
Phoenix Hunter |

Rockslide = Awakened Stone Golem
Work on modifying this creature, you'll fit the character's soul more. Also note, that you'll want some way to keep Rockslide from dying when he reaches "Dead" as the character is technically an immortal stone/lava Golem after he got atomized.

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Well Ghost Rejuvenation works for the immortal part. And yes I thought ghost (spirit) summoning a body made of rock is pretty much Rockslide. One of the cool aspects of his character is that he can build his body out of nearby material. So in limbo he built it out of rock from Limbo and became magic resistant.

thunderbeard |

This is only an interest check. The GM specifically said he was going to be busy this week, and would be creating a real recruitment either this weekend or next. Possibly we may have been posting a bit too much, and the flood of builds from people who seem to think that this is the actual recruitment has also added to the large volume of posts he'll have to sift through when he gets back.

gyrfalcon |

Well, definitely Lawful Good. I don't *object* to Paladin (and could see him with a Paladin Code) but I don't think the mechanics fit him especially week. Things like Lay on Hands and the ability to do extra damage to evil creatures (vs blasting through walls, say) aren't really a fit.
I could see Kineticist (Occult class) with something that allows sharing Teamwork feats, e.g. Cavalier or Warlord.

gyrfalcon |

By the way, I think the Rogue Genius Games Archetype Packages might be a useful tool for building these supers. For folks who aren't familiar, they add a bit more modularity to classes, e.g. if someone wanted the Cavalier's Order and Teamwork sharing abilities for a Cap'n Andoran but didn't want the Mount, you can trade that for their Physical Exemplar package that'll give better stats and saves.
I suspect RR may still be recovering from finals, but when he returns it'd be handy to know if these archetypes are allowed.

Phoenix Hunter |

Sure, he doesn't have all the abilities of a Paladin, but that's just because in Age of Apocalypse, his alter Ego is the Commander of Sinister's Elite Death Police, and clearly his Deity feels that even if he's a boy-scout in every other world, that doesn't make up for his irredeemably evil version in one universe!

Philo Pharynx |

I don't think this is happening. :(
While if this goes off, I still want to play Nightcrawler, but here's how I'd do Longshot:
Longshot
Azata-blooded aasimar (musetouched) bard (archaeologist) 5/swashbuckler 5/gestalt 5 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Combat 32)
CG Medium outsider (native)
Hero Points 5
Init +6; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 20, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 shield)
hp 65 (5d10+15)
Fort +4, Ref +11, Will +7 (+6 vs. charm and compulsion)
Defensive Abilities charmed life 3/day, nimble +1, trap sense +1, uncanny dodge; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee mwk rapier +11 (1d6+4/15-20+5 Precision)
Ranged harrow card +10 (1d4+3/19-20+5 Precision)
Special Attacks archaeologist's luck 10 rounds/day (+2), deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (6), swashbuckler weapon training +1
Spell-Like Abilities (CL 5th; concentration +11)
. . 1/day—glitterdust (DC 18)
Bard (Archaeologist) Spells Known (CL 5th; concentration +11)
. . 2nd (4/day)—gallant inspiration[APG] (DC 18), heroism, pugwampi's grace (DC 18)
. . 1st (6/day)—cure light wounds, liberating command[UC], lucky number, windy escape[ARG]
. . 0 (at will)—know direction, open/close (DC 16), prestidigitation, resistance, sift[APG], unwitting ally[APG] (DC 16)
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Statistics
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Str 16, Dex 18, Con 14, Int 12, Wis 10, Cha 22
Base Atk +5; CMB +8; CMD 23
Feats Arcane Strike, Catch Off-guard, Deadly Dealer, Hero's Fortune, Luck Of Heroes
Traits erutaki sky reader (crown of the world), irrepressible
Skills Acrobatics +10, Bluff +10, Climb +5, Diplomacy +12, Escape Artist +8, Perception +8, Perform (dance) +12, Profession (gambler) +5, Sense Motive +5, Sleight of Hand +10, Stealth +10, Swim +5, Use Magic Device +14; Racial Modifiers +2 Diplomacy, +2 Perform (dance)
Languages Celestial, Common, Elven
SQ bardic knowledge +2, clever explorer +2, dare (), hero points, lore master 1/day, rogue talent (combat trick), swashbuckler finesse
Other Gear calamitous mail, darkwood buckler, harrow card, mwk rapier, feather step slippers, headband of alluring charisma +2, harrow deck, 126 gp, 5 sp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Archaeologist's Luck +2 (10 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Charmed Life +6 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Clever Explorer +2 (Ex) Half time to use disable device.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Dealer Arcane Strike: throw cards as if they were darts. Card destroyed when thrown.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Erutaki Sky Reader (Crown of the World, 1/day) +2 Luck bonus on a save, may be after rolling but before result is revealed.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Luck of Heroes Hero Points spent to reroll or grant bonuses before a roll are not used up on a d20 roll > 15.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
He gets about thirty uses of various luck-based abilities a day, I think that'll work out just fine.