


Jarred, I'm not entirely sure where that incorporeal subtype came from. Also, you probably don't even want it in the first place considering that an incorporeal monk's fists will just go through everything.


Question as I put together my equipment and finish writing up stats for the character...

How do you wanna rule the Shield Master feat? The cheesy RAW ruling, or RAI?

Shield Master wrote:
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.

By the above, I wouldn't take any penalties for, say, Power Attack, Two-Weapon Fighting, Fighting Defensively, or anything else. I think the intent was only that you wouldn't suffer penalties for Two-Weapon Fighting.

Additionally, if you rule it TWF only, I presume that the penalties for the "iterative" attacks granted by ITWF and GTWF still incur. If not, happy day!


CHEESE of course!

And the Headmaster has a new avatar.


Well, the Academy floorplan is in the works. Any character updates?


Oom is coming along well. He has a giant two headed dog eidolon. Any ideas for a name?


Almost finished my character sheet, but going to bed before I'll get the chance to. Still have to shop for wands, potions, and mundane items, but Freddy's coming together pretty well.

RPG Superstar Season 9 Top 32

Realized how MAD my halfling is going to be >.< Should be finished later today.


Need to start working on the crunch for mine, will have an updated backstory and crunch hopefully later tonight


Still working on crunch--trying to figure out what all to buy is kinda tough. Still, he should be good to go before much longer.


I would like to Join with a custom race I created. The basic premise of the race is that someone took a human and used magic to greatly enhanced it's strength, but this enhancement caused them to be slow and they lack the intelligence of a normal human.

Human?:

Humanoid (human, giant) 0
Large 7
slow speed -1
greater paragon 2
xenophobic 0
3 advanced strength 15
natural armor 2

+12 strength
-4 dex
-2 int

The idea behind my character is that he is an enormous mound of muscle with a soft spot for basically everyone. When I say mound of muscle I mean 42 strength before magic items.
He will be a barbarian/sorcerer.

RPG Superstar Season 9 Top 32

I have almost everything finished. Just need to put it in a format I'm more used to reading and making sure that everything is correct.

I do have two items are combination items. I used the rules under magic items. If you wold prefer no items to be combined, then I will change them. The two items my goggles (truesight goggles + goggles of the night) and then my bracers (bracers of armor + sleeves of many outfits). The second one is mostly for flavor and the add on doesn't give me any bonuses.

My character isn't super optimized, though he does have quite a bit going on for sleight of hand and bluff/disguising. He is a habitual liar, but he isn't a klepto. He will not be the greatest in combat (not useless either), but will tend to annoy opponents. My intent is for him to be sort of the comic relief of the group and have a semi-caustic attitude at times.

I will make an alias and set up everything like a stat block later.

I still have 4334gp left. I will probably spend it on some mundane items I need to buy (like rope, parchment, ink, chalk).

Cody Mallows, The Man of One Thousand and One Adventures:

Name: Cody Mallows, The Man of One Thousand and One Adventures
Flavor Text: “I remember this one time when…”
Alignment: LN
Races: Halfling (Plain, Ordinary, Super Annoying Halfling. Almost Kender-like)
Classes: 20 monk (monk of the four winds)/15 rogue(filtcher)/5 Halfling Opportunist
Ability Scores (Pre-/Post-Items):
Str: 10/16 (+3)
Dex: 18/24 (+7)
Con: 10/16 (+3)
Int: 14/20 (+5)
Wis: 20/26 (+8)
Cha: 16/22 (+6)
Identifying Characteristics: Age: 25, hair: Brown, Eyes: Brown, Birthplace: Always changes (He doesn’t know, so he lies about it), Dresses differently everyday.
Crunch:
Traits: Reactionary: +2 Initiative; Convincing Liar: +1 Bluff
Racial: Low-Blow (replaces Keen Senses): +1 crit confirmation against larger opponents; Shiftless (replaces Sure-footed): +2 Bluff and +2 Sleight of Hand,
Tragic Flaw: Pseudologia Fantastica: Effect: Even if you don't mean to be a liar, you often cannot bring yourself to tell the truth, especially in pressure situations. If someone asks you a direct question (regardless of who they are), you must succeed at a Will save (DC 10 + Intimidate modifier of the questioner) or tell a lie. In addition, they gain a +4 bonus to saves made against a zone of truth spell. Depending on your Bluff skill, your interrogator might believe you, but just because you're a pathological liar doesn't necessarily make you a good liar.
Feats (10 base, +8 monk*, +1 Flaw*, +2 Filcher*, +2 Rogue*)
Improved Unarmed Strike*, Elemental Fist(Acid)*, Child-like, Pass for Human*, Combat Reflexes*, Dodge*, Defensive Combat Training, Improved Disarm*, Improved Steal*, Deft Hands, Deceitful, Weapon finesse*, Stunning Fist, Gorgon’s Fist*, Sap Adept, Medusa’s Wrath*, Taunt, Sap Master*, Improved Critical (unarmed), Gang Up, Greater Steal*, Skill Focus(sleight of hand)
Monk Features:
AC Bonus +5, Fast Movement +60 (80 Feet movement Speed), Slow Fall: 90 feet, High Jump
Flurry of Blows: +18/+18/+13/+13/+8/+8/+3 (Unarmed damage: 2d8)
Evasion, Improved Evasion
Maneuver Training: use monk level for CMB
Still Mind: +2 vs. enchantments
Ki Pool: 10+Wis (15 points)
Purity of Body: Immunity to all diseases, Diamond Body: Immunity to Poison
Wholeness of Body: 2 Ki points = 20 HP cured
Diamond Soul: SR=30
Quivering Palm
Tongue of the Sun and Moon: Talk to Any Creature
Empty Body: 3 Ki points
Slow Time: 6 Ki points = Have 3 standard actions in a turn
Aspect of the Tiger: 1/hour Charge at 10x speed (800 feet), Treated as If Had Pounce Ability
Immortality: Ceases to age, If dead, reincarnated 24 hours later within 20 miles (place of choosing, but has to have visited there at least once)

Opportunist Features:
Exploitative Maneuver: (Immediate Action) Use enemies’ actions as if they were an Aid another action.
Trap Spotter/Improved Trap Spotter: Free Perception to notice traps within 20 feet.
Excellent Aid: Gain additional +3 when aided by another (+5 total from Aid Actions)
Exceptionally Luck: Racial Luck Ability increased to +3
Fit In: Can Use Disguise in place of Diplomacy to influence NPCs and attempt to appear as part of a group.
Opportunity Attacker: Deal sneak attack damage on attacks of opportunity.
Sneak Attack: +2d6 (Total= +10d6)

Rogue Features:
Sneak Attack: +8d6 (Total= +10d6)
Trapfinding: +7 Perception and Disable Device vs. traps
Talents (4+3 advanced):
Canny Observer: +4 Perception vs secret doors, traps, hear details of conversation
Convincing Lie: Others passing on lie use Rogues bonus or their own +2 (whichever is greater)
Finesse Rogue: Weapon finesse
Combat Trick: Sap Master
Opportunist: 1/rd, when a threatened enemy is hit with melee damage, make an attack of opportunity.
Weapon Snatcher: Use Slight of Hand Instead of CMb on Disarm Checks
False Friend: +4 Bluff when convincing someone that he has never met that they are acquainted or know each other well.

Quicker Than the Eye: Opposed Sense Motive takes a -7 penalty against sleight of hand, withdraw item on person as a move action.
Rummage: +5 Appraise, can make appraise with a quick glance even by examining bulges of bags and pockets (swift action, DC:10+1/item filcher attempting to assess value, take -20 to guess about item carried but not visible), do not gain value of items, but get order of value.
Filch: Gain Improved Steal feat and may use Sleight of Hand instead of CMB.
Superior Filching: Greater Steal feat and opponents do not gain +5CMD from attempting to unclasp items.
Skills:
Acrobatics: +30 (20 ranks +10)
Bluff: +37/+42 (20 ranks +17 *+4 Pretending to be aquaintance)
Disguise: +34/+36/+48 (20 ranks +14 *+2 as Child or +12 as Human Child)
Sleight of Hand: +42/+46/+44 (20 ranks +22 *+4 when using Steal maneuver, *+2 Disarm)
Stealth: +30 (20 ranks +10)
Perception: +31/+35/+42 (20 ranks +11 *+4hear details of conversation, *+11 traps)
Disable Device: +36/+43 (20 ranks +16 *+7traps)
Use Magic Device: +32 (20 ranks +12)
Sense Motive: +31 (20 ranks +11)
Climb: +26 (20 ranks +6)
Swim: +26, (20 ranks +6)
Appraise: +28 (15 ranks +13)
Escape Artist: +25 (15 ranks +10)
Equipment:
Belt of Physical Perfect +6, Headband of Mental Superiority +6, Amulet of Mighty Fists +5 (+4Enhancement, +1Agile), Smuggler’s Collapsible Robe, Truesight Goggles of Night (Truesight and goggles of Night combined, cost 202,800), Bracers of Armor +8 and Many Garments (Added Sleeves of Many Garments for 300gp), Gloves of Larceny, Cloak of Resistance +5, Ring of Sustenance, Ring of Protection +5, Vest of Escape, Sandals of Quick Reaction, Circlet of Persuasion, Bag of Holding Type IV, Efficient Quiver (with 60 arrows, 18 mw javelins, 2X +1 Long spears (small), 3X +1 Long spears (medium), bow), +5 Short Composite bow, Explorer’s Outfit, Monk’s outfit, Dilettante’s Outfit,
Favorite Item: Smuggler’s collapsible robe

Backstory: Cody has done his best to hide his humble beginnings. In fact, he is lied so much about it life, that he has trouble sorting out the facts. All he remembers is growing up and running away from an orphanage somewhere in Cheliax where he was treated less than a person. He is a habitual liar, and his words and false tales of adventures have gotten him into trouble waters many times. He tends to be friendly to most, but doesn’t go out of his way to help people he doesn’t know. Although he is not a thief by trade, he seems to be very skilled at it. He refuses to steal for profit, but has no problems stealing from his enemies when the need arises.


Name:Oomonopolunteroporolopontoferous, The Destroyer of Nice Things, The Avatar of Chaos, The Most Awesome Adventurer Ever

Flavour Text:"Sometimes my brain just explodes things by itself"

Alignment:Chaotic Neutral

Race:Wildling

Class:Oracle of the Spellscar/Summoner 20

Ability Scores: (Not including magic items)
Strength: 4
Dexterity: 22
Constitution: 12
Intelligence: 10
Wisdom: 8
Charisma: 28

Identifying characteristics:Tiny body, big bulbous head with even bigger ears, no nose, huge eyes, skin that changes color daily, floppy yellow hat.

Feats:
warrior priest
5 extra evolution
resilient eidolon
abundant revelations (trigger primal event)
wild magic
really wild magic
really, really wild magic


Baron can you send me a link to the chaos burst?


Nope!

They're a surprise!


Ok, cool


Name:Wilbur The Kindly Giant

Flavour Text:Oh look a pony!... Oops *sheepishly walks away from broken pony*

Alignment:Neutral good

Race:Brute

Class:Barbarian (superstitious)/sorcerer (orc bloodline)

Ability Scores: (no items)

str: 42
dex: 8
con: 14
int: 5
wis: 8
cha: 20

Important equipment:
Permanent enlarge person

Karl, Axe of the Ridiculously Ripped:
Karl, Axe of the Ridiculously Ripped
huge +4 keen impact speed adamantine greataxe

special purpose: To protect the weak
20 charisma
14 intelligence
14 wisdom
telepathy
senses (120 ft.)
darkvision
enlarge person 3/day
enemy hammer at will

347,740 GP
Ego: 23

Feats: (I don't know all of them yet)
Eldritch heritage (abyssal)
Improved eldritch heritage (abyssal)

Edit: Fun little side note, he has the deadly strength flaw. whenever he touches some one he has to unarmed strike them for 1d6+16 lethal damage, hence the flavor text.


Alright, here's the stat sheet thus far for my as-yet-unnamed submission, a hulk of a dual-wielder who exists solely to protect his charge.

Dual-Shielder:

Name

Male mechanized human fighter (brawler)/ranger (witchguard) 20 (gestalt)
LN Medium humanoid (half-construct, human)
Init +2; Senses Perception +29
- - - - -
DEFENSE
- - - - -
AC 38, touch 11, flat-footed 37, FFtouch 10 (+1 Dex, +14 armor, +8 shield, +5 natural)
hp 324/324 (20d10+180+20)
Fort +26, Ref +19, Will +17
SR 31
- - - - -
OFFENSE
- - - - -
Speed 20 ft.

Melee Hammer +44 (1d8+28/19-20/x3) OR
Melee Anvil +44 (1d8+28/19-20/x3) OR
Melee Hammer and Anvil +44/+44/+44/+44/+39/+34/+29 (1d8+28/19-20/x3)

Ranged +3 adaptive composite longbow +25 (1d8+15/x3)

Combat Options Antagonize, Bodyguard, Close Combatant, Close Control, Defend Charge, Evasion, Favored Enemies, Favored Terrains, Improved Evasion, Improved Quarry, Menacing Stance, Power Attack, Quarry, Saving Shield
- - - - -
STATISTICS
- - - - -
Str 34, Dex 14, Con 28, Int 5, Wis 22, Cha 18

Base Attack Bonus +20/+15/+10/+5; CMB +32; CMD 34

Feats Antagonize, Bashing Finish, Bodyguard, Cleave, Cleaving Finish, Combat Reflexes, Double Slice, Great Cleave, Greater Bull Rush, Greater Two-Weapon Fighting, Greater Weapon Focus (heavy shield), Greater Weapon Specialization (heavy shield), Improved Bull Rush, Improved Cleaving Finish, Improved Critical (heavy shield), Improved Shield Bash, Improved Two-Weapon Fighting, Intimidating Prowess, Power Attack, Saving Shield, Shield Focus (heavy shield), Shield Master, Shield Slam, Stand Still, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (heavy shield), Weapon Specialization (heavy shield)

Trained/Important Skills
Intimidate +44, 20 ranks
Perception +29, 20 ranks
Sense Motive +29, 20 ranks

Traits

Languages Common (basic understanding)

Equipment:

Weapons
Hammer: +5 adamantine bashing ominous heavy shield of speed
Anvil: +5 bashing impervious heavy shield of arrow deflection
+3 adaptive composite longbow

Armor
+5 full plate of determination

Other Gear
amulet of natural armor +5 [neck]
belt of physical might +6 (STR and CON) [belt]
bracelet of friends [wrist; usually given to master]
cloak of resistance +5 [shoulders]
dark green rhomboid ioun stone
gauntlets of the skilled maneuver (bull rush) [hands]
headband of mental prowess +6 (WIS and CHA) [headband]
helm of telepathy [head

Wealth
Roughly 3000 gp of unspent wealth and/or belongings

Carrying Capacity
Light: 932 lb.
Medium: 1864 lb.
Heavy: 2800 lb.
Current Load: ??? (nowhere near capacity)


Almost done with the crunch. This thing is going to a ridiculously LONG statblock. Should post by 7:00 PM my time, hopefully.


Okay, Freddy's mostly done. There's still a few things like shopping and bonus spells to deal with, but I've sank so much time into the sheet already that I'd rather leave it as-is for scrutiny, and then should I be picked, finish the other details up. Due to it being formatted for convenience, it's on the alias's profile.
HP roll: 8 + 9d8 + 10d12 + 3 + 17 + 120 ⇒ 8 + (4, 5, 2, 1, 3, 7, 6, 8, 1) + (6, 6, 9, 8, 3, 8, 11, 12, 2, 4) + 3 + 17 + 120 = 254


Hey, I just stumbled onto this thing and would be seriously intrested :D
Got room for one more?
I'll see what I can create ;)


Haha so I just read through all the posts and killing myself laughing at it :)
You know the master summoner and the bard idea? Combine the two, Master Summoner 20/Bard10, pathfinder chronicler 10.
Basing it off a guide I read, here are the jucy bits :)

epic bard :) wrote:

Inspire Action: Give someone else a move action with Performance action of yours. With this you can allow someone to get a full attack off in a surprise round, or move and full attack in a regular round. I’m sure you can see the benefit to this. It does work well as a Greater Epic Tale, but it’s a nice use of your current bardic rounds as well. Later when you can inspire an extra Standard action, you can have your wizard cast yet another spell in the same round. Or give a Greater Epic tale to your friend/cohort/familiar and let the wizard cast another spell in that same round. Add Lingering Performance to it, and your wizard gets to cast 3 spells per round for 3 rounds, not counting quickened spells. Congratulations, your ability is now better than Time Stop and you got it at character level 14. That sounds pretty epic to me...

Greater Epic Tales: Welcome to your Capstone ability. You get it at level 13, where it will be useful in nearly every AP you will ever play. Your Epic tales can be read by other people to full effect. You basically can turn everyone in your party into a Bard. Stack Inspire Courage and Inspire Greatness for everyone in your group and then give your striker pounce in the surprise round... ALL AT ONCE. Sure it took a while to get here and not all of the levels were awesome, but now its time for your allies to sing your praises.

"Why yes that is an anjelic host singing behind me. Everyone enjoy your 5 standard actions a turn!"

Another idea was tiny the terrible. Create an absolutely weak, scairdycat beast rider, fell rider/mounted fury. He is terrified of all those around him and keeps them at bay by being the incarnation of fear itself :) of course those he can't scare, cuddles, his uber pet below him could ^_- try and fit in a level of mammoth rider in there somewhere.

The idea I really wanted to go (even before you introduced the wild magic feats and billy stole it >:p) was to go spellcar oracle 20/cleric 20 with the protean domain and build up a psudo protean with the race builder. I would tack on the wild magic feats you introduced and create the avatar of change, a protean let loose on the world :D

I'll have to think a bit more ;)


Hey billy, you might want to check out the Eye of Nymeth I made for one of my other characters, §parky, the Harbinger of Chaos :)

Eye of Nymeth:
When Nymeth Vaar visited Sparky and bestowed opon him purpose he also gave him a gift, reaching into his empty helmet he withdrew a portion of his own essence, a swirling black cloud of malice and maddness. Shaping and condensing it into a perfect sphere of frigile looking glass, a single pupil formed within. Through this Nymeth Varr watches the world and through this the power of the Nemisis even onto Himself is channeled into the mortal world. Wherever its gaze falls, maddness erupts, envious urges turn friend to foe and sanity itself is robbed from the minds of those its terrible gaze falls opon. Yet even in this world it needs puppets, allowing those it deems worthy to stare deep into its very being, granting them a portion of its power, providing that they can survive the incounter with their wits intact...
Of the things it sees, it relishes the sight of martial mastery and bestows those who please it with its blessing, of particular note is Rorge, a beast of chaotic influence that it wishes to bend to its influence and become its next Harbinger. Sparky had best watch his back for is not his patron named the Betrayer Betrayed? Could he have any chance now that his mind has been so corupted? All Sparky knows is that he had better apppease his master or else he just might find his own blade thrust through his own heart...

True Chaotic Diminutive Glass Orb
CL 19 Weight 1lb
Price 272300gp
Senses 120ft darkvision Preception +15 Ego 19
Int 11
Wis 20
Cha 10
Skills Perception +15
Languages Common, Aklo

This dark green orb looks like it is covered in oil and constantly shifts colour in the light. A deep Red and soulless pupil stares out at the world, watching and waiting. The holder of the Eye is constantly protected by an entropic shield. the Eye has the following powers.
1/day: The Eye can be commanded to cast dispel magic. If the dispel check succeeds, the holder absorbs the unraveled magical energy through the orb and gains the benefit of an aid spell.
1/day: The Eye can project its essence outward in a 30ft cone or a 15ft sphere. Each creature subject to the gaze must make a DC 16 Will save; success means the creature is shaken for 1 minute, failure means it becomes frightened for 1 minute and takes 1d6 points of Wisdom damage. This is a mind-affecting fear effect.
1/day: An attuned creature can call out to the Eye to summon it as if using instant summons. To become attuned to the Eye you must stare into it for an hour while whispering to it and listening to it whisper back. Only one creature can be attuned to the Eye at a time.

1 Charge: lesser confusion

1 Charge: magic circle against law

2 Charges: chaos hammer

The Eye can hold up to 10 charges and automatically regains 1d3-1 charges every day.

The Eye of Nymeth has the following 2 special purpose powers.
Modify Memory at will, DC 19 Will
Envious Urge at will, DC 19 Will

Lastly the iris in the middle of the Eye is a permanent Symbol of Insanity that triggers if anyone looks closely at it. Since attuning to the Eye requires you to look into it this also triggers it but once attuned, you are immune to the symbol. Being an intelligent item the Eye has more control over the rune and can study and memorize a creature for 10 minutes to render it unaffected as well. If this time gets interrupted, it must start over and can only have a maximum of 10 creatures immune at a time.

Any non-chaotic creature that so much as holds the Eye of Nymeth gains 3 negative levels so long as he holds the Eye. As soon as he puts it down they vanish.

The Eye of Nymeth will always seek to further the cause of its patron, Nymeth Vaar and spread chaos and madness into the world. The Eye holds no stipulations for the well being of its holder or indeed care for its life. The holder had best look after its own protection...
Special purpose.

A quick note about the Eye of Nymeth. Since all the items are slotless I didn't need to pay 150% for them but I wanted them all in one item so I did anyways. The only reason the bookplate is there is because I wanted a way to reclaim it if I died and transfered to another clone.
Orb of Utter Chaos: 36 000
Chaos Emerald: 37 500
Eye of the Void: 15 000
Bookplate of Recall: 1 500
Intelligent Item: 500
20 Wis: 8 000 +5 ego
11 Int: 200
Alignment: CN
Senses: Empathy
120ft Darkvision: 1 500
Perception: 10: 10 000 +2 ego
Special Purpose: +2 ego
Special Purpose Power X2: 112 000 +4 ego
Base Item Value: +6 ego
Symbol of Insanity: +20 000
Total: 242 200 19 ego

It might be right up your ally ^_-


Freddy! What's all this nonsense about rolling for hit points! Really powerful wizards receive max hit points at every level! You ought to know that!


What are you talking about Headmaster! Really powerful wizards roll max hitpoints every level! But you already knew that right? I mean you are the heamaster right?


Hmm, I may very well use the Eye of Nymeth. My current plan was to have an intelligent rod of wonder that casts it selfl sometimes.
@Baron - Would you allow me to have the Eye of Nymeth atop a rod of wonder?

On a sied note, Oom has permenant reduce person spell cast on him. He's diminutive. :)


Max HP? That's for all of us, right? Man, I was operating on average+1. This is about to go... er... up.

EDIT: 400 HP exactly. Yes.


Oh, okay then. 340 HP, in that case. "Squishy wizard", my ass.


So this is Joseph Bonkers
I had built this guy up for a Synthesist gestalt campaign that was level 12 here and failed to get him all built up in time :'( I am crying here!
I reaally like the guy, he is a goblin riding a tank!!! He is also 90% statted up as a level 12 character and I could easily (ha!) boost him up to level 20 and make him my submission.
A few things about him.
He is a goblin.
20pb
Synthesist 12/Gunslinger 12
operates under the "Guns Everywhere" rules.
He wields a double barrelled shotgun affectonally dubbed his "Shogun"
He carries hundreds (and hundreds) of ammunition in his pockets! He has a fear of running out of ammo and not having the right bullet for the job (hence the massive amounts of ammo)
He uses the vital strike line of feats to make truly powerful single shots but he can fall behind in the damage race against others when they get to full attack.
He is NOT smart or wise, he has 10 int and 8 wis (and 1 grit point)! I am going to have fun playing the brash, stupid goblin ^-^
Heck he only has a 16 cha as a primary caster!
He hates having his size modified and will always attempt to resist effects like enlarge person. "Goboshs ment ta biee shmalll! It'sh no biee natshural ta messhh wit dat!"

His Eidolon
serpentine large creature, no legs, 2 hands (to wield cannon)
lots of defensive evolutions
Honestly fairly optimized (he has 50 AC at level 12, I shudder to think what it would be at level 20!)
It is one slooow creature! base ms of 20 -_-
He currently wields a large (was about to change it to be huge but ran out of time) double hackbut
It is a creature, not a construct, so my tank can bleed and such. It is just a really durable creature -_-

Things to change for this campaign
He has (some) magic! As such he should fit in the wizard school. Heck he can still cast better magic than the headmaster ^-^
You alright with synthesist? I anticipate him to have some rather... High ac, defences and
such.
I can upgrade his stats to fit this campaign, 30pb, 20th level, ect
I realize you said only semi-crunch is needed but I already have him 90% statted out, so I might as well finish it ^-^
Whats your ruling on guns? He currently is using the Guns Everywhere rule but I can make him work with Emerging guns and up.
He is currently supposed to be a small goblin and a huge battle tank. I can upgrade that to colossal wielding a colossal cannon. You ok with that? I havent decided if this is what I am going to do, but the thought of a baneblade sized tank appeals to me ^-^ I can also make it so he switches between huge and colossal easily enough (juggernauts pauldrions). I am worried about tight spaces and needing to squeeze but if worse comes to worse he can always jump out (dismiss it) and fight just effectively enough on his own. Or blow a hole in the wall...

I think thats it for the questions and sorry everyone for the long post but this is going to be my official submission ^-^
"And dats Kohmanndar ta you!"

Sczarni

Hah! alright well here is my submission, I'll spoiler it so it isn't a wall of text.

Invulnerable barbarian 20, unbreakable fighter 1 Martial Artist (monk) 19. Think part Captain Hammer from Dr Horribles sing along blog, Fist of the North star, and quasi the Tick in stupidity at times.

Spoiler:
Name: Adonis the jewel of the southern star
Flavor Text: “A Man’s got to do what a man’s got to do” “I look good don’t I?” “You’re too weak, you punch like a girl whose not as beautiful as I am”
Alignment: Chaotic Good
Races: Human
Classes: Invulnerable Rager 20/Martial artist 19/Unbreakable Fighter 1

Identifying Characteristics: 7 large divots marr what is an otherwise perfect example of human form. This man is a true Adonis, and he not only looks the part but acts it. The 7 divots in his chest have been replaced with 7 embeded ioun stones, the central one burnt out but enchanted to act as a torch. the others a clear spindle, a gamboge nodule, an iridescent spindle, a nacreous gray sphere, a dusty rose prism, and a darkblue rhomboid.

He walks with his chest open exposing these gemmed scars, and looks for the other heavenly fists to do battle with.

A large Triceratops named Flea accompanies him everywhere, and they often roll about “wrestling” to liven things up when it gets boring. Flea seems to hate being called flea and will often gore the North star

Crunch:
HP 360 AC: 27 Touch AC 27 (10 base, +5 wis, +1 insight, +5 dex, +6 monk class (extrapolated to lvl 24))
str 28 dex 20 con 20 int 20 wis 20 cha 18
BAB: +20

10/- DR, 6/Fire (when fighting Defensively 20/- DR)
Attack (flurry) +34/+34/+29/+29/+23/+23/+18 3d6+16(19-20/x2)
Power Attack -5 to hit +15 damage
Raging +8 to damage, +12 to hit

Skills: Climb and swim 10 ranks, Perception 20 ranks, Acrobatics 20 ranks, Sense Motive 20 ranks, Ride 10 ranks, Handle Animal 10 ranks, Survival 20 ranks, (headband grants knowledge Dungeoneering, nature, and Planes)

Feats: (includes bonus from monk line) Combat expertise, Stalwart, improved stalwart, Endurance, Diehard, Fast Healer, Weapon focus(unarmed), Power attack, Greater Weapon focus(unarmed), Dragon Style, Dragon Ferocity, Eldritch Heritage(sylvan), Boon companion. Skill Focus: Nature, Skill Focus Acrobatics, Skill focus Sense Motive, Improved Unarmed strike (3d6), Stunning Fist

Rage Powers: Superstitious, Reckless Abandon, Lesser/greater/regular Beast Totem, Come and get me, Witch hunter, Eater of Magic, Spell Sunder, Unexpected Strike

Has animal companion equal to lvl 20 (A triceratops named Flea)

Martial Artist abilities

Exploit Weakness (Ex): At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object's DR or hardness.
A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.
This ability replaces ki pool.
Extreme Endurance (Ex): At 5th level, a martial artist gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain. This ability replaces purity of body, diamond body, and perfect self.

Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Greater Defensive Roll (Ex): At 19th level, a martial artist suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails. This ability replaces empty body.

Traits: Ascendant Recollection, Blood of Dragons
Equipment: Courageous Furious Amulet of Mighty fists +3 (when raging consider it +5, all moral bonuses add ½ AoMF enhancement to attacks)
Monk Robe
Horse Shoes of Glory (for the Animal companion
Gloves of Shortened Path
Eyes of the Dragon (darkvision 120ft, blindsense 60ft)
Ring of Regeneration
Ring of Freedom of Movement
Belt of physical Perfection
Headband of Mental Superiority
Cloak of Resistance +5
Ioun stones: Clear spindle (no food or water) Gamoge Nodule (poison immunity) Nacreous Gray Sphere (age resistance) Dusty Rose Prism (+1 insight) Flawed Pale Green Prism (+1 competence to attacks, skills, ability checks, with courageous it’s +2/+3 if raging) (876.6k spent)

Backstory: Raised as the chosen Heir to the Southern Star Fighting style, his wild and unkempt ways were shocking to the serene monastery. A Evil rival student, also a reincarnated chosen one, his twin star they said had already brutally reduced his own monastary after reading the manual and learning all there was to learn. He slaughtered the school so no rivals could arise, then turned his attention to his twin in the southern hemisphere. He entered the school and gave him the 7 deadly marks he bears today, although he vainly hides them with Ioun stones... He is seeking vengence now, and to right any evils that he encounters on the way, set by his twin star or by any evil. He’s learned to be a champion of all that he sees as good and beautiful.


Animal Companion:

hp 16d8 +16
AC 2 (10+21 Natural armor + 4 chain mail barding +3 dex)
Fleet x6 (+30feet to movement)
Run (run faster!)

str 26 dex 17, con 12, int 3, wis 11, cha 7
Speed 60 feet
Skills Stealth 16 ranks


I made a lvl 20 human Paladin. I will think up the story and I have a question would you want me to post my stats and what not on the recruitment thread?


This is my Level 20 Paladin all levels are in Paladin. I will buy weapons and armor if I am chosen. Here is my background story and stat crunch.

Special Abilities:
Aura of Good - Weapons 10' treated as good-aligned
Detect Evil Mercy: Poisoned
Smite Evil 7/day, +4 AC, +4 ATT, +20 DMG Aura of Righteousness [immune compulsion]
- vs Evil Outsiders/Dragons/Undead +40 DMG - DR 5/evil, +4 morale vs. compulsion 10'
Divine Grace +4 Mercy: Blinded
Lay on Hands 14/day, 10d6 Holy Champion [DR 10/evil]
Aura of Courage [immune fear] - Banishment for Evil Outsiders when smited
- +4 morale vs. fear effects 10' - Channel & LoH heal max amount
Divine Health
Mercy: Sickened
Channel Energy 10d6, DCNaN, 7/day
Divine Bond: Weapon +6, 20 minutes
Mercy: Shaken
Aura of Resolve [immune charm]
- +4 morale vs. charm effects 10'
Mercy: Cursed
Aura of Justice
- Bestow Smite Evil 10', 1 minute
Mercy: Paralyzed
Aura of Faith

Class skills:
Acrobatics 10 10 +0
Appraise 2 0 +2
Bluff 4 0 +4
Climb 1 0 +1
Craft 2 0 +2
Craft 2 0 +2
Craft 2 0 +2
Diplomacy 12 5 +4 +3
Disable Device -- 0 +0
Disguise 4 0 +4
Escape Artist 0 0 +0
Fly 0 0 +0
Handle Animal 17 10 +4 +3
Heal 9 5 +1 +3
Intimidate 19 15 +4
K: arcana -- 0 +2
K: dungeoneering -- 0 +2
K: engineering -- 0 +2
K: geography -- 0 +2
K: history -- 0 +2
K: local -- 0 +2
K: nature -- 0 +2
K: nobility 10 5 +2 +3
K: planes -- 0 +2
K: religion 10 5 +2 +3
Linguistics -- 0 +2
Perception 16 15 +1
Perform 4 0 +4
Perform 4 0 +4
Perform 4 0 +4
Profession -- 0 +1
Profession -- 0 +1
Profession -- 0 +1
Ride 13 10 +0 +3
Sense Motive 14 10 +1 +3
Sleight of Hand -- 0 +0
Spellcraft 15 10 +2 +3
Stealth 0 0 +0
Survival 1 0 +1
Swim 1 0 +1
Use Magic Device -- 0 +4

feats:
[Human] Power Attack
[Lvl1] Quick Draw
[Lvl3] Extra Lay On Hands
[Lvl5] Cleave
[Lvl7] Great Cleave
[Lvl9] Weapon Focus
[Lvl11] Critical Focus
[Lvl13] Bleeding Critical
[Lvl15] Mounted Combat
[Lvl17] Ride-By Attack
[Lvl19] Spirited Charge

Other info:
Basically Gods
Homeland
Alignment Lawful Good
Race Human Level 20
Gender Male Age 28
Hair brown Height 6 ft
Eyes brown Weight 140 lbs
Size M Faction None

Saving throws and Speed:

FORT
fortitude 18 = +12 +2 +4 INIT
initiative +0 = +0 +0
REF
reflex 10 = +6 +0 +4
SPD
speed
base
30
armor burrow
WILL
will 17 = +12 +1 +4
Health:164

Attack maneuvers:

attack bonus +21 = +20 +1
RANGED
attack bonus +20 = +20 +0
CMB
offense 21 = +20 +1 +0
CMD
defense 31 = 10 +20 +1 +0 +0


Umm. You do realize that it is gestalt right? What is your other class besides paladin?
I am summoner/gunslinger for example :)


Kommander Killjoy made gave me an idea. For Baron's convenience why not everyone sound off with race/classes.

Wildling Summoner/Oracle


Mechanized human Fighter/Ranger. Built to stand there and stop the enemy from hitting his charge.


TANK TANK TANK TANK!
The Kommandar is a goblin synthisist summoner/gunslinger
And he's riding a TANK!


Wilbur is a Barbarian/Sorcerer. He is huge sized and loves everyone. Anyone ever read the BFG?
Also 52 strength. :)

Sczarni

lol okay for the other submission I present the Avatar.

Name: The Shining star of Bahumuts little cousin Bwahumut
Built from Bwahumuts scales as he ascended into the heavens, this construct is the last known tie this lesser known god has to the world. Set as an immortal sentinal to protect and champion his older brothers ideals (Justice etc) he was thrown into the Reign of Winter to stop Baba Jaga's evil plans. Having kept the timeline(s) pure of the worlds, this crusading sentinal now looks for other ways to flex its arcane muscle and right wrongs!

If you like it I'll come up with the spell lists but class break down goes like this

Construct 20 rp, Spell like ability 4 RP, Advanced stats +2 to two (int and cha) -2 to dex. 1rp.
Synthesist summoner primary gestalt, secondy is 2 lvl oracle(Deaf, heavens mystery), 8 lvl sorcerer(starborn) and 10 Mystic Theurge

Str 20 con 10 dex 18 int 22 wis 18 cha 34
Fused: Str 34 con 14 dex 30, int 22 wis 18 cha 34

Feats: Hero of Legend(Reign of Winter?), Really, Really, Wild Magic (and it's two pre-reqs) Greater spell focus conjuration, Persistant spell, Skill focus: Arcana, Eldritch Heritage: Arcane (arcane bond), Silent Spell, Eschew Materials, Quicken Spell

Skills: Knowledge Arcana, Diplomacy, Sense motive, Perception, Fly, Intimidate, Linguistics (all maxed, then add Dungeoneering, Planes, and Nature from headband)

Evolutions affecting the summoner: Immunity Electricity, Cold, and Fire
Serpentine Eidolon
-limbs x2, blind sense/sight, Regen, spell resistance, and perfect flight, Large

Gear Page of Spell knowledge (9th)
Rode of Greater Quicken Metamagic, Belt of physical might +6 tom of leadership +4, ring of regeneration, ring of freedom of movement, cloak of resists +5, bracers of armor +8, headband of mental superiority +6, getaway boots, robe of the eyes

I'll come up with the spell list in a bit, it's a doozy since it's lvl 6 oracle spells, lvl 20 summoners, and lvl 18 sorcerers! and an At-will of oracles curse!

Description a brightly feathered Quazicotal looking construct, feathers and gears, encourages people to ride on him (think talking dog thing from never ending story and chinese dragon mixed together) calls on people to do good and seeks to right any injustice he sees.

Sczarni

Two submissions lol

Fist of the Southern star human barbarian/martial artist (literally punch a whole through magic or walls)

and

Avatar - A construct from a Shard of a Bwahumuts power (Bahumuts little bro) who saved the world(s) from Baba Yaga's terror(And nazi's!) Synthesist Summoner with Mystic Theurge (powering sorcerer to lvl 18 caster lvls and oracle to lvl 12)


Human magus monk.


@Lantzkev - I believe mystic theurges are banned in gestalt.


Halfling monk/rogue/opportunist

Intends to taunt enemies, and "look" at all the cool things the enemy is carrying/using. Occassionally will attack (often using Sap Master). Will be filled with lots of halfling hijinks due to "Exploitative Maneuver" and the fact that he is a pathilogical liar (the flaw he has taken).

Sczarni

@billy Nope, but they are discouraged from what I read if it causes a balance issue, which isn't the point of this game.

Sczarni

the concern of reaching Mystic theurge sooner is the main point given for not allowing prestige classes that are a blend of several classes, but that's not an issue here since we're all lvl 20.

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