Derivative-as-hell gestalt medieval superheroes interest check


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Only just saw this. Kind of interested--but probably best to not throw hat in with all the other people around (and I'm already in 4 pbps).

But.... when I thought Golarion-superhero tie-in.... my brain went to "Helena Bertinelli, Sczarni scion turned vigilante...." and I just needed to say it. Not a powerful character obviously, but gestalt Rogue-Ranger with lots of specialization around the hand crossbow would work very well for a Pathfinder Huntress....


@Joshua: I'm not allowing fully custom races, but the current proposed means is to allow players some additional racial point buy so that they can grab abilities to round out their powersets or "embed" magic items' effects into them so they're innate and irremovable. But right now everything is just ideas getting kicked around.

@Mark: Yeah, that works. Tony Stark should definitely be highly intelligent, but casting primarily off his Charisma just makes sense.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Alright. I could definitely see such a character having the following on top of being a normal human:

PRD wrote:
Mountaineer (1 RP): Prerequisites: None; Benefit: Members of this race are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
PRD wrote:
Spell-Like Ability, At-Will (Variable, see Special): Prerequisites: None; Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as an at-will spell-like ability. The caster level of the spell is equal to the user's character level. Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Up to five spells can be chosen when you take this trait. Each time you take an additional spell, adjust the RP cost of this trait appropriately.

The latter being for Spider Climb which would cost 4 RP.

Beyond that, I would likely invest heavily into the Equipment Trick (Rope) feat for things like lash, lifeline, and tangle.

Also, the more I think about it, I see him as a Monk/Ninja | Alchemist.

He's a rather MAD character though, requiring pretty good scores in every ability.


So, for a Beast Boy build, I think I'd go Phasm on one side, which means I'd need to start at L7 for the build to work (maybe L6 with the Young template, which is actually kind of appropriate...but also pretty crippling to a melee build). I feel like it'd be a fun build to play...but also that it's a giant can of worms to build.

Thoughts/questions/ideas:
* Phasm counts as 7 levels on one side.
* Ability scores: I'd suggest starting with same spread as the Phasm, but allow trading to different attributes (e.g. Beast Boy's highest stat is NOT Int)
* Shapeshifting: as I read it, this functions like the Shapechange spell...
* ...except (if I'm reading it right) the universal monster ability has two major limitations:
- Can't go larger than Large size
- No attribute mods from shifting form (so becoming a Large dinosaur doesn't give any boost to Str
-- both of these limitations are major cuts into his ability since he definitely tends to get stronger as he transforms into large/mighty animals. Spooky, do you have any thoughts as to if/how he could overcome those limitations (either at the beginning, or over time? Say by adding custom templates?)
* Alternate would be to build him as maybe a Druid/Ranger, which I suppose I can do, but it loses the quickfire-shifting-between-forms of the original.

Spooky, if all of that turns out to be too big a headache for you, I can happily go with my Captain America build too. (Beast Boy seems like all kinds of fun to play...but it's hard to argue with Cap too...though looking at Jubal's list I see that *lots* of folks are interested in him.)


Hmm. Maybe for Thor: Dwarf Fighter / Storm Druid with stoneplate with some racial flight and non-"slow & steady". Now, need to work on Batman.

So, I'll target my submission of Thor, Batman, or Wolverine depending if your campaign goes with Avengers, Justice League, or X-men.

cheers


Level 13 I think is where you can make almost any superhero/vilan. If we did 13 the game could be pretty RP heavy only to go out and combat the great big bads that come to town.

At level 13 I think I can get Hulk to 50Str no items I may do Hulk over Colossus. Though I like the idea of using sword still too, so maybe Blade.


@gyrfalcon: As it stands it's definitely a bit of a logistical nightmare, and it looks like, if you'd prefer to have the rapidfire changing the canon Beast Boy uses, we'd have to be tweaking Phasm somehow, which brings the issue of how to handle that. I'm not entirely sure how I would even handle that, honestly.

@Jubal: I'm almost certainly not going for one team over another, but instead a cobbled together one based on where people go, so as not to restrict peoples' choices any. A party as balanced as I can make it, pulling from the applications to get everything I feel it would need.

@Ashe: 13 is a definitely possibility. Higher than I would have liked, but it makes damn sure everyone is set in their powers by that point. Not sure how everyone else would feel about that, though.


Normally I'd shy away from Fighter (archer) because I'd lose a couple skill points, but the Ranged Disarm is rather cool. Regardless of which class I go with, I'm definitely investing heavily in Craft(alchemy) so I can make the fun arrows from "Elves of Golarion". Tanglefoot arrows, Holy Water arrows, etc. Boxing Glove arrows are easily done with merciful blunt arrows. Or, I could take the Bludgeoner feat, but I'm not sure if it works with ranged weapons.


My archers always use the trick arrows from that book, so use of them is very much loved. Merciful works, but I've actually inserted into my meatspace Pathfinder game "boxing glove arrows", which are exactly like normal arrows but deal exclusively nonlethal damage at no penalty. Mostly because the ranger asked if those could be houseruled in and I wanted to make him sad.


Due to time constraints, I am going to bow out. Best of luck to everyone.


Yeah 13 Gestal means we are fighting CR 20+ encounters, but hey we are superhero's right? :) I will build something for whatever level we chooose. Its just not often you get to do higher level stuff.


And the immediate CR 20+ is what makes me a little iffy about going there. Mooks are nice, but the sort of mooks that could last more than a single round against a party of that power no longer qualify as "mooks". High power is nice, but something that isn't just half-assed rolling of what we all know will auto-succeed is a little boring to run.


Very true, its not fun to play either. Combat become boring. Maybe level 8 would be good then. We have 4th level or lower spells and a bunch of say CR 10 mooks would be challenging still.


Re Level: I vote for starting lower, maybe L7-L10. Even at L7, gestalt builds can be pretty nutty, and I like having characters have room to grow.

Re Beast Boy: I just had a thought. Part of what doesn't work about Druid for me is that 70% of their abilities are spells and a companion (or a domain) that don't match the character concept. He's not a caster sort, just a shapeshifter.

I looked at what the Super Genius templates do for Druid, hoping that there was something to trade the spells away for...but instead the only thing they let you trade away is the wildshaping:

The Beastlord archetype wrote:
grants the druid the spontaneous casting, wild empathy, and wildshape class abilities (including all improvements to wildshape). A druid that gives up this archetype never receives any of these abilities.

Then I thought: hey, they've just told me that they think a Druid trading out "Beastlord" is the same as a Ranger trading out:

Woodland Spellcaster archetype wrote:
grants a ranger Spellcraft as a class skill, 2 of the ranger's 6 skill points per level, the ranger's wild empathy ability, and all the ranger's spellcasting ability. A ranger that gives up this package never receives any of those abilities, gets only 4 skill points (plus Int bonus) per level, gains no caster level, has no spells/day, and has no access to the ranger spell list.

What if we took this as an indicator that one could trade Wild Shape *in* to a ranger and in exchange trade *out* the Ranger's spellcasting (and a couple skill points)? In other words, it's a custom Ranger archetype that loses casting in exchange for Wild Shape, using their Ranger level as their Druid level.

In a less wacky game I wouldn't even consider it...but I'm brainstorming for ways of enabling a shapeshifting hero who isn't (a) a caster or (b) a monster...and this actually seems pretty workable to me.

What do you think?

As an aside, I think you could do an interesting Storm as a Druid with the StormLord archetype (trading Wildshape for some weather powers), gestalted with either a blasty Wis-based sorcerer or maybe a blasty Theologian Cleric. I won't build it, but think it's an interesting option if someone wants to run with it.


Settled on Ghost Rider, but also going merging Phantom Rider to fit more into fantasy setting.

Thinking of Gunslinger/Inquisitor. I would like to take the Mysterious Stranger and Pistolero archetypes as both strongly fit the character and concept, but they have overlapping abilities. Spooky, since this seems to be a rather unique game as far as sticking to RAW, would you allow those two anyways?

Also thinking of some sort of badass mount. Would a Nightmare be allowed, that is bound to me, thus it being evil isn't that big a deal?

For Hellfire, I was thinking his guns would be Flaming and Bane(evil) for starters. Any other suggestions?

No idea how to replicate the Penance Stare. Totally open to advice.

As for level, I think 8th is sufficient. You get solid class abilities by then, your definitely in the zone so to speak for your character and classes, and foes do not need to be super insaneo powerful.


Penance stare. Symbol of insanity, failure means catatonic state

wow six captain americas. That's a lot.

several ironmen too.


What if I went Grenadier X | Fighter (archer) 3 / Urban Ranger X? That way, I get Ranged Disarm but still have access to Favored Enemy/Terrain and all the other fun Ranger stuff.


Alright, looking at the basic themes of HB that I need to address:

1st Functionally immortal: Hellboy is tough as hell and puts up with an absurd amount of punishment. DR, hit points, and natural armor seem to be the way to go with this.

2nd Red Right Hand: His stone right hand is also his primary weapon in close quarters and part of his signature aesthetic. He hits like a mack-truck with it.

3rd Savvy: Big Red is pretty well read when it comes to monsters and mythology. A trait picked up from his adoptive father.

4th Anung un Rama: True name weakness and a terrible destiny upon his brow.

I was planning on making him a tiefling (obviously) and maybe trading the spell-like ability for a flat increase to his strength or constitution as per the variant tiefling abilities (Not actually listed but seemed to fit.) I was looking at using physical exemplar as well and stacking it on an Invulnerable Rager Barbarian, handling the DR, the hit points, and his strength. Any suggestions for the rest?


If anyone wants help building their heroes, post and search in the Conversions thread. There are lots of good ideas.

cheers


@gyrfalcon: Yeah, that seems like a good range. The nuttiness will be offset by the major villains who are themselves gestalt, while mooks will just be elite, competent, and challening.

As for the proposal, so you'd be removing Druid levels altogether, and getting Druid's Wild Shape in exchange for some Ranger features? Interesting. Wouldn't quite solve the problem, but it's something. Where would the Druid half go to instead? Or are you considering running Phasm + other stuff on the second half, and using your Wild Shapes only for special occasions? Because that's crazy enough to maybe work.

@Monkeygod: Hm, well maybe make you have to pick and choose the overlapping abilities? That'd be my solution so you aren't doubling up on a couple features. Penance Stare definitely sounds like it would be pretty hard to do as anything beyond, as chillblame mentioned, Symbol of Insanity. An 8th level spell. I think that'd be one of those features that would have to be put aside, honestly. As for his mount, perhaps at-will Phantom Steed? I'm not sure how much an at-will second level (thanks, Summoner) spell effect would cost in a magic item, but that'd be your best bet. Leadership doesn't list a Nightmare, and honestly the only way I'd likely allow Leadership given how strong you already are is for a mount.

@chillblame: There haven't been too many builds proposed yet, so I'm assuming it's just a gesture of interest. Either people will fight for the position, or we'll see people thinking up other heroes to take a stab at.

@Whack-a-Rogue: Yeah, that works. Ranged disarm is the only big one Green Arrow would like to use that isn't handled by something else, so Ranger from then onward makes sense.

@Ptolmeaus: Not sure how to handle #3. Lore Warden Fighter, maybe? Bard would be my usual suggestion, but Hellboy is definitely not a bard.


If you throw up some quick character-creation guidelines, I can make a quick build. Something like 25pt-buy, Level 8?


Looking further into Squirrelgirl it looks like I might have to expand her portfolio for PF to small woodland animals in general as I don't think squirrels will cut it without dramatic amounts of returning and refluffing everywhere.

Squirrels will remain the main shtick obviously, but she'll expand beyond that.

Also more edging towards a Druid|Summoner or a Ranger|Summoner here, with possible mingling on the Druid and/or Ranger end. I mean, bits of Rogue and Monk are more or less required.

As for starting level, I think the best would be between 6-8. That way most classes on the full side will have their key abilities rolling while there still is plenty room for growth.


@Whack-a-Rogue: For now, that looks like a good place to go, so sure.

Also, I've narrowed setting down a little bit, I think. It'll be set in Golarion, but with the bulk of things happening in Absalom, which will serve as Metropolis/New York/etc. for all intents and purposes. Korvosa will be Gotham/the darker parts of Marvel's New York, with all the corruption and gangs. Some nation of little importance to anything will be taken over by ruthless dictator Sir Viktor von Doom. This lets me keep all the focus on a handful of places without making the bulk of the setting suffer for it.


Ooh, shove Doom into Caliphas, the capital of Ustalav? Sounds fitting.


Hehehehehe, Spooky, I think you took what I'm saying even further than I did, and I like it!

Here's what I meant, and I still think it's workable by itself. Left half of Gestalt is a Ranger. That half loses the "Woodland Spellcaster" archetype, which Super Genius games spells out. In it's place he takes the Beastlord template from the druid (listed on the same page).

How do we know that those templates are roughly equivalent in power? We make the assumption that all the templates listed on that page are transitive. (In other words, if one can trade Woodland Spellcaster (ranger) == Physical Exemplar, or trade Beastlord (druid) == Physical Exemplar, then perhaps it's not too wacky to trade Woodland Spellcaster (ranger) == Beastlord (druid)). Is that a fair/balanced assumption? Likely not for most games, but likely so (in my view) for a gestalt super hero game.

Anyway, the left side of his gestalt is Ranger (with Beastlord archetype added in, trading spellcasting for wild shaping).

In my previous post I wasn't even thinking about what the right side of his gestalt would be yet. If we're eschewing monster levels it could be Fighter, Brawler, Monk, even Barbarian...I'd have to see what's the best fit.

*BUT* if the right side is the Phasm, that's even *awesomer*...it means he can constantly shapechange as a free action (but limited to small/med/large and with no ability score mods) OR he can wildshape as a standard action, a few times a day, to get more combat viable forms with ability mods (and up to Huge in size).

I feel like I could build him now even without the monster levels on one side of the gestalt...but *with* them, yes, I think (amazingly) we've actually nailed him!

Let me know what your preference is (allow Phasm on one side, or no monster levels) -- and if you're ready to give a starting level -- and I'll start a build.

EDIT: And I love being in Absolom...and yes Viktor von Doom would be very at home in Ustalav, if you're comfortable giving him such a large nation. If not, heck, maybe his Latveria is a smaller nation that seceded from Ustalav?


Now that I think of it, maybe make Doom (or another villain) the man behind the mask of Razmir? A whole (small sized) country worshipping him as a living god.


@Cuan: Ustalav is definitely vaguely Eastern European enough to be Latveria, but I don't know yet if I want to keep the whole "land of undead" thing open for other purposes.

@gyrfalcon: Yeah, I think we might have something here. Using the Phasm half means much less of this bouncing archetypes back and forth clusterf~&~. Level 8 seems to be pretty popular, so let's say it's there for the time being. And a splinter nation might work, but I figured it could give some other, irrelevant nation something to do more than a nation with an actually usable gimmick.

EDIT: Razmiran might actually work rather well.


Jubal Breakbottle wrote:

Marvel Pathfinders Assemble!

CHARACTERS INTERESTED
chillblame - Captain America
Steven T Helt - Captain America
Gnomezrule - Captain America, Ironman
MarkThomas66 - Ironman, Dr. Strange
Jon Garrett - Warmachine

Tenro - Nightcrawler
Azten - X-Men, Cypher
Tsiron Ragmar - X-Men, Warlock
Bane88 - X-Men, Rogue
Kios - Nightcrawler
Ashe - Colossus

gyrfalcon - Beast Boy aka the Changeling, Captain America
Lobo - Lobo
Cuan - Squirrel Girl
Mighty Beowulf - Superman
Redshirt3302 - Judge Dredd(Cleric/Fighter?), the Punisher(Rogue/Barbarian) or John Constantine(Sorcerer/Rogue)
Monkeygod - Ghost Rider
Whack A Rogue - Green Arrow
GoboHorde - Flash
Jubal Breakbottle - Thor, Batman, Wolverine
Ptolmaeus Arvenus - Hellboy

PLAYERS INTERESTED
Tumbler
Grixus Nox
Luke Parry
Cosmic Dream Lord - Dr. Doom

Wow. That's some interest!...

Reminds me of Avengers#181.

I think I'll recuse myself, and let somebody who isn't running 2 pbp's and playing in 3 get some action. It's the noble thing to do.


For spiderman, there is a psionic power, forget what it's called but its like ectoplasmic grapnel or something. It would work well for spider ropes.


Tenro wrote:
For spiderman, there is a psionic power, forget what it's called but its like ectoplasmic grapnel or something. It would work well for spider ropes.

Or this lovely cantrip, Spider's Thread.


For Ghost Rider, take a look at Rogue Genius Guide to the Hellion. Several of the abilities and spells there scream Ghost Rider. It includes fire chains and fire mounts.


Azten wrote:
Tenro wrote:
For spiderman, there is a psionic power, forget what it's called but its like ectoplasmic grapnel or something. It would work well for spider ropes.
Or this lovely cantrip, Spider's Thread.

That is awesome. The real question is whether the cities will have tall buildings for Spidey, Dd, Batman and other swingers.

Or if some sort of swinging attack or charge is possible.


Spooky GM wrote:
@gyrfalcon: Yeah, I think we might have something here. Using the Phasm half means much less of this bouncing archetypes back and forth clusterf$$$. Level 8 seems to be pretty popular, so let's say it's there for the time being.

Great, just to make sure we're on the same page before I start building:

Right: Phasm (CR7) + 1 Fighter
Left: Rogue* L8 with Beastlord template (subbing in Wildshape for Sneak)

* Note, I was just looking at Rogue vs Ranger, and I think Rogue is a better fit for Beast Boy. The Rogue archetype to sub out is "Sneak: The Sneak archetype grants a rogue the sneak attack dice gained at 1st, 5th, 9th, 13th, and 17th levels, as well as the trap sense class ability. A rogue that gives up this package still receives sneak attack dice at 3rd, 7th, 11th, 15th and 19th levels, but never receives the trap sense abilities."

Sound good? Any concerns about Rogue vs Ranger for his main-class-subbing-in-wildshape? If not I'll start building!


Here he is without Extracts and Gear. Any feedback?

Oliver Queen:
Human Alchemist (grenadier) 8 | Fighter (archer) 3 / Ranger (skirmisher, urban) 5
Alignment: CG
Languages: Common, Hallit, Tien
Trapfinding
Trick Shot (disarm)
Favored Enemy (Human +4, Monstrous Humanoid +2)
Favored Community (Absolom, +2)
Hunter’s Trick 4/day (trick shot)
Hunter’s Bond (companions)
Wild Empathy +5
Mutagen (+4/-2, +2natural armor, 80min)
Alchemical Weapon (swift action)
Directed Blast
Bombs (4d6)

STR 14
DEX 18
CON 12
INT 14
WIS 14
CHA 10

Speed: 30ft
Initiative: +4
HP: 68 (8d10 + 8CON + 8class)

BAB: +8
AC: 14; Touch: 14; Flat-Footed: 10 (+4DEX)
CMB: +10 (+4 disarm); CMD: 24 (+2 vs. disarm)
Saves: Fortitude +8; Reflex +11; Will +4

Skills
*Acrobatics +15, *Climb +9 (4ranks), *Craft(alchemy) +21, *Disable Device +17, *Escape Artist +15, *Knowledge(local) +13, *Perception +14 (+2 if traps), *Stealth +15, *Survival +13 (+2 to follow tracks)

Feats
Combat Expertise
Greater Disarm
Improved Disarm
Manyshot
Point-Blank Shot
Precise Shot
Rapid Shot
Throw Anything
Weapon Focus (longbow)

Discoveries
Blinding Bomb
Concussive Bomb
Explosive Missile
Precise Bombs
Smoke Bomb


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Spider's Thread is definitely an interesting variant to use for his webbing. Could it perhaps be combined with Equipment Trick? It is rope like.

I was thinking Monk/Ninja would give him the hand to hand combat he is known for while giving him a few tricks to help represent the various powers they've given his suit. Such as invisibility and night vision. They would also help me achieve his supernatural ability to jump.


@Spooky With your setting, I'm definitely going Thor. Weirdly, I already have his Golarion background written up.

I'm considering a Cleric with Travel & Storms, but I really like the Storm Druid, because of his spontaneously casting domain spells. Since you're entertaining rule-tweaking, would you consider exchanging the cleric's spontaneous casting cure spells and channel energy for spontaneously casting his domain spells? Or potentially exchanging the Storm Druid's Wild Shape ability for the Travel domain?

The other side of the gestalt, I'm considering Barbarian (Urban, Invulnerable Rager) or (Titan Mauler). Invulnerable gets DR/- & Endure Elements while the Titan Mauler gets more anti-giant abilities. OR I would go Ranger (Infiltrator, Skirmisher) vs. Giants & Lunge OR a straight Fighter focusing on hammers. All have their pros and cons, so I wanted to get your opinion/preferences.

cheers


Captain America could be captain anderan, and the nazis replaced with chelixians. The red skull could a high end hellknight, order of the hydra that even the chelaxians don't like.

Hail Hydra


Do we have a level base line yet? I've heard 5, 7 and 10. I'd go for 10 myself.


Alright, working away on the nitty gritty of HB. I'm using the Advanced Class Guide to swap some abilities around. I may use traits and the like to make up HB's knowledge base.

I'm going to pick up a couple of Eldritch Heritage feats to toughen HB up and play up his infernal bloodline.

I'm caught between gestalting with Drop Dead Studios' archetype for their Glory Rogue, the True Professional or a straight Martial Artist Monk. If I go True Professional, I probably won't use their Glory Pool feature or Ambush. Martial Artist would serve to represent him hitting like a truck with the Red Hand of Doom and give him good saves to represent his general toughness.


Azten wrote:
Tenro wrote:
For spiderman, there is a psionic power, forget what it's called but its like ectoplasmic grapnel or something. It would work well for spider ropes.
Or this lovely cantrip, Spider's Thread.

wow, that is ridiculously powerful for a cantrip


...Oh and hey, it's time to ask the standard questions for clarifying how you want to do monster levels. (My apologies in advance. It *is* a bit of a can of worms.)

Monster level build questions:

The Phasm lists some bonus feats. Do I:
(a) count those as bonus/class feats (in addition to the normal feat at every odd level)?
(b) get them instead of the normal feat at every odd level?
(c) get them instead of the normal feat at every odd level, but with the ability to trade them out for other feats?
(d) something else?
(I've had DMs rule (a) and (c) before.)

For ability scores, do I:
(a) use the Phasm's array, but rearrange to fit the Beast Boy concept?
(b) start with the Phasm's array + some pt buy on top of that?
(c) something else?
(I've had DMs rule (a) and (b) before for this as well)

For Favored class bonuses, do I:
(a) only get +1HP/skill as favored class options?
(b) get to choose/negotiate some alternate FCB bonus option?
(c) something else?

The way I've handled monster HD (and associated stats like BAB) is using the monster ones up to that monster's CR, and then switching to class levels. In this case, that would mean at 7th level I'd have the Phasm's 13d8 HD and 9 BAB. Then at 8th level I'd switch to using my Fighter level to get +1d10 HP and +1 BAB. Is that your understanding too?

Thanks!


Here is the mentioned Hellion class tumbler suggested for Ghost Rider.

@Gnomezrule: If nothing else, there's always the webswinging move in the game where you web straight forward and then pull yourself to it. I would definitely consider houseruling the cantrip's speed to Swift Action so that you could swing/pull/charge attack just fine. There will definitely be buildings higher than a story, but Spidey is the only one I see losing the imagery. Batman and Daredevil are a lot more parkour-ey and can do fine on any level.

@gyrfalcon: Yeah, I'd say trap-less Rogue would also fit. I figured Ranger just because of all its animal-related abilities, but that works too.

@Whack-a-Rogue: Yeah, that looks about right.

@Jushua: I would allow Equipment Trick to work with Spider's Thread, sure. Same with grappling hooks and probably whips too. There's a lot of ways that this could work out. And Monk/Ninja sounds like it could work.

@Jubal: If you have it I'd love to see it. I haven't yet 100% decided which way to handle the Asgardians; whether I make them gods and remake the pantheon entirely, or I just make them outsiders of some kind.

I could allow the spontaneous domain casting, sure, which seems like the better trade-off because Cleric wouldn't be incurring penalties for metal armor.

Barbarian is the most immediately sensible one to me. You get speed, DR, and Rage will give temporary HP and make you hit harder, which are all very Thor-ish. Urban/Invulnerable Rager definitely fits, while Titan Mauler is flavourful mostly just in concept. Jotungrip and Massive Weapons wouldn't do much for him since he's a little married to his hammer. Ranger would synergize well with his high Wisdom, but it doesn't have a combat style that using a Warhammer would be able to benefit from. Fighter is obviously just making you a damage machine. So, I'd say the toss-up would be between Barbarian for the ability to soak punishment, or Fighter if you'd prefer going high damage and high feat.

@chillblame: Yes, that pretty much is what my setting development has gotten so far. But then, it kind of writes itself. And it looks like we'll be setting in at least level 8.

@gyrfalcon: You're sacrificing seven class levels for Phasm, so I would definitely say you'd get those as "class feats". I'd rule A on the Point Buy issue, since the Phasm's stats as Point Buy come out to something outrageous and I wouldn't allow to toss more stuff on top of that. For C, you only get FCB on one side of the gestalt, so you're better off making it your 1-20 class so you get those the whole time.

And yes, that is my understanding of it, too.


I PMed you the Thor in Golarion background. It's less heroic than the comics, because I planned to start him at 1st level. We can make him more heroic.

Then, Urban/Invulnerable Rager, it is. Cool.


And it looks pretty solid, but you can change all the names back to where they should because I decided that in terms of pantheon/cosmology stuff/etc. I'm definitely going to be replacing the Golarion gods with their comic equivalents, though obviously with fewer present. So, Asmodeus will be replaced by Mephisto, stuff like that. It'll be a pretty messy cosmology, but even the people who are going into divine classes aren't doing it for the fluff of worship, so it ought to be fine.


Well, in that case. We could go back to the regular background of Thor Odinson. We can decide what brings him to Midgard when you're ready with your story and if he gets selected.

cheers


Do you want us spread out like some in Absolam some in Korvosa or is it preferable that we assume a central location. Even if it is we only recently arrived.


@Jubal: I see Midgard being a plane ruled by a "family" of demigods and their courts, with their servants pulling in the souls of warriors to fight the looming threat of Ragnarok, as well as the constant, very much present threats of extraplanar giants and other things. Basically what it already is in the comics.

@Gnomezrule: Still kicking the ideas around, but my present idea is that people can come from anywhere across Golarion (or other planes, if applicable) as they choose, but that they'd need some reason to be in Absalom at the start of the game. So, Batman would likely be from Korvosa, but would be in Abaslom on business, since it's such a major trade hub.


Well naturally the House Wayne Trade Consortium has intrests there.


Of course they do. Wayne, Stark, Fisque, and Luthor are the four largest commercial empires on Golarion.

Scarab Sages

I'd also be happy to do Sabretooth as a Ranger/Druid or maybe Iceman.

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