Ptolmaeus Arvenus |
True Name Vulnerability (-4 RP): When targeted by a enchantment or abjuration effect by a caster that knows his true name, Hell-Son takes a -2 penalty on saves against it. Additionally, wondrous items and weapons inscribed with his true name upon creation are more effective against him at the GM's discretion.
Does this seem about right?
Ptolmaeus Arvenus |
I might bump the penalty to -4 and keep it at a -2 RP. It is supposed to be suitably debilitating. I'm not going to put a requirement for knowing his true name in there since I figure you'd be able to build the relevant antagonists to meet that requirement anyway and I don't plan on using him in another game.
Monkeygod |
The Hellion class is solid, but its actually Hellfire Magic that has stuff that is very Ghost Rider(go figure, lol). Would that book, and the bullet point feat one, be allowed?
The main spells thematically are actually Inquisitor spells, which I still think is really good for GR, considering his whole "hunt down souls and battle demons".
Regarding the two archetypes for Gunslinger that I wanted, they both replace the Bleeding Wounds Deed, and Nimble. Mysterious Stranger and then right below that is the Pistolero. As I said, they each really fit the character and concept I'm working with, so if its possible to have both, that would be awesome.
Finally, I'll probably take Cold Iron Warden as GR isn't really a team player, and the abilities gained are much better and more thematic than teamwork feats.
Spooky GM |
I'm considering restricting Doctor Strange, who a few people have thought of playing, to being an NPC. Important NPC, running Sage Sorceror and Riftwarden on one side, with Wizard and maybe Arclord of Nex (Mage of the Third Eye on the SRD). His role seems better suited to someone who you'd have to help for a major questline as he tries to hold invading s~ at bay.
@Ptolmaeus: I could work with that.
@Monkeygod: I'll allow Hellfire. And yeah, I gave an approach on how I thought the stacking of archetypes would best work; you'd have to pick and choose with archetype's replacement you'd use. That would be my first approach, at least.
mbauers |
In the end this is my 2 coppers and just a suggestion. I would be just as happy being Matias Murdok aka the Daredevil who is a robin hood figure in a nearby metropolis.
A brawler/Oracle (/w blind curse) would be pretty awesome for this.
Just saw this thread now--looks pretty cool, but I unfortunately can't apply since I'm spread thin over my current games already.
Joshua Hirtz |
Alchemist (Ant's Haul Extract for Super Strength, Tanglefoot Bomb for Webbing Bombs, Preserve Organs for Spidey Sense)
Monk (Increased Manoeuvrability, Hand to Hand Combat)
Ninja (Darkvision for Night Vision, Uncanny Dodge for Spidey Sense, Vanish for Invisibility)
Mountaineer (1 RP) for wall climbing.
Spell-Like Ability, At-Will - Spider Climb (4 RP) for wall climbing.
Spell-Like Ability, At-Will - Spider's Thread (2 RP) for webbing.
Spooky GM |
@Joshua: Of the three I'd say Monk should be a full side of the gestalt. You need the Unarmed Strike damage dice a lot more than anything else. Maybe a few levels of dip into Alchemist but primarily Ninja.
@Ptolmaeus: No, I wouldn't, just because it's something used to minimize the impact of multiclassing for Monks, but in gestalt that's not an issue.
Monkeygod |
My best advise for the Right Hand of Doom is to treat it as a special natural weapon that's also a magic item.
I would set the damage at a decent amount, allow him to always Power Attack, possibly without penalty, and also count it as a two-handed weapon, to add the extra damage.
Its apparently indestructible, so making it immune to the broken condition and sunder attempts would be a good start. Obviously he can't be disarmed either.
Gnomezrule |
Gnomezrule wrote:
In the end this is my 2 coppers and just a suggestion. I would be just as happy being Matias Murdok aka the Daredevil who is a robin hood figure in a nearby metropolis.
A brawler/Oracle (/w blind curse) would be pretty awesome for this.
Just saw this thread now--looks pretty cool, but I unfortunately can't apply since I'm spread thin over my current games already.
Daredevil is one of the ones I think could really shine in this type of setting (not a terrible amount to change). I think in the end though I would gestalt rogue/monk and use the character gen system that the DM has spoken about to get into blindsense.
Spooky GM |
@Monkeygod: Some of that isn't too bad. A free feat without the drawback isn't, though. That runs a bit much to me. Making it innate the same way I suggest that some items will be able to via "race enhancer" is definitely doable though.
@Gnomezrule: Yeah, it might be better to get Blindsense via "race enhancer" than it is to take Blind Oracle, which aside from the blind thing doesn't really work.
Jubal Breakbottle |
@Spooky I took a crack at a specific Asgardian race using the racial point buy. It's not specific to Thor. Please give feedback.
If we go with this race instead of Dwarf, maybe you could let Thor use those magic hammers as if he was a Dwarf.
The DR/magic wouldn't have much affect in this campaign's combat, so Thor as an Invulnerable rager would still make sense. Meaning, the likelihood that the bad guys wouldn't be attacking with magic weapons is extremely unlikely.
I didn't build flight into the race, because it's not an Asgardian thing. And why spontaneously casting his domain spell of Fly would work.
Type Outsider (native) 3 RP
Size Medium 0 RP
Base Speed Normal 0 RP
Ability Score Modifiers Flexible & Advanced Strength (+4 Str, +2 Con) 6 RP
Languages Standard 0 RP
Racial Traits
Defense Racial Traits
Defensive Training, Lesser (1 RP)
Prerequisites: None.
Benefit: Choose one subtype of humanoid (giants). Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype.
Healthy (2 RP)
Prerequisites: The race has at least a +2 racial bonus to Constitution.
Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Damage Reduction (4 or 6 RP)
Prerequisites: None.
Benefit: Members of this race gain DR 5 or 10/magic.
Special: This can be increased to DR 10/magic for an additional 2 RP.
All Energy Resistance (4 RP)
Prerequisites: Outsider (native) with ties to an elemental plane.
Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race have resistance 5 to the corresponding energy type.
Special: This trait can be taken more than once. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to.
Offense Racial Traits
Hatred (1 RP)
Prerequisites: None.
Benefit: Choose two subtypes of humanoids (giants) and outsider (evil). Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type.
Senses Racial Traits
Darkvision 60 ft. — RP
Other Racial Traits
Hold Breath (1 RP)
Prerequisites: None.
Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Total 22 or 24 RP
gyrfalcon |
@Ptolmaeus/Spooky, here's one option for Helboy's Right Hand:
- Buy it as a magic weapon (using your starting wealth)
- Custom 0 RP ability (grafted weapon) which gives immunity to disarm/sunder, but at the cost of an off-hand penalty to fine manipulation (slight of hand, disable device, etc) since you're quite "ham handed"
- Consider making the weapon an oversized (large) adamantine earth breaker. Base damage becomes 3d6+ STR*1.5 + PowAtt*1.5 +terrific for sundering. (disadvantage: if your off hand is occupied, you have a big minus to hit)
- Consider vital strike as well, for 6d6 base damage on a standard action
- If you go with an oversized weapon, take the barbarian ability that reduces the penalty for oversized weapons.
I think it all matches the Hellboy flavor, and the only custom rule is the grafted weapon ability.
@Spooky, BTW, I'm happily at work building Beast Boy. His favored class will definitely be Rogue. Are his only options +1 HP/skill ? Or would you allow an alternate FCB? I'm thinking his origin story has him being a half-elf, which would open him up to the elf's FCB. I'm *not* thinking that he would have any other racial abilities/bonuses of his birth race (e.g. no free skill focus)...but I figure everyone gets some kind of FCB. What do you think?
BTW, I'm thinking his origin is he's born to an elven and human alchemist in Absolom. When on an expedition with his parents researching reagents deep in the hills of Sargava, he was bitten by a cursed monkey. Desperate to save him, they gave him a custom mutagen brewed with the monkey's green blood, which saved his life and granted him his powers.
Also, I'm happy to play him as an adult version of the Changeling, or a teen version of Beast Boy...in which case it might be interesting to have him have a mentor in Absolom, from another of the selected heroes.
Spooky GM |
@Jubal: Yes, DR/magic is not going to be very useful at 8th level, where even your canon fodder is likely to have a +1 weapon if nothing else. Maybe drop the DR altogether given its uselesness, since that will bring you down to a little closer to balanced, RP-wise. Good news is, you get most of the major powers there, so it bodes well. Warhammer proficiency you don't need to worry about because Barbarian gives you martial weapons.
@Gyrfalcon: Yeah, making it an embedded Earthbreaker like that would probably be the best way to do it, and mean not having to run Monk. Lots of monks around here. I'd probably make "grafted" items cost one of the race enhancer buy points though, since it's a pretty decent benefit. Not only are you not disarmable/sunderable, but Dispell Magic can't do s$ to you.
What's the Elf Rogue FCB? If it fits, then that could definitely work fine far as I'm concerned. Hell, if you say he's Elf who just became something else, I'd allow it without worry.
Jubal Breakbottle |
I was going for the average Asgardian. How about we keep the DR 5/magic for completeness, even though it won't be all that useful? I can post it in the Conversions section.
When do you think you'll finalize the char gen rules? So far, I understand 25 pt ability buy, gestalt, 8th level, Average Wealth by Level = 33k gp. Wow, not much. Thor can afford a +1 returning warhammer with maybe Bane (giants) and maybe Adamantine or Celestial Mithral for $21k. $12k for everything else. I guess Mjolnir won't hate giants yet, to give him $10k more to equip.
2 traits? Maybe a 3rd with a drawback?
cheers
Jubal Breakbottle |
@Spooky
Looking over my build of Thor, and I'm seriously underwhelmed. He should be among Golarion's mightiest heroes, and I can't get him there at 8th level. Maybe 18th but not 8th, so I think he's not a good fit for this campaign.
I'm going to switch to Wolverine, because I think I will have the same problem with Batman. At 8th level, he would be a year 1 or 2 Batman and having to prioritize his abilities and limited by resources. I've already built Wolverine to 8th level and like him. He just needs to add Fast Healing and Healthy from the Racial Build system to the Half orc. What do you think?
Fast Healing (6 RP)
Prerequisites: None.
Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Healthy (2 RP)
Prerequisites: The race has at least a +2 racial bonus to Constitution.
Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Spooky GM |
@Jubal: Well, my issue is that dropping the four points the DR costs will bring the race to 18, which is a lot closer and more balanced than the core races most other characters would be using.
Bane (Giants) might not be the most useful since giants aren't likely to be a regular occurence, but your call on that. Two traits, optional drawback sounds about right.
@JonGarrett: Yeah, that's a fine way of going about things. Level seems to be at least 8 right now.
@Azten: Sure. What for?
@Jubal again: I remember Half Orc being a pretty low RP race, so I could allow that.
Ptolmaeus Arvenus |
@Spooky and Gyrfalcon
Alright the grafted weapon sounds good to me too, I'll spend the two extra RP I earned from True Name Vulnerability on it. My other idea was taking Monastic Legacy and asking permission to use the half my Barbarian levels as well as my monk levels to determine unarmed strike damage. Unfortunately, I cannot take the Titan Mauler with Invulernable Rager and will be taking a -2 to attacks with it.
A couple of solutions present themselves to me to make my life easier in that regard. One option is go Lore Warden for the other half of my Gestalt. That should give me access to a nice number of skill ranks and knowledges as well as fighter specialization and feats to burn but my saves will suck. Another is apply the Weapon Champion archetype from Super Genius Games to it, replacing the spell-casting. The third requires the use of some of the material from Drop Dead Studios on the pfsrd.
Tsiron Ragmar |
@Adten I really hope I can get something for Warlock soon. Maybe we can fuse like a synth summoner, using my physical and our combined mental? Maybe we can work with a shapeshifting ooze for when we're not fused. Maybe an 8 EP evelution that allows me to alter self and shift from medium to huge size? And let's say I can shift my evelutions at will. We will also need to stat up a Techmode virus.
Tenro |
also just thought up a cool idea, Nightcrawler!
That would be Psion+Elocater plus something more martial... Monk/Ninja/Psychic Warrior/Duelist all sound like excellent possibilities.
OK, just to solidify my idea, I am looking at something like the below:
Race: almost certainly Tiefling, with a few modifications (like their prehensile tail being every bit as strong as a regular limb, since he can suspend his entire weight from it).
Class: Psion (Nomad) straight down one side, with Psychic Warrior (Traceur) down the other side, possibly some monk levels.
This will end up with a character that can teleport 40ft at will (and charge/full attack (unfortunately 3/4 BAB) with a teleport), 3rd level powers on one side, 5th level powers on the other side, and BAB +6. The character would have high mobility, and i would likely go with the Feral Warrior path, attacking with psionically-empowered claws (i was gonna go more monk-like, but there are a lot of those out there at the moment, and the archetype that makes the psychic warrior more monk-like (meditant) conflicts with the mobility-enhancing (traceur) archetype.)
DM approval: The Dimensional feats are built to play off of the monk's Abundant Step ability and the Dimension Door spell, I'd ask for it to be allowed for use with the Nomad's Step ability and the Fold Space power (psionic Dimension Door equivalent)
Level: I'd ask for level 8 or 9. I'd have a decent body of abilities while still having room to grow.
I hope we have final guidance for making submissions by the weekend, as that is typically when i have time to intensively generate a character.
Spooky GM |
@Azten: You could, but I don't know if building a character solely for omnilingualism is really the best use of the character creation.
@Ptolmaeus: Already put the kibosh on Monastic Legacy, sorry. Some things get a little too cheesy in gestalt.
@Tenro: Well, Nightcrawler uses swords, so maybe instead of monk, you could take some Rogue dips for sneak attack and run a TWF build? I say this because even though he's definitely good in hand-to-hand, there's already a lot of monks/monk dips/natural weapons happening due to how punchy superheroes get. I'll allow the Dimensional Feats.
I'll probably open up a proper recruitment on Friday or Saturday, depending on whether or not my Scion GM cancels on us because of exams. That way, we've narrowed down level and such, and I'll have had the time to write up a list of the setting revisions and s$+*.
Jubal Breakbottle |
Jubal, assuming we both get in, what do you think of your Wolverine being a mentor/trainer to Beast Boy? Something akin to his relationship with Kitty Pride in the X-Men? Would having been in Absolom for at least a few years work for your backstory?
Assuming we both get selected, absolutely! Wolverine has a long background with several patches of amnesia. When I get to background, I was going to collaborate with Spooky about what state of mind he wants Logan.
I leave Thursday night for a conference where I'll not have too much Internet time through Monday, so my plan is to post my Wolverine build before I go.
cheers
Ashe |
Alright so switching to the Hulk over Colossus. Colossus is harder to build as he is stong without his suit as well so the synth summoner doesnt work as well. It is kind of perfect for the Hulk though.
Dr Banner
Aasimar Scion of Humanity, True Speaker, (if you are ok with it I would like to give up the SLA to get a +2 INT off the chart)
Synth Summoner 8 / MoMS Monk 2, Fighter Brawler 3, Barbarian Titan Mauler 2, Oracle (Lore) 1
Stats Depending on Point Buy. Will assume 25 for now.
Str 7
Dex 7
Con 13
Int 18
Wis 20
Cha 18
So I was thinking we could give up the Summon Monster SLA and replace that with the Summoning of the Hulk form. We could make it a swift action and it only last a Round/Level.
I know Augment Summoning Normaly doesn't work with the Eidolon, but how would you feel about it here just to reflect more in line with the Hulks great Strenght and Enduracne.
Feats would be
Fast Learner 1st
Improved Unarmed Strike Bonus
Stunning FIst Bonus
Tiger Style Bonus
Tiger Claws Bonus
Spell Focus 3rd
Dragon Style Bonus
Augment Summoning 5th
Dragon Ferocity Bonus
Combat Style Mastery 7th
In Hulk Form
Str would be a 28, 32 if you allow augment summoning and would be large sized. Rage would take it to 36. Base Form is Biped and would not have any extra attacks, would focus on just punching or the double punch (Tiger Claws) Hulk Smash.
Will hold off here till we get more build rules. What do you think?
Ashe |
I am going for the Hulk say at the end of the Avengers movis when Banner has control and can tap into his rage at will, well b/c he is always angry. :) Probably a CG type of guy. Tries to do the right thing and does but his colateral damage and destruction can cause problems on its own.
@DM hope you like the oracle level. My thinking was this is to reflect his brillance. I will have the tounges curse speaking only in giant in combat as he will be in Hulk form for this. The revelation will be focused study. This lets me think a few moments and get a +20 to Int based skills. Usually Knowledge checks.
Tenro |
@Tenro: Well, Nightcrawler uses swords, so maybe instead of monk, you could take some Rogue dips for sneak attack and run a TWF build? I say this because even though he's definitely good in hand-to-hand, there's already a lot of monks/monk dips/natural weapons happening due to how punchy superheroes get. I'll allow the Dimensional Feats.
alright ill see what I can pull off. Pretty sure I can go TWF, although sneak attack might be tough. I really lile Psychic Warrior for its mobility-enhancing archetype, but im sure Rogue has something for mobility as well so I will check it out.
I remembered him using swords sometimes but I thought he was more into hand to hand.
Ptolmaeus Arvenus |
I think I've got the other half of my gestalt: an Archaeologist Bard with the Weapon Champion Archetype replacing its spellcasting package. It should shore up my skills and saves nicely. I was tempted to ask if I could use the Bardic Weapon Archetype as well but I've already bastardized the two classes that make up my gestalt an incredible amount.