Level 15 Gestalt one shot homebrew. (Heros of Azalia)


Recruitment

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Application submitted, background is in the profile.

Admittedly not complete, as I still need to finish up the skills and polish the background from the very, very, rough shape it is in.

I've taken the Experimental Spellcaster for a few word effect spells (Force Armor and Ice Blast).

I've really wanted to see how well Ki Arcana does in Gestalt with an Unchained Monk and Magus mix in action.


Quick Question: How common are guns? I know you mentioned that Gnomes and Belthouse have access to Advanced Firearms, but does that mean commonplace guns, or guns everywhere? what about other regions?


fluff and crunch are done. I just have to answer your questions and work them into the backstory.

Silver Crusade

@ Gavmania

if you are a gnome/dwarf/belthouse treat guns as everywhere
if you are Oswell, treat them was commonplace

if you are from anywhere else, treat them as rare.


-Nation you are from
Originally an elven city.
-Your thoughts of your home nation
He doesn’t dislike it but doesn’t want to go back, he hasn’t been home in close to 60 years.
-Your characters thoughts on the other nations/races before the great war
Before the war Ilyn looked down on the other races, seeing them as uncivilized and dirty.
-Your characters thoughts on them now
Ilyn has gained immense respect for every race and resents the elves’ outlook on them.
-What your character did before the war/draft
He worked as an assassin for some time before having an epiphany and giving up his evil ways. He then spent a long time traveling around trying to make up for his actions.
-What your character did to become recognized during battle
Ilyn has served as a spectacular combat medic and scout in many battles. He also uses his talents to get behind enemy lines and strike where they’re weak.
-A couple feats he preformed to garner his renown/power
Infiltrating an enemy stronghold alone and killing the general.
Saving a caravan of vital food and healing supplies from a raid.
- Goals, what does you character want to accomplish
Immediately: Ilyn just wants to end the war, and stop the killing.
Long term: Ilyn wants to make up for all the unnecessary pain,suffering, and death he has caused, and then retire to one of the monasteries to live out his life in peace.
-What drives you
The desire to right is wrongs.
Grief.


Billybrainpan wrote:
Is anyone making a melee/arcane character who would like to be partners with Ilyn?

I've got a ninja 10/kensai 5/harbinger 10/two-handed fighter 5, though I'm mostly ignoring my spellcasting.


I have decided to withdraw. Good luck everybody!


Lord Cainhardt of Wolden wrote:
Billybrainpan wrote:
Is anyone making a melee/arcane character who would like to be partners with Ilyn?
I've got a ninja 10/kensai 5/harbinger 10/two-handed fighter 5, though I'm mostly ignoring my spellcasting.

Sorry, scratch that I think I'm going to keep him as a loner.


Would you consider letting me import the Twilight armor enhancement from 3.5e? It's a +1 enhancement that reduces Arcane Spell Failure Chance by 10%.

I'm currently fiddling around with a Warder//Wizard/Collegiate Arcanist with a focus on the Silver Crane discipline, and I'm finding that while the fluff is teriffic, ASF-Chance is going to be a problem. If I could use that enchantment, I could run around with 5% ASFC, which is acceptable. Swift actions are a wee bit too tight for Arcane Armor Training to sit well, not to mention that it rules out quickened spells entirely.


Here's Orianna, just your average spell throwing, kung-fu dragon paladin.

Stats:

Orianna Dragonborn
Human dragon disciple 10/paladin (iroran paladin) 12/sorcerer 8/gestalt 15 (Pathfinder Campaign Setting: Inner Sea Combat)
LG Medium humanoid (human)
Hero Points 3
Init +8; Senses blindsense 60 ft.; Perception +23
Aura aura of excellence, aura of law, aura of perfection, resolve (10 ft.)
--------------------
Defense
--------------------
AC 39, touch 26, flat-footed 26 (+8 armor, +3 deflection, +12 Dex, +1 dodge, +5 natural)
hp 185 (15d12+45)
Fort +21, Ref +20, Will +20; +2 vs. death
Immune charm, disease; Resist fire 10
--------------------
Offense
--------------------
Speed 30 ft., fly 90 ft. (average)
Melee +1 ghost touch gauntlet +25/+20/+15 (1d3+8/19-20 plus 2d6 vs. evil) or
. . unarmed strike +27/+22/+17 (1d8+11/19-20 plus 2d6 vs. evil)
Ranged bow of ashes +21/+16/+11 (1d8+8/×3 plus 1d6 fire)
Special Attacks breath weapon, claws (2, 1d6 plus 1d6 fire, treated as magic weapons, 11 rounds/day), dragon bite, personal trial
Dragon Disciple Spell-Like Abilities (CL 0th; concentration +0)
. . 2/day—dragon form
Sorcerer Spells Known (CL 15th; concentration +23)
. . 7th (5/day)—banishment (DC 25), form of the dragon II, greater teleport
. . 6th (7/day)—battlemind link[UM] (DC 24), disintegrate (DC 24), form of the dragon I, undeath to death (DC 24)
. . 5th (7/day)—break enchantment, lightning arc[UM] (DC 23), passwall, spell resistance, telekinesis
. . 4th (8/day)—dimension door, dragon's breath[APG] (DC 22), fear (DC 22), ride the waves[UM] (DC 22), stoneskin
. . 3rd (8/day)—dispel magic, fly, haste, greater scale spikes, siphon might (DC 21)
. . 2nd (8/day)—alter self, blade tutor's spirit, mirror image, resist energy, scorching ray, see invisibility
. . 1st (8/day)—adhesive spittle[ACG] (DC 19), feather fall, liberating command[UC], mage armor, shield, windy escape[ARG]
. . 0 (at will)—dancing lights, detect magic, disrupt undead, ghost sound (DC 18), mage hand, mending, message, prestidigitation, scoop[UM]
. . Bloodline Draconic
Paladin (Iroran Paladin) Spells Prepared (CL 9th; concentration +17)
. . 3rd—blade of bright victory[UM] (DC 21), divine transfer[APG] (DC 21), litany of escape[UC]
. . 2nd—arrow of law[UM] (DC 20), fire of entanglement[APG] (DC 20), ironskin, life shield
. . 1st—divine favor, divine favor, divine favor, hero's defiance[APG]
--------------------
Statistics
--------------------
Str 24, Dex 18, Con 12, Int 14, Wis 10, Cha 27
Base Atk +15; CMB +23 (+25 grapple); CMD 48
Feats Arcane Armor Training, Arcane Strike, Blind-fight, Deflect Arrows, Dodge, Eschew Materials, Fey Foundling[ISWG], Flyby Attack, Greater Mercy[UM], Improved Critical (unarmed strike), Improved Initiative, Improved Unarmed Strike, Power Attack, Toughness, Weapon Focus (unarmed strike)
Traits blessed touch, quain martial artist
Skills Acrobatics +12, Diplomacy +16, Fly +16, Intimidate +16, Knowledge (arcana) +10, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +5, Perception +23, Sense Motive +8, Spellcraft +10, Stealth +7, Survival +0 (+2 to avoid becoming lost), Swim +11
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), change shape (humanoid or animal; polymorph), confident defense +8, divine body, divine bond (weapon +3, 2/day), hero points, ki pool, lay on hands 16/day (8d6+1), mercies (blinded, fatigued, poisoned, staggered), sense perfection, wings
Combat Gear ring of the grasping grave, wand of cure light wounds, wand of cure light wounds; Other Gear +4 brawling holy reliquary spell dodging mithral shirt, +1 ghost touch gauntlet, bow of ashes, +1 holy amulet of mighty fists, - custom magic item -, belt of physical might +4 (Str, Dex), bodice of resistance +3, boots of readiness, bracers of the merciful knight, cracked pale green prism ioun stone (attack), eyes of the eagle, headband of alluring charisma +6, ring of protection +3, wayfinder, 563 gp
--------------------
Special Abilities
--------------------
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
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.
Aura of Excellence (Su) Immune to effects that force rerolls. Allies within 10' can roll 2 or 3 dice when forced to reroll.
Aura of Law (Su) The paladin has an Aura of Law with power equal to her class level.
Aura of Perfection (Su) When forced to reroll and take second result, you or allies in 10' roll 2 dice and take the higher.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bracers of the merciful knight Can cause a lay on hands to also apply lesser restoration.
Breath Weapon (1/day, DC 23) (Su) 1/day, Breath Weapon deals 10d6 Fire damage, DC 23.
Change Shape (humanoid or animal; polymorph, 3/day) (Su) You can change your form.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Divine Body (Su) You form a weapon bond with your unarmed strike.
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Form (II, 2/day) (Dragon, Gold, Young, 2/day) (Sp) Use Form of the Dragon II as a spell-like ability 2/day
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey Foundling Magical healing works better on you
Fire Claws (11 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Fire) that bypass DR as magic weapons.
Flight (90 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (14/day) (Su) Gain a supernatural energy source used to accomplish amazing feats.
Lay on Hands (8d6+1 hit points, 16/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Personal Trial (4/day) (Su) +4 insight bonus to hit, damage, saves, and AC vs. target.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Ring of the grasping grave Touched undead can't be healed or aided by negative energy for 1d4 rds.
Sense Perfection (Su) At will, you can detect if a creature has a ki pool.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wings (Su) Can sprout wings and gain a 60' Fly speed with average maneuverability.

background:


  • Nation you are from.
    Aloran.
  • Your thoughts of your home nation.
    Aloran had great honor and beauty. The undead have destroyed that. But I hope that the spirit of Aloran will rebuild once we have defeated the evil that comes.
  • Your characters thoughts on the other nations/races before the great war.
    Before the war, she was not focusing on nations, but fighting evil individually.
  • Your characters thoughts on them now.
    Belthouse is a testament to the brilliance of this new technology.
    Razeria's eldritch power is a weapons we will need.
    Oswell is the voice of reason, bringing all together.
    The elves must stand with us as equals, or all will fall.
    The halflings are not warlike, but farmers are essential to our survival.
    The dwarves are masters of metal, arming those who fight against unholy evil.
    Orcs are warriors by nature. We need their strong arms.
  • What your character did before the war/draft.
    She was a foundling, brought to an orphanage. As she grew she went to help the younger children. As she grew she was brough to a small monastery of Irori. It was there ther draconic blood emerged.
  • What your character did to become recognized during battle.
    Orianna led the fight from the air. Flying from one unit to another to try and turn back the tide of undead. As time showed that this was not possible, she began to save as many as she could. As they reached the final days, she found young Prince Rivan, the last of the Royal line of Aloran.
  • A couple feats he preformed to garner his renown/power.
  • Goals, what does you character want to accomplish?.
    She wants to eliminate the threat of the undead and demons. She wants to restore the nations asthey were.
  • What drives you.
    Protecting the innocent.
    Developing herself.


Would you be fine with me going rage prophet on one side and sorcerer or scarred witch doctor on the other side?

If so how would you rule this ability?

Quote:

Ragecaster (Su)

Starting at 4th level, a rage prophet’s spells grow more potent when he rages. When using moment of clarity, he adds his barbarian level to his caster level. At 7th level, he adds his Constitution bonus to the save DC of any spells cast while raging.

Do I get to add barbarian levels to the caster level on the other side of the gestalt as well while using clarity of mind? For oracle and sorcerer I assume DC would be based on both cha and con. For scarred witch doctor would it be con*2?


Don't want to speak for the GM, but the usual Gestalt convention (House-Rule) is that no single feature of a character can be greater than what would be theoretically possible in a non-gestalt character (with the HD limit being the main consideration).

So, I couldn't take a Wizard 5, Fighter 5, then progress to Wizard 15 on one side with a variety of prestige classes on the other side (such as Eldrich Knight and Archemage) in order to advance my caster level above my HD level. If I could, I could play a 15th level wizard/whatever and cast as though I were a level 24-25 wizard. Not only are there no real rules for that, but it would be pretty game-breaking if you could. (I actually remember doing something like this with a Cleric/Wizard Mystic Theurge back in the 3.5 days, but fortunately, he stayed as a mechanical experiment as opposed to anything I ever played.)

The Gestalt rules don't actually say that anywhere, but there are a few a few loopholes in the rules as described that are pretty commonly closed off with what seem to be pretty universal house rules. Another one I used to see a lot was the idea of "Creative Layering" of your classes - basically, according to the rules, what your class grants in the level you take it is what matters, and you get the better of each. This meant that I could take Wizard 1/Fighter 1 at first level, and take levels of Wizard and Sorcerer from that point on. Since the BAB increases would be offset by one, each class receives its bonus on a different level, you would end up with a Full BAB character at any level, despite only having half-BAB classes. The same works for saves. In fact, if you worked at it, you could layer your classes in such a way that you received bonuses to all saves at nearly every level, resulting in saves even better than even the usual "Good" saves.

The almost ever-present house-rule I've seen since basically says that to determine your BAB, saves, and caster level, you merely add up the two sides of your gestalt, and get the best of the two totals for each feature - not level by level (as suggested by the original 3.5 rules), but overall. This is much simpler and least open to such obvious abuse. By the same token, anything that would allow your character to exceed the HD power limits via combinations that wouldn't be allowed with a solo class character are usually disallowed. So no CL 25 level 15 wizards; unfortunately.

Of course, the GM is free to use the original rules, in which case I'd have to rethink a few things, because there are whole worlds of unintended abuse that would be open to exploration there ;) Of course, that pretty much just a cold-war era arms race, as there are some pretty insane things you can do that you could never pull off with a regular character.

Silver Crusade

increasing the "effective" caster level is normally ok, as very few things actually do that, however, given you could -potentially- increase your effective CL by 15 I am going to have to rule it as a no. I will however, allow it to increase your caster level up to your HD. (so say, you have wizard 10/fighter 5 barb 6/ skald 9. you would, during clear mind, cast at effective level of 15, but not 16. Does this seem fair?)


Sounds like a lot of fun for a rebellious mage from Razeria.


rorek55 wrote:
increasing the "effective" caster level is normally ok, as very few things actually do that, however, given you could -potentially- increase your effective CL by 15 I am going to have to rule it as a no. I will however, allow it to increase your caster level up to your HD. (so say, you have wizard 10/fighter 5 barb 6/ skald 9. you would, during clear mind, cast at effective level of 15, but not 16. Does this seem fair?)

I wasn't going to take all that many barbarian levels anyway, maximum 5, but now I guess I'll just cut it down even further. I'm fine with this though.

About layering, isn't the most common solution to this to just use fractional BAB and saves?

How do you feel about combining wildblooded and crossblooded? What about taking wildblooded bloodlines with eldritch hertiage?

Though I might just go ahead and play a half-orc scarred witch doctor. Sometimes it's fun to play the hates minority. If I do that it would be nice to be able to pick up the Pit-touched wildblooded bloodline through eldritch heritage.


The Dragon wrote:

Would you consider letting me import the Twilight armor enhancement from 3.5e? It's a +1 enhancement that reduces Arcane Spell Failure Chance by 10%.

I'm currently fiddling around with a Warder//Wizard/Collegiate Arcanist with a focus on the Silver Crane discipline, and I'm finding that while the fluff is teriffic, ASF-Chance is going to be a problem. If I could use that enchantment, I could run around with 5% ASFC, which is acceptable. Swift actions are a wee bit too tight for Arcane Armor Training to sit well, not to mention that it rules out quickened spells entirely.

You know dervish defender exists right?


@Rorek - would you let me submit two characters? Obviously only one (if either of them) would get selected.

Silver Crusade

only one PC submission per player please :3

@The Dragon, sure. Go ahead I've always found it very restricting for arcane.

@Oyzar As long as the archetypes you use do not replace the same class features (one that changes it, then another that removes it, is fine) Then combine away.

ALSO fractional BaB/Saves are open to be used. In other words, progress your saves based on character level, rather than class. (IE, a rogue2/fighter1 would have a will save of +1, instead of +0)


I should have my character ready soon. All that's left is backstory/equipment.


rorek55 wrote:

only one PC submission per player please :3

@The Dragon, sure. Go ahead I've always found it very restricting for arcane.

@Oyzar As long as the archetypes you use do not replace the same class features (one that changes it, then another that removes it, is fine) Then combine away.

ALSO fractional BaB/Saves are open to be used. In other words, progress your saves based on character level, rather than class. (IE, a rogue2/fighter1 would have a will save of +1, instead of +0)

That's kind of the point with wildblooded. They are more like alternate versions of bloodlines rather than archtypes. They do replace some bloodline powers, while Crossblooded give you new options for bloodline powers at every level, so if you view wildblooded as an archtype it does modify the same feature as Crossblooded.

I'm honestly thinking more to go in the direction of witch atm, so I'm more interested if you would allow me to pick a wildblooded archtype through eldritch heritage.

Silver Crusade

sorry, let me reiterate more clearly. If you have two archetypes, one alters a class feature, one replaces. (say for example, a blood line).

I am of the opinion that you can stack them. You alter it, then the 2nd archetype replaces it. (for good or ill). So you -can- go this route. So yes, you can combine the two archetypes.

I am unsure about the feat though. I kinda feel like sorcerers should be the only ones to access to their archetypal bloodlines, but at the same time see the other side, it is still a bloodline after all.. hm. I'll get back to you on that.


@rorek55 Thanks for allowing twilight armor, could you also consider simply removing the swift action requirement of arcane armor training?


rorek55 wrote:
@The Dragon, sure. Go ahead I've always found it very restricting for arcane.

Thank you!

Silver Crusade

fnord72 wrote:
@rorek55 Thanks for allowing twilight armor, could you also consider simply removing the swift action requirement of arcane armor training?

Decided on a slightly different course.

Arcane armor training -> improved arcane armor training

Benefit: using arcane armor is now a free action

Also, for any dual weilder:

Double strike:

Prerequisites: dex 17, Improved TwF, TWF, double slice.

Benefit: make an attack with your off hand weapon in addition to your main hand as a standard action. This feat works with vital strike.


That works for me with the improved arcane armor training.

Does that carry through on arcane armor mastery? (adds medium armor)


I'm currently in the proccess of filling my spellbooks. It will probably take as long as the rest of character creation put together.

How long will this game run, do you think?

Silver Crusade

Fnord- Yes

The Dragon- unsure, possibly a couple months to more depending on post rates etc.


More or less finished. Of course, playing around with a few variables here and there, and I may have a few questions for specific stuff later, but I figure it can wait until we see if I'm selected.

Background questions:

-Nation you are from
Born in the Kingdom of Elsehien, Taemon’dow found himself disenchanted with the dependance on magic among his people, particularly given his observations on how magic appeared to be stagnating, and being lost more rapidly than it was being grown or rediscovered. Given this, he left Elsehien for Belthouse before he was even considered to be of the age of majority, and has considered himself a member of that nation for decades since.
-Your thoughts of your home nation
Taemon’dow considers Belthouse to be his home counrty, even if he was not born there. When thinking back on Elsehien, he respects the nation and what they have accomplished, and their culture and history; however he also feels that they are dedicated to a dying philisophy, and that magic is stagnating. His new home, Belthouse has the courage to move in new directions, and investigate science, and how scientific principles can be used to manipulate and control the energies of traditional magics as well.
-Your character's thoughts on the other nations/races before the great war
Humans: Daring creatures that defy expectations. However, since they are so young, so foolish, and live and die so quickly, they need the guidance members of longer lived creatures who have the experience and maturity to manage the resource they represent. They are brilliant and daring children, but ones that are doomed to die before ever gaining the perspective of age, and will therefore always require a parent to guide and shape them.
Half Elves: Elves have stagnated, and while humans have the daring to advance, they die far too quickly to succeed in the long run. To Taemon’dow’s thinking, a merging of bloodlines may be a potential solution to these limitations. While he has the same instinctive suspicion of Half-Elves as most old-order elves, but on an intellectual basis, he is shifting this ingrained bias.
Dwarves: Great craftsmen with useful skills, but no imagination. They are tradesmen and labourors; useful labour, but that is typically the limit of their usefulness.
Gnomes: If only they could harness or organize their imagination and ability to innovate…
Orcs: Nearly mindless savages, but not without their uses. If they could be herded in the right direction and at the right time, that beastial strength could be effectively put to use.
Half-Orcs: Human ingenuity with orc ferocity. More useful than orcs, and perhaps would make better, more intelligent specialty troops in wartime, but overall, less long term potential than straight humans.
Halflings: Mostly harmless.
Kitsune/Catfolk: “Who?”
Aloran: An example of a human kingdom wasting its potential due to a lack of mature guidance.
Razeria: The best of the old way of thinking. Good for what it is, but very likely to diminish in prominence as time goes on.
Oswell: A political mess in dire need of mature (Elven) guidance.
-Your character's thoughts on them now
Mostly unchanged.
-What your character did before the war/draft
An established and more-or-less well respected (for an Elf) Professor for the Academe of Alchemy, a political pundit and advisor in certain governmental avenues
-What your character did to become recognized during battle
First came to the attention of the powers that be during an attack where a group of demons breached the city wall and forced their way into a residential area. Heading in alone, he killed half a dozen before the remainder turned and fled. Then, rallying a group of auxiliaries, he was able to lead them back to the wall, retake the gatehouse, and fill the breach.
-A couple feats he preformed to garner his renown/power
At the battle of Gheran Tower, south Elsehien, when a Nalfeshnee overran the Oswellian infintry, Taemon’dow killed it. By himself.
- Goals, what does you character want to accomplish
Kill the enemies (as many as necessary), end the war, and therefore get back to the important work such as advancing his research.
-What drives you
Uncovering the new secrets of science and technology that are beyond the capabilities of mere magic.

This is the submission from Rigor Rictus, by the way. Elven Alchemist/Gunslinger. Frighteningly efficient range fighter via dual wielded revolvers, effective room clearer/area attack boss via bombs, secondary healer/buffer, with surprisingly good diplomacy skills, for an arrogant, snooty, stuck up, self-superior elven smart ass.


Scarred Witch Doctor gets the ability:

Quote:
At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.

What kind of abilities/items can I add? Am I restricted to things that normally go in the head slot or can I also add stuff from other slots? Do I have to pay anything extra to do so? Giving it the abilities of a headband of charisma would be nice.


This is Johnnycat with my submission.

Any feedback/criticism is welcomed and appreciated, as always.


Just a reminder that Scarred Witch Doctor got an errata and now it doesn't use CON anymore, it's INT like the other witches.


@Oyzar, looks like you would still have to pay any associated costs for crafting, you just don't need to have the feat.


The Archlich wrote:
Just a reminder that Scarred Witch Doctor got an errata and now it doesn't use CON anymore, it's INT like the other witches.

I never heard that. I've never played one, but the archetype does look interesting, and I've toyed with the idea before. Unfortunately, taking away the Con based casting effectively kills the only interesting thing about it. Too bad. It has died a poor death by nerf-bat.

If I were running a game, I'm pretty sure I'd ignore that. I hate the nerf stick. That is not an errata, that is a "we completely screwed up and should have play tested this better" situation.


@rorek55: Since I've notice a few folk asking for allowances, perhaps I'll ask for one of my own:

Would you be OK applying Endless Ammunition to a gun? The only reason you can't is because the trait arbitrarily say you can't; a rule they basically break with the Pistol of the Infinite Sky. I am thinking that in a setting where Firearms are much more common than on Golarion, the rule make seen less sense than usual.


Why not just buy a pistol of the infinite sky if you want one. Besides, don't you already have a means of free action reloading at level 15?


Johnnycat93 wrote:
Why not just buy a pistol of the infinite sky if you want one. Besides, don't you already have a means of free action reloading at level 15?

Good question. Basically there would be about three or four problems with the Pistol for my build; none are terrible and it is still a good weapon, but none is ideal either; first, it's a primitive firearm, which is only good for touch attacks within one range increment, whereas my revolver can do the same out to five (constant Deadeye use would eat up a lot of grit, signature deed takes a feat, and a deadeye vest takes more money). Second, as an alchemist, I may often be planning to use specialty ammunition (such as explosive missile). Endless ammunition specifically says that if you place your own ammo in the weapon, the magic ammo disappears to allow you to do it, which the Infinite Sky does not necessarily do (though the GM might allow it). Third, rules are fuzzy on upgrading names weapons, so whether I can place "Distance" on it, etc. is iffy. Last, the lightning reload ability is next to useless for me, as it allows one reload as a swift action per round, where I might need my swift action for something, and it won't help considering I'm dual weilding, and will be firing six times a round on a full attack (more with haste), and one reload isn't going to cut it.

Basically, what I have will work (possibly with breaks every other round or so for loading); Pistols of the Infinite Sky would work; Revolvers with Infinite Ammo would work better than either.

Another thing that would work would be if Pistol of the Infinite sky could be based on a advanced pistol and accept special ammunition when warranted.


Forgive me if I'm coming across as overly-critical:

Most people assume lightning reload and rapid reload (the feat) stack. That'll get you down to a free action. You only need one or the other, if I recall correctly, because metal cartridges/alchemical cartridges reduce the time it takes to reload by one step.

It doesn't look like you've considered that you'll also need a free hand to reload while dual wielding. You also seem to have three undeclared feats (though I may just be wrong).

Silver Crusade

which pistol of the infinite sky gets around. (its magical reloading) therefore no hand required. I am hesitant to allow the obscenity that is 200ft+ touch ac with revolvers. However, I suppose there is nothing stopping you from purchasing two infinite sky pistols anyway.

I'd rather you not stack endless ammunition on them, since you already have 6 bullets per revolver.


rorek55 wrote:
which pistol of the infinite sky gets around. (its magical reloading) therefore no hand required.

So does Twirling Guns or a third arm, what with being an alchemist and all. There are some pretty good options without having to houserule endless ammunition. It'd probably cost less gp wise, since bullets are cheapo compared to enchantments.


Johnnycat93 wrote:
So does Twirling Guns or a third arm, what with being an alchemist and all. Like I said, he still has feats he can use.

Yup, I did exactly that with a prior version of a Gestalt Alchemist/Gunslinger, giving him four arms (because I like symmetry), but whereas he was a goblin and this is an elf... a four armed goblin is significantly cooler than a four armed elf. Four arms on an elf is just... weird. And the extra limb thing did end up a little off the charts with that character... he was a level 18 gestalt. I did a faux encounter with that character to see what he was capable of, and found that he could take out a Tarrasque fairly easily in a single round (not permanently of course, as they're technically unkillable...) (Average damage output was initially around 1300 pts a round, and even after a few rules quibbles (from players, not the GM) potentially reduced that, it was still 700-800 damage a round under the very strictest interpretation of the rules (without using bombs - that was just gunfire). While I love the character, and the concept, it was pretty ludicrous, and besides, there are no goblins in this setting (so far?). While making a game breaking character is a fun theoretical project, playing one is pretty pointless. For that reason, I deliberately avoided all sorts of exploits with this character (the elf) that I had used with the goblin. (I still love goblins though, and if they were to be included in the setting, I'd probably switch to one in a second.) If you want to see that particular madness, the build is here. (Scroll down to the Insanely Optimized spoiler tab.) In my defense, the GM had told us that it would be a ridiculous PC bloodbath campaign, and that we should push our optimizing to the max.

With this character, for reloading his revolvers, at present the plan would likely be to just take a break every third round (three shots per gun, per round, on average), in order to reload. Holster (move action), reload (free), holster (2nd move action), quickdraw the other gun, reload (free), quickdraw the first again. Gun twirling is another option to do it with entirely free actions, but it's feat intensive, requiring Dazzling Display and a few other feats I don't really want. If I were to take it, I'd need to reorganize a few things to give him an intimidate option, so the feat wouldn't be entirely wasted.

I am deliberately trying to keep this guy in the realm of relative sanity, which is why I've passed up a few options here and there that could make him more uber. Pausing to reload is one potential limitation. Damage output is in the ~250 per round range without bombs (on a full attack), which is still pretty high (I think... I haven't played all that many higher level games...).

As for the three feats, are you sure I missed them? (There are definitely some rough spots on the character (such as I am pretty sure he is over budget, and his gear needs to be trimmed), but I thought his feats were correct. 8 from levels (1,3,5,7,9,11,13,and 15), plus three bonus feats from Gunslinger (they are listed down under my gunslinger abilities). Am I missing some from somewhere, or was it that I put my bonus feats in another spot?


Ah. it was hard to tell from a glance. I was speaking of the bonus feats from gunslinger.


Expressing interest in a halfling archer of the skill-full variety. Halfling Opportunist and Arcane Archer. On which note: Can we make gestalt levels comprising of 2 (independant) prestige levels? This is usually disallowed in 3.5 because there prestiges are significantly more powerful than the base classes, but with Pathfinder being balanced to prestiges being simply an alternative rather than a direct upgrade I figured I'd ask.


fnord72 wrote:
@Oyzar, looks like you would still have to pay any associated costs for crafting, you just don't need to have the feat.

I know. That's not what I'm asking. I'm asking what kind of items I can craft in this way. Do I have to pay a tax to shift the slot? If so how much?


The Archlich wrote:
Just a reminder that Scarred Witch Doctor got an errata and now it doesn't use CON anymore, it's INT like the other witches.

Really? Where is it? That's the whole point of going with scarred witch doctor in the first place...


oyzar wrote:
The Archlich wrote:
Just a reminder that Scarred Witch Doctor got an errata and now it doesn't use CON anymore, it's INT like the other witches.
Really? Where is it? That's the whole point of going with scarred witch doctor in the first place...

It's like you're implying that it's not for becoming an awesome Tiki Witch.


Rigor Rictus wrote:
The Archlich wrote:
Just a reminder that Scarred Witch Doctor got an errata and now it doesn't use CON anymore, it's INT like the other witches.

I never heard that. I've never played one, but the archetype does look interesting, and I've toyed with the idea before. Unfortunately, taking away the Con based casting effectively kills the only interesting thing about it. Too bad. It has died a poor death by nerf-bat.

If I were running a game, I'm pretty sure I'd ignore that. I hate the nerf stick. That is not an errata, that is a "we completely screwed up and should have play tested this better" situation.

That's become fairly standard proceedure for paizo, unfortunately. I don't know why they tinker so much with the rules after they've been released; it's annoying as hell. Maybe because of pfs or something, coupled with the fact that faqs have been used to change rules much more actively than it was done in 3.5e. It wasn't even 100% official back then

Taemon'dow wrote:
Johnnycat93 wrote:
Why not just buy a pistol of the infinite sky if you want one. Besides, don't you already have a means of free action reloading at level 15?

Good question. Basically there would be about three or four problems with the Pistol for my build; none are terrible and it is still a good weapon, but none is ideal either; first, it's a primitive firearm, which is only good for touch attacks within one range increment, whereas my revolver can do the same out to five (constant Deadeye use would eat up a lot of grit, signature deed takes a feat, and a deadeye vest takes more money). Second, as an alchemist, I may often be planning to use specialty ammunition (such as explosive missile). Endless ammunition specifically says that if you place your own ammo in the weapon, the magic ammo disappears to allow you to do it, which the Infinite Sky does not necessarily do (though the GM might allow it). Third, rules are fuzzy on upgrading names weapons, so whether I can place "Distance" on it, etc. is iffy. Last, the lightning reload ability is next to useless for me, as it allows one reload as a swift action per round, where I might need my swift action for something, and it won't help considering I'm dual weilding, and will be firing six times a round on a full attack (more with haste), and one reload isn't going to cut it.

Basically, what I have will work (possibly with breaks every other round or so for loading); Pistols of the Infinite Sky would work; Revolvers with Infinite Ammo would work better than either.

Another thing that would work would be if Pistol of the Infinite sky could be based on a advanced pistol and accept special ammunition when warranted.

Path of war is allowed - in there, there's a feat called lightning swap, which lets you sheathe weapons as a free action. It's limited to dex mod/round, but you don't care, as your dex mod is +12 or something similarly ridiculous.

Here's a link.

You might have to scroll a little to find it.


The Dragon wrote:
Rigor Rictus wrote:

I never heard that. I've never played one, but the archetype does look interesting, and I've toyed with the idea before. Unfortunately, taking away the Con based casting effectively kills the only interesting thing about it. Too bad. It has died a poor death by nerf-bat.

If I were running a game, I'm pretty sure I'd ignore that. I hate the nerf stick. That is not an errata, that is a "we completely screwed up and should have play tested this better" situation.

That's become fairly standard proceedure for paizo, unfortunately. I don't know why they tinker so much with the rules after they've been released; it's annoying as hell. Maybe because of pfs or something, coupled with the fact that faqs have been used to change rules much more actively than it was done in 3.5e. It wasn't even 100% official back then

There's only so much playtesting one can do. You have to build a character and play it at different power levels. Given the astounding number of moving parts in Pathfinder, there's only so many combinations you can test. In order to test enough combinations to know it well, you need a playtest as wide as a full release.

Other publishers have gone to the internet errata model. 4e, savage worlds, 5e, M&M. Now that so many people use online references over hardcopy books it makes more sense.


The Dragon wrote:

Path of war is allowed - in there, there's a feat called lightning swap, which lets you sheathe weapons as a free action. It's limited to dex mod/round, but you don't care, as your dex mod is +12 or something similarly ridiculous.

Here's a link.

You might have to scroll a little to find it.

Thanks! That would be perfect! GM? Is Path of War legal for this game?


Philo Pharynx wrote:

There's only so much playtesting one can do. You have to build a character and play it at different power levels. Given the astounding number of moving parts in Pathfinder, there's only so many combinations you can test. In order to test enough combinations to know it well, you need a playtest as wide as a full release.

Other publishers have gone to the internet errata model. 4e, savage worlds, 5e, M&M. Now that so many people use online references over hardcopy books it makes more sense.

Sure, but that's mostly misprints and stuff like that. What stands out about these erretas is that they tinker with the published materials instead of cleaning up misprints and errors and make sure the rulestext still line up fairly closely with the designer's intent after the editors have taken an axe to it.

Sometimes it's okay, as in the case with that divine grace feat from ACG that really shouldn't have been printed in the first place. Other times it just messes things up that were fine, like with the SWD witch, which was supposed to be an archetype that gave orcs half-decent casters. With this erreta, it makes orcs really, really sucky Scarred Witch Doctors, as they have -4 to intelligence.

But the whole thing is annoying, because it means that you can't trust that the text in the books represent something close to what the rules actually are.

Taemon'dow wrote:
Thanks! That would be perfect! GM? Is Path of War legal for this game?

I'm not Rorek, obviously. But he did say that Stalker, Warlord and Warder were allowed, back on page 1, and that 'he was familiar with the base stuff', so that implies pretty heavily that the supporting material is allowed as well. It's not a 100% though.

Maybe that was a help.
Maybe it wasn't.
I like commenting on stuff. :)

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