Interest check: Marvel superheroes gestalt


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Can we use the RP system to shift some race's stuff around for no cost, so long as we stay at the same RP (lose as much as we gain)?

For example, if I want an Aasimar with +2 Str/Wis instead of Str/Cha.

That might gives some template-like flexibility in ability scores and some racial abilities (trading out one SLA for another) without increasing people's power significantly.


Nohwear wrote:
I have been thinking, it seems that Iron Fist should have some sort of homebrew ability that lets him spend ki to increase damage. After all, there is a limit to his ability to charge his fist.

This already exists. Monks can spend Ki to get extra attacks, and with something like a Pummeling Charge that's a direct damage increase. Similarly, if you treat the Psionics as "even more mystic ki," there's things like Offensive Precognition that let you do this as well.

Rynjin wrote:

Can we use the RP system to shift some race's stuff around for no cost, so long as we stay at the same RP (lose as much as we gain)?

For example, if I want an Aasimar with +2 Str/Wis instead of Str/Cha.

That might gives some template-like flexibility in ability scores and some racial abilities (trading out one SLA for another) without increasing people's power significantly.

Playing with fire a bit here, because not all abilities of equal RP are equally good. But if you limited it to changing ability scores and skill bonuses/other multiple-choice RP options, it would be much less abusable.


Hm. Do you guys think Focused Offense (Blade Skill that lets you add Wis to attack/damage) is thematic for Iron Fist?

I'm growing kind of cold on Soulknife though...I forgot how many of the Blade Skills kinda suck. Especially if you take Gifted Blade (like 3/4 of them require Psychic Strike).


As an alternative, in the GM Spooky game this was inspired by, he allowed changing some class primary attributes on a case-by-case basis (e.g. a Psion who was based off of CHA instead of INT) as a way to make the gestalt less MAD, and to stick closer to that heroes real strengths.

Rick, any opinion on that? I'm working on Kamala Khan now and I think shifting Psion's stat from INT to CHA would give me the spontaneous metamorph powers she needs.


Really? Most of the Psychic Strike options aren't very good, to the point where I always prefer Gifted Blade. There's a lot of Deadly Blade options that make unarmed much, much better.

Must-have blade skills: Focused Offense (if it's thematic), Deadly Blow

Probably good: Disruptive Strike, Flurry, Improved Flurry, Greater Flurry, Improved Enhancement, Mental Power (for a free extra power), Mind Shield (like a Ring of Force Shield, but you can improve it), Reaching Blade, Weapon Special

Thematically neat: Fire/Ice/Lightning/Thunder Blade, Bladestorm, Bladewind, Multiple Throw, Trade Blows,

* * *

@Gyrfalcon: That was using the 3pp feat Spell Finesse, which required at least a one-feat investment (and seemed to balance alright; I don't think any of the characters picked in the original game actually used it)


How are you improving Mind Shield?


Seeing how awesome the show is and how he sparked this whole thread:

Daredevil - Brawler/Stalker focusing on the Broken Blade and Thrashing Dragon disciplines.

The problem would be how to grant him permanent blindsight, scent, and enhanced hearing. Oh, and the ninja meditation powers as well :/

Hmm, maybe go for Steelfist Commando Warlord/Ninja instead?


Improved Mind Shield is how you improve Mind Shield.

@Edinoiz: The best way is to work something out with the GM. Clouded Vision oracle is one way to do this, though it takes a lot of levels. There's no RP option for blindsight, but maybe you could pay the normal price for blindsense, then trade away your vision to change it into blindsight. If you can also get tremorsight to a greater range, that could be neat (or get that goblin trait that gives you +4 to perception based on hearing).

Brawler and Ninja are definitely both daredevily; Brawler would let you use Tonfa on combination with unarmed strikes while increasing their damage.


I'm withdrawing interest.

Nothing against anything going on here, its a great thing you're doing, and I'd love to join.

I've just put too much time into character creating recently and had nil returns. As Rynjin said, the last bit of character creation left a sour taste in my mouth, and now it's time for me to get Some RL things done that I've been putting off.


@Rick

I'm thinking of buildig Daredevil as a Custom Race Brawler/Stalker. The idea being that the classes are such a good fit that I only need to fix the race part to try and get him Blindsight and normal blindness. If I take the human race baseline, tack on the Blindsense ability for 4 RP followed by perhaps paying 2-4 RP to make him blind and transform his Blindsense to Blindsight it should probably come close. This would leave him as a 16-18 RP race (depending on how severe a penalty being blind is), at about the same level as the Aasimar, Fetchling, or the Suli.

Would that be ok to do?


I built Colossus once as a Synth Summoner/Cleric I was going off the old arcade game where colossus had the power up power that hurt all the bad guys around him. so I was LN and channeled Negative energy. I think if you went this route Synth Summoner or Aegis could work well. I'm waiting on all the build rules to figure out a guy since Godling got vetoed. I could build THor another way though. So I will wait and see.


Wow, this thread exploded the past couple days. Is everyone just suddenly really excited for Friday and onboard?

Nohwear: Ninja/Rogue would be pretty obvious. Fighter if you want to focus solely on beefing her straightforward combat stuff up. Brawler for the middle ground between that and martial arts.

BossBedlam" Not sure entirely what you mean by that, but if you mean for roleplaying purposes, you are definitely supposed to try and roleplay as the character.

Rynjin: I don't have Unchained yet but it's Paizo, so I'll say 'yes', and hope it either crops up on the SRD before long, or my roommate buys it soon.

I'm wary of letting people tweak and mess around too much with races. It gets way too pick-and-choosey.

thunderbeard: You could always eat the downside of 'not quite' with the magic. Obviously a pure summoner is sort of really difficult to do, but that's down to making the characters as accurate as you can but not 100%. A smattering of magic isn't going to ruin all the fun if that's what gets you closest.

gyrfalcon: I'll go with tunderbeard's mention of the feat. That way you get the synergy to pull your idea together, but not for free.

Edinoiz: There's a feat for Orcs that gives you Scent; I could waive that requirement. I don't know if Blindsight even scales in a way that makes 4 RP on top of Blindsense reasonable, so I think it might be a bit out of range for where we're starting in terms of power for Blindsight.

Grand Lodge

Rick Rowles wrote:

Calinthas: I'm on the fence about a few of the characters they banned. A lot of them make sense but I'm not personally keyed into their plans for it. For now I'd say don't, but if I open her up later then feel free.

Occult Adventures playtest is on the table so Kineticist might be worth looking into. Then, depending on if you want to focus more on his unarmed or his leadership abilities. Brawler could work with the former, or an unarmed Paladin for both.

Okay, sounds interesting... maybe a Kineticist/Paladin for Cyclops then? Get the blast power and the leadership/charisma from the Paladin (maybe even a Tactician Paladin)


@Calinthas: Kineticist is okay, but you can only do things a few times/day; if you consider Soulbolt with Cyclops, he'll be able to constantly shoot bolts of energy out of his mind. And that dude is definitely LG.

Hmm, maybe I'll go Hunter, then (for Summon [squirrel] Swarm), and just go easy on the spells.

@GM, my last two questions:
-Since Squirrel Girl's current origin story is "bit by a radioactive squirrel, probably," could the Skinwalker race be used to qualify for Aspect of the Beast? And if not, would the Lycanthrope template be okay, and would it take up one side of the Gestalt or two?

EDIT: Also, would it be possible to make an animal companion Tiny? I'm not sure how this affects game balance, so I'm happy to replace "squirrel" with "dire squirrel with the stats of a cat/dire rat"


@Thunderbeard, I assume that Calinthas means Kineticist (occult adventures) instead of Psion (kineticist).


Oops! Yeah, that makes sense. And I never would have thought of making him a Paladin, but that's a great way to capture the innate "annoyingness" that is Scott Summers.


thunderbeard wrote:

Improved Mind Shield is how you improve Mind Shield.

I was hoping you had something different than what is essentially "Shield Focus: Not Quite a Shield". It's only +1 AC, and you can only take it once.

Think I'll do Soulknife 4/Monk (MoMS) 1/Warlord (Steelfist) 5. I don't really care about most of Soulknife's stuff besides the free weapon, so I may even drop it entirely for Psychic Warrior (Meditant). Or do a few more dips on that side and take Soulblade Adept or whatever it's called.

...Actually.

Rowles, since we're using Third Party stuff, can I bring in two particular items from Thundercape? They essentially boil down to "Hand wraps that let you enchant your Unarmed Strikes for normal cost" and "Clothing that can be enchanted".

I'm sure other 3PP stuff has something like it too. It basically lets you have an AoMF without taking up your neck slot, and costing as a weapon instead of twice as much, and actually lets you get a +10 bonus, and Bracers of Armor that don't take your wrist slot (same cost and benefit).


@Rick Rowles

Well, the All Around Vision thing that prevents flanking costs 4 RP, so if that is added to Blindsense you kind of almost get the whole Daredevil blindsight thing. So making Blindsight a 2-4 RP thing in the race builder, for special cases, would really fit in with Daredevil.

And regarding Blindsight vs Blindsense, the main difference is that you can't use invisibility or concealment to make creatures with blindsight flat-footed.


No, the main difference is that Blindsense does not act like sight at all.

It lets you sense where things are within its radius, but for all intents and purposes you're still blind. You take the 50/50 miss chance to hit anything, for example.


Yeah. Blindsense lets you pinpoint enemies but not ignore their concealment. You need Greater Blind-Fight for that, which normally requires 15 ranks in perception, but if you could take "Flaw: I'm blind" in order to remove the prereqs for the Blind-Fight feats you could probably pull it off.

Rynjin wrote:
Rowles, since we're using Third Party stuff, can I bring in two particular items from Thundercape? They essentially boil down to "Hand wraps that let you enchant your Unarmed Strikes for normal cost"

Note that this is incredibly, fantastically overpowered. The reason that AoMF costs so much more is that A) You're not enchanting one weapon; you're enchanting 2-3, based on whether you're using flurries or Natural Weapons, and B) It stacks with Greater Magic Fang and Body Wraps of Natural Strikes, allowing you to pull off an effective enhancement bonus of +15 for far less cost than a typical +10 weapon.

If you kept the hand wraps from stacking with anything, and made them take up the gloves slot, then the cost could make sense. A +5 shirt, on the other hand, costs exactly as much as a +5 Bracers, and just takes up a different slot, so if the GM thinks it's a reasonable slot there's no reason to change the cost.


It is not overpowered. It makes it cost the exact same and take up the exact same "slot" as a Monk using a weapon to Flurry, except (as far as the Unchained Monk goes) I wouldn't get the 1.5x Str to damage without dropping 2 Feats on it and (as far as any Unarmed user goes) I have the worst threat range in the game.

This lets me spend 1x cost for a magic weapon instead of double for something that is literally half as effective. That is all it does. Mechanically, I COULD be Flurrying with a Tetsubo, Nine Section Whip, or Seven Branched Sword instead, and enjoying 1.5x Str to damage and a x3, 19-20/x2, or x4 crit and 1d10 damage from 1st level.

It likewise wouldn't stack any more than Greater Magic Weapon stacks on a sword. They overlap, not stack.

The only reason the Amulet of Mighty Fists costs so much (as per the devs) is that it also applies to Natural Attacks, which this would not.


Rynjin wrote:
The only reason the Amulet of Mighty Fists costs so much (as per the devs) is that it also applies to Natural Attacks, which this would not.

Except that monk weapons are generally weaker to balance this out.... Flurry means you're turning your weapon into a double weapon, because normally those DO cost twice as much to enchant—and of course Unarmed Fist has the highest base damage of any weapon in the game, and by level 8 the highest base damage of any weapon you can TWF with.

You can't permanency Greater Magic Weapon; you can do it for a trivial cost with Greater Magic Fang, while also stacking with a Bodywrap of Mighty Strikes and Deliquescent Gloves for a weapon of absurdly higher power at what is already a lower cost. Your argument is "unarmed fighters should be able to get magic weapons that are both stronger and cheaper in every way," which I think is a little absurd and might disadvantage anyone interested in playing a superhero who uses weapons.

And considering that that all the above also stacks with Deadly Fist...

EDIT: This is probably another derailing disagreement that we shouldn't keep going here. But basically: yeah, what you propose is a good way to encourage absolutely everyone to use kung fu, which might give the whole thing a more superhero flavor. And that's the GM's call. I just don't think it's fair to propose it without pointing out that it is a definitive boost in power for anyone who's going to fight like that.


thunderbeard wrote:
Rynjin wrote:
The only reason the Amulet of Mighty Fists costs so much (as per the devs) is that it also applies to Natural Attacks, which this would not.
Except that monk weapons are generally weaker to balance this out.... Flurry means you're turning your weapon into a double weapon, because normally those DO cost twice as much to enchant—and of course Unarmed Fist has the highest base damage of any weapon in the game, and by level 8 the highest base damage of any weapon you can TWF with.

Except Monk weapons have always been STRONGER than Unarmed Strikes. They require less Feats to use, are cheaper to enchant, and have a better critical threat multiplier (which is, hands down, the BIGGEST single boost in DPR a character can get).

thunderbeard wrote:

You can't permanency Greater Magic Weapon; you can do it for a trivial cost with Greater Magic Fang, while also stacking with a Bodywrap of Mighty Strikes and Deliquescent Gloves for a weapon of absurdly higher power at what is already a lower cost. Your argument is "unarmed fighters should be able to get magic weapons that are both stronger and cheaper in every way," which I think is a little absurd and might disadvantage anyone interested in playing a superhero who uses weapons.

And considering that that all the above also stacks with Deadly Fist...

Except NONE of this stacks, except Deliquescent Gloves (which work on a Temple Sword or what have you too). Enhancement bonuses do not stack, ever. There might be some weird corner case where you decide to get Greater Magic Fang permanencied (and hope nobody dispels you) plus load up on weapon special abilities from your amulet (in which case congrats...you've still used up your amulet slot and spent twice as much on said abilities), but Greater Magic Fang is an Enhancement bonus, so it doesn't stack with Bodywraps (another Enhacement bonus) which doesn't stack with an AoMF (another Enhancement bonus) which doesn't stack with Deadly Fist (YET ANOTHER Enhancement bonus).

No wonder you think all manner of things are overpowered, you have little to no understanding of them.


You get a level 20 Greater Magic Fang permanencied—and it's very, very cheap. It's very hard to dispell, and if it is it restores after battle, and you're still swinging a magic weapon anyway through your Ki. Now, thanks to your Deliquescent Gloves, Amulet and Bodywrap, you're swinging a +5 Flaming Frost Shock Acid Holy Axiomatic Brawling Humanbane Outsiderbane Undeadbane Dragonbane weapon that costs significantly less than a temple sword with half those enchantments.


thunderbeard wrote:
You get a level 20 Greater Magic Fang permanencied—and it's very, very cheap. It's very hard to dispell, and if it is it restores after battle, and you're still swinging a magic weapon anyway through your Ki. Now, thanks to your Deliquescent Gloves, Amulet and Bodywrap, you're swinging a +5 Flaming Frost Shock Acid Holy Axiomatic Brawling Humanbane Outsiderbane Undeadbane Dragonbane weapon that costs significantly less than a temple sword with half those enchantments.

Whoopdee doo?

Also, it's nowhere near cheaper than a +10 weapon.

+10 weapon: 200k

+5 Amulet of Might Fists (100k) + +7 Bodywraps (147k). You're spending a quarter again as much on some piddling d6's that most high level enemies flat out ignore, Holy (which is actually decent) and a 2d6+2 against some kinds of enemies.

And +1 to Combat Maneuvers.

And that's 1 too many properties (that add up to 12 special properties, while an Amulet + Bodywrap can only add up to 11, since the Bodywrap needs to be at least +1 first).

And the latter 6 of them only apply to 3 or 4 of your attacks at most, since Bodywraps are limited to your attacks gained from BaB.

And all of this assuming you can find a 20th level Druid, Ranger, or Summoner who will take time out of his day to cast a spell for you.

You far over value weapon special abilities, and this combo in particular, which you would not catch me wasting valuable money on when I could actually be purchasing something useful.


Saw you guys discussing blindness, don't know if it was claclarified or not

BlindSENSE gives the ability to identify which squares your opponent occupies, but not enough detail to negate the miss chance.

BlindSIGHT gives pinpoint accuracy enough to negate concealment

Tremorsense is like BlindSENSE but only with things that contact the ground.

In the case of Daredevil, he's blind, which mechanically gives every opponent he faces "total concealment", even using Blindsense, so even greater blind fight doesn't do justice to Daredevil's actual abilities Daredevil actually has blindsight without a maximum range (typically it's 30 or 6)


While you may not want all those enchantments, I think thunderbeard's point is that if you can have all those items together, it's cheaper to enhance unarmed attacks than a weapon.

+10 weapon: 200k
+10 unarmed strike: 175k (100k for +5 might fists all special abilities, 75k for +5 body wraps that are pure enhancement bonus)
+10 unarmed strike with acid as one ability: 147k (8k for deliquescent gloves, 64k for +4 mighty fists , 75k for +5 body wraps)

So best case, you're saving 53k to enhance your unarmed attacks over someone with a weapon. Although yes, the body wraps do have some limitations on how many times you can use them per round. My intuition is that that's mostly going to be an issue in comparing unarmed vs weapon builds with lots of AoO though. But that's just my intuition. Either way it seem to be a trade off between costing less but taking up more slots (body, gloves, neck).


Even in the best case where it saves you 53k, it's eating your Body and Amulet slots to do so, which are two of the important ones.


Yep, I got that in my edit. :-)

Personally, I don't really care either way; I'm not the DM, so I don't have to worry about balance issues or anything. I just think it's an interesting debate. And I feel like I'm learning stuff by observing in case I ever do DM something that requires me to deal with such issues.

Edit: On a second look, it seems like thunderbeard's comment about the +5 Flaming Frost Shock Acid Holy Axiomatic Brawling Humanbane Outsiderbane Undeadbane Dragonbane weapon is maybe thinking about

+5 Permanent Magic Fang: 8.1k (the instructions say it may be hard to find someone who can cast 9th level spells, but it doesn't say anything about finding level 20 casters to cast a 3rd level spell)
+5 Amulet: 100k
Acid: 8k
+5 Body strikes: 75k (under false assumption that it doesn't need a +1 first)

Under that it's slightly cheaper to get a +16 equivalent unarmed attacks than a +10 weapon. Correcting the false assumption gives an extra +6 abilities for an extra 24k. There's still the extra slot cost though.


Okay, definitely getting off-topic, my bad.

My math:
Yeah, I was wrong about the Body Wraps, thanks for pointing it out.

+10 unarmed strike: 109k (100k for the +5 mighty fists, 9k for the Permanencied +5 Greater Magic Fang).

The main point of the Body Wraps is that picking up Brawling gets you an extra +5 to all combat maneuvers (similar to firing, say, a +1 Bane arrow from a +4 longbow, where the resultant arrow is a +4 Bane arrow, the combination of multiple unarmed-boosters is RAW all the abilities added together, though some GMs rule against this because it puts even more power into their hands.

A lot does depend on whether your GM lets you combine items in slots, since a monk who can use both of those with a Monk's Robe and Amulet of Natural Armor gets a big advantage.


Many GM's I know rule that the amulet and bodywraps don't stack, you use one or another for each strike.


Ok so I might've oversimplified the blindsense vs blindsight thing (was typing it up during a break in a concert), but it is as Phoenix Hunter says, partially. Daredevil has something like BlindSIGHT 120-240 feet and insanely high perception for anything beyond that, as demonstrated by his beat down by the russians when they kidnapped that kid early on in the show, they surprised him with their numbers because he didn't focus on detecting how many people were in the building.


To be honest I think the best way to mimic what Daredevil can do is have him being "blind" only as fluff.

The only thing (that I'm aware of) that Daredevil can't do that a sighted person can is watch TV...which don't exist on Golarion. He can even read normal books by feeling the slight change in bumps from the INK ON THE PAPER for cryin' out loud.

Grab the Blind Fight Feat-line and go into a class that provides Blindsight as a feature.

Quick example, Psionics has the Mystic Archer PrC. While at first blush this may seem a bit unfitting, remember that he DOES toss his sticks around a lot, and all of the class features actually fit him pretty well.

Shadow Lodge

I was in the original recruitment and I have a trick shooting archer and a bonespike weilding mutant badass more or less ready to rock


In addition to my Nightcrawler build, I did a pretty cool Iron Man.

stats:

Iron synthesist
Human soulknife (soulbolt) 5/summoner (synthesist) 5/gestalt 5 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80, Ultimate Psionics 57, 283)
N Medium humanoid (human)
Hero Points 3
Init +4; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +6 natural, +2 shield)
hp 49 (5d10+15)
Fort +6, Ref +11, Will +6
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft., fly 5 ft. (perfect), fly 80 ft. (average)
Melee 2 claws +9 (1d4+4)
Ranged +1 psychokinetic composite longbow +10 (1d8+5/×3) or
+1 psychokinetic mind bolt (long range) +10 (1d6+5/19-20)
Special Attacks enhanced mind bolt, form mind bolt, psychic strike, quick draw
Summoner Spell-Like Abilities (CL 5th; concentration +8)
6/day—summon monster III
Summoner (Synthesist) Spells Known (CL 5th; concentration +8)
2nd (3/day)—lesser evolution surge[APG] (DC 15), lesser restore eidolon[UM] (DC 15), summon eidolon[APG]
1st (5/day)—expeditious retreat, identify, mage armor, lesser rejuvenate eidolon[APG]
0 (at will)—detect magic, guidance, light, mending, message, read magic
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 14, Int 19, Wis 8, Cha 16
Base Atk +5; CMB +9; CMD 24
Feats Dodge, Mindblade Proficiency, Point-blank Shot, Precise Shot, Rapid Shot, Vigilant Eidolon[UM], Wild Talent
Traits fast-talker, honeyed tongue
Skills Acrobatics +10 (+14 to jump), Bluff +15, Craft (armor) +12, Diplomacy +12, Disguise +6, Fly +18, Intimidate +11, Knowledge (engineering) +12, Knowledge (psionics) +8, Perception +11, Spellcraft +12, Stealth +10, Swim +8, Use Magic Device +14
Languages Common
SQ blade skills (close-range expert, emulate ranged weapon), fused eidolon, fused link, hero points, launch mind bolt, shape mind bolt, shielded meld
Combat Gear wand of lesser rejuvenate eidolon (50 charges); Other Gear +1 psychokinetic composite longbow (+4 Str), belt of incredible dexterity +2, circlet of persuasion, cloak of resistance +1, 250 gp
--------------------
Special Abilities
--------------------
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Close-Range Expert When psi-focused, your mind bolts do not provoke AoO's.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Emulate Ranged Weapon The soulknife can form his mind bolt to replicate any single ranged weapon (except firearms), chosen at the time he takes this blade skill. The soulknife is proficient with his mind bolt in this form and it functions in all ways as the chosen weapon.
Enhanced Mind Bolt +2 (Su) You can enhance your Mind Bolt with a total enhancement bonus of +2.
Evasion (Ex) No damage on successful reflex save.
Flight (5 feet, Perfect) You can fly!
Flight (80 feet, Average) You can fly!
Form Mind Bolt (Mind Bolt [Long Range]) (Su) Form a semi-solid weapon composed of psychic energy distilled from your own mind.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Launch Mind Bolt Make iterative attacks with your Mind Bolt
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Psychic Strike +1d8 (Su) +1d8 to your mind blade damage.
Quick Draw (Su) You can manifest your Mind Blade as a free action.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shape Mind Bolt Change the form of your mind bolt, or reassign its abilities
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

At 12th level, whenever the synthesist is fused wit
Summon Monster III (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Vigilant Eidolon +4 +4 bonus on Perception checks when your eidolon is within arm's reach, conscious, and not helpless
Wild Talent You are a psionic character and gain 2 power points.


Find a way to get permanent synesthete.

Either through magic item, or badger the GM into allowing you to incarnate(psionic permanency, red) it, even though it's not normally on the list. It certainly fits the theme of the other available powers though, they're all about sight and detection.

Then proceed to 'feel' light.

Problem solved.


Rynjin wrote:

To be honest I think the best way to mimic what Daredevil can do is have him being "blind" only as fluff.

The only thing (that I'm aware of) that Daredevil can't do that a sighted person can is watch TV...which don't exist on Golarion. He can even read normal books by feeling the slight change in bumps from the INK ON THE PAPER for cryin' out loud.

Grab the Blind Fight Feat-line and go into a class that provides Blindsight as a feature.

Quick example, Psionics has the Mystic Archer PrC. While at first blush this may seem a bit unfitting, remember that he DOES toss his sticks around a lot, and all of the class features actually fit him pretty well.

He also can't see the sky, read road signs, discern color, see things far away, etc

Seems like a cloudy vision cursed oracle, if it weren't for the fact that he doesn't have other oracle powers

The monk class works well for daredevil, as does the blind fight feat chain as mentioned earlier

Maybe monk/psi warrior or soulknife PrC into the mystic archer PrC on that side, and take a 1 level dip into oracle?


The Dragon wrote:
Find a way to get permanent synesthete.

That would also work as a racial at-will ability, possibly. Neat!


There was a blind-fold in 3.5e that gave something like 30ft blindsight from the magic item compendium, I think.

Might be expensive, or maybe the range was less. Worth checking out, I'd think.


Paizo has similar items, though as we've said, the range is sorely lacking. DD needs at least 120'

Swordmaster's blindfold
Fold, blind man's


Philo Pharynx wrote:
Paizo has similar items, though as we've said, the range is sorely lacking. DD needs at least 120'

Why? He only needs 5-10' to be able to hit people with melee weapons. Beyond that, Tremorsense, Blindsense or even just good hearing (there's a trait for this) are enough to pinpoint enemies' squares, which lets him still locate people and fight them just as well.


Look up the one in MIC, I'm pretty sure it's both cheap and has 30ft range.

If you want long-range, non-sight based vision, go with Synesthete.

Getting 120ft and then not getting the rest of it doesn't seem all that likely, given how such things are usually priced.


Sean Rushman wrote:


He also can't see the sky, read road signs, discern color, see things far away, etc

All of which can be fluffed (though apparently he has a "limited" ability to discern color, by feeling the changes in heat).

For all mechanical purposes, he functions like a normal, perfectly sighted person. He doesn't have an effective maximum range on his abilities that I'm aware of, or it's so long that in game terms, Perception penalties would make sight impossible in any case.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Just to expand on Rockslide a bit.

If i include a staff with fireball in it I can eliminate the need for Sorc levels and include a spell on the built in staff that he can recharge with Summoner spells.

I could then go Synthesist 5/Ghost 2 + Monk/Brawler/Path of War class The advantage to Ghost aside from magic jar is the fact that as undead you are immune to a number of effects since you aren't a living creature which matches up with similar abilities based on being a creature of stone.

Most of his spells would go to buffing the eidolon, barkskin, magic fang, lesser eidolon surge to make him a more effective combatant. And of course to charge the built in stick.


After reading up on him, it doesn't seem that being a ghost fits him at all. For all intents and purposes he's constantly a rock man. He'd be closer to a Construct (an Elemental entity powering a stone form) or a true Elemental than a ghost.

If becoming a ghost is that important to you, there is this PrC. that can get it done without templates (which I believe were nixed earlier in the thread).


There's... also several construct races, iirc, which would let you actually be a rock man.

And if you're a Synthesist Summoner, you really don't need to try hard to be an effective combatant.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Hmm Wyrwood are a 20 pt construct race. That could be a start. Give him a medium Synthesist form he is in most of the time. Then I guess it would just be that with a Brawler or Path of War class or something like Monk could work too.


You might be best served by simply making him a Human, and then giving him a class combo like Aegis/Brawler, and fluff his Aegis armor/skin as him being made of rock. It grants you DR and everything, and last forever (except in an Antimagic field).

This kind of conversion is more about getting it close, rather than exact.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Human in a rocksuit doesn't fit at all. I guess I like doing it as close as possible and strangely I really like the ghost idea. I think its pretty cool and doable in the rules. I could definitely make it work.


I just don't understand how the "Ghost in an Eidolon suit" idea fits any better.

Not that it doesn't sound fun, but wouldn't that be some other superhero?

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